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ARCHITECT’S GUIDE

TABLE OF CONTENTS
Creator: Product Identity: The following items are hereby
Stacy Poor identified as Product Identity, as defined in the Open
Game License version 1.02, Section 1(e) and are not
Editor and Lead Writer: Open Content: Velvet Fang, Velvet Fang logo. All Chapter 1: Welcome to Destiny 4 Chapter 5: Loot 64
Martin Souza trademarks, registered trademarks, proper names The Golden Age 5 Exotic Equipment 64
(characters, deities, etc.), dialogue, plots, storylines,
Artists: locations, characters, artwork, and trade dress not The Ishtar Collective 6 Resources 66
Charlie Eliasson previously been designated as Open Game Content Clovis Bray 7 Loot Tables 67
Lauren Bagley or are in the public domain are not included in this The Collapse 7 Exotic Weapons 74
designation. Destinations 9 Exotic Armor 97
Rules Development: Chapter 2: Factions 14 Exotic Artifacts & Devices 113
Elias Thorn Open Content: Except for material designated as
Siddharth Khadkikar Product Identity (see above), the game mechanics of Eliksni 14 Chapter 6: Campaign Material 124
this game product are Open Game Content, as Hive 18 Fireteam Name Generator 124
Assistant Project Manager: defined in the Open Gaming License version 1.0a Cabal 23 Lost Sectors 124
Yumi Colón Section 1(d). No portion of this work other than the The Vex 27 Alien Names 132
material designated as Open Game Content may be The Taken 31 Public Events 136
Cover Illustrator: reproduced in any form without our written Ahamkara 32 Patrol Requests 139
Jade P.N.G. permission. Making a Thorn 140
Chapter 3: The Ghost Class 39
Additional Interior Illustrators: Dungeons & Destiny is published under the Open Ghost Traits 39 Weapon Name Generator 141
Em Kief, desertdraggon Game License version 1.0a Copyright 2000 Wizards Ghost Features 39 Chapter 7: Vehicles 144
of the Coast, Inc. It is a not-for-profit labor of love Ghost Specializations 41 Core Mechanics 144
Additional Contributors produced solely for entertainment purposes that Reading Stat Blocks 145
Phoenix “Orewing” Hayes, Flynn Krusemark contains works inspired by Bungie’s video games Chapter 4: Game Rules 45
Starting at Higher Levels 45 Interacting With Stations 146
Destiny (2014) and Destiny 2 (2017).
With Special Thanks to our Volunteer Architects: Custom Character Traits 45 Encounters Involving Vehicles 147
Slashseeker, Sanity, Cream, Tecatin, ZiDaRose, © Bungie, Inc. All rights reserved. Destiny, the Alternative Casting Scores 51 Interplanetary Travel 149
Ambipomfan, Weeb-Thanos, Emerald, Ahri, Destiny Logo, Bungie and the Bungie logo are among Additional Character Foundations 52 Vehicle Stress 150
Tenrouken, Docmonday, Foxficandink, Lich, the trademarks of Bungie, Inc. Weather Effects 56 Vehicle Statistics 152
Sonashot, undead drifter, Sandman, Short Fuse, Light Abilities and Spells 60 Chapter 8: About Monsters 163
Actus Reus, Alexi, messerefingers, Pieman99, © 2022, Velvet Fang, LLC. All rights reserved. Velvet
Sathona, Dinklebot, horsedolphin, Kyralith, Fang is not affiliated with Bungie or its suppliers. Alternative Skill Checks 60 Classification Explained 163
Sparticus147, Vulkax Non-Lethal Damage 60 Reskinning Monsters 167
This document is NOT for resale. Permission granted Upgrading Alien Weapons 60 Relics 168
to print or photocopy this document for personal Other Items & Equipment 62
use only.

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CHAPTER 1: WELCOME TO DESTINY THE GOLDEN AGE
Sometime in the 21st century, as humanity strained
against the growing problems of worldwide
GOLDEN AGE TECHNOLOGY
The miraculous paracausal capabilities of the
Traveler’s power exploded humanity’s
environmental degradation and socioeconomic understanding of the universe in almost every way.
As they began to come to grips with the revelation

T
his chapter introduces the setting, historical review and reference if you’re already familiar with iniquity, something unexpected happened that
background, and locations of the Destiny Destiny, or as a crash course if Destiny’s universe is suddenly and radically changed the course of human of the Light and its implications and applications in
universe. Destiny’s lore and in-world history new to you. history. An unidentifiable extrasolar object every scientific field, human technology made
are complex and deep, offering a rich backdrop for If you want to give your players a broad idea of appeared, traveling under its own inexplicable surging advancements. The wonders wrought from
the stories you choose to tell in your campaigns. This what the Destiny setting is like, or if you just want to propulsion, and began moving among the planets studying the Traveler came to define the Golden
chapter only provides the broad strokes of set the mood before your campaign begins, you can and moons of the solar system. Where it went, the Age.
important elements of that lore and history, for your read the introductory text below to them. places it touched underwent miraculous physical
changes that defied human ability to explain. The MEDICINE
mysterious orb was terraforming the worlds it While later times would remember few specific
visited, somehow making them suitable not just for developments in medical science during the Golden
Earth is quiet, mostly: the wilds stretch on from desert plains, to darkened woods, to sighing tundras, with life, but for human life in particular. Age, it is known the most prominent result of those
the desolate ruins of cities interspersed throughout. Those crumbling, corroded remains testify to At first this object was designated Moon X, but advances was radical extension of the human
humanity’s former glories, and a time of aspiration, when hope for the future urged people to look to the by the time the hastily mounted Ares 1 mission lifespan. Typical Golden Age humans could expect to
stars. But that past is shattered and gone, buried by heavy centuries beneath the rubble of a terrible landed on Mars to examine it directly, people had live 300 years or more. In part this longevity may
calamity, an unimaginable Collapse that brought that Golden Age to an abrupt end. come to call it the Traveler. Its arrival, and the have been a natural result of exposure to the
revelation of possibility in the paracausal power of Traveler’s energies, but advancements in medicine
Yet some survived this inconceivable loss, and though Earth is mostly quiet, it is not empty. Those who lived its Light, touched off explosive advancements in certainly also played a role in eliminating disease,
faced the hardest times humanity has ever known, beset not only by the vicissitudes of the wracked Earth, science and technology. At the same time, this extending life, and augmenting human capabilities.
but also hungry enemies from faraway reaches of space, come to pick the carcasses of humanity’s worlds incredible, unimagined proof of intelligence
across the solar system. However, even in this Dark Age, the survivors of humanity were not entirely without shattered humanity’s doubt about being alone in the
hope—for the Traveler remained. universe, and realigned the collective values and PROGRAMMABLE MATTER
priorities of human societies. In a matter of a few Materials engineering flourished in the Golden Age,
The Traveler: the godlike orb, the mysterious being, the wordless benefactor. When it arrived and began short years after the Traveler appeared, typical producing entirely new compounds and composites
reshaping other planets around the system, making them fit for life, we suddenly knew we were not only human lifespans were extended threefold, most old with incredible strength, durability,
not alone in the universe, but that the cosmos could offer benevolence. Why it came, why it chose us, no social and economic divisions were broken down, superconductivity, and other remarkable properties.
one could say; but none could deny its miraculous power and the unsought gifts it bestowed. The Traveler and humans began exploring the newly transformed Golden Age materials like plasteel, spinmetal,
gave us our Golden Age, and when the Darkness came and threatened all, only the Traveler’s last stand and environments the Traveler had created throughout sapphire wire, and helium filaments remain
self-sacrifice defended us from annihilation. the solar system. ubiquitously useful to this day.
This was the Golden Age. The few centuries it However, the greatest and most outstanding
So even during the centuries of cold ashes that came after, people looked to the Traveler with hope, praying lasted saw astounding technological development breakthrough in materials science under the
it might protect them and maybe raise them up again someday. After the Collapse, the Traveler was and rapid interplanetary exploration—as well as Traveler’s aegis was the development of
wounded and unmoving—but not dead, and not powerless. Although it could no longer act for itself, the ominous hints of the dangers and enemies humanity programmable matter, and the related invention of
Traveler made one last gift: an endowment of its very power, the Light, bestowed upon those with the would come to face. engrammatic matter encoding. A combination of
intelligence, discipline, and strength to wield it well—and hopefully the fortitude to use it wisely. These advances in nanoscale engineering, particle physics,
Lightbearers, chosen from among the dead, rose to new life as avatars of the Traveler’s power. COMMUNICATION WITH THE TRAVELER and information theory led to the creation of
glimmer, a cuboid crystalline metamaterial that can
This is how you find yourself in the world: empowered, immortal, and free to make your own fate. The Earth The Traveler did not issue any apparent direct receive programmed instructions to reconfigure
isn’t always quiet, and where humanity’s survivors are endangered, they look to you for protection. Where messages when it arrived, nor as it worked itself into almost any abiotic substance. Glimmer
they gather to build and defend the Last Safe City on Earth beneath the dormant Traveler, they look to you throughout the solar system, and it did not seem revolutionized every kind of manufacturing, and
for aid. And when they speak of reclaiming the lost wonders of other worlds, they look to you to explore. responsive to conventional signals. As humans’ completely redefined the basis of economics.
understanding of it grew, some scientists worked to It also paved the way for the creation of matter
Yet your power and your choices are ultimately your own—and your DESTINY is what you will make it. develop new modes of transmission to beam ideas engrams, which combine the concept of
directly to the Traveler without the intervening programmable matter with new encryption methods
mediation of signaling protocols. It is unclear to encode objects or information systems into
whether these efforts were successful, and if so, to compact, stable, and secure nodules.
what degree the people of the Golden Age were
able to communicate with the Traveler.
However, before long it became clear the ARTIFICIAL INTELLIGENCE
Traveler had its own way of communicating with Engrammatic encoding applied to the construction
humans. Certain individuals began experiencing of processors enabled widespread quantum and
dreamlike visions which they felt conveyed aspects eventually superluminal computation. Among many
of thought and feeling from the Traveler. Though other applications, this astronomical increase in
initially some experts dismissed these dreams as computing power enabled massive advances in
unexplained psychosis, in time their genuine nature artificial intelligence. The most common AIs were
was recognized, and it was through these messages installed in so-called frames, robotic bodies typically
that the Traveler declared itself a benevolent, of humanoid design. These AI-controlled frames
sentient entity. Those people who received the were well suited to perform a wide range of tasks
dreams and interpreted their meaning on the autonomously, and were capable of self-directed
Traveler’s behalf came to be called Speakers. learning.

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Higher-order AIs for more sophisticated functions freight or simply provide high-efficiency transit for prominent examples demonstrate that Golden Age along the way.
required more extensive hardware. For example, the larger groups of people than jumpships could scientists did base their work upon insights gleaned After years without progress, Clovis built a secret
failsafe AI of an Exodus Program colony ship was accommodate. The largest of these were probably from the Vex, despite the terrifying hazard they facility on Jupiter’s moon Europa, untouched by the
housed in a large central core with a large array of the colony ships of the Exodus Program: immense represented. Traveler and thus violently inhospitable to humans.
peripheral processors. Besides their outstanding craft meant to carry populations of thousands of First, an extremely secretive project conducted Under cover of researching Europa’s indigenous
technical capabilities, AIs of this class perceived colonists to the far reaches of the solar system, and on Earth, in Lhasa, sought to tap into or adapt the extraterrestrial life, he established a city-sized
qualia and felt embodiment in the systems they beyond. Vex network. This work, initially directed by one of colony, Eventide, and populated it with staff to
operated, and could develop unique personality the Ishtar Collective’s former top scientists, led to support his fixation on the Exo Project, which
traits as they accumulated experience. TRANSMAT the creation of a device that projected the displaced recruited terminally ill volunteers and desperate
The pinnacle of Golden Age AI were much vaster, consciousness of its subject through the Vex debtors as test subjects. It was here, in the infamous
truly sentient general intelligences like the warmind Long considered merely a technological fantasy, network, or using similar principles. This was Deep Stone Crypt, that Clovis eventually succeeded
Rasputin, which was tasked with coordinating and teleportation was one of the most groundbreaking thought to grant the subject visions of possible in achieving exomind transference—though only
controlling the defensive assets of the entire solar inventions of the Golden Age. Matter translocation, futures or alternate timelines, depending on the through the darkest and direst means, which
system. Minds like this were not limited by or transmat, built upon the fundamental protocols degree of displacement. These visions and the involved supplementing his own Exo technology
embodiment in specific hardware, but existed across developed to facilitate the translation of matter into experience of using the device were often deeply with an infusion of treated Vex radiolarian fluid.
vast networks, and could even partially or wholly storable, transferable data patterns. Adapting the unsettling to the subjects. The behavior of the This horrendous secret at the heart of the Exos’
instantiate themselves in locations other than their principles of engrammatic encoding led to a system subjects and operators of the device, and their creation was buried along with the Deep Stone
central cores. It is not known how many warminds to convert, transmit, compile, and materialize pursuit of the future visions it seemed to reveal, Crypt and the entire Eventide colony when it was
or other comparable AIs existed, or whether any objects across any physical distance that could be eventually took on a cult-like quality. The project’s overrun by the Vex from which Clovis had been
survived other than Rasputin. bridged by a sufficiently stable data network. It was goal was apparently to develop this technology as a harvesting radiolaria. Some of the Eventide
only a matter of a short time after the technology’s special military intelligence asset, but whether they colonists, including a number of Exos, escaped the
initial development that it was tested for live progressed beyond their prototype is uncertain. disaster on Europa, and facilities elsewhere may
ARMAMENTS subjects and determined to be safe for human use. Second, the success of the Exo Project—Clovis have continued producing new Exos. The population
Although the Golden Age was a relatively peaceful Bray’s longstanding effort to transfer human of people reborn as Exos reached considerable size,
time compared to most of human history, the wave consciousness into artificial bodies—ultimately and they lived on throughout Golden Age society,
of Golden Age invention did not leave behind
weapons technology. Despite the prevalent peace
THE ISHTAR COLLECTIVE rested upon a perverse adaptation of Vex ignorant of the extent of the evil involved in their
The Traveler’s terraforming of Venus led to the technology (see Clovis Bray). creation.
on Earth ushered in by the Traveler, some looked startling discovery of extensive artificial structures
past it to the dark between the stars, wondering on the planet. Surveys of these immense,
what else could roam the universe that might not be
so benevolent. Because of this focus on developing
machinoformed works determined they apparently
predated human life by billions of years. Naturally,
CLOVIS BRAY THE COLLAPSE
defensive capabilities to oppose potential The largest and most ubiquitously influential Though distantly remembered as a single
the scientific curiosity this aroused led to the megacorporation of the Golden Age, Clovis Bray monumental calamity, the Collapse was not one
interstellar hostilities, the most remarkable formation of a dedicated research organization on
developments in Golden Age armaments were in (named after its founder, Clovis Bray I) was behind quick occurrence, but a cascade of terrifying
Venus to study the ruins and the activity of the many of the Golden Age’s foremost technological disasters that brought the Golden Age to an end
networked orbital weapon platforms and compact, robotic lifeforms found to inhabit them.
nimble warsats. These carried weapons of mass achievements—for better or worse. One of the over a period of months. Detailed records, accounts,
This was humanity’s first contact with the Vex, family’s heirs, Wilhelmina Bray, is credited with the or evidence of exactly what happened are scant, and
destruction the likes of which can hardly be which became the objects of study of the Ishtar
imagined. breakthrough that led to the invention of the matter what remains suffices only to sketch the broad
Collective. Their extensive facilities in Venus’ Ishtar engram. Another, Anastasia Bray, was the lead strokes of how the Darkness came to destroy the
Among these, two entirely new categories of Sink region would remain the forefront of Vex
weapon emerged as the deadliest, most destructive programmer who gave life to Rasputin. The Traveler, and very nearly ended human history.
research throughout the Golden Age. company’s nanotechnology experiments led to the
creations of the Golden Age. Caedometric weapons
are believed to have utilized antimatter discharges development of SIVA, a self-replicating, THE DARKNESS ARRIVES
or even some form of paracausal interaction to THE VEX programmable nanite that promised to revolutionize
cause total physical annihilation of their targets. On construction, manufacturing, resource-gathering, How long the Golden Age lasted is not known, but
After the Traveler, the Vex were the first the Darkness appeared in the solar system years
the other hand, noetic weapons targeted living extraterrestrial entities encountered by humanity. and offworld colonization. The apex of their
minds and other thinking systems, weaponizing seemingly godlike technological achievements was before the Collapse ended it.
Because of the incredible age of their structures on The first sign of the Darkness’ presence
certain paracausal mechanisms to cause destruction Venus, many believed the Vex either originated in the creation of Exos.
of thought itself within their area of effect. Clovis Bray’s best-known facilities were located encountered by humans was the K1 artifact (also
our solar system or had arrived in the very distant sometimes known simply as the Anomaly) beneath
past. However, once their ability to manipulate and on Mars, where they constructed Freehold, an entire
corporate city built around the company’s research the surface of Luna, discovered after detection of
INTERPLANETARY TRAVEL possibly even travel through time became apparent,
and development projects. strange signals it emitted that suggested it was in
In many ways the Golden Age was an era of the question arose of whether the seemingly contact with some kind of paracausal source. The
exploration, both in terms of the new realms of ancient Vex presence on Venus was actually the mission team assembled to study the artifact found
possibility revealed by the Traveler’s power and in retroactive result of a relatively recent Vex arrival, EXOS exposure to it induced a kind of reverie, which they
the literal sense of finally attaining ready access to perhaps even following that of the Traveler itself. While many motivations may be adduced for trying believed carried a form of nonverbal
the other worlds of the solar system. To reach these On the whole, the Vex remained largely to transplant human consciousness into an artificial communication. Although some remarkable
new frontiers quickly and easily, a new class of inscrutable throughout the Golden Age, even under body, in truth the Exo Project arose to satisfy Clovis scientific insights gained from this communion led to
vehicle was needed. Made possible by the the intense investigative attention of the Ishtar Bray’s all-consuming personal desire for immortality. technological breakthroughs, the artifact also
miniaturization of near-light-speed (NLS) drive Collective and others. Still, some progress was made Obsessed with securing his legacy as progenitor of caused severe psychosis. The K1 team increasingly
systems, interplanetary jumpships were small, agile, in understanding aspects of the Vex, including the his family and ensuring his future influence over isolated itself from outside supervision and
versatile craft capable of independently breaking extreme hazard of their ontopathogenic humanity, Clovis stopped at nothing to perfect the intervention, and eventually the entire crew
orbit and performing atmospheric reentry as well as reproduction, the workings of their vast gate techniques of scanning and uploading the mind, no succumbed to paranoia, delusion, and terror. They
executing NLS jumps of sufficient range to travel network, and the nature of their distributed minds. matter how many failures he encountered, and no may have killed each other or been killed by the
rapidly between planets. It is unknown how much technology may have been matter how many test subjects suffered profoundly Darkness, reaching out through the artifact. They
However, larger vessels certainly existed to carry developed from studying the Vex, but two

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were the first humans to fall victim to the Darkness, something wrong was news of the Traveler’s sudden It remained there for several years, slowly devouring
though the Golden Age continued for years. departure. Leaving behind its unfinished work, the List of Destinations the centaur’s mass to fuel itself. Calus and the
The second known envoy of the Darkness was Traveler fled directly to Earth. As people everywhere Planetary Typical Hostile Leviathan fled the arrival of the Black Fleet, but the
that found by Clovis Bray on Europa, the artifact he learned of the apparently certain doom closing Name Location Presence Arcadian Valley remained a holdout for Red Legion
dubbed Clarity Control. Evidence in its surroundings around the system, or encountered it firsthand, Arcadian Valley Nessus Fallen, Cabal, Vex remnants. Hostile Fallen and the tireless Vex also
suggested it had arrived, or been placed on Europa those who could sought whatever hardened shelter represent continuing threats.
some 20 years before its discovery, which meant it they thought stood any chance of protecting them, Cosmodrome Earth Fallen, Hive
was present there well before the K1 artifact was or else tried to follow the Traveler, hoping against Dreaming City The Reef Hive, Taken, Scorn COSMODROME
located. Bray’s contact with this artifact led to his hope it would protect Earth. Countless others, Echo Mesa Io Cabal, Vex, Taken
construction of the Vex portal on Europa, which including those who happened to be aboard The sprawling, rusted ruins of a large, walled
ultimately brought about the Vex invasion that outbound colony ships at the time, had no recourse European Dead Zone Earth Fallen, Cabal, Taken spaceport complex in the Russian steppe. Its
destroyed the Eventide colony. to shelter nor other escape. Fields of Glass Mercury Cabal, Vex facilities housed massive interplanetary
Both artifacts represented the Darkness’ The Vex apparently took advantage of the communications arrays and included immense
Hellas Basin Mars Cabal, Hive airfields as well as launchpads for the towering
attempts to communicate with humanity, perhaps to systemwide disruption to accelerate their massive-
tempt people into serving the Darkness’ purposes, scale machinoforming of Mercury. Like Venus, Ishtar Sink Venus Fallen, Vex colony ships of the Exodus program. It was served by
or perhaps simply to learn. These messengers only although the Traveler had turned Mercury into a Meridian Bay Mars Cabal, Vex an attached seaport, as well as several highways. Its
hinted at the existence of paracausal entities other lush, habitable world, the Vex had managed to crumbling remains are littered with Golden Age
New Pacific Arcology Titan Fallen, Hive tech.
than the Traveler somewhere out in the universe. maintain a foothold there. It is said they would have
The gruesome results of their influence, horrible made the entire planet into a machine if the Traveler Ocean of Storms Luna Fallen, Hive, Vex The Cosmodrome has been a hotspot for
though they were, could not begin to hint at the had not stopped them—presumably as it made its Rathmore Chaos Europa Fallen, Vex Guardian resurrection for as long as anyone can
devastation to come. way to Earth. remember, probably for the simple, macabre reason
Tangled Shore The Reef Fallen, Cabal, Hive, that the large area is densely littered with the dead
Despite the Traveler’s presence, Earth was Scorn
ravaged by the encroaching Darkness. Untold from the Collapse. It is thus one of the most
THE BLACK FLEET horrors wracked the entire planet as terrible storms frequented areas of Guardian activity, and has been
Several hundred years after the Traveler arrived, the for a long time—although at various times of crisis
pyramid ships followed. Unlike the Traveler, which
scourged every corner of the globe. Millions fled in
panic, seeking shelter or escape, even as others
ARCADIAN VALLEY the Cosmodrome has been partially or completely
journeyed alone, the pyramids came in a vast desperate for refuge on Earth poured in from The centaur 7066 Nessus is a mysterious world in quarantined or interdicted.
swarm, their vessels ranging in size from tiny scouts around the solar system, paralyzing cosmodromes many ways: it was not known to have been visited Since the arrival of the Fallen on Earth, the
barely the size of a jumpship to immense cruisers and spaceports worldwide. The death toll was by the Traveler, yet it has normalized Earthlike Cosmodrome was firmly in possession of the
that cast their shadow over whole cities. This Black unimaginable. surface gravity, and is teeming with endemic flora dreaded House of Devils, though the elusive House
Fleet appeared without warning and advanced Finally, in an ultimate outpouring of all its power, and fauna—including the much remarked-upon of Kings was also rumored to operate from hiding in
inexorably from the edges of the solar system, the Traveler somehow repelled the Darkness. Nessian toad. It is also extensively machinoformed the labyrinthine ruins of the spaceport facilities.
leaving a wake of incomprehensible destruction. Whatever it did, the Black Fleet disappeared or by the Vex, who arrived at least as early as the When the House of Devils discovered SIVA, the
This ruin is perhaps even more frightening for the retreated (though at least one pyramid ship would Collapse. Its landscape is a bizarre confluence of Cosmodrome became ground zero for the SIVA
possibility that the pyramids were not deliberately remain, buried on Luna). Damaged by the onslaught colorful alien trees and lakes of charged radiolarian crisis, which led to its general interdiction for several
destroying everything around them, but merely and exhausted by the cosmos-shaking exertion it fluid, interspersed with the spires and jutting angles years afterward. By the time of the Red War, the
disrupting entire worlds’ stability by their mere made to turn away the Darkness, the Traveler fell of Vex architecture. remains of the old Fallen houses had largely
presence. silent. It neither moved nor acted again, and those The first humans to arrive on Nessus were the abandoned the area. It would become active again
Either through paracausal attack or simply Speakers among humanity’s survivors no longer crew of the ill-fated Exodus Black, which crashed in when the House of Dusk returned to the Devils’
because of the pyramids’ titanic gravitational received its dreams. the centaur’s Arcadian Valley when their course was former stomping grounds.
displacement, they ruined whole worlds with tidal Yet, thanks to the Traveler’s sacrifice, there were critically fouled by some kind of spatial distortion. The Hive have also been present in and around
forces that caused planetwide quakes and continent- survivors. Slowly, painfully, they emerged from their This disturbance may have been an effect of the the Cosmodrome for many years, though the Fallen
swallowing waves. The huge arcologies of Saturn’s sheltering places and took the first steps into what Darkness’ presence as the Collapse began, or it managed to keep them somewhat sequestered
moon Titan were broken. The carefully balanced would prove to be a long and harrowing Dark Age. could have been caused by the Vex on Nessus. before Guardian activity increased markedly during
ecology of Mars withered, leaving it once again a Whatever the case, the massive colony ship crashed the City Age.
dead and rusty desert. Venus’ verdant plains catastrophically on Nessus, its few survivors only to
cracked, and its towering cities fell into yawning
sinkholes and surging seas. Vast numbers of ships
DESTINATIONS live a while longer in the inhospitable alien
environment and in the face of the Vex’s DREAMING CITY
were swept away like splinters in a storm, their Destinations represent the known areas of depredations. The ship’s damaged failsafe AI Not all places within the coruscating veil of the Reef
endless wreckage left to drift into the asteroid belt operation in D&Destiny. Drawn from the playable remained online in the Exodus Black’s wreckage, and are built of tethered rocks and gutted hulls. The Reef
and eventually form the Reef. areas in Destiny and Destiny 2, each encapsulates a would eventually become a point of contact for also conceals the cities of the Awoken, unknown in
From the human perspective, the severity of this corner of the Destiny setting where the story and Guardians visiting Nessus hundreds of years later. number—and the Dreaming City is the crown jewel
unexpected threat may be most simply understood action are concentrated. Many other locations are Guardians had little reason to come to Nessus among them. Built with the wish-fulfilling power of
by the response of the warmind Rasputin. After mentioned in Destiny’s lore, and of course there are before the Red War, when a detachment of the Red the ahamkara Riven to manifest Queen Mara Sov’s
assessing the incoming fleet, Rasputin changed his whole wide worlds beyond these destinations’ Legion set up an extensive drilling operation on the vision, the Dreaming City is a fantastical realm unto
tactical morality to the state designated Midnight bounds. They provide an anchor to the existing centaur in an effort to acquire Vex technology. itself, with an otherworldly skyline of elaborate,
Exigent. This condition represents the assumption stories of Destiny, and offer you starting points for Meanwhile, the Fallen had also established elegant Awoken architecture. Its stately towers and
that all human life will be totally lost without your setting, but you are free to expand upon these encampments in the Arcadian Valley around the vast crystalline halls contain libraries, monasteries,
intervening action, thereby justifying an ‘any means destinations to push your campaign into new Exodus Black wreckage, from which they persistently laboratories, and wondrous devices that defy
necessary’ approach to preserving at least some territory, or build your own to give your players new sought to pry whatever Golden Age salvage they imagination and physics alike. Its sprawling gardens,
lives, even at the cost of others. horizons to explore. could. misty cliffs, and other places of repose offer ethereal
When the ships of the Darkness arrived, the When the Red War ended and the Cabal Emperor vistas of haunting beauty. Even afflicted by a terrible
Traveler was on Io, in the process of terraforming Calus arrived in the solar system aboard his huge Hive curse and descretated by hostile interlopers,
the moon. For most people, the first sign of Leviathan, he placed that ship in orbit over Nessus. the Dreaming City is a place of majesty unlike

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anywhere else in the system. surroundings are hidden the remains of several The Traveler terraformed the innermost planet in Mars: cold, arid, and sand-choked.
The Awoken built their cities centuries ago, after Golden Age defense installations belonging to the the Sol system, making it into a vibrant, lush world Unfreezing the area was not without
their return from the Distributary, while humanity’s warmind program, including warsat launch facilities. bursting with fantastic new life. Yet before the consequences. The exiled Hive prince Nokris and the
other survivors on Earth were struggling through the Up until the effective collapse of the Awoken Traveler even finished its work, the Vex also arrived, worm god Xol were trapped in the polar ice as well,
Dark Age. From the start, the Dreaming City was military during the Taken War, they maintained an planting the seeds of their own transformation along with an entire swarm of previously unknown
constructed to be the Awoken’s most sacrosanct interdiction of Jupiter’s moons. However, once that process. During the chaos of the Collapse, the Hive. Once released, these Hive spread throughout
place, dedicated to the study of higher powers and interdiction could no longer be enforced, Guardians machines they buried deep inside Mercury would Hellas Basin. The exposure of the long-lost BrayTech
the pursuit of transcendence. It also served to house began exploring these worlds. Io became a have converted the entire planet into a Vex campus also drew the attention of desperate Red
and hide Riven, who was confined deep within the destination of pilgrimage for Lightbearers who construct had not the Traveler intervened to stop Legion remnants, left directionless in the absence of
city in an elaborately locked chamber. When Mara wished to visit the Cradle, which some regarded as a them before coming to Earth to make its final stand. leadership after losing the Red War.
Sov learned of Oryx’s impending invasion and the sort of holy site. A small Vanguard presence was also However, the Traveler only interrupted the Vex
Hive’s use of extradimensional spaces, it was here established to oppose the Vex, who likely came to Io machinoforming process. Although some Mercurian ISHTAR SINK
that she and her Techeuns developed the during the Dark Age. Their construction and activity flora survived into the Dark Age, by the time of the
technology to build the Queen her own throne in the area centered around the Pyramidion, a large City Age the Vex had rendered the planet once again During the Golden Age, the Ishtar Collective chose
world. structure housing extensive connections to the Vex lifeless, burnt and blasted by the glowering Sun. this region of Venus to situate its facilities because
After completing that preparation for her grand network and containing transdimensional Vex- Among the blackened dunes and Vex spires, a few of its concentration of ancient Vex architecture. The
plan to defeat Oryx, the Queen ordered the city controlled space. petrified husks of long-dead trees are all that remain presence of the Collective’s ruins, in turn, made the
evacuated and locked down—but it was breached Io became a much more active destination when in testament to the flourishing garden the Traveler Ishtar Sink the most attractive location on Venus for
by Oryx himself, who used his power to take Riven. the invading Red Legion rapidly established a made on Mercury. salvagers and treasure-hunters, Guardian and Eliksni
After Oryx’s death, his sister Savathûn in turn visited firebase in Echo Mesa to study and attempt to Before the widespread availability of jumpships alike. The broken buildings of the Collective’s
Riven, exerting control over the ahamkara through extract the Traveler’s residual energy. For the most well into the City Age, Guardian travel to Mercury campus look out over the strange landscape of
her inherited command of the Taken. When Petra part they hastily abandoned their fortifications was nearly unheard of. The most prominent tropical plants, acidic oceans, and thundering
Venj, acting at the Queen’s command, opened the when their work attracted the attention of the exception is Saint-14’s expedition to help establish a stormclouds snagged on Vex spires. Though once
Dreaming City to Guardians so they could destroy Taken. After the Red War, the Vex, Taken, and Red small colony, Zephyr Station, during the Dark Age. made endowed with lush habitats by the Traveler,
Riven, Savathûn’s trap was sprung: the desire of the Legion remnants all remained active on Io, ensuring This outpost was promptly destroyed by Fallen who Venus was hit hard by the Collapse, which severely
Guardian dragonslayers to defeat Riven gave her the consistent Guardian activity from then on. pursued Saint from Earth, and almost no one would disrupted its geology and ecology. Its jungles and
paracausal power to enact a curse of temporal visit Mercury again for many years. The planet volcanic caves are now perilous environments.
recursion. Since then, the Dreaming City has been became a significant, though still minimally Guardians were only rarely able to visit Venus
trapped in a three-week time loop, which Savathûn’s
EUROPEAN DEAD ZONE frequented, destination after the exiled Warlock unil the City Age, when jumpships became more
forces exploit to probe for Awoken secrets to further Many regions on Earth were rendered particularly Osiris took up residence there to study the Vex. readily available, but many who did go were
the Witch Queen’s schemes. The Awoken, though hazardous or inhospitable in the wake of the Some followers of Osiris set up camp in the shelter unprepared for the Vex, and never returned.
aware of what’s happening, are helpless to alter Collapse, and came to be demarcated as dead zones offered by the ancient Vex lighthouses in the Fields Eventually the Guardian presence there was
their actions as the loop repeats, remaining trapped where no survivors were likely to be found. The of Glass, and have maintained a presence there extensive enough to establish an outpost and a
in the city. However, Lightbearers are unaffected by European Dead Zone (EDZ) is a large swath of former since then. Guardian activity in the region peaked sensor grid to monitor Vex activity, but at some
the curse, and can come and go normally. Germanophone Europe, the remains of its towns shortly after the Red War, when Osiris was found point this foothold was lost. Only later, when greater
Almost without exception, Guardians were and industrial areas mostly covered in thick forest. within the Infinite Forest—a massive simulation numbers of Guardians undertook a concerted
entirely unaware of the Dreaming City’s existence During the Collapse, a very large shard of the engine the Vex built inside Mercury. campaign against the Vex, would regular Vanguard
before Petra Venj, acting as regent to the absent Traveler fell here, and the strange effects of its The Fields of Glass contain an extensive complex operations begin on Venus.
Queen, opened its gates and requested their paracausal influence are what made the region a of Vex architecture, including one of the lighthouses Besides the significant Vex presence, the Fallen
assistance. Since then, a constant Guardian presence dead zone. The thickly wooded area surrounding the inhabited by Osiris’ followers and a large gateway to have also long occupied the region. The House of
has been instrumental in resisting the recurring site of the shard, called the Dark Forest, has the Infinite Forest. Vex occupation of the area has Winter claimed Venus as its territory for many years,
incursions of Scorn, Hive, and Taken that assault the historically been especially shunned. been continuous for centuries, and the hazards of and their kell, Draksis, often moored his ketch on the
Dreaming City again and again while the curse holds. Guardian activity in the EDZ was minimal through their architecture are a constant concern. Red cliffs of the volcanically active area called the
most of the City Age, though the presence of the Legion remnants also began encroaching upon the Cinders. Venus’ environment itself is also more
shard occasionally drew some interest, and Infinite Forest gateway after the Red War, in search hazardous than many other worlds in the system.
ECHO MESA enterprising treasure-hunters were always keen to of Vex technology to help them recover from their Cataclysmic quakes during the Collapse warped and
Io is famously the last place the Traveler visited prior explore dead zones in hopes of recovering Golden defeat. cracked the planet’s crust, creating numerous
to the Collapse. Before its terraforming was Age loot. The EDZ saw an explosion of activity during cravasses and sinkholes. Its active volcanism also
interrupted and it sped away toward Earth, the the Red War, when the invading Cabal Red Legion results in ongoing seismic activity. Little is known of
Traveler rested above Io’s Echo Mesa. The place established a firebase there. Once it became known HELLAS BASIN Venusian flora, and some of its jungle plants may be
where it hovered still features a mysteriously Guardians could restore their lost Light by Mars’ north pole is the site of another massive dangerous, especially those which have adapted
geometrical geological formation called the Cradle, communing with the shard, the Dark Forest became Clovis Bray installation primarily devoted to housing under the influence of paracausal energies.
the imprint of the Traveler’s energies being exerted a sort of pilgrimage site. the central core complex of the warmind Rasputin.
upon the Jovian moon. The disruption of the Other hostile forces occupied the region before When the Martian climate deteriorated after the MERIDIAN BAY
Traveler’s work left behind a weird landscape, its the Red War. The Fallen had been present probably Collapse, the northern ice cap expanded, covering
yellow cliffs and volcanic plateaus still mostly since their arrival on Earth during the Dark Age, but over the entire polar region and burying Rasputin’s Although the Traveler made Mars into a verdant
desolate, yet dotted with sometimes massive trees became especially concentrated in the EDZ after the core and the rest of the BrayTech facilities in a glacial world suitable for human habitation, the ravages of
and populated by curious new creatures like the depleted houses reformed as the House of Dusk. prison. Centuries later, after curious Guardians the Collapse largely undid that work, reverting most
Ionian snail. The rocks are prominently littered with The Taken also plagued the region in the wake of restored more of Rasputin’s interplanetary of Mars to rusty desert. Only the desiccated trunks
numerous fossils, some belonging to creatures of Oryx’s invasion, seemingly drawn to the shard of the connectivity, the warmind bombarded Hellas Basin of a few ancient trees still stand among the endless
huge proportions. It remains unknown whether Traveler in the absence of any direction. with warsats to break through the ice and thaw the red dunes that once again cover the planet. In the
these are the remains of prehistoric Ionian life, area around the warmind complex. It remained equatorial region Sinus Meridiani, those dunes
creatures the Traveler created, or perhaps even the somewhat icy, but traversable, and its slouch over and around the ruins of Freehold, a
bones of ahamkara. Among these curious
FIELDS OF GLASS environmental conditions are similar to the rest of Golden Age corporate metropolis constructed by

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Clovis Bray to host many of its research and human presence on Luna, and the ruins of the K1 Despite this, Europa was inhabited for a time struck deal ofinformal alliance with the Awoken
development projects, and to house employee mission’s facilities, also known as the First Light during the Golden Age. Late in his greatly extended Queen. She agreed to permit him to do as he
personnel and their families. installation, remain a focus of hostile activity and life, Clovis Bray I came here, under guise of a mission pleased within the region so long as he kept
This area was firmly under the control of the Guardian interest. to study native Europan biology, to build secret interlopers away from the Watchtower, an Awoken-
Cabal for many years, probably since their initial At some point after the Collapse, the Hive prince facilities for his struggling Exo Project. These include built edifice on the Tangled Shore’s border that
arrival in the solar system. Multiple legions Crota arrived in the solar system, likely pursuing the the colony city Eventide, a massive factory for contains a passage to the Dreaming City. Spider’s
established extensive fortifications here, making Traveler, the Hive’s ancient quarry. Crota and his constructing Exo bodies, and the legendary Deep dominion over the Shore was more or less
Meridian Bay effectively the field headquarters of swarms burrowed into the Moon to establish Stone Crypt. Bray also built a Vex gate for the undisrupted until the arrival of the Scorn, and the
the Cabal military. Their exclusion zone around themselves, hollowing out vast hidden caverns to purpose of harvesting Vex radiolarian fluid for use in eight self-styled Scorned Barons commanding them,
Freehold held for many years, preventing most house their catacombs and holdfasts, and cracking Exos. This contact with the Vex led to corruption and who seized parts of the Tangled Shore as their own
Guardians from exploring the region until the the lunar surface with the enormous scars of their destabilization of the entire operation, and territories. After avenging Guardians assassinated
contemporary City Age. Even then, the Cabal grip on work. When Guardians eventually became aware of eventually the Vex overran the BrayTech the barons, the Scorn themselves remained a
the area only slipped in large part because of their the Hive, the Vanguard mounted the largest installations. Only some handfuls of survivors persistent nuisance, but the Spider reasserted
constant struggle to repel the local Vex, who coordinated action in its history, gathering an escaped. control over what he still regards as ‘his’ Shore.
probably came to Mars during the Dark Age. immense Guardian army to retake Luna. This This dismally cold world and its grim Golden Age Before the advent of the Scorn, Guardian activity
Vanguard operations to push back both Vex and optimistic assault failed catastrophically when Crota secrets remained locked in ice for hundreds of years. in the Tangled Shore was minimal. Most
Cabal threats in Meridian Bay only began in earnest himself emerged to meet the army at Mare Even after the Awoken interdiction of the Jovian Lightbearers who went there were exiles or outlaws,
after the exclusion zone collapsed, although earlier Imbrium. Totally unprepared to withstand a godlike moons failed, the Vanguard maintained its own with the exception of an occasional bounty hunter
expeditions, like those of Holborn’s Host, did make foe at the head of uncountable Hive legions, the prohibition against Guardian travel to Europa. or scout. The Shore is a hard, uncompromising
some headway. Guardians were almost entirely wiped out. Guardians would not begin to touch down upon the place, and even seasoned Guardians risk their safety
Thousands of Lightbearers met their final deaths in Europan ice until after the arrival of the Black Fleet, venturing through its ragged shadows and twisted
NEW PACIFIC ARCOLOGY what came to be called the Great Disaster. In the when a pyramid ship settled above the moon’s paths.
wake of this shattering failure, the Vanguard surface. By that time, the newly formed Fallen
A gargantuan settlement built upon a methane suspended all lunar operations and support for House of Salvation had built their stronghold, Riis-
ocean, one of several Golden Age cities on Titan.
The New Pacific Arcology once housed nearly three
Guardian activity there, effectively abandoning the
Moon in hopes the Hive would not expand beyond
Reborn, upon the ruins of the Eventide colony, and
begun weaponizing the paracausal powers of the
ELIKSNI
million people, including scientists, engineers, During their golden age under the aegis of the
it. This interdiction would remain in place for years Darkness granted by the pyramid. House Salvation Traveler, classical Eliksni society was organized into
explorers, and offworld colonists. They lived and until intrepid Guardians descended into the also reactivated the Vex gate, causing a resurgence
worked in the arcology’s immense domed habitat aristocratic houses. Despite the almost total
Hellmouth to enter Crota’s throne world and destroy of the long-dormant Vex population. disruption of that society when the Traveler
enclosures, and on the freestanding industrial rigs him.
nearby. Powered by the huge pistons of giant wave- departed in the cataclysm known as the Whirlwind,
Later, Crota’s daughter Hashladûn would rise to TANGLED SHORE the Fallen maintained at least the semblance of the
generation power plants, the arcology provided a lead a court of her siblings and take control of
richly appointed environment to its inhabitants, a The Reef is a sprawling region of the asteroid belt structures and traditions of their old institutions—
Crota’s former swarm. She continued the Hive’s though in their desperate pursuit of the Traveler, the
combination of sleek technological sophistication monumental construction, building the Scarlet Keep swathed in vast clouds of spectral dust, a particulate
and abundant, flourishing plant life. metamaterial engineered by the Awoken to provide Fallen houses became warlike pirate clans, rather
to guard the passage to the dormant pyramid ship than genteel orders of cultured nobility.
As one of humanity’s outermost settlements, discovered underground. Although Guardians would cover and a measure of physical defense. Within this
Titan was among the first places to suffer the effects shroud, which creates a distinctive purple We know almost nothing about what the classical
strike down Crota’s progeny, the activity of the Eliksni houses were like, but some scant evidence
of the Darkness’ arrival when the Collapse began. Hidden Swarm continued, and the Moon’s pyramid atmosphere, countless asteroids, salvaged ship hulls,
The gravitational distortions of the passing pyramid and pieces of recovered Golden Age architecture suggests they may have specialized in certain
ship remained an ominous presence. activities or aspects of culture. The fearsome House
ships applied intense tidal forces to the moon, The Fallen have also occupied parts of Luna since have been joined together to form habitats for the
causing its oceans to swell into a massive bulge. many denizens of the Reef. of Wolves, for instance, was formerly known for
their arrival in the system during the Dark Age. their prowess as weavers, while the now extinct
When these forces abated and the warped oceans Despite their interest in salvaging Golden Age While the Reef as a whole unquestionably
were released, terrifying waves of apocalyptic belongs to the Awoken, within its borders their House of Rain is remembered for their prophecies
technology, the old houses maintained little or no and proverbs. By the time the surviving Fallen
proportions whelmed the arcology. This and the permanent presence on the Moon, probably out of control is far from uniform. The Tangled Shore is one
other catastrophes of the Collapse left New Pacific’s region where the authority of the Awoken is rather houses caught up with the Traveler on Earth, they
fear of the Hive. However, a population of Eliksni had lost all but vestiges of their old ways.
structures broken, buckled, and tilting with the outcasts, defectors, and cast-offs gathered there, thin. Formed mostly of dusty space rocks lashed
whims of the cold blue sea. precisely to avoid the houses they had left. They with rusty scrap, the Shore has long been outlaw
Titan saw little Guardian activity until the Red called themselves the House of Exile, though their territory. Inhabited by castoffs, renegades, and LEADERSHIP
War, when Commander Zavala retreated there to loose confederacy had no known kell and generally ne’er-do-wells of every stripe—from houseless Each Fallen house is ruled by a kell, a single leader
begin to stage a Vanguard counteroffensive against did not conform to the hierarchy of a traditional Eliksni to Cabal deserters to human smugglers—the with dictatorial authority. Kellship typically seems to
the Red Legion. He had believed the arcology to be house. Most of these Fallen later joined the House Shore naturally became the epicenter of the Reef’s depend upon a claim of noble descent, but it is not
abandoned, but arrived to discover it beset by Fallen of Dusk, and remained on Luna. underbelly and the nexus of the solar system’s black clear whether that means the position may be
scavengers and thoroughly infested with Hive. After markets. It also became infested with Hive after the inherited, or merely that lineage is a qualification for
the Red War, Savathûn’s brood continued to plague outbreak of the Taken War, when the shattered
Titan, and the Fallen kept up their efforts to loot the RATHMORE CHAOS wreck of a massive warship from Oryx’s fleet
potential claimants. Whatever may have
traditionally been the case, exigency has
ruined arcology. The Vanguard established a The Traveler never visited Europa, leaving this crashed into and became part of the Shore’s messy everywhere shaped the ways of the Fallen: it is
permanent outpost to manage these threats. icebound Jovian moon as frigid and inhospitable to constellation of constituent bodies. possible for a kell to be replaced by a successor who
human life as it ever had been. Its highest surface For many years, the Tangled Shore has been may not be an heir, and who may simply have
OCEAN OF STORMS temperatures are still bone-crackingly cold, and its overseen by the Spider, a houseless Eliksni with a superior political, social, or martial standing in the
endless snow plains and sharp-ridged ice sheets are penchant for Earth culture, who forsook traditional house, regardless of pedigree.
The Moon was never terraformed by the Traveler, treacherous in the extreme. Tidal forces exerted by Fallen hierarchy to instead run his cutthroat
but acquired an adjusted Earthlike surface gravity Second to the kell is the archon. While the kell is
Jupiter’s colossal gravitational presence cause organization like a mob boss rather than a kell. a house’s political and military head, the archon is its
thanks to its influence. During the Golden Age, frequent cryovolcanic activity, and vicious blizzards Spider’s notional authority over the Shore was
Oceanus Procellarum hosted the most prominent religious and cultural leader. Fallen spirituality is
often scour the rime-blasted landscape. cemented short before the Taken War, when he

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rooted in their dependence upon technology for Unit structure is different from one crew to the next, clerical. A scribe may keep records for the house, SHOCK BLADES
survival, and archons are the chief technologist- but is generally variable, more like a changeable but also appears to be responsible for maintaining Fallen melee weapons vary in form, but are almost
priests of their religion. The servitors they maintain, pecking order than a strict chain of command. observance of traditional Eliksni law and rites, and universally arc-charged edged blades of one kind or
built in the image of the Traveler that once blessed Crewmembers are collectively answerable to the advising the kell on related matters. This suggests another. Dregs and low-ranking fighters like
the Eliksni, are idols as well as critical logistical and captain commanding them, but may individually the scribe is a holdover from Eliksni society before wretches carry short knives or mount knife-sized
life-giving machines, and the greatest of the high operate under their own initiative in the field, both the Whirlwind, when great weight was placed upon blades as polearms, while captains may use single or
servitors, the primes, are regarded as literal gods. As in combat and scavenging. proper practice of traditional ways. Scribes seem to paired cutlass-like swords. All employ the same
master of a house’s servitors and keeper of the have become scarce during the Fallen occupation of technology to route arc current through a blade,
prime servitor, the archon commands great ETHER Earth and the solar system: our only known example giving it the cutting power of a plasma torch.
authority, even if the position is formally is Variks, who served as scribe to the House of
subordinate. In some ways the archon and prime The ultimate arbiter of rank among the Fallen is Wolves.
servitor as a pair effectively rank beside, rather than ether rationing. This gaseous synthetic substance, SHOCK FIREARMS
below the kell. produced and distributed by sevitors, provides The most abundant type of Fallen armament among
The prime servitor itself does not occupy a complete nutritional sustenance to the Fallen. Since SPLICERS lower ranks, shock rifles and shock pistols both fire
leadership role in any typical sense, but as both the their physical growth is tied directly to how much Each house includes a group of inventors and bursts of arc projectiles with some target-seeking
house’s artificial tutelary deity and the apex unit of ether they consume, rationing determines which engineers dedicated to the acquisition, adaptation, capability. The effect is generally weak, but lends
its lineage of artificial intelligences, its parallel Fallen can regrow docked limbs and attain greater and application of technologies that might prove efficacy to the run-and-gun tactics of vandals and
importance to house sociocultural integrity and size and strength. Ether rations are thus strictly useful or benefit the broader development of the dregs.
operational infrastructure is paramount. It is not controlled at all levels of the Fallen hierarchy to Fallen. These splicers are responsible for putting to
known when the prime servitors were built, but they preserve and enforce the order of the house. use the salvaged and scavenged materials,
came with the Fallen from the stars, and in all machinery, and knowledge obtained by pirate crews. SCORCH CANNON
Driven by technophilic fervor, their research Shoulder-carried personal artillery with a delayed
likelihood are at least as ancient as the quest of the
Eliksni survivors to regain the Traveler, which led the
SERVITORS methodology is extremely aggressive and detonation trigger. Originally meant for breaching
Fallen to Earth. Each prime is an extremely Although sentient, servitors do not possess rank in unhesitatingly exploratory. Splicers do not flinch ship hulls, it is also effective against vehicles in
sophisticated sentient machine with critical the same manner as the Fallen alongside whom they from hazardous experimentation, including testing ground engagements, and of course devastating
functions ranging from plotting interstellar flight to operate. Each one is connected to the house’s prime upon Fallen subjects. Their work is conducted in against personnel targets. A rarer piece of the Fallen
overseeing ether production and distribution. servitor, and inherits some of its programming from secret, as much to keep it out of the wrong hands arsenal, it is favored by commanders whose
Communication between the prime servitor and the it. Thus servitors are grouped into lineages based on within the house as to hide it from other houses. privilege of place affords them access to such a
kell is mediated by the archon. their programming inheritance, and are named for potent tool. As the name suggests, scorch cannons
the prime servitor (or sometimes an intervening ELIKSNI EQUIPMENT fire solar-charged projectiles, but variants modified
high servitor) from which they descend. Between for arc- or void-based discharge also exist.
HIERARCHY servitors of the same class, there does not appear to Although Fallen fighters are capable of utilizing Special. A magazine for this weapon costs 12,000
Below the ruling triumvirate of kell, archon, and be any distinction of relative standing, though captured enemy weapons, most of the time they glimmer.
prime servitor, the order of a house is loosely individual units may develop or be modified for prefer to use arms of their own make. Fallen
weapons are characterized by rugged utility and
clustered into crews. These are flexibly and variously specialized functions.
how readily they can be manufactured from SHRAPNEL LAUNCHER
composed in both number and ranks. However, servitors are hierarchically grouped in A weapon common among Fallen of all ranks. In
Baron is the only rank among these of particular terms of their class. Below prime servitors, high salvaged materials.
concept it is distantly related to the shotgun,
distinction. While they often directly lead crews of servitors are also built with larger chassis and more inasmuch as it fires a projectile spread—yet there
their own, barons also serve as higher-level field extensive and powerful hardware to perform higher- ARC SHANKS the resemblance ends. Instead of regular shot, this
commanders, directing the activity of many smaller level functions. A notable subtype of high servitor is A favorite tactic of the Fallen is to electrify their weapon loads large canisters of loose scrap metal
crews or overseeing larger coordinated operations. the pilot servitor, so called because they centrally bomb shanks, turning them into arc shanks. These packed with explosives, which it discharges in a
Often a baron holds personal captaincy of a ketch. control the onboard operations of ketches. All other shanks function identically to the bomb shanks wide, heated spray accelerated by magnetic coils.
Though the rank is primarily martial, and may be servitors are broadly considered to be in the same found in the Bestiary of the Wilds, except they also
earned as a reward for outstanding achievements in class, though differences in size and capabilities have the following feature:
battle, it is also political. Barons sometimes serve as suggest tiered subclasses may functionally exist Arc Conduits. Creatures that move within 10 feet TRANSMAT PADS
emissaries to other houses, and may act as advisors among lesser servitors. of the shank must make a DC 13 Constitution saving Transmat pads are complex devices. They consist of
to their kell. throw or become Restrained by the shank’s arc two parts: a solid, flat, circular structure that sits on
the floor and an attached terminal. Transmat pads
Captains occupy the next rank below barons, but
it is a much lesser station indeed. They lead crews of
SPECIALISTS energy.
come in many different sizes (Small, Medium, and
various size, usually around a dozen subordinates. Additional special roles exist in some Fallen houses, Large being the most common) and can transmat
These crews may operate alone or in tandem, in though they may not necessarily be found in a given KELL’S LONGSWORD almost anything that can fit completely onto the
which case operational leadership is shared house. A specially crafted version of the shock longsword. pad.
between two or more captains, unless a baron is in Each kell’s longsword is a wholly unique piece, as The most common type of transmat pad sends its
command. Captains typically attain the rank from PRIESTS AND ACOLYTES much a work of art as it is a deadly weapon of war. content to another, networked transmat pad that is
lower positions, and they commonly aspire to still Special. The kell’s longsword is difficult to use for large enough to accommodate the size of the
Archons are supported in their devotional and most creatures. Medium creatures have
greater status. Whether there exist formal practical duties by lesser priests and acolyte content. These are the easiest to construct and
distinctions of grade or subrank among captains is disadvantage on attack rolls with this weapon, and deploy.
initiates. These Fallen may also deploy as they must have a Strength score of 13 or higher to
unclear, but some definitely do have higher combatants, but additionally are trained in the More advanced transmat pads can send their
standing, greater privileges, and effective superiority make an attack with it at all. Small and Tiny content to an unoccupied space within range, if the
maintenance and worship of the house’s servitors. creatures cannot wield this weapon. The
over other captains. destination is not blocked by 1 inch of metal, 2
Fallen crews consist of a mixture of subordinates heavyweight trait allows you to be considered one inches of stone, or 3 feet of wood or dirt. The range
in two broad classes: vandals and equivalently SCRIBES size category larger than you are for this weapon. of these pads can vary, but is usually limited to 300
ranked combatants like marauders; and dregs, the Some houses may have one or more scribes. Little is feet.
lowest-status members of the house’s rank and file. known about this position, but it is not merely

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Eliksni Weapons Tripmine Setup Web Mine Setup
Weapon Damage Memory Weight Properties Tier Save DC Damage Tier Save DC Damage
Simple Eliksni Melee Weapons Tier 1 13 3d6 explosive kinetic Tier 1 13 2d6 explosive arc
Shock Dagger 1d4 arc 3/1 7 lb. Agile, finesse, thrown (20/60) Tier 2 15 5d6 explosive kinetic Tier 2 15 3d6 explosive arc
Martial Eliksni Melee Weapons Tier 3 17 7d6 explosive kinetic Tier 3 17 4d6 explosive arc
Kell’s Longsword 2d8 arc 6/1 14 lb. One-handed, special, versatile (2d10) Tier 4 19 9d6 explosive kinetic Tier 4 19 5d6 explosive arc
Shock Halberd 1d10 arc 3/1 8 lb. Heavy, reach, two-handed
Shock Longsword 1d8 arc 4/1 9 lb. One-handed, versatile (1d10) device can use its reaction to attempt a weapon yet consider themselves entitled to the right to rule.
attack against the web mind. The device is destroyed Craask, their kell, is rumored to control his house
Shock Smallsword 1d8 arc 4/1 6 lb. Finesse, one-handed upon being hit. from hiding somewhere on Earth.
Simple Eliksni Firearms The damage and save DC of a web mine is
Shock Pistol 1d6 arc 3/1 3 lb. Agile, scope (20/30/40 close), shot capacity (6) determined by its tier, as shown in the Web Mine HOUSE OF EXILE
Setup table.
Shock Rifle 1d8 arc 4/1 10 lb. Scope (15/120/240 medium), shot capacity (6) Not a proper house by traditional standards, the
House of Exile is composed of castoffs and defectors
Martial Eliksni Firearms KNOWN ELIKSNI HOUSES from the other houses who have banded together
Scorch Cannon 2d10 explosive 5/1 32 lb. High recoil, heavy, loading, payload (5 feet), scope The following are the known Fallen houses. Some out of pride or desperation. With no kell or archon,
solar (100/200/600 close), shot capacity (12), special houses were more prominent during different time their organization is loose at best. While the other
Shrapnel Launcher 1d10 solar 5/1 18 lb. High recoil, scope (15/25/40 close), shot capacity (5) periods, and some didn’t survive the Whirlwind houses plot and plan to retake the Traveler, House
event that decimated Fallen society. Exile is more concerned with surviving in the
Wire Rifle 2d6 arc 5/1 18 lb. Loading, energy projectiles, scope (15/120/340 long), shot territories they occupy on Luna, and fending off the
capacity (3) encroaching Hive. They have no banner, but
HOUSE OF DEVILS commonly wear ragged green to show their unity.
Of all the Fallen houses, the Devils are the best
All transmat pads are designed to ensure a WIRE RIFLE known and most widely feared among the survivors
HOUSE OF WOLVES
lossless transmission of data. Any damage to the Among the survivors of humanity on Earth, the wire of humanity. The horned sigil of their white-on-red
rifle is the most dreaded of Fallen weapons. Its great banners has been a symbol of fear to pilgrims and Before the Whirlwind, the House of Wolves may
electronics of the pad results in safety protocol have been best known for their skill as professional
lockdown, preventing the transfer of organic matter. range and lethal precision mean it is the first, and Guardians alike since before the founding of the Last
often only warning many pilgrims have of a Fallen City. Whatever the house’s history, whatever they weavers. Now, their blue banners and wolf-like
These can be bypassed by hacking (Hack DC 23). beast-face sigil stand for their ruthless dominance of
raid or ambush. Unlike Earth-made sniper rifles, the used to be before the Whirlwind seems to have
wire rifle loads exotic metallic filaments, charges been completely lost, replaced with a single-minded Jovian space. Their kell Virixas covets the asteroid
TRIPMINES them with arc energy, and expels the resulting fixation upon regaining the Traveler and destroying belt as well, particularly Ceres, whose Golden Age
Eliksni tripmines—not to be confused with the superheated plasma as a viciously accurate bolt. the humans they regard as its usurpers. Solkis, their habitats and shipbuilding facilities could make a fine
gunslinger’s tripmine Light grenade—are Tiny kell, and his archon Riksis are terrors to Guardians base for the Fallen to stage a large-scale attack on
devices (AC 16, 1 HP, mounted, immune to the everywhere. They operate primarily on Earth, and Earth.
damage and effects of Int/Wis/Cha saves) that stick WEB MINES have concentrated especially in and around the
perpendicularly to hard, flat surfaces, such as Designed for microgravity environments where the Cosmodrome of old Russia. HOUSE OF JUDGMENT
concrete walls. They cannot stick to uneven detonation of explosive mines is undesirable, web
mines may have originally been meant to ensnare Before the Whirlwind, House Judgment had the
surfaces. They usually emit a red detection beam
that shines in a straight line extending from the tip passing ships. The Fallen have perfected their use as HOUSE OF WINTER singular and honored position of maintaining law
antipersonnel traps. They are Tiny, puck-shaped The pale blue-and-white banners of the House of and ritual order among the Eliksni. Their emissaries
of the tripmine, but this visible beam can be turned served in other houses as scribes and interpreters,
off. The line typically extends for 20 feet regardless devices (AC 17, 1 HP, mounted, immune to the Winter mostly only fly on Venus, where they pursue
damage and effects of Int/Wis/Cha saves) that sit on an apparent preoccupation with scavenging Golden and their pronouncements commanded the highest
of the active area of the tripmine. respect. Their position and status were disrupted
When any Small or larger living creature moves top of hard surfaces. They don’t normally stick to Age secrets from the ruined Ishtar Academy. They
the surface, but can be made to stick and thus can are also thought to have some interest in the nearby immensely by the calamitous departure of the
within the active area of a tripmine, it detonates. All Traveler, and they struggled to hold together the
targets within the active area must make a Dexterity also be applied to vertical surfaces. Vex. These Fallen are a particular scourge to
Whenever a Small or larger creature moves Guardians, and have effectively put a stop to coalition of other houses, maintain a semblance of
saving throw, taking the damage of the tripmine on classical Eliksni tradition, and survive as a house
a failed save, or half as much on a success. See the within 5 feet of the puck, it detonates. All creatures Vanguard operations on Venus. Their kell, Draksis, is
within 5 feet of the puck must make a Constitution well known for personally leading assaults on themselves. While at least some of the Fallen
Tripmine Setup table for the damage and DC of houses endured the long exodus through deep
tripmines. saving throw. On a failed save, a creature takes an Guardians’ jumpship recovery operations.
amount of damage, then becomes Blinded and space in pursuit of the Traveler, Judgment mostly
The active area is always either a 20-foot line or a failed in all other respects. The traditional order they
15-foot cone that’s perpendicular to the surface the Restrained for the next minute. A creature that HOUSE OF KINGS
succeeds on its saving throw takes half as much upheld is very nearly forgotten, and of House
tripmine is stuck to. The creature that arms the The golden banners of the House of Kings are rarely Judgment’s once illustrious ranks, only one member
tripmine determines the active area of the device. It damage and does not become Blinded or
Restrained. seen, but their machinations and subtle influence is known to still live. Aside from Variks, scribe to the
takes an action to arm a tripmine, though the are far-reaching. Their name implies that, before the House of Wolves, no one still carries the green-and-
tripmine will not begin monitoring for creatures A creature that failed its saving throw can repeat
the saving throw at the end of each of its turns, Whirlwind, the Kings may have been the foremost white banner of Judgment.
until the end of the next turn of the creature that house in Eliksni governance. Indeed, a remnant of
armed it. ending the effects on itself on a success. Creatures
their history records that they were instrumental in
All tripmines have a memory of 3/1 and a weight who succeed on their saving throw, or for which the
ending the Edge Wars, a conflict among the houses HOUSE OF RAIN
of 5 lb. effect ends, become immune to being Blinded or Once keepers of prophecy, and thus perhaps of
Restrained by web mines for 24 hours. before the Traveler arrived at the Eliksni homeworld.
No house leads the Fallen now, but the Kings may great importance in classical Eliksni religion, the
Before detonation, a creature that notices the

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House of Rain was all but completely destroyed in
the Whirlwind. Some of their survivors journeyed
broods are waning in strength or dying out.
Although the Hive have concentrated much of their
energy is what their worm larvae require to survive
and grow, and is also the tribute which the worm
HIVE EQUIPMENT
with the other houses and made it to the Sol system, attention toward Earth out of their ancient hatred gods themselves eternally demand of Oryx and his The Hive fight exclusively with weapons of their own
but by that time they were considered the lowest for the Traveler, humanity may yet have seen only a sisters. To satisfy the worms’ ever greater appetite, devising, using strange combinations of inscrutable
and weakest of the houses. They harried the fraction of their terrifying variety and uncountable Oryx devised a tithing structure whereby all Hive ballistic particle sorcery and brutish, murderous
survivors of humanity for a time during the Dark numbers. keep some of the ontological stuff they extract with design. Recovered or captured Hive armaments are
Age, but died out while the Last City was still little the Sword Logic—enough for their worms to grow, almost always found to be unusable.
more than a campsite in the Traveler’s shadow. Their LEADERSHIP and perhaps a little more for their own purposes—
purple banners have not been seen in a long time. and offer up the rest to whoever commands them. BLADED WEAPONRY
Hive leadership is irregular, to say the least, and So it is that thrall collect their killing and give it to Even those who have only heard tales of the Hive
highly changeable. However, broadly speaking a the acolyte who drives them; acolytes amass that
HOUSE OF STONE large-scale brood is headed by a prince, a high- with their killing and give it to the knight or wizard
know they fight with swords. The most common are
A little-known house that seems to have been the massive, ugly cleavers carried by charging Hive
ranking Hive who has assumed the knight or wizard who oversees them; knights and wizards aggregate knights. They are the stuff of nightmares for the Last
separated from the rest at some point after the morph. Princes are either born to their high station that with their own killing and give it to whoever
Whirlwind, and encountered the Hive. Eliksni songs City’s children, as well as the Guardians who have
as spawn of the upper echelons, or else have commands them; and so on it goes. This system of faced them and survived.
remember the last stand of Chelchis, the Kell of torturously fought their way up through the ranks tithing forms a thunderous deluge of metaphysical
Stone. The house is presumed extinct. Special (Cleaver of the Prince). This weapon is
from humble beginnings to earn the privilege of sustenance that flows all the way up through a truly massive, by all but the most gargantuan of
commanding broods of their own. In either case, brood to its prince, who must in turn pass most of it standards. Large creatures have disadvantage on
HOUSE OF SCAR attaining the full powers of a brood prince requires on in tribute to still mightier Hive, until it gathers in attack rolls with this weapon, and they must have a
This house is known to have come into conflict with centuries of maturation and growth through the grasp of Oryx himself. Strength score of 15 or higher to make an attack
the House of Winter during the upheaval following slaughter. In addition to their massive size and great with it at all. Medium or smaller creatures cannot
the Whirlwind. They were either destroyed or strength, princes often develop some of the
subsumed by the other houses. paracausal powers collectively regarded as Hive SPECIALISTS wield this weapon. The heavyweight trait allows you
to be considered one size category larger than you
magic, which may be entirely unique to each While each brood is unique, there are a few are for this weapon. This weapon cannot be stored
particular prince. common specialist positions found in most broods.
HOUSE OF DUSK Brood princes rule alone, but they usually keep
in a Ghost’s memory.
By the time shortly before the Red War, the Fallen Special (Double-Headed Axe). This weapon is
other highly accomplished individual Hive as DEATHSINGERS massive, by almost any standard. Medium creatures
houses on Earth and throughout the system had all advisors, strategists, sorcerers, or champions.
been brought low by Guardians’ collective It is said Oryx’s own daughters first devised the have disadvantage on attack rolls with this weapon,
Among these is typically a brood queen, a powerful and they must have a Strength score of 13 or higher
resurgence. In the preceding few years, every house wizard morph who oversees the constant spawning dreaded Deathsong, a ritual dirge that invokes the
had suffered severe, ongoing attrition at the hands essence of death to cause extinction in those who to make an attack with it at all. Small and Tiny
and growth of the brood. The brood queen is often creatures cannot wield this weapon. The
of Guardians, and every great kell was killed—except (though not always) mated to the prince, and the hear it. This peculiar and devastating application of
Craask, Kell of Kings, who remained unseen in hiding Hive sorcery is practiced by an exalted class of heavyweight trait allows you to be considered one
morphological distinctiveness of a brood often size category larger than you are for this weapon.
rather than emerge to unify the remnant Fallen. results from the seeding of the whole brood’s wizards appropriately titled Deathsingers. They once
Their strength broken, the Fallen abandoned much population with the spawn of its prince and queen. practiced in a great and terrible choir, but are now
of their territory throughout the system, and cast Occasionally, a brood queen may also effectively be believed to be quite rare. Not every brood will have BOOMER CANNON
aside their old banners and dead allegiances. With the brood’s prince, serving as both its primary one. The dreadful projectile weapon used mostly by
no one to turn to but each other, they formed a new leader and spawn progenitor. knights for ranged combat. Believed to draw power
unified group, calling themselves the House of DARKBLADES from a contained fragment of dead stellar matter, it
Dusk—though like the House of Exile before them, The mightiest and fiercest among knight morphs are lobs screaming, arc-charged blasts in mortar-like
they resembled a shakily agglomerated gang more HIERARCHY adorned with silken tassels, take up massive trajectories. Used both for direct attack and as a
than a traditional Eliksni house. They adopted the After the prince, brood queen, and any other sundering mauls, and receive the ominous title small-scale siege instrument, boomers are especially
purple colors and the old sigil of the long extinct distinguished members of the ruling court comes Darkblade. The exact purpose of the role is unclear, useful in driving targets out of cover.
House of Rain, harkening to the famous Rain the whole mass of the brood in a roiling tangle of as are the prerequisites for its attainment, but
prophecy that all Eliksni would one day join together perpetual struggle for supremacy. Hive are
under a single Kell of Kells. subordinate to stronger Hive, but beyond that there
typically Darkblades appear as singular champions CONCUSSIVE BOOMER CANNON
for princes powerful enough to create them. A smaller and lighter version of the boomer cannon,
is hardly any structured order to their hierarchy. However, their terrible prowess also makes them
Some specialists or individual champions may be favored by Hive squires. Though known for their
potential contenders for brood leadership should a
HIVE granted outstanding status by their prince, and hold
broader sway within the brood. However, those
prince falter.
screeching shots, concussive boomer cannons
recovered from battle do not inherently possess this
In one sense, the structure of the Hive is very ability when fired by non-Hive creatures, leading
simple: Oryx, King of the Hive, stands atop a granted such status receive it precisely because of
their particular strength or power, so these cases are THE HATED scholars to ascertain that the deafening quality of
monumental pyramid of metaphysical tribute, his Said to be the highest honor a lower Hive can attain, the concussive boomer cannon comes from the
sisters Savathûn and Xivu Arath at his side. All Hive, merely notable examples of the general principle of
the Hive order. the Hated is an executioner of other Hive convicted Hive’s magic, not the weapon itself.
from the loftiest ascendant to the lowliest thrall, of transgression. The office is said to be singular
tithe the ontological harvest of their killing upward
toward Oryx, whose authority is supreme by right of TITHING among the whole of the Hive, but given the RUNE LOCKS
immensity of Hive populations and the great The Hive secure many things with spells, which
his ability to exist, and deny existence to whatever distances that separate them, this claim seems
opposes him. The order of Hive ranks, such as it is, rests upon often take the form of rune locks. These are plate-
their huge yet straightforward system of tithing dubious. It may be that only one Hated is appointed sized circular tablets with heavy chains binding the
Yet in another, more granular sense the within a brood.
organization of the Hive is a teeming riot of irregular ontological substance, which they harvest from object to which the rune lock is affixed. Runes from
broods, sometimes operating in concert, sometimes killing and destruction by means of the Sword Logic. the Hive language are carved into these tablets.
in isolation, and sometimes competing against each This paracausal mechanism, granted to them by A creature can use its action to make an Arcana
other. In the eon-spanning scale of Hive history, new their worm gods, allows the Hive to gather check against a rune’s DC to attempt to safely break
broods are almost constantly being born while old metaphysical energy from acts of violence. This the rune. Failing the check still breaks the rune, but

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Hive Weapons Rune Lock Setup Siphoning Ring Setup
Weapon Damage Memory Weight Properties Condition Instantaneous Tier DC Damage Health Points
Tier DC Damage Damage Tier 1 13 2d6 necrotic 7 (2d6)
Martial Hive Melee Weapons
Tier 1 13 1d6 1d6 Tier 2 15 4d6 necrotic 14 (4d6)
Cleaver 1d12 slashing 4/1 15 lb. Heavy, two-handed
Tier 2 15 2d6 2d6 Tier 3 17 6d6 necrotic 21 (6d6)
Cleaver of the 2d12 darkness — 45 lb. Special, two-handed
Prince Tier 3 17 3d6 4d6 Tier 4 19 8d6 necrotic 28 (8d6)
Double-Headed 2d8 slashing 6/1 30 lb. Special, two-handed Tier 4 19 4d6 6d6
Axe
Sickle 1d6 slashing 4/1 10 lb. Agile, finesse in extradimensional architecture. From the worm
AC of 12, a number of health points dependent on gods, the Hive’s leaders learned the technique of
Simple Hive Firearms its tier, and is immune to the damage and effects of building throne worlds—pocket universes in which
Shredder Rifle 1d6 void 4/1 9 lb. Automatic fire, high recoil, scope (30/40/75 close), shot any source that causes a Constitution, Intelligence, they can take refuge from death. Through arcane
capacity (8) Wisdom, or Charisma saving throw. In addition, the application of the paracausal powers shared by the
Martial Hive Firearms dome blocks any Light ability, spell, or other such Deep, the Hive can separate their deaths from
effect from being cast into or out from its area. themselves, and hide them away in their throne
Boomer Cannon 2d10 explosive 6/1 24 lb. High recoil, heavy, loading, payload (5 feet), scope A trapped creature takes an amount of necrotic worlds. This metaphysical dislocation of their
arc (60/120/340 close), shot capacity (2) damage at the start of each of its turns. susceptibility to death means that any Hive
Concussive 2d10 explosive 6/1 12 lb. Finesse, heavy, loading, payload (5 feet), scope A trapped creature cannot leave the area of the possessing a throne world can never be truly,
Boomer Cannon arc (60/120/340 close), shot capacity (2) field by nonmagical or nonparacausal means. If it permanently killed outside it. Only by breaking into
Soulfire Rifle 2d6 void 5/1 11 lb. Loading, energy projectiles, scope (15/120/340 long), shot
tries to use teleportation, interplanar travel, or time the throne and destroying its master within that
capacity (3), special travel to leave the area of the field, it must first netherworld can such a Hive be truly ended.
make a Charisma saving throw. On a success it can Otherwise, though they may apparently be defeated
Splinter Bow 1d8 solar 6/1 12 lb. Ammunition, range 40/60 ft., special, two-handed use that means to leave, but on a failure the in the outside world, in fact they will yet be able to
creature can't leave the field and wastes that use of return again from within their throne world. It is
its Light ability, spell, or effect. only a matter of time and amassing the strength
it also invokes the spell engraved into the rune. The SHRIEKER necessary to do so.
damage and DC of a rune lock is determined by its No one is certain whether shriekers are merely SOULFIRE RIFLE The Hive have built grand, horrific territories in
tier, as shown in the Rune Lock Setup table. weapons, or if they should be regarded as a kind of the extradimensional space they call the ascendant
A sniper weapon used by the acolyte subtype called realm. Although only the greatest of the Hive—Oryx,
Rune locks cannot be added to a Ghost’s creature. Regardless, the Hive deploy these adherents, the soulfire rifle resembles a shredder
memory. They burn away after being broken. ensorceled constructs primarily as defensive his sisters, some of their offspring, and perhaps a
pulled into a distorted, elongated form. It fires few other exalted princes—rule throne worlds,
The types of runes are described below. measures, and indeed they behave like automated singular void-aligned shots with hateful precision
“Alarm.” A silent alarm alerts the creator of the stationary batteries or turrets. Their rapid barrage of many Hive of sufficient power are permitted to
over long range. However, its targeting beam is enter ascendant spaces. These ascendant Hive are
rune lock that it has been broken. tracking void projectiles is difficult to overcome, and rather conspicuous, and it seems to require a short
“Death.” The creature accumulates a failed RTL even when destroyed, their residual void energy the conduits through which the tithed tribute of all
charge time before firing. These factors make it lesser Hive is transmitted upward, and the reality-
saving throw, or a failed death saving throw, which coalesces into seeking charges that pursue hostile possible for cautious Guardians to avoid its fire, if
persists for the next hour. targets, as if hungry for revenge. tearing physics of those Sword Logic spaces is the
they are astute enough to anticipate it. key infrastructure for the paracausal power
“Fire.” The creature begins Burning for the next Special. The target must succeed on a
minute. While Burning in this way, it takes an SIPHONING RINGS distribution underpinning the Hive’s eternal crusade.
Constitution saving throw, taking an additional 10 The following ascendant realms are either known
amount of solar damage at the start of each of its Siphoning rings are artifacts (AC 15, 1 HP, mounted, (3d6) void damage on a failed save.
turns. The creature can make a Constitution saving or speculated to exist.
immune to the damage and effects of Con/Int/
throw at the end of each of its turns, ending the Wis/Cha saves) often marked by an unbroken ring of
effect on itself early on a success. SPLINTER BOW ORYX
chitin. These rings lie on top of hard surfaces, often Resembling a crossbow made of tortured bone and
“Pain.” The creature takes an amount of visibly glowing with Hive magic, and come in a The King of the Hive was first to use a throne world
instantaneous damage, which can be either arc, twisted chitin, the splinter fires a spread of multiple and return from mere bodily death. Later he would
variety of sizes. When activated, a hemispherical solar bolts in a fan pattern, making it useful for
force, necrotic, solar, or void damage. dome of bones springs into existence above it, and construct an immense interstellar ship, his
“Poison.” The creature becomes Poisoned for the suppressing fire against groups of targets. Its searing Dreadnaught, and in order to make his throne world
Hive runes can be seen circling above whatever darts are also difficult for a single target to avoid.
next minute. While Poisoned in this way, it takes an creature it has trapped. more secure, he turned it inside out within the
amount of poison damage at the start of each of its These are somewhat less common than other Hive Dreadnaught, making its ascendant space
Whenever a Small or larger creature moves into weapons, and are usually carried by higher-order
turns. The creature can make a Constitution saving the space of a siphoning ring, the ring can activate. coterminous with the confines of the vessel. The
throw at the end of each of its turns, ending the knights and acolytes. Hive of Oryx’s broods remember and celebrate this
Any creature completely inside the ring is Restrained Special. When you make an attack with this
effect on itself early on a success. in a spectral cage. A creature that is too large to fit occasion by turning things inside out on a holiday
weapon, you can choose up to three separate called Eversion Day.
or is only partially inside the area is pushed away targets that are each within 10 feet of each other to
SHREDDER from the center until it is completely outside the be subject to the attack. Make a separate attack roll
A common weapon typically carried by acolytes. Like area. for each target. SAVATHÛN, XIVU ARATH
most Hive technology, the details of its function are The area of a siphoning ring cannot overlap the Oryx’s sisters possess throne worlds of their own,
not known, but the bolts of sickly void energy it fires area of another type of prison or detainment field, but nothing specific is known of them.
are effective enough. or another siphoning ring, and the area of the ring is ASCENDANT REALMS
blocked by material matter. The Hive are best known and feared for their
Despite the bone dome being semi-transparent, indiscriminate destruction, and rightly so, but they CROTA
it is considered total cover and blocks any form of are also remarkable for their creative achievements The Eater of Hope, Oryx’s son who invaded the
matter from passing through it. It is mounted, has an Moon, safeguards his true death within a nightmare

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realm. It is accessible through a portal deep below
the Hellmouth.
unknown for many years beneath the lunar surface,
and lurking in dark, unexplored places among the
plodding but meticulous efficiency, managing a long
game of crushing interstellar conquest stretching
AUXILIARIES
ruins of Earth. This brood serves Crota and his across untold reaches of the galaxy. Several legions Some groups within a legion may be organized as
children as the main body of his conquering tide. operate within the Sol system, each an army unto auxiliary units attached to a cohort, or completely
HIRAKS They may be recognized by their brick-red chitin, itself—yet these represent but a small fraction of independent of the rest of the legion’s operational
The Fallen dreg who became one of the Scorned which grows in a distinctively spiny fashion, and for the Cabal’s star-shaking, planet-cracking might. organization. Typically these include logistics,
Barons, called the Mindbender, is noted for his the metal nails and spikes they drive through their supply-chain, intelligence, and other noncombatant
obsession with the Hive’s powers. Somehow he bodies. units. Special operations squads are also often
gained knowledge of their ritual magic sufficient to LEADERSHIP organized as auxiliary groups.
break into the ascendant plane to create a throne The Cabal military is organized into legions, each of
world for himself. Compared to the monstrous SAVATHÛN’S BROOD
expanses of the Hive’s own ascendant realms, his is The brood of the Witch-Queen, sister of Oryx may
which operates somewhat autonomously to carry
out its orders from the Cabal high command. A
SPECIALISTS
tiny and crude, but Hiraks aspires to build upon his have infiltrated the solar system long ago, but legion is headed by a primus, a command rank Occasionally, the Cabal will deploy one or more
unholy achievement. humanity only became aware of them during the sometimes characterized as analogous to an specialized units to assist in operations. These
Red War. Their activity is concentrated on Saturn’s admiral. Cabal military grades are nominally positions can vary significantly, and may only be
MARA SOV moon Titan, where they infest the ruined Golden meritocratic, so in principle every primus has earned temporary. The following are the most common and
Age arcologies, and in the Tangled Shore region of their lofty position through outstanding service and long-term specialist positions.
Upon learning of the Hive’s throne worlds and use of the Reef. Their chitin is a sickly, pale greenish grey,
extradimensional spaces, the Awoken Queen set superior capability. However, in reality the upper
and grows in forms distinct from the broods of Oryx echelons of the empire’s military are also the most PSION FLAYERS
about studying their construction to build an and his son Crota.
ascendant realm of her own. Using her Techeuns’ influential members of its political class, so primuses Certain psions undergo a combination of rigorous
ingenuity and the paracausal power of her ahamkara may be appointed as much for their individual training and some kind of transformation process to
Riven, Queen Mara built her throne Eleusinia within XIVU ARATH’S BROOD allegiances and political usefulness as for their become flayers, a class of advanced psion with
the Dreaming City. Its existence and its role in the No large force of Hive associated with Oryx’s sister actual martial prowess. Even so, Cabal officers are expanded psychokinetic and telepathic capabilities.
Queen’s far-reaching plans are among the greatest Xivu Arath is known to be present in the Sol system, expected to personally lead their troops in battle, so The extent of their powers is uncertain, but the
secrets of the Awoken. but she leads broods of her own as surely as her any successful primus must be a formidable Cabal clearly both value them highly and use them
siblings do. Some high-status commanders among strategist and at least a capable combatant. cautiously.
Savathûn’s Hive carry titles indicating they serve The second command rank is valus, a high-status
KNOWN HIVE BROODS Xivu Arath, or are her spawn, suggesting some field officer typically in charge of the subdivision
The following broods are known among Guardians alliance or cooperation between the sisters. called a cohort. Valuses are usually equipped with COUNCILORS
and City xenosociologists. elite colossus or centurion armor, and put it to use High-ranking psions that serve as noncombatant
when taking direct command of operations ranging command officers or privileged advisors. Since they
GRASP OF NOKRIS from regular combat deployments to high-risk do not usually serve in field roles, such councilors do
BLOOD OF ORYX Nokris, second son of Oryx, faced exile by his father resource-extraction strikes. Depending on its size, a not wear the protective headgear psions require to
Hive of Oryx’s broods populate his Dreadnaught, but after forming a blasphemous pact with the worm legion may have anywhere from hundreds to survive in most conditions. When they must appear
also appear elsewhere to do his will directly. They god Xol. Erased from their history and cast out from thousands of valuses. outside the confines of their regulated environment,
have even been sighted on Earth within the old the rest of the Hive, Nokris came to Mars with Xol Next comes the rank of val, which may councilors use their well-developed psychokinesis to
Cosmodrome. They are distinguished by the purple- and his followers during the Collapse. To contain individually lead troop divisions called centuries, or form protective bubbles around themselves.
red color of their chitin plates. their threat, the warmind Rasputin disrupted the may serve in other roles at the discretion of their
Martian climate to cause rapid cooling of the polar valus. SCRIBES
VENOM OF ORYX region surrounding the Hellas Basin, occupied by Finally, the lowest command rank, bracus, may Cabal leaders with a care for documenting their own
A little-known brood in Oryx’s lineage, led by the Nokris and his Hive. This flash-freeze trapped Xol, control a squad grouping called a maniple, but
Nokris, and his brood for centuries, but they history, recording orders and edicts, and managing
prince Kandorak. Like the Blood of Oryx, their chitin usually leads an individual squad within such a narratives surrounding their deeds employ scribes.
is purplish red, suggesting they are in fact merely a reemerged shortly after the Red War when the grouping.
Martian polar ice deteriorated. Their wan greenish These functionaries are part recordkeeper, part
subsidiary brood employed for special purposes. storyteller, and usually one hundred percent
chitin is crusted with ice.
HIERARCHY sycophant, since they are obliged to cater to their
SILENT BROOD URROX’S FORGOTTEN BROOD Each legion is divided into several cohorts, which are masters’ whims and stand to directly suffer their
A brood kept in the depths of Oryx’s Dreadnaught, subdivided into centuries. Each century contains a wrath for a displeasing turn of phrase. Scribes are
serving as wardens of his dungeons. Their chitin Long ago, Urrox, Flame Prince presided over a brood typically psions, but members of other client races
associated with the Hidden Swarm. Most of that number of maniples, which are groupings of
plates are pale and bluish. individual troop squads. Within any of these or even the primary Cabal species may hold scribal
lineage was probably destroyed during whatever offices as well.
events led to Urrox’s capture and imprisonment by divisions, troop loadout types do not necessarily
SPAWN OF CROTA the Awoken. He and the only survivors of his correspond to particular ranks, although generally
The first Hive brood encountered by humanity’s unknown brood are caged within the Prison of commanders are equipped at least as centurions. CABAL WEAPONRY
survivors, when City Guardians engaged them on Elders. The legionary, phalanx, and other loadouts typical Cabal weapons resemble the huge military that
Earth and barely overcame them at the Battle of to infantry are only rarely chosen by officers, who makes and uses them: mass produced, heavy,
Burning Lake. Crota’s brood occupies the Moon, and often have great latitude in selecting their personal durable, reliable, brutish, and hard-hitting. Most
equipage. Squad composition is also highly variable
is still present on Earth where seeder ships have
crashed down to spread their infestation. Their
CABAL even within a single legion. A simple patrol squad
patterns do not easily lend themselves to operation
by humans, but some Guardians are happy to use
Since the overthrow of the last emperor, the may include as few as three members, and often
yellow chitin is easily recognizable. complex multispecies civilization of the Cabal has those captured Cabal armaments that fit in human
operates without a commanding officer present. At hands.
been largely, if not entirely redirected to support its other times, an entire maniple of a single unit type
HIDDEN SWARM enormous, far-flung military structure. Rigidly may be organized for a specific purpose, such as a
The most numerous sect of Hive in the system, so organized into immense legions under a unified high large group of phalanxes to form a defensive line.
called because their teeming ranks remained command, the Cabal war machine operates with

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BRONTO CANNON Though primarily defensive, phalanxes also
Cabal Weapons and Shields
A distinctive five-barreled weapon used by some employ their shields as weapons in close quarters. A
centurions. It fires directed void energy projectiles in shield-bash from a phalanx is often compared to Weapon Damage Memory Weight Properties
a fan, making it effective against grouped targets. being run over by a Hawk-class jumpship. Martial Cabal Melee Weapons
Clipeus. The clipeus is a mobile particle-shield
generator favored by the Red Legion. It collapses Falchion 1d10 slashing 3/1 11 lb. Heavy, reach, two-handed
HEADHUNTER RIFLE into a compact form for stowage or easy carrying Severus 1d6 solar 3/1 7 lb. Agile, finesse
A compact, long-range weapon for precision fire, when not active. When engaged, the shield’s field- Wrist-mounted 1d6 solar 3/1 7 lb. Agile, finesse, special
most often issued to psion snipers. Its reciprocal generating frame extends into a roughly diamond shortsword
barrel provides excellent shock absorption for shape around the central generator hub. Four
stability while firing its high-velocity rounds. extensible frame components form the corners of Martial Cabal Ranged Weapon
this diamond. Between them and the hub, they Magma launcher See description 6/1 35 lb. Cumbersome, heavy, loading, two-handed, special
MAGMA LAUNCHER project a semitransparent particle field that Simple Cabal Firearms
effectively resists almost all weapons fire. The field’s
The flamethrower carried by incendiors. Rather than width can also be extended by several feet to create Slug Rifle 1d8 solar 4/1 11 lb. High recoil, scope (30/40/75 close), shot capacity (8)
mere chemical ignition, this device draws upon a a larger barrier, though it cannot be carried in that
carried supply of superheated mineral solution, Martial Cabal Firearms
configuration. Bronto Cannon 2d10 explosive 6/1 25 lb. High recoil, heavy, loading, payload (5 feet), scope
ejecting it under immense pressure to discharge The shield grants the creature carrying it the
aerosolized gouts of molten rock. void (30/50/80 close) shot capacity (2)
effect of three-quarters cover. The shield is also
Taking a Shot. When you take a shot with this heavily reinforced, allowing it to halt the effects of Headhunter Rifle 1d10 solar 5/1 12 lb. Scope (0/300/600 long), shot capacity (5)
weapon, you shoot molten rock in a sweeping line. armor-piercing rounds or energy projectiles. Finally,
All targets in the area must make a Dexterity saving Projection rifle 1d10 explosive 4/1 18 lb. Finesse, high-impact, shot capacity (4), scope (20/50/120
if the creature wielding the shield is forced to make solar medium), special
throw. On a failed save a target takes solar damage a payload saving throw, it takes half damage if it fails
and begins Burning for the next minute. On a Slug Launcher 2d10 arc 11/1 32 lb. Automatic fire, heavy, high recoil, scope (100/200/400
the saving throw and no damage if it succeeds. medium), shot capacity (5), special
successful save, a target takes half as much damage A creature with the strong grip trait does not
and does not begin Burning. have disadvantage for dual wielding when holding Slug Shotgun 1d10 arc 5/1 15 lb. High recoil, scope (10/15/20 (close), shot capacity (5)
Range and Damage. This length of the shot’s this item and a two-handed weapon at the same
sweeping line and the damage it does are Slug Thrower 1d10 solar 5/1 21 lb. Automatic fire, heavy, high recoil, scope (50/100/200
time. close), shot capacity (5)
dependent on the amount of fuel spent on the shot. Additionally, as a bonus action, the creature
The fuel tank can hold 60 units of fuel, and you can Shields
wielding this shield can mount it to the ground
send up to 5 units per shot. The length of the directly in front of itself. The size of the shield Clipeus 1d12 bludgeoning 12/1 13 lb. See description
sweeping line is 10 feet per unit spent, and the expands into a barricade that’s 8 feet tall, 15 feet
damage of the shot is 1d8 solar per unit spent. Scutum 1d12 bludgeoning 8/1 35 lb. See description
wide, and 1 inch thick. The barricade has an AC 13,
Fuel Tank. The magma launcher includes a fuel 40 HP and is immune to the damage and effects of
tank to be worn on the wielder’s back. If the fuel Intelligence, Wisdom, and Charisma saving throws. It salvo distribution, largely eliminating the need to thrower. The slug launcher is a miniaturized mass
tank is breached, it explodes, and all targets within is also considered equivalent to a relic-iron wall aim. driver which uses a pair of field-generating guidance
10 feet of the wielder must make a DC 15 Dexterity when determining cover, teleportation, etc. Special. If you take a shot with this weapon and rails to accelerate each projectile to ludicrous speed.
saving throw, which the wielder automatically fails. It is an action to pick the shield up again, at miss, the target must succeed on a Dexterity saving This method of discharge also endows the projectile
On a failed save, a target takes an amount of which point it will return to its normal size. throw or it still takes half the damage of your shot. with enormous knockback force.
explosive solar damage equal to 1d8 per unit of fuel Scutum. The standard-issue phalanx shield Special. On a hit the target must succeed on a
left in the tank and it begins Burning for the next pattern. Roughly the shape of an elongated octagon, Strength saving throw against the weapon DC or be
minute. A target takes half as much on a successful the scutum is tall and wide enough to almost
SCORPIUS TURRET knocked prone. If the target is already prone, it is
save, and does not begin Burning. completely obscure the Cabal soldier who carries it. A stationary autonomous weapon platform, easy to pushed back 10 feet on a failed save instead.
In order for the fuel tank to be breached, the Built to specifications comparable to Cabal ship deploy and highly effective for defensive suppressing In addition, this weapon is massive, by almost
wielder must take 28 or more damage from a single hulls, these shields are entirely impervious to small- fire. Although unable to move and not heavily any standard. Medium creatures have disadvantage
source. arms fire. armored, the scorpius’ standard armament is an on attack rolls with this weapon, and they must have
Intense Flames. Creatures who begin Burning The shield grants the creature carrying it the extremely rapid repeating gun that delivers a a Strength score of 13 or higher to make an attack
from the magma launcher take 7 (2d6) solar damage effect of three-quarters cover. The shield is also veritable deluge of bullets with irksome precision with it at all. Small creatures cannot wield this
at the start of each of their turns. A creature can use heavily reinforced, allowing it to halt the effects of target acquisition. It can also be fitted with an weapon. The heavyweight trait allows you to be
its action to put out the flames and end the Burning armor-piercing rounds or energy projectiles. Finally, adapted version of the magma launcher, or with an considered one size category larger than you are for
condition on one target. if the creature wielding the shield is forced to make advanced surveillance and threat-detection package this weapon.
a payload saving throw, it takes half damage if it fails for sentry duty.
PHALANX SHIELDS the saving throw and no damage if it succeeds. SLUG RIFLE
The standard phalanx shield is a solid, body-height A creature with the strong grip trait does not SEVERUS The mainstay of the Cabal arsenal, and most
slab in a roughly octagonal shape, constructed to have disadvantage for dual wielding when holding A broad, cleaver-like shortsword almost exclusively
this item and a two-handed weapon at the same common weapon among Cabal troops of all ranks, at
match the standards of Cabal dropship hulls. A more wielded in pairs by Cabal gladiators. An internal a glance the slug rifle appears about as sophisticated
elaborate version of the shield is actually a portable time. power supply superheats the cutting edge, enabling as an angry nailgun. However, rugged and simple to
force field generator that projects a flexibly the severus to slice even heavy armor with relative use though it is, the design is actually quite refined.
extendable, semitransparent coherent particle PROJECTION RIFLE ease. Its heavy cartridges are in fact miniaturized rockets,
barrier within a stabilizing frame. Both types carry Favored by centurions, the projection rifle is each carrying a two-stage warhead to first pierce
onboard sensors and transmission hardware to essentially a hand-carried multiple-firing mortar SLUG LAUNCHER armor and then detonate inside the target. The
connect to the Cabal battle net, automatically launcher. Its computational ballistics system firing system permits variable-speed automatic or
reporting impact data and other information to A bulky, slower-firing weapon sometimes carried
automatically calculates optimal firing solutions and with the colossus loadout instead of the slug semiautomatic discharge, making the weapon
enable better coordination of individual units.

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effective at short and medium distance as well as SIEGE DANCERS sparked the Red War, the darkest episode in the structured authority. For instance, minotaurs are
preserving accuracy for precise fire at moderately Led by the infamous Valus Ta’aurc rather than a full- recent history of the City Age. indeed higher-order units than goblins, but not in
long range. fledged primus, and one of the smallest yet most Ghaul’s Red Legion is much better equipped than the sense that they hold arbitrarily superior status.
potent Cabal detachments in the system, the Siege the other Cabal forces which came before them. Rather, minotaurs are above goblins in that their
SLUG SHOTGUN Dancers are an elite legion specializing in high-risk Their armor and weapons are noticeably finer and larger chassis carry a greater complement of
operations to seize and fortify new territory. To this more sophisticated, and their titanic invasion fleet computational hardware, enabling them to perform
A bulky spread shot weapon issued for close- dwarfs the collected ships of all other legions in the more extensive and complex tasks. On the other
quarters engagement. Mostly used by legionary and end, their squad leaders are given wider tactical
latitude than in most other Cabal forces. Among system. Their appearance is thus quite distinct from hand, the smaller, more simply constructed goblins
phalanx infantry. other Cabal, set apart by the fine lamellar scales and are deployed in greater numbers for more basic
Guardians they are well known as fearsome
enemies, as well as for their demolition red markings of their armor. objectives, but they do not take orders from
SLUG THROWER competitions. Their bright yellow and blue armor is minotaurs. Indeed, no Vex follow orders at all, and
A large weapon resembling a high-speed rotary unmistakable. LOYALISTS there is no structure resembling a chain of
cannon, carried as part of the ultra-heavy colossus command. Their distributed collective consciousness
Overthrown and exiled, Emperor Calus was set adrift decides the action of every individual Vex—albeit in
loadout. It uses the same micro missile ammunition
as the slug rifle, but fires a continuous torrent of SKYBURNERS aboard the Leviathan, a mammoth spacecraft like a an almost wholly inscrutable manner.
A legion only rarely seen by Guardians, a few self-contained city. The crew of the immense
shots at an extremely rapid rate. Leviathan was commensurately large, and included a
Skyburners are sparingly deployed on Mars. The AXIS MINDS
bulk of the legion is held in reserve, mostly in their veritable army of soldiers loyal to the emperor
Wrist-mounted Shortsword despite his removal from the throne. They
A favored piece of equipment by many Cabal, the Fleetbase Korus on Mars’ moon Phobos. The The apparent exceptions to the rule of Vex
Skyburners’ Primus Ta’aun is believed to head the accompanied Calus on his long peregrinations collectivism are the axis minds, individual Vex units
wrist-mounted shortsword is an unobtrusive backup through space, until he eventually gained
measure for when the fighting shifts to close Cabal’s second invasion fleet in the system, a with superior capabilities responsible for high-level
sizeable force not yet brought to bear against navigational control of the Leviathan and directed it oversight of a single objective or larger task. Though
combat. toward Earth. The Leviathan now orbits Nessus, and
Special. You cannot be disarmed of this weapon. humanity. Their armor is light blue with red details, they are often identified by specific titles or even
and they sport crested headgear. Calus’ loyalists almost exclusively remain aboard. individual names, axis minds are as much part of the
When you make an attack with it while holding
another weapon, you are not considered to be dual- collective as any goblin. While they may appear
analogous to leaders of prominent rank, axis minds
wielding for that attack, so long as the other weapon
is being held in your other hand.
ICE REAPERS
A very small legion primarily tasked with facilitating
THE VEX are merely local instantiations of high-level objective
Of humanity’s many enemies, the Vex are the least parameters loaded into specialized hulls. Their
the operations of its psion flayers. Their objectives like us, and the most difficult to understand. purpose is not to lead or command, but to enable
KNOWN CABAL LEGIONS are unknown, but they have demonstrated an Regardless of whatever degree they have or groups of Vex to pursue defined goals with greater
The following legions are known to operate within interest in Golden Age secrets buried beneath the experience anything resembling individuality, their efficiency by centralizing some amount of task
the Sol system. Martian sands. Their armor is pale blue with white minds exist in an oceanic collective, networked management and planning.
details. across great reaches of space and time. Their
SAND EATERS organization is organic, modular, and adaptive to SPECIALISTS
Occupying Martian territory in and around Meridian
BROKEN LEGION changing circumstances and objectives. It possesses
Not a conventional legion by any measure, the some divisions and a hierarchy of functions within Many specialized units exist among the Vex, some of
Bay, including the ruins of Freehold, the Sand Eaters them, yet even so its authority is decentralized, them very specific to their intended tasks. The
were the first Cabal encountered by Guardians. As Broken Legion is an irregular collection of soldiers
loyal to their leader, Valus Trau’ug. In defiance of the vested in the collective itself rather than any kind of following are the most specifically dedicated types
the largest occupying force on Mars, they also command structure. of Vex, which may not even exist within every
remain the most frequently engaged. Pieces of their Cabal high command’s orders, Trau’ug murdered the
other officers of his former legion and led his subtype.
green and white armor are common trophies among
Guardian collections, but in fact the Sand Eaters’ followers in an attack on the Reef. Their offensive
was abruptly halted by the Awoken, who captured
LEADERSHIP GATE LORDS
main opposition comes from the Vex. Divisions within the Vex collective are primarily
and now hold what remains of the Broken Legion in Mid-level minds dedicated to defending Vex gates
the Prison of Elders. The strange circumstances operational, rather than organizational. This is to say and controlling traffic within the gate network. Gate
DUST GIANTS leading to their imprisonment and the apparent that to the extent the Vex are separated into lords usually exist only within the network itself, but
A small legion composed of veterans drawn from the ease of their defeat almost suggest the Broken discrete groups, it is not for the sake of structured will physically instantiate and emerge to repel
ranks of the Sand Eaters, essentially operating as a Legion intended to be captured. organization, but simply because those groups are threats to important gates. When they do, they
special forces reserve for the larger legion. They tasked with distinct goals. As such, groups of Vex are occupy a towering variant of the minotaur frame. Its
deploy alongside the Sand Eaters as urgent effectively leaderless, and even an entire Vex
reinforcements, and to quash particularly aggressive
RED LEGION subtype, taken as a group unto itself, does not have
great size reflects the considerable onboard
Long ago, Emperor Calus appointed his beloved processing power necessary to host a gate lord’s
Vex incursions. Their armor is dark green with individual leaders as we would recognize them. mind—as well as the high importance the Vex place
orange details. protégé, the pit fighter Ghaul, as primus of the Red Certain individual units that appear to possess
Legion. Little did Calus imagine that Ghaul would upon protecting points of entry to their network.
high status may seem like leaders. However, such
BLIND LEGION turn against him, organizing the coup that removed individually identifiable Vex, which are usually axis
Whether because it is their primary mission or him from power and led to his exile in deep space. minds, oversee and coordinate particular functions GORGONS
because their leader Primus Sha’aul is personally Usurping the power of the empire, Ghaul declared or objectives at a high level, but are not leaders in A distinct class of harpies only known to exist within
fixated on the Vex, the Blind Legion entirely occupies himself Dominus, supreme commander of the Cabal the sense of holding authority over subordinates the Vault of Glass, where the Vex have enhanced
itself with pressing into Vex territory to capture their military, and retained command of the Red Legion as and directly organizing and instructing their control over the behavior of space and time. The
architecture and artifacts. Whatever the reason, his personal army. Ghaul would lead them for behavior. Gorgons are weapons of ontological denial: once
they fight on the fiercest front in the perpetual war hundreds of years in an undefeated conquest of they acquire a target, they are capable of causing it
between the Vex and Cabal on Mars. Their armor is world after world before finally setting his sights on to vanish from existence. Their victims do not simply
black and white with red details, and bears the Earth when he learned of the Traveler and grew HIERARCHY cease to exist; rather, they are made to have never
legion’s skull-shaped device. covetous of its power. The unforeseen arrival of the To the extent hierarchy exists among the Vex, it is a existed at all. Erased from time entirely, their history
Red Legion and its surprise invasion of the Last City matter of functional complexity, rather than is undone, their influence on the world obliterated.

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Fortunately the Vex cannot wield this power in SLAP RIFLE feet. Any creature that is completely inside the field
normal spaces, and even within the Vault of Glass, The most common Vex firearm, carried by goblins. It is trapped. Creatures only partially within the area, C������
Gorgons are few. However, none know whether the discharges solar bolts, and is capable of burst fire. In or those too large to fit inside the area, are pushed Small construct (VI, Vex tech)
Vex may hold sway in other domains where the addition to its offensive output, the slap rifle also away from the center until they are completely
Gorgons could operate, nor if they might eventually seems to have a great variety of utility capabilities, outside it. Armor Class 15 (natural armor)
be capable of extending their ontological influence among them serving as a network repeater node. Its The area of each detainment field cannot overlap Health Points 36 (8d6+8)
outside the boundaries of spaces like the Vault. primary value may be in extending and the area of another prison or detainment field, but it Speed 0 ft. (mounted, can hover)
strengthening signal coverage for the Vex network. can pass through corporeal matter with ease.
Despite the detainment field being semi- STR DEX CON INT WIS CHA
VEX WEAPONRY transparent, the shell of the field is considered total 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Vex weapons are as peculiar and ominously TORCH HAMMER cover and blocks any form of matter from passing Condition Immunities all
advanced as the Vex themselves. Most Vex The hard-hitting heavy weapon carried by through it. It has an AC of 12 and 21 (6d6) health Languages programmed in hexinary
armaments are terminal weapons: they do not carry minotaurs. It lobs charges of void-aligned exotic points, is considered a mounted object (can hover), Challenge Individual CR 1 (200 XP), Classification CR 1
magazines or energy cells, but receive energy from matter in mortar-like arcs, allowing for effective use and is immune to the damage and effects of any Major (200 XP)
elsewhere and direct it into projectile fire. How this at any distance up to its effective range. Against source that causes a Constitution, Intelligence,
is accomplished remains one of the great mysteries unshielded targets, radiation from the particle decay Wisdom, or Charisma saving throw. Finally, the shell Proficiency Bonus Hack DC
in ballistic engineering, but most probably each of its projectiles can be more deadly than the impact of the field blocks any Light ability, spell, or other +2 21+ (Architect Discretion)
weapon system contains an onboard and explosion of the projectiles themselves. such effect from being cast into or out from the area
microconnection to the Vex network to facilitate this of the field. A trapped creature is considered Computational Relay. The conflux can create a link
energy transfer. Where the energy is sourced from, Restrained by the field and takes 21 (6d6) necrotic between itself and other willing Vex creatures within 120
no one can say. CONFLUXES damage at the start of each of its turns within the
feet of it. Linked creatures can telepathically share
information with each other, are compelled to follow all
Guardians are not shy about trying to use Coherent confluxes of non-baryonic particle streams field. orders of the Vex collective, and anything a linked Vex
captured alien weaponry, but recovered Vex are a frequent manifestation of the vast Vex network A trapped creature cannot leave the area of the creature can detect, the conflux can also detect.
weapons are never operable, perhaps because using architecture in areas they occupy. They take the field by nonmagical or nonparacausal means. If a
them requires activating the networked connection form of sharp-edged columns of intertwining creature tries to use teleportation, interplanar
to their distant energy supply. threads of pure, white light, usually around eight to travel, or time travel to leave the area of the field, it
ten feet tall. These confluxes seem to grow from the must first make a DC 16 Charisma saving throw. On a .REWIND()
AEON MAUL surfaces they stand upon like tortuously pruned success it can use those means to leave, but on a
ethereal trees. The ends of their numerous This function grants the conflux the hyper-reaction
A rapid, mortar-firing weapon system integrated into failure the creature can't leave the field and wastes feature and the rewind reaction.
interleaved streams either disappear somewhere that use of its Light ability, spell, or effect.
the hydra chassis. Like the torch hammer, it fires inside the conflux’s own convoluted geometry, or Hyper-Reactive. The conflux can take up to three
void-charged projectiles in deadly arcs, but is else vanish into thin air like disappearing branches. reactions. It regains the use of all of its reactions at
capable of a much greater rate of fire. Hydras use Confluxes seem to serve several roles, and Vex
.GET() the start of its turn.
this weapon to lay down withering, ceaseless experts differ on the question of whether each Simple confluxes for the purposes of processing and Rewind. When a creature within 120 feet of the
barrages to devastate multiple targets or keep a conflux is specialized for a particular purpose, or if storing data with no combat applications. A Ghost conflux makes an attack roll, saving throw, or ability
single enemy heavily suppressed. they possess shared general characteristics, and can that succeeds on an Intelligence (Technology) check check, the conflux can use its reaction to cause
manifest specific capabilities as needed. One way or can read this information (DC at your discretion). advantage or disadvantage on the attack roll, saving
LASER RIFLE another, their most common and obvious function is throw, or ability check.
A hand-carried weapon platform capable of to provide limited access points to the Vex .NULLIFY()
outputting a continuous coherent beam of void information network. In this capacity, they are This function grants the conflux the fortify action. SYNCHRONIZATION PLATES
particles. Typically carried as alternate armament by susceptible to infiltration, forced access, or other Fortify. The conflux projects a barrier around Synchronization plates (or sync plates) can very in
hobgoblins and minotaurs, and sometimes mounted hacking techniques Guardians employ. Indeed, any another creature within 120 feet of itself. The appearance, but they consistently appear as circles
to harpy chassis. Its range is quite long, but it can competent Ghost can interface with a Vex conflux to creature is immune to all damage and conditions, or rings of Vex metal affixed to the ground. These
also be effective at shorter distances when swept access at least its basic functions, which usually and any ongoing conditions immediately end for it. plates often house protocols to initiate a more
across multiple targets. include data transfer, operational oversight, and The effect of this action can end early if the conflux complicated procedure, such as building a spire,
some rudimentary local security control. is Incapacitated. A creature can only benefit from deactivating a decompilation field, summoning an
LINE RIFLE Although contact with them represents some risk one source of this effect at a time. A creature or axis mind, or opening a Vex gate.
of Vex contamination, confluxes are not combatants. construct that is under this effect loses the barrier if A sync plate begins working when a Vex creature
The long-range precision weapon used by However, they are capable of providing certain
hobgoblins. Its basic design is essentially the same the conflux chooses to fortify something else. steps within its area. The plate accumulates progress
support functions to nearby Vex units. toward its higher function when a Vex creature ends
as the firing terminal of the slap rifle, but the When adding a conflux to an encounter, use the
addition of twin accelerator rails allows it to base stat block provided and choose a function for .PROTECT() its turn in the area.
discharge a high-energy bolt with great accuracy This function grants the conflux the shield pulse Sync plates can be hacked by Ghosts to make any
the conflux from the list below. A function may grant creature register as a Vex creature to the plate’s
toward a distant target. the conflux a new feature, action, reaction, or some action.
Shield Pulse (recharge d6 [5], range 120 ft). The programming. This can be accomplished with a
combination of the three. single DC 21 Intelligence (Technology) check, though
SLAP GRENADE conflux grants up to three creatures of its choice
the Vex will be aware of the attempt and will often
(other than itself) 30 energy shield points of either
Delayed-detonation antipersonnel charges carried .DETAIN() arc, solar, or void alignment (conflux's choice). send units to eradicate the infiltrator.
by various Vex unit types. The device itself does not This function grants the conflux the detainment
contain an explosive, but a kind of terminal, like Creatures lose these energy shield points if they
other Vex weapons. It briefly opens a microscopic
action.
Detainment (Recharge d8 [7]). The conflux
move out of range of the conflux, or if the conflux KNOWN VEX SUBTYPES
gate aperture to deliver a blast of void-aligned becomes Incapacitated. A creature cannot benefit The following subtypes are known to exist among
causes a 15-foot cube-shaped detainment field, from this if it already has energy shields.
particles from a distant reservoir. composed of focused temporal distortion, to spring the Vex. Each subtype is not an organizational
into existence around an area it can see within 180 division, but a grouping within the larger collective
which focuses on different sets of objectives or

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areas of operation. fabric of time. However, they have been rarely
sighted outside such environments, in normal space. THE TAKEN Optional: Using Taken Weapons
Ghost scans confirm the manufacture of their The Taken are not themselves Hive—even members
HEZEN CORRECTIVE components predates the advent of humanity by a of the Hive species who have been taken are no Taken weapons function exactly like their non-Taken
Probably the first Vex encountered by humanity, this wide margin. Their existence lends considerable longer Hive—yet they belong to the Hive tithing counterparts, though the damage type of the
subtype operates on Venus, primarily in and around strength to the argument that the Vex are truly hierarchy, and function as a subsidiary force in weapon may have shifted. Roll a d6. On a roll of 2
the Ishtar Sink region. Their hulls are constructed capable of time travel. This subtype is clearly pursuit of the Hive’s strategic goals. In a sense they through 6, the weapon’s damage type changes. Roll
with unadorned brassy plating. Their purposes on identifiable by the bright white metal of their chassis may be considered a brood belonging to Oryx (and a d4 to determine what type (1: arc, 2: solar, 3: void,
Venus are not obvious, but they frequently attack and the angular form of their cranial modules, which later his sister, Savathûn), although they are not in 4: darkness).
Fallen interlopers in their territory, and sometimes incorporate a slitted blue monocular sensor, fact a Hive brood at all. All Taken weapons are also blighted. A blighted
appear interested in the ruins of the Ishtar reflecting an earlier iteration of Vex design. The Taken are created from the power Oryx weapon deals 21 (6d6) darkness damage to any non-
Collective. obtained from direct communion with the Deep— Taken creature that starts their turn holding the
the Darkness itself. To be taken by this power is not weapon, or who wields the weapon up for the first
HEZEN PROTECTIVE SOL IMMINENT merely to have one’s identity and will subsumed, but time on a turn. In addition, each time a creature
Also called Descendants, these Vex appear to belong to be utterly reshaped by the Darkness so that one’s attempts to take a shot or make an attack with the
The second subtype present on Venus, the Hezen to a vastly remote future. Multiple Ghosts’ analyses weapon, they take 7 (2d6) darkness damage.
Protective seems much more concentrated in their will is exactly that of the Taken King. Thus every
show these Vex’s hulls have operated for eons, yet creature that becomes Taken, no matter its original
deployment and activity. Their hulls are distinctively also register a temporal displacement indicating
golden in tone, and bear painted white striped species, is rendered something entirely other than
their fabrication occurred long after the scans’ whatever it was. appear as white stars surrounded by Taken energies.
markings—apparently decorative. They mostly present timeframe. Like the Precursors, Descendants
appear around the entrance to the Vault of Glass, as They can distort surrounding space as though
usually only appear in simulation spaces like the
well as reportedly inside it, but they may also be Infinite Forest, or inside the Vault of Glass, where LEADERSHIP AND HIERARCHY looking through a lens.
Whenever a Small or larger creature moves
found in other nearby areas of concentrated Vex the Vex can easily twist and weave time at will.
infrastructure. Their designation implies a defensive The Taken have no leader but the Taken King, and no within 5 feet of the star, or if the star moves within 5
However, they have also appeared outside these hierarchy but obedience to his will. Although feet of a Small or larger creature, it implodes
role, which would seem to account for their bounds, adding great weight to the argument that
presence around some of the Vex’s most important stronger creatures sometimes appear among the violently. All targets within the star’s pull distance
the Vex are actually capable of time travel. They are Taken, and may indeed have formerly been must make a Strength saving throw. On a failed save,
installations. distinctively identifiable by their deeply patinated commanders or leaders, as Taken they no longer a target takes an amount of damage and is pulled
plating, yellow monocular sensors, and the circular possess rank or standing at all. The Taken are not toward the origin of the detonation. A target that
APHIX INVASIVE design of their cranial modules, which suggests the directed by orders that require any sort of succeeds on its saving throw takes half as much
An uncommon subtype only occasionally sighted future development of Vex design. organization or hierarchy to carry out. They simply damage and is pulled only half as far.
outside the Vault of Glass, identifiable by their enact the will of their master in perfect, unerring Before detonation, a creature that notices the
reddish chassis and the spiky protrusions on their UNNAMED COLLECTIVE harmony. device can use its reaction to attempt a weapon
cranial components. Their objectives are unknown, By the onset of the Red War, the Vex reevaluated When Guardians defeated Oryx within his throne attack against it. The star is destroyed upon being
but some believe they serve to protect axis minds. the disposition and objectives of the several world during the Taken War, the Taken themselves hit.
subtypes present throughout the Sol system, and remained, but became directionless. For a time they The damage, pull distance, and save DC of a star
VIRGO PROHIBITION opted to consolidate most of them into a single were feral, haunting places where they felt drawn to is determined by its tier, as shown in the Bait Star
operational collective. This reorganized subtype the Light or other powers, and attacking whatever Setup table. Bait stars destroy themselves when
The Vex subtype in operation on Mars, identifiable they came upon without particular purpose.
by their silvery or bluish chassis. They seem adopted dull bronze plating and uniform chassis they detonate.
construction, eliminating the variation previously However, by the time of the Red War, Savathûn had
primarily occupied by their deadlocked war with the at least begun to gain control of the Taken, who
Cabal, but the existence of an entrance to the Black seen across the system. They are active in the PLANAR RUPTURE
machinoforming operations on Nessus, Io, and again acted with unity that suggested the yoke of a
Garden is presumably the actual reason for their new will.
presence around Meridian Bay. Mercury, and presumably present in the areas Planar ruptures are spatial anomalies commonly
previously occupied by the subtypes that preceded found in the ascendant plane or in areas subject to
SOL DIVISIVE them. TAKEN WEAPONRY advanced Taken corruption. These anomalies are
bound to solid flat surfaces such as walls, floors, or
Despite this consolidation, the Sol Divisive, Sol Taken creatures have no special armaments of their
This subtype inhabits the Black Garden, and rarely Primeval, and Sol Imminent subtypes have remained sometimes large floating debris. They can
ventures outside. Aside from their nearly exclusive own. They remain equipped with whatever weapons sometimes be identified by the shimmering
distinct from the recently unified local Vex, fueling and gear they had when they were taken, though
association with that location, they are obviously speculation that other subtypes, especially smaller distortion they cause on surfaces. These ruptures
identifiable by the mosses and lichens that grow their capabilities and the behavior of their are unstable, and while the occasional shadow thrall
ones with more highly specialized purposes, may yet equipment is often altered by their transformation.
over their hulls, as well as distinctive curved exist. may emerge out of them, they aren’t suitable for
elements like diadems attached to their cranial Although Taken typically vanish when defeated, their transportation. Guardians colloquially refer to them
components. Their sole pursuit is obtaining dropped weapons are sometimes left behind. as Taken geysers, or, sometimes, ‘boop walls.’
paracausal power from the lingering Darkness within However, they are never operable, and the The planar rupture ‘monitors’ the area of a 15-
the Garden. To this end, they have adopted ontopathic and radiological hazards of contact with foot cone perpendicular to its face. Whenever a
worshipful behavior, addressing themselves to the Taken materials are sufficient to deter most Small or larger creature moves within the area, the
Darkness with uncannily religious devotion. Guardians from attempting to recover them. rupture expels kinetic energy. All targets within the
area must make a Strength saving throw. On a failed
SOL PRIMEVAL BAIT STARS save, a target takes an amount of damage and is
Also called Precursors, these Vex apparently come pushed back from the planar rupture. A target that
Bait stars are spatial anomalies used as mines, often succeeds on its saving throw takes half as much
from the extremely distant past. Most often they left in the wake of Taken forces or incursions (AC 18,
appear within Vex simulations, such as inside the damage and is not pushed.
1 HP, can hover, immune to the damage and effects The damage, push distance, and save DC of a
Infinite Forest, or within the Vault of Glass, where of Con/Int/Wis/Cha saves). They are unstable rifts in
the Vex exercise a greater degree of control over the planar rupture is determined by its tier, as shown in
space, barely maintained by paracausal forces, and the Planar Rupture Setup table.

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At your discretion, you can modify how planar some sort of connection with its subject. The fulfill their subjects’ desires, yet very often twist reality-as-desired is too wide, a young ahamkara
ruptures work with any of the following mechanics: effective bounds of this bond are vague, and can some aspect of the wish in doing so. Perhaps the may simply be unable to bite around it, delectable
vary considerably depending upon the individual secret learned brings suffering, or the extra though it may be. As such, young ahamkara are the
• After the planar rupture expels energy, it also ahamkara and the nature of various sorts of wishes, ammunition misfires, or the longed-for dish is most likely to prefer modest wishes: a little helpful
summons a shadow into an unoccupied space so you have considerable leeway to decide whether missing a side of sauce. Sometimes, especially in information, small amounts of scarce materials, an
within 5 feet of it. a creature has entered (or fallen) into a wishing cases of older, more powerful ahamkara, this extra bullet at the moment of need, a long-lost
• Before the planar rupture expels energy, a relationship. perversion of the wishmaker’s intention can result in recipe perfectly prepared, and so on. They are not
creature with a passive Perception that is at least Ahamkara are known to use persuasion, flattery, potentially dire outcomes, up to and including harm able to turn the tides of large battles, conjure
the DC of the rupture can call it out. It, and all and a peculiarly affable affect to coax their subjects or death of the wishmaker. palatial edifices from thin air, swing the orbits of
other targets that would be subject to the to focus their desires into wishes, whether While to some extent this wish-twisting behavior asteroids, or anything else on too large a scale.
rupture, can then use their reaction to make a deliberately or not. In particular, they very is attributable to ahamkara’s playful or malicious While young ahamkara are often mischievous and
Dexterity saving throw, moving up to 10 feet in a frequently, if not universally, address their subjects natures, it may also be considered part of their maybe a bit devious, they typically should not
direction of their choosing on a success. with the formula ‘O seeker mine’ or a close variant feeding strategy. By granting a wish in a somewhat behave maliciously toward humans.
• A planar rupture must complete a brief rest thereof with the same ‘O ____ mine’ structure. This unsatisfactory way, an ahamkara ensures the gap
before it can expel energy again. (This is ideal in form of address is not simply a habit of speech, but between reality-as-is and reality-as-desired is not ADULT AHAMKARA
most situations, as it cuts down on management indicates the ahamkara is trying to establish a completely closed. It may widen again, leading to
and keeps encounters flowing.) wishing bond with its subject, or has done so. In another wish, and thus another chance to feed. In Adult ahamkara are another matter. Because their
some cases, especially when the ahamkara is very this way, ahamkara preserve their ecological mastery of shape-changing is complete, their
powerful or the subject is weak-willed or unwary, position by making sure their subjects’ desires are proportions can vary drastically: their dragon forms
AHAMKARA this type of utterance may even work as an never truly fulfilled, and their food source is
therefore never cut off. Whatever kinds of wishes
range from the size of a horse to dozens of feet long.
This range of sizes may represent naturally occurring
Ahamkara, or wish-dragons, as they are colloquially invocation that itself creates the connection.
Once the conditions are met for an ahamkara to you have ahamkara grant, and whatever rewards variation between individuals, progressive growth
known, are an enigmatic extrasolar species of with age, or simply that even what we take to be an
extremely intelligent shapeshifters with paracausal grant a wish, the key becomes the intensity of the they provide, you should make sure they always
subject’s intent. Of course someone knowingly include some kind of catch. Depending upon the ahamkara’s natural body could be merely a
abilities that enable them to grant wishes. They manifestation, entirely in the power of the
offer Guardians and others boons of power, appealing to an ahamkara to make a wish is likely to character and disposition of your ahamkara, this
have it fulfilled, but when an ahamkara has drawn in catch may aim to direct wishmakers toward further creature’s own will.
knowledge, and aid—but always at unforeseeable Though not omnipotent, adult ahamkara can
risk. Although they can and will take on more or less a subject, that person’s desires may suffice as wishes interaction with the ahamkara, or it could simply
when they develop a certain critical mass in the entail risk of harm. grant wishes of significant scale and scope: mount-
any physical form (including appearing as humans, ains may be moved, deicidal weapons forged, and
even specific individuals) to match or confound the mind, even if no wish is deliberately intended. For
instance, while ahamkara generally present the deepest, direst secrets revealed. The limits of
expectations or desires of those they meet, accounts
themselves as beneficent and helpful, they also
THE LIVES OF DRAGONS what they can grant are uncertain, but we may
purporting to represent their ostensibly ‘true’ suppose they demur from raising the dead, ushering
appearance consistently describe them as much like delight in battling Guardians when challenged, for There is no definitive information available to shed
the keen intent of a would-be dragonslayer is a light on ahamkara reproduction and their life cycle, would-be time travelers, snuffing out distant stars,
the dragons of ancient Earth myths. and other such grandiose aspirations. They have also
Whatever shape they manifest, ahamkara are succulent feast to the dragon. Paradoxically, meeting but it is clear they develop and grow over the course
Guardians in combat and realizing their wish to of their lifespan. Their potential size, disposition, been known to sometimes adopt a wider feeding
solitary, masterfully capable of human speech, and strategy, finding ways to fulfill the smaller or
inscrutably secretive. Records of humanity’s first defeat a powerful opponent actually strengthens the and the extent of their ontomorphic powers all
ahamkara the Guardians may apparently kill. change with age, and we suggest considering collective wishes of many subjects at once. However,
encounters with ahamkara are spotty, but it is in the fullness of their power, adult ahamkara are
widely known they first appeared on Venus, and ahamkara in three broad tiers. If you integrate an
ahamkara extensively or repeatedly into a not always particularly benevolent. Some are
most of their activity before the Great Ahamkara A DIET OF WISHES protracted campaign, it may be appropriate for it to capricious, deceitful, or callous, even if outright
Hunt was concentrated there. malevolence is rare. No matter how helpful they
An open question in ahamkara lore is how they grow gradually grow from one tier to the next.
from the wishes they grant. Is it better for them to may seem, grown ahamkara are always self-
A FEEDING GROUND OF DESIRE realize large wishes, or to graze upon many middling YOUNG AHAMKARA interested, and contrary to their very convincing
ones? Are certain kinds of wishes more fruitful than sycophancy, their true concern unfailingly lies with
Ahamkara do not feed upon physical nutriment, but Young ahamkara may fit in the palm of a human capitalizing on opportunities to feed.
obtain metaphysical sustenance by exploiting the others, or is it only a question of the distance to
reality-as-desired? Do ahamkara grow steadily with hand before they grow larger and begin to
ontological gradient between reality and the desires deliberately change their form. You may describe
of chosen subjects. When they find such a gap, they age so long as they feed sufficiently well, or can they
them as presenting an infantile dragon-pup likeness ANCIENT AHAMKARA
enter into a sort of symbiotic relationship, and become larger and stronger in leaps and bounds For it is not only by reaching great age, but also by
from feeding especially richly? as juveniles who have yet to begin shapeshifting, or
employ a paracausal power of uncertain nature to suggest that this appearance is itself a misleading feeding richly that the most formidable ancient
change reality to conform to the subject’s desire. In All of the above are options for different ahamkara attain their exalted stature. Trying to
preferences and feeding strategies you may have false shape. Such small ahamkara are vulnerable and
so doing, they somehow extract the nourishment exceedingly rarely sighted. Typically, by the time guess their true size is frivolous. Some are big as
they require. Thus their famous wish-granting is in individual ahamkara adopt. You can frame an battleships, but others are known to appear at more
ahamkara’s wish-granting parameters as a matter of they begin to interact with humans, even the
fact their way of feeding—and in a sense, those youngest will have grown to at least the size of a human scales, even in dragon form. Often their
whose wishes the ahamkara grant are actually their taste as much as what sorts of wishes furnish that names become legendary: Eao, Azirim, and Riven
particular ahamkara the most efficient succor for large dog when in dragon form. They also will have
prey. the ability to shapeshift at will. You may wish to are known ahamkara we may count as members of
However, ahamkara are apparently not able to growth. this class.
consider whether your young ahamkara can
simply realize the desires of unwitting subjects in maintain assumed appearances indefinitely, and to The extent of what ancient ahamkara may be
order to feed. To grant a wish and benefit from the BE CAREFUL WHAT YOU WISH FOR what extent its powers of transformation are capable of making real is astronomical. For instance,
divide between reality-as-is and reality-as-desired, it limited. the Awoken collaborated with Riven to build an
is not enough that an ahamkara merely becomes Wishing upon ahamkara is fraught not only because entire fantastic city hidden in the Reef. Nevertheless,
of their sometimes pernicious inclinations, but In any case, the wish-granting of young ahamkara
aware of someone’s desire. On the other hand, should be quite clearly constrained. Imagine the like all lesser ahamkara, ancients must have their
neither is it necessary for a wish to be elocuted or because the wishes themselves almost always carry limits. For one, they still require subjects with
some unforeseen undesirable consequences. Much scope of ahamkara powers as analogous to the span
otherwise directly expressed to an ahamkara for it of their jaws: if the space between reality-as-is and desires to provide opportunities to exert their
to be granted. Rather, the ahamkara must establish like trickster gods of classical Earth myths, ahamkara powers. Relatedly, the need to continue feeding at

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least disincentivizes ancient ahamkara from granting
wishes of apocalyptic effect, since they have a
bones is the tendency of their owners to become
obsessed with them and led into deeper delusion by
AZIRIM GAME STATISTICS
An ahamkara who had dealings with the Awoken of When you bring an ahamkara into your campaign,
vested interest in preserving the ecology of their the bones’ whispers. If anyone in your campaign the Reef. He is most infamous for beguiling an
relationship with wishmakers. However, that interest obtains ahamkara bones (or exotic gear made with you should consider carefully what purpose the
audience of revelers during a solstice celebration in beast has, and how you want your players to
usually does not extend to concern for particular them), you should consider how they may be the Dreaming City, leading them over a cliff to their
lives. You should treat ancient ahamkara like affected over time by prolonged use of or exposure interact with it. Each ahamkara is an individual
deaths while he flew away. unlike any monster you typically come across in 5th
ambivalent gods: very powerful, but distant and to the bones.
difficult to reach. If they do take an interest in lesser There are no known cases of an ahamkara being Edition games. Creating a stat block for an ahamkara
creatures, their honeyed words may be exceedingly resurrected from its bones, but that is not to say it is HUGINN AND MUNINN is like creating a stat block for a god, in that it makes
sweet, yet their disregard for the fate of those who impossible. Under the conceptual framework A pair of ahamkara slain by Sjur Eido. Their skulls little sense for two individuals to share exactly the
wish upon them is the most profound, sometimes to proposed above, an apparently dead ahamkara may were recovered and enshrined in the Dreaming City. same stats, features, and actions.
the point of seeming spiteful. Wishmakers who grow possess or regain the strength necessary to That said, we recommend that regardless of what
unappetizing are discarded, in the best case. The reconstitute its lower-dimensional physical you build your ahamkara for, you use the following
less fortunate find themselves caught in mortal peril manifestation (what we perceive as its body), or
MADADH information to guide your design. However, the
by their own wishes, sacrifices to the ahamkara’s even substantiate a new one. An ahamkara seeking An ahamkara known to Riven and Mara Sov. He died details remain up to you: whether or not the
inhuman amusement. to do this could gradually collect the ontomorphic on Venus, presumably in the Great Hunt. ahamkara has darkvision, whether it attacks with
power it needs from wishes made upon its bones. claws or a poison-tipped tail, how large it is, if it has
DRAGON BONES THE GREAT AHAMKARA HUNT classic fiery dragon breath, or if it exudes Darkness
and smoke—anything and everything is completely
Although sometimes an effort to kill ahamkara KNOWN AHAMKARA Humanity first encountered the ahamkara on Venus, in your hands.
actually results only in their appearing to die, at The following are brief descriptions of the named which was the nexus of the wish-dragons’ activity
during their heyday. Guardians of the early City Age,
other times they do really die, leaving behind their
bones as proof. For almost as long as humanity has
ahamkara we know of in the Destiny universe.
Detailed knowledge of these beings is scarce, leaving always pursuing greater power, secret knowledge, or QUANTIFYING WISHES
known of the ahamkara, their bones have been you plenty of creative leeway should you desire to simply curious, eagerly met with ahamkara to seek As powerful as the ahamkara are, they are not
prized—though often forbidden—relics, especially include one of these established ahamkara boons and strike bargains. For some time the without limit. Ahamkara have a maximum number
among Guardians. These bones’ original value as characters in your campaign. Vanguard and the Consensus did not forbid of wish points (wp), which they can spend to grant
trophies may easily be supposed, but they have Guardians from these interactions, since the simple, moderate, great, or grand wishes. The Wish
come to be something more to those who collect strength and information they obtained from the Table below shows how many wish points each tier
and treasure them. Though by all available measures
RIVEN ahamkara proved beneficial to the City. However, in of wish costs, and gives a brief description of what
the bones are quite dead, still they possess a strange When Mara Sov sought a new, unknown power to time the cost of dealing with the dragons became sort of action would qualify for that wishing tier.
influence over the living. Contact with or even aid the Awoken in constructing their first city in the clear. In addition to the risks entailed by individual Every ahamkara, from an infant pup to a titanic
proximity to ahamkara bones can cause Reef, her brother Uldren journeyed throughout the ahamkara wishes, Guardians had become fixated, ancient beast, regains only a single wish point when
hallucinations and delusions, most often in the form solar system to find it. He returned with a tiny, infant neglecting other objectives and ignoring all they complete a long rest.
of enticing or goading whispers. Guardians ahamkara, which took the name Riven. As the prohibitions, enticed by the ahamkara’s whispered The “Ahamkara CR” column of the Wish table
nevertheless covet these bones for the curious Queen’s pet, Riven’s power enabled the Awoken to promises. At the same time, Guardians’ wishes had shows what the CR of the ahamkara should be, if it
benefits they provide: jumping a little higher, build the Dreaming City in all its splendor. She fed provided rich sustenance for the ahamkara, and they is capable of granting the given tier of wish. Your
seeming to know the way in unfamiliar places, well on the wishes made to do this work, and grew had grown to such strength that they began ahamkara should not be able to grant a wish of a tier
moving a bit more stealthily, and the like. Some into a massive, mighty creature. In time, as other reshaping the very foundations of reality on Venus. higher than their CR indicates, so make sure to give
insist they carry the bones or attach them to armor ahamkara visited the Reef and the Awoken learned Spurred by this emerging crisis, the City’s leaders them a maximum number of wish points that is less
purely for luck, but in fact they clearly still possess the dangers of their presence, the Queen and her resolved to annihilate the ahamkara entirely. The than the required amount for the tier above their
vestiges of wish-granting power. Techeuns constructed the Wall of Wishes, a Vanguard organized a Great Ahamkara Hunt to drive CR. Other than that, individuals of the same CR may
The metaphysical underpinnings of this remnant mechanism to communicate with Riven through the wish-dragons to extinction. Countless Guardians, end up with varying amounts of wish points. One CR
potency are not clearly established. We suggest images rather than words, thereby hoping to including many of the City’s greatest heroes, fought 10 ahamkara may have 52 wish points, while
considering the ahamkara as higher-dimensional minimize Riven’s opportunities to twist wishes to calamitous battles of mythic proportions to slay another may have only 20.
entities that only partly manifest themselves within her advantage. Yet even this was not enough to ahamkara in huge numbers and destroy their bones, You do not strictly have to use wish points to
the confines of what we perceive as physical reality make wishing upon Riven safe. After completing the turning Venus into a great conflagration of dragons determine what your ahamkara can and can’t do.
in order to feed. According to this view, we see no Dreaming City, Mara sealed Riven inside an immense and Light. Equally challenging was rooting out Regardless of how you decide to set limits for your
more of an ahamkara than fish see of a person who vaulted enclosure deep beneath its spires—a grand ahamkara who went somewhat covertly and wish dragon, it is important that you do set a limit of
dips a hand into their pond, and what we do see can cage to keep her hidden and her power contained. peaceably among humans, often taking the form of some kind. This creates tension and can drive an
change shape as easily as that hand makes different familiar people, or relatives and loved ones from entire campaign, as you can decide that what the
shadow-puppet gestures under the water. Thus what EAO Guardians’ past lives. In a rare instance of ahamkara wants is outside the scope of what it can
we might observe as an ahamkara’s death may really cooperation with the Tower, the Awoken of the Reef do on its own—and thus, the ahamkara has reason
One of the best-known ahamkara among humans, responded to the Vanguard’s request for assistance,
only be an injury to part of it. As such, the bones left usually described as sly, mirthful, and diminutive. to interact with (and most likely deceive) the
behind retain some connection with the furnishing Guardians with high-quality weapons and fireteam. Setting a hard limit for an ahamkara, a
Eao used to dwell in the Dreaming City, where he other support. Some Reefborn also participated
extradimensional being that is the true ahamkara. gained the Awoken’s trust and collected the stories limit the fireteam can discover, can lead to the
The residual power of ahamkara bones may vary directly in the Hunt, on the Queen’s orders. fireteam deducing how to defeat the creature
and secrets of their culture. He betrayed them by At last the Great Hunt came to a close when it
in strength, but is generally minor. Creatures may departing to entice Guardians with this knowledge, despite their supernatural power.
enter or be lured into a wishing relationship with was believed every ahamkara had been put to
particularly Warlocks curious to learn about the death, their bones either obliterated or securely
these bones in much the same way as with a living Reefborn. Sjur Eido hunted and killed Eao, but contained, and their lingering whispers finally SHAPESHIFT
ahamkara, and wishing upon them requires the permitted a Warlock to trade for his corpse. This
same sort of focused desire or intention. The boons silenced. Doubt remains as to whether they are all All ahamkara can shapeshift, and though it is widely
Warlock sold and bartered Eao’s bones, which really, truly gone, but no ahamkara sightings have believed ahamkara do have a ‘true form,’ consider-
they can grant should be subtle and small, and need became treasured relics among Guardians.
not themselves be accompanied by any ill been confirmed in the time since. ing how freely and easily they change, it seems
consequences. The primary hazard of ahamkara unlikely anyone can ever truly know for certain what

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that form is, if it even exists. Detection DCs Wish Types
AHAMKARA’S SHAPESHIFT Surface
Charisma
(Deception) DC
Wish Tier Cost Description Ahamkara CR
Casting Time: 1 action Simple Wish 1 wp A straightforward wish, such as a wish to land a tricky shot, a wish to 0–4
Range: Self Simple reflection; unsilvered glass, DC 11 learn a secret, or a wish to find a lost object.
Components: None, though must have fed on a water, ice, etc.
Moderate Wish 10 wp Provides a larger benefit than a simple wish, but is still mostly restricted 5–10
recent wish Precious metals (except silver) DC 13 to affecting a single person or couple of people at most. Crafting a new
Duration: Instantaneous piece of exotic gear or finding a moderate stash of glimmer fall in the
Silver DC 17
bounds of a moderate wish.
The ahamkara assumes the form of a different Polished Awoken Amethyst DC 25
creature or construct, which it becomes indefinitely, Great Wish 100 wp Significantly affect many creatures, or have far-reaching or long-lasting 11–16
or until it chooses to cast this spell again. The new The ahamkara can use this distortion of reality to effects. Starting a business empire, decimating a landscape, or creating
form must have a challenge rating equal to or less make the creature feel a need for further wishes, a pandemic are qualifying examples.
than the ahamkara’s challenge rating, and the form thus providing the ahamkara a continuous Grand Wish 1,000 wp Truly reaches for the impossible, and may demand rewriting known 17+
can be completely from the ahamkara’s imagination opportunity to feed. laws of the universe or creating new ones entirely. Only an ancient
if the wish the ahamkara uses to transform is a great The ahamkara may be deceiving the creature into ahamkara is capable of granting such a wish.
or grand wish. fulfilling one of its own goals. As powerful as they
The ahamkara’s game statistics are replaced by may seem, ahamkara are not immortal, nor are they creature does not lose its free will, nor does it forget
the statistics of the chosen creature, though it omniscient or omnipotent. An enthralled creature that it is bonded. A bonded creature, through great
retains its alignment, hit points, Intelligence, can provide aid, information, or a distraction in the effort, can still overcome an ahamkara’s will by a
Wisdom, and Charisma scores. It also retains all of service of an ahamkara’s own schemes. Ahamkara combination of wits and luck.
its skill and saving throw proficiencies, in addition to are also not above contesting with one another, and
gaining those of the creature. If the creature has the may choose to use pawns instead of going head to
same proficiency as the ahamkara and the bonus head in a war for territory or subjects on which to CHALLENGE RATING GROWTH
listed in the creature’s statistics is higher than the feed. Ahamkara grow as they feed on the wishes they
ahamkara’s, the ahamkara can use the creature's A wish-bond begins at the instant the subject’s grant. One way to determine the growth of your
bonus in place of its own. wish is sufficiently formed (whether deliberately ahamkara after granting a wish is to give the
The ahamkara gains the benefits of its new form, articulated or nonverbally coalesced as a pervasive ahamkara a number of experience points equal to
such as class features, race traits, or other sources, thought) for the ahamkara to seize upon it and begin 100 times the amount of wish points it spent on the
and can use them, provided that its new form is granting the wish. Even if the fulfillment of the wish wish. Therefore, an ahamkara granting a moderate
physically capable of doing so. It can't use any is not immediately delivered, the wishing wish would gain 1,000 experience points. To
special senses its previous form had (such as relationship is nevertheless fully established. determine what CR this makes your ahamkara, look
blindsight or darkvision) unless its new form also has Starting from the moment the wish-bond begins, at the player character experience point chart
those senses. It can only speak out loud if the new the subject becomes bonded by the ahamkara’s will. (found in the Player’s Guidebook), except instead of
form can normally speak. Whenever a bonded creature makes an ability check the given experience points determining a class
A creature or object can potentially be revealed that uses their Intelligence, Wisdom, or Charisma level, treat it as determining your ahamkara’s CR.
as an ahamkara by means of observing its reflection. modifier, and the total of the creature’s ability check A simpler way for your ahamkara to grow is to
Regardless of the form the ahamkara takes, when is less than the ahamkara’s Will DC (8 + the determine milestones for your ahamkara, which can
presented with or passing by a reflective surface ahamkara’s Charisma modifier + the ahamkara’s be planned in advance, or figured out as you go.
such as a silver mirror or wall of ice, the ahamkara proficiency bonus), you may describe the result of Milestones could be granting a certain number of
must succeed on a Charisma (Deception) check to the ability check in the way the ahamkara wants it wishes, when a given length of time has passed, or
prevent its reflection from flickering or appearing described. In other words, you respond in-character when a certain kind of wish has been granted.
smokey or unreadable, thus revealing it as an as the ahamkara, and not as the Architect.
ahamkara. The DC of the check is determined by the If an unbonded creature makes the same or a
quality of material the reflective surface is made of. similar ability check, answer them as the Architect TWISTING WISHES
When the ahamkara transforms, it chooses and allow discrepancy to exist. The ahamkara may Whether out of malicious or mischievous intent, or
whether its equipment falls to the ground, merges have lied when it answered the bonded creature, from a desire to feed on the host again, ahamkara
into the new form, or is worn by it. Worn equipment and you the Architect may have told the unbonded are well known for twisting wishes so the end result
functions as normal. The Architect determines creature the truth, which may have resulted in imperfectly reflects the original desire—or barely
whether it is practical for the new form to wear a conflicting answers. Let this happen. Let the players resembles it at all. Ahamkara can only do this if the
piece of equipment, based on the creature's shape discover that something is amiss. wish is poorly worded or vague enough to allow
and size. The ahamkara’s equipment doesn't change A creature that has become aware it is wish- room for interpretation. After all, an ahamkara can
shape or size to match the new form, and any bonded to an ahamkara may attempt to make a only exert its powers, and can only feed, if it is in the
equipment that the new form can't wear must series of Charisma saving throws against the Will DC act of actually granting a wish.
either fall to the ground or merge into its new form. of the ahamkara. If the creature makes three Don’t be afraid to tell players who wish on an
Equipment that merges has no effect in that state. successful saving throws before accumulating three ahamkara that you may need time to think of how it
failures, the creature breaks free of the ahamkara’s will handle the wish, or to discuss how the
THE WILL OF THE BEAST influence for 24 hours. After that, the ahamkara can ahamkara might twist the wish with the player. Both
attempt to ensnare the creature again with a new you and your players should be working together to
When a creature has entered into a wish-bond with wish-bond. tell the story of your campaign, and it’s always a
an ahamkara, the ahamkara is able to begin exerting If the creature makes three failed saving throws good idea to make sure everyone is on the same
influence over the creature, potentially causing before accumulating three successes, they become page when it comes to the treatment of characters.
hallucinations or delusions in the creature’s mind. permanently bonded to the ahamkara. However, the

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Example Wishes and Their Twisted Side Effects
Wish Twist/Curse CHAPTER 2: THE GHOST CLASS
Young ahamkara wishes

F
Long-lost recipe Missing sauce or those who want to make their Ghosts more even when it is only obscured by a creature or
Extra ammo Wrong type of ammunition, or the ammunition is poorly made and breaks the weapon of a full character in their campaign, you can object that is at least one size larger than itself.
on an attack roll of 10 or less on the d20 use the alternative Ghost class and archetypes Universal Interface. Your Ghost is proficient in
Secret revealed The information is incomplete, or includes a lie by omission below. The following traits and features replace all in the Technology skill.
Player’s Guidebook. This is an ideal system to use for Ultralight. Your Ghost’s weight limit is 7 lbs. It
Adult ahamkara wishes campaigns that only have one or two players. cannot lift, push, pull, or drag a weight in excess of
Major secret revealed Severe disillusionment, or the wishmaker, so intent on wanting a conspiracy to be true this limit. If your Ghost is ever carrying a physical
when they made the wish, becomes convinced that a lie is a truth weight in excess of its weight limit, it is considered
Powerful weapon Prone to accidental friendly fire, or the weapon functions in an unpredictable manner GHOST TRAITS Restrained.
Integrated Communications. Your Ghost is able
Many people fed Food makes them ill All Ghosts have a variety of universal traits as a
result of their creation. to detect, read, and communicate across most
Grant flight Unable to control velocity Ability Score Increase. One of your Ghost's ability digital and quantum signals. They can record video
Ancient ahamkara wishes scores increases by 2, and a different ability score and audio, and they can always communicate
increases by 1. internally with their Guardian via neural symbiosis.
Build a city Unable to ever reach it, or it is attacked, either by outside forces or by its own people in a
civil war over control of the city Size. While Ghosts can vary in size depending on
the type of shell they equip, the core of the Ghost
Convince party they can fly Lead them off a cliff can fit into the palm of a human hand. Your Ghost's GHOST FEATURES
Unleash a plague The wishmaker becomes patient zero size is Tiny. You and your Ghost are inseparable, but there will
Ahamkara bones Speed. Your Ghost only has 30 feet of flying be times when your Ghost must act on its own. Your
speed, and it can hover in place. Ghost has its own hit points, set of skills, and
Jump higher Begin to believe all problems can be solved with jumping Languages. Your Ghost can speak, read, and bonuses to those skills, takes its initiative on your
Know the way out End up in exactly the wrong place write City common, the Risen language, and one initiative, and can take its own actions, bonus
Grant additional core Light Unable to restrict the effects of Light abilities from hurting allies other language of its choice. It understands and can actions, and reactions.
ability charges interpret RSL.
Living Machine. Even though your Ghost is a HEALTH POINTS
construct, it has a personality and level of Hit Dice: 1d6 per Ghost level
intelligence no different from other sentient biotic Health Points at 1st level: 6 + your Ghost’s
life. Your Ghost is considered a living creature, and it Constitution modifier
appears on scanners as one. It is immune to disease, Health Points at higher levels: 1d6 (or 4) + your
and it does not need to eat, sleep, or drink, though Ghost’s Constitution modifier per Ghost level
it can choose to enter a rest state to defragment its after 1st
digital memory if it wants to.
Crafted in Light. Your Ghost is resistant to
bludgeoning, kinetic, piercing, and slashing damage. PROFICIENCIES
However, your Ghost has a vulnerability to darkness Armor: Ghost shells
damage, and when your Ghost takes darkness Vehicles: Jumpships (autopilot programming only)
damage, its health point maximum is reduced by the Saving Throws: Dexterity, Intelligence
same amount. Skills: Choose any 5
Memory Bank. Ghosts have a number of
memory slots equal to 15 times their Intelligence RESTORATION
score. Using a mind-bendingly sophisticated
combination of the Traveler’s technology and Your Ghost is able to use the Light to heal your
common transmat protocols, your Ghost can injuries and revive you from almost any death,
download items and store them in its memory slots. spending a use of this feature in order to take the
Every item the Ghost downloads requires at least Heal or Resurrect action, as described in Chapter 7.
one memory slot to store. Some items are large Your Ghost can invoke this feature a maximum
enough or complex enough that they require number of times equal to its level.
multiple memory slots in order for a Ghost to When your Ghost completes a long rest, it
download them into its memory. regains a number of spent uses of Restoration, equal
Some items do not need multiple memory slots to half of the Ghost’s maximum number of uses
to store extra quantities of the item. These items (minimum of one Restoration use recovered). For
can be compressed into a single memory slot, or example, if your Ghost has a Restoration use
into a single set of memory slots, which is called maximum of four, it would regain up to two uses
stacking the item. When reading an item's memory Restoration when it completes a long rest. A Ghost
details, the first number is the number of slots the cannot have more uses of Restoration than its
item requires, and the second number is the maximum.
maximum number per stack of that item.
Naturally Stealthy. A Ghost can attempt to hide

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The Ghost
glimmer into an abiotic item that does not require
attunement (see Chapter 6 for attunement rules).
either Silent Specter, Fighting Phantom, or Wire
Wraith from the specializations detailed at the end GHOST SPECIALIZATIONS
Proficiency This glimmer is spent when your Ghost does this. of this class description. Your Ghost’s specialization You choose your Ghost’s specialization at 3rd level.
Level Bonus Feature How many bits of glimmer it takes to create a grants it features at 3rd level and at 6th, 11th, 14th,
1st +2 Restoration, Pocket Backpack, specific item is determined by the item’s purchase
cost, or by your Architect.
and 18th levels. SILENT SPECTER FEATURES
Glimmer Programming, Scanners Some Ghosts find they’re most effective the better
2nd +2 Quick Thinking, Equipment Swap ABILITY SCORE IMPROVEMENT they’re able to remain unseen. Those who choose to
3rd +2 Ghost Specialization
REVERSE PROGRAMMING When your Ghost reaches 4th level, and again at specialize in stealth, surveillance, and low-down
If an item is made up of glimmer, either in part or 8th, 10th, 12th, 16th, and 19th level, it can increase tricks are colloquially called silent specters.
4th +2 Ability Score Improvement in whole, your Ghost can use an action to reduce it one of its ability scores of its choice by 2, or it can
5th +3 Skill Boost back to raw glimmer. The amount of glimmer that is increase two of its ability scores of its choice by 1. As SELF-TRANSMAT
recovered from the item is equal to one third of the normal, a creature can’t increase an ability score
6th +3 Ghost Specialization feature At 3rd level, enhancements to your Ghost’s transmat
amount of glimmer originally in the item. above 20 using this feature.
7th +3 Sleight of Shell protocols enable it to use its action to teleport itself
to an unoccupied location it can see within 10 feet.
8th +3 Ability Score Improvement SCANNERS SKILL BOOST It takes all carried and worn equipment of its choice
9th +4 Skill Boost As an action your Ghost can scan the local area. It with it when it does this.
At 5th level, your Ghost can choose one skill
10th +4 Ability Score Improvement can choose to scan in a sphere with a radius of 5 governed by Wisdom, Intelligence, or Charisma.
11th +4 Ghost Specialization feature feet, centered on itself, or it can choose to scan in a Your Ghost becomes proficient in this skill if they STEALTH TRAINING
15-foot cone originating from itself. It must be weren't before, and they can double their Also at 3rd level your Ghost has devoted
12th +4 Ability Score Improvement outside its pocket backpack to do this. Your Ghost proficiency bonus for it if the skill does not already considerable time and effort to learning to evade
13th +5 Restorative Light learns the location of any living creatures within benefit from this effect. Your Ghost gains this detection. It becomes proficient in the Stealth skill if
14th +5 Ghost Specialization feature range, as well as any other information at the feature again at 9th level, and once more at 17th it wasn’t already, and it can double its proficiency
discretion of the Architect. level. bonus if the skill does not already benefit from this
15th +5 —
effect.
16th +5 Ability Score Improvement QUICK THINKING SLEIGHT OF SHELL
17th +6 Skill Boost
At 2nd level, your Ghost's computational mind and At 7th level, your Ghost has seen you safely through WITH A SWIFTNESS
18th +6 Ghost Specialization feature quick reflexes allows it to move and act quickly. It At 6th level, your Ghost has learned to move quickly
numerous dangerous situations, and is accustomed
19th +6 Ability Score Improvement can take the Dash, Disengage, or Hide actions as to the hazards of combat. If your Ghost is subject to as well as quietly, while still remaining unseen. Its
bonus actions on each of its turns. a Dexterity saving throw to avoid taking damage, it flying speed increases by 10 feet, and the first 5 feet
20th +6 Luminiferous
Additionally, if your Ghost is within 5 feet of you takes no damage on a success, and only half damage of movement your Ghost makes does not provoke
when it is forced to make a saving throw from an if it fails. attacks of opportunity.
POCKET BACKPACK effect it can perceive, such as being forced to make a
payload saving throw from a creature it can see, it
After it connects itself to you for the very first time, can choose to use its reaction to disappear into its RESTORATIVE LIGHT ENHANCED SENSOR PACKAGE
your Ghost gains access to a small pocket of pocket backpack immediately, removing itself from At 11th level, your Ghost’s sensor modifications
At 13th level, your Ghost’s aptitude using the Light both improve the range of its own scanning
extradimensional space attached to your person. the area of the effect and negating the need to make to heal you enables it to assist other Lightbearers as
Your Ghost can choose to use either its action or the saving throw at all. capabilities and provide active countermeasures
well. It can spend a use of its Restoration feature to against hostile detection. The area of your Ghost’s
bonus action to enter or leave the pocket backpack If a creature makes an attack against your Ghost take the Heal action on a Risen creature other than
on its turn, if it is within 5 feet of you. Your Ghost that misses, or if your Ghost takes damage, it can scanners increases by 5 feet. Additionally, if a
yourself. Your Ghost must complete a long rest creature or device attempts to use scanners to
cannot be harmed while within its pocket backpack, also choose to use its reaction to disappear into its before it can invoke this feature again.
and only your Ghost can enter or interact with its pocket backpack, if it is within 5 feet of you. detect the presence of your Ghost, your Ghost can
own pocket backpack. use its reaction to attempt a Charisma (Deception)
If you ever die permanently, your Ghost is LUMINIFEROUS check contested by the passive Wisdom (Perception)
removed from the pocket backpack immediately, EQUIPMENT SWAP At 20th level, your Ghost’s connection to the of the creature or device. If your Ghost’s Deception
and cannot reenter it. Also at 2nd level, even from within its pocket Traveler is so strong, it can perform the Resurrect check is higher than the creature or device’s passive
A Ghost’s interaction with the outside world is backpack, your Ghost is able to assist you in small action once in an Oppressive Darkness zone. Your Perception, your Ghost does not appear as a living
limited while within its pocket backpack. It can still ways. One of these ways is to switch out the items Ghost must complete a long rest before it can do creature and is not detected.
communicate with you, and it can interact with you have equipped with items it has stored in its this again. If the creature or device has no passive Wisdom
signals. A Ghost can read an incoming broadcast, for memory. As an action, your Ghost can take one item (Perception) score, your Ghost automatically
example, or speak over a local communication you are carrying or wearing and store the item in its succeeds on this check.
network, but if a Ghost wants to interact with a memory at the same time it withdraws one item
physical object, it must exit its pocket backpack. from its memory and places it in your hands. For OUT OF SIGHT
worn items, your Ghost is able to instantly transmat At 14th level, your Ghost knows the best way to
GLIMMER PROGRAMMING the item off of or onto your person. In order for your
Ghost to store an item, it must have enough space in
avoid being seen is to be literally invisible—so it
Glimmer is a type of programmable matter that can devised its own cloaking module, and can use its
its memory. action to grant itself active camouflage for the next
be turned into any abiotic material, object, or
construct, such as a pile of copper ore, a handful of minute. Once your Ghost uses this feature, it must
weapon parts, or, with sufficient glimmer, even a GHOST SPECIALIZATION complete a short or long rest before it can use it
fully functional Tower frame. again.
At 3rd level, your relationship with your Ghost is
Your Ghost is capable of programming glimmer. well established, and it begins to develop specialized
As an action, it can program up to 2,000 bits of skills to suit your needs and preferences. Choose

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ADVANCED TRANSLOCATION PROTOCOL action to assist you in hitting a hostile creature with If the designated point does not occur within 24
At 18th level, if your Ghost can detect an a weapon attack, it can always use its bonus action hours, the device self-terminates at the end of the
unoccupied space with its scanners, it can choose to to make an unarmed strike against the same hostile 24 hours.
teleport to that space even if it can’t visually see it. creature, even if you miss. If you hit, it can make this Devices that self-terminate release a pulse of arc
unarmed strike with advantage. Light that fries its circuits and reduces it to 0 hit
points, if it has hit points. Any creature touching the
FIGHTING PHANTOM FEATURES WIRE WRAITH FEATURES device at the time of self-termination must succeed
The Traveler didn’t make Ghosts to fight, but some on a Constitution saving throw (DC = 8 + your
feel protecting themselves may be necessary, while As a kind of construct, Ghosts have a unique Ghost’s proficiency bonus + your Ghost’s Intelligence
others actually relish mixing it up alongside their perspective on the workings of advanced technology modifier). They take arc damage on a failed save, or
Guardians. Whatever their motivation, Ghosts who and computerized information systems. Those half as much on a success. The amount of arc
specialize in order to participate in combat are Ghosts who specialize in breaking and manipulating damage they take is 1d8 times the CR of the device,
referred to as fighting phantoms. such systems are dubbed wire wraiths. with a minimum of 1d8 arc damage.

TANK SHELL MAD SKILLS GHOSTDIVE


At 3rd level, your Ghost has built a battle-ready shell At 3rd level, your Ghost has developed a selection of At 18th level, when your Ghost encounters
with a reinforced core. Your Ghost’s health point cyberwarfare tools which it can deploy at a resistance to its typical intrusive procedures, it can
maximum increases by 3, and it increases by an moment’s notice. It can take the Hack action as a briefly project its own mind into the target system,
additional 1 every time your Ghost gains a level. bonus action on each of its turns. Furthermore, if to devastating effect. If your Ghost takes the Hack
Your Ghost can use its Strength modifier, instead of your Ghost takes the Hack action and it rolls a 20 on action and fails its Intelligence (Technology) check, it
its Dexterity modifier, for determining its AC when the d20 for its Intelligence (Technology) check, it can choose to succeed instead, automatically
wearing a Ghost shell. automatically causes a failed hack resistance causing a failed hack resistance regardless of the DC
regardless of the DC or any modifiers to its roll. or any modifiers to its roll. Once your Ghost uses
this feature, it must complete a long rest before it
OFFENSIVE SHELLING I’M IN can use it again.
Also at 3rd level, the hardened plating of your
Ghost’s combat shell lends itself to bludgeoning At 6th level, your Ghost has become expert at
attacks. Your Ghost can roll a d4 in place of the controlling compromised systems. Once your Ghost
normal damage for unarmed strikes it makes with its has control of a device, it can exert its control over
shell. It adds its Strength modifier to the damage of that device even from within the pocket backpack. If
its unarmed strikes, like normal. This die increases as the device requires a creature to be within a
your Ghost gains levels. It becomes a d6 at 5th level, designated range in order to operate it and your
a d8 at 11th level, and a d10 at 17th level. Ghost is in its pocket backpack, you yourself must be
within range of the device in order for your Ghost to
control it.
HEAVY LIFTING
At 6th level, your Ghost’s familiarity with its combat PARALLEL PUPPETEERING
shell has accustomed it to carrying more weight and
exerting more force than the typical Ghost. Its At 11th level, your Ghost’s ability to process multiple
weight limit is doubled, and your Ghost’s AC datastreams improves its chances of cracking any
increases by 1 while it is wearing a Ghost shell. targeted system, and enables it to puppet multiple
compromised systems at once. If your Ghost makes
an Intelligence (Technology) check and rolls a 9 or
SIMULTANEOUS STRIKE lower on the d20, it can treat the roll as a 10
At 11th level, your Ghost knows your rhythm in instead. Additionally, if your Ghost is outside of its
combat, and fights seamlessly at your side. If your pocket backpack, it can control up to three devices
Ghost takes the Help action to assist you in hitting a simultaneously.
hostile creature with a weapon attack and you hit,
your Ghost can use its bonus action to make an CRASH OVERRIDE
unarmed strike against the same hostile creature.
At 14th level, your Ghost has developed an adaptive
subroutine to cause catastrophic hardware failure in
COUNTERATTACK any compromised system. Your Ghost can use its
At 14th level, your Ghost knows how to defend action to set a device it has control over to self-
itself, and doesn’t hesitate to strike back when terminate at a designated point within the next 24
threatened. If your Ghost is subject to a weapon hours. The designated point must be declared and
attack from a source that is within 5 feet of it, it can described at the time the Ghost chooses to do this.
use its reaction to make an unarmed strike against For example, a Ghost could choose to have a device
the source of the weapon attack. self-terminate when it is next powered on, or at the
end of the Ghost’s next turn, or the designated point
MURDERBOT of self-termination could be when the device is next
tipped over, if the device is capable of determining
At 18th level, your Ghost is frighteningly adept at its orientation. Discuss with your Architect what
fighting alongside you, and even seems to savor your options for a designated point of self-
joining the fray. When your Ghost takes the Help termination are.

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CHAPTER 3: GAME RULES
T
his chapter provides a number of expanded players to make a custom list of traits for their
and alternative game mechanics and player characters, forgoing the character trait templates in
character options. These options have been the Player’s Guidebook entirely. You can use this
designed and balanced with the content of the section to guide both yourself and your players
Player’s Guidebook in mind, though whether or not through the process of creating a unique list of traits
you wish to implement them in your campaign is for a character.
entirely up to you.
SPECIES SELECTION
What species will the character be? Are they
STARTING AT HIGHER LEVELS Awoken, human, or Exo? Maybe they’re Cabal or
The Player’s Guidebook provides rules for what Eliksni—or something else entirely? Species will
equipment a 1st level Risen character starts with, provide no inherent mechanical benefits or traits for
but you can always decide for yourself what your character, but it will inform your decision on
additional gear or glimmer the characters would what your outward appearance is, and what makes
have, taking into consideration the needs of your sense as traits for your character.
campaign. Alternatively, you can refer to the table The character traits you pick from these tables
below. Include the starting equipment and glimmer are intended to be geared toward individual people,
already granted in the Player’s Guidebook in and not be representative of a culture, race, or
addition to the table results. species as a whole. Even if multiple players decide to
A d6 can be rolled to randomly determine the pick the same species for their character, they may
state of the character’s starting funds and end up with vastly different starting traits.
equipment. A character is in a paltry state if they roll
a 1–2, an average state if they roll a 3–4, or they can
find themselves in an extravagant state on a roll of STEP 1: CORE TRAITS
5–6. To begin the advanced trait selection process, you
will need to pick one ability score increase trait, one
This page intentionally left blank speed trait, one size trait, and one language trait.
CUSTOM CHARACTER TRAITS Your options for each trait, and how much each
option costs, is shown in the Core Traits table. You
The Player’s Guidebook and other 5e source
materials provide many templates for a character’s have 8 points to spend between this step and step 2,
starting traits. These starting traits are mechanically or you can roll four d4s and remove the lowest roll
referred to as racial traits because the templates are from your total.
usually categorized based on race or species, but Some core traits come with additional effects.
other factors, such as culture, faction allegiance, or a These effects are applied after you finish selecting
magical effect may influence what the given traits each of your core traits. For example, if you selected
are, what they do, and how the character came to option C for the speed trait and option B from the
have them. size trait, your final base walking speed is 25 feet.
But variety exists in many ways, and though the Traits listed with a cost as “+X” refund points,
simplicity of the character trait templates is great for instead of subtract points, from your pool of points
getting started, you may decide to allow your to spend.

Glimmer and Items at Higher Levels


Level Paltry Average Extravagant
1 — See Player's Guidebook —
2–4 5d6 x 100 glimmer 3d6 x 500 glimmer 3d6 x 1,000 glimmer
1 Mundane exotic item 1d4 Mundane exotic items
5–10 5d6 x 1,000 glimmer 2d6 x 5,000 glimmer 2d6 x 10,000 glimmer
1 Mundane exotic item 1d4+1 exotic items (max Fine) 2d4 exotic items (max Fine)
11–16 2d6 x 10,000 glimmer 6d6 x 15,000 glimmer 2d6 x 100,000 glimmer
1 Mundane exotic item 2d4 exotic items (max Fine) 2d4+1 exotic items (max Fine)
1 Fine exotic item 1 Superior exotic item 2 Superior exotic items
17–20 2d6 x 100,000 glimmer 2d4 x 500,000 glimmer 4d4 x 500,000 glimmer
1d4 exotic items (max Fine) 2d6 exotic items (max Superior) 2d6+1 exotic items (max Superior)
1 Superior exotic item 1 Exquisite exotic item 2 Exquisite exotic items

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Core Traits STEP 2: ADDITIONAL TRAITS AIMBOT (1 PT)
Any points you have leftover from selecting your Once on your turn, you can choose to begin Aiming
Trait Cost Additional Effects without expending movement to do so.
core traits can be spent on additional traits below. A
Ability Score Increase character cannot have more than eight total traits,
a.) One ability score of your choice increases by 1. 1 pt including the four from the previous step. Though BELLOW (1.5 PTS)
b.) One ability score of your choice increases by 2. 2 pts many of these additional traits only have a single As an action on your turn you can let out a bellowing
option for their effect, some have multiple options. howl that can be heard up to 300 feet away. All
c.) One ability score of your choice increases by 3. 3.5 pts A trait cannot be selected more than once. hostile creatures who can hear you must make a
d.) One ability score of your choice increases by 2, and a 3 pts While we don’t place any restrictions on which Wisdom saving throw (DC = 8 + your proficiency
different ability score of your choice increases by 1. traits can be combined together, you as the bonus + your Charisma modifier). On a failed save,
e.) Choose three of your ability scores. Each of those 2.5 pts Architect always have final say on what constitutes a they become Frightened of you for the next minute.
scores increases by 1. valid character trait combination. For example, you A creature can repeat the saving throw at the end of
can decide that only characters that have the Living each of their turns, ending the effect on itself early
f.) One ability score of your choice increases by 2, and a 4.5 pts Machine trait are capable of selecting the Natural
different ability score of your choice also increases by 2. on a success. If a creature succeeds on their saving
Ranged Weapon trait. You can even make a ruling throws, if you are Incapacitated, or if the effect ends
g.) One ability score of your choice increases by 2. Choose 4 pts such as allowing a one-armed character to have the for them, they become immune to being Frightened
two other ability scores, and each of those increase by 1. Strong Grip trait for free. by you for 24 hours. Once you use this trait, you
h.) Your ability scores each increase by 1. 3.5 pts must complete a long rest before you can use it
i.) You receive no ability score improvement. 0 pts ADRENALINE RUSH (6 PTS) again.
Speed
If you take damage that would reduce you to half hit
points or less, but leaves you with at least 1 hit point BLINDSIGHT
a.) Your base walking speed is 20 feet. +1 pt remaining, you can use your reaction to begin an Choose one of the following options. The cost of this
a.) Your base walking speed is 25 feet. +0.5 pts adrenaline rush. For the next minute, the following trait is determined by the option.
c.) Your base walking speed is 30 feet. 0 pts
benefits apply: Option A (2 pts). You have a blindsight of 30 feet.
• You ignore the effects of the first three levels of Option B (0.5 pts). You have a blindsight of 30
d.) Your base walking speed is 35 feet. 1 pt
exhaustion, and cannot accumulate any feet, and are blind beyond this radius.
e.) Your base walking speed is 40 feet. 3 pts additional levels of exhaustion. Option C (3 pts). You have a blindsight of 60 feet.
Size • You have advantage on Strength saving throws Option D (1.5 pts). You have a blindsight of 60
and Strength (Athletics) checks you make. feet, and are blind beyond this radius.
a.) Your size is Tiny. +1.5 pts Your speed is reduced by 10 feet. The Naturally
Stealthy trait costs 2 pts for you. You cannot take • The rush of adrenaline allows you to ignore small
the Strong Grip trait. portions of the damage you take. Whenever you BLINK
b.) Your size is Small. +0.5 pts Your speed is reduced by 5 feet. The Naturally take damage, you reduce the damage you take Choose one of the following options. The cost of this
Stealthy trait costs 1.5 pts for you. Strong Grip by an amount equal to 1d6 + your Constitution trait is determined by the option.
costs 4 pts for you. modifier. If the amount that would be reduced is Option A (2 pts). As either an action or bonus
0 or less, this does nothing instead. action on your turn, you can teleport to an
c.) Your size is Medium. 0 pts unoccupied space you can see that is within a
• If you take damage that would reduce you to 0
d.) Your size is Large. 4 pts Your AC is reduced by 1, your Strength score is hit points or less, you can choose to drop to 1 hit distance equal to 5 times your proficiency bonus.
increased by 2, and your Dexterity score is point instead. You can only do this once during You take all carried and worn equipment of your
decreased by 2. Heavyweight costs 6 pts for you, your adrenaline rush. choice with you when you do this.
and Strong Grip costs 0.5 pts for you. Option B (4 pts). As either an action or bonus
Languages This effect ends early if you are incapacitated or action on your turn, you can teleport to an
if you recover any hit points. Once this effect ends, unoccupied space you can see that is within a
a.) You can speak, read, and write (any one language). 0 pts distance equal to 5 times your proficiency bonus.
you immediately gain two levels of exhaustion, and
b.) You can speak, read, and write (any two or three 0.5 pts you take an amount of damage equal to the total You take all carried and worn equipment of your
languages). amount you ignored during your adrenaline rush. choice with you when you do this. You can teleport
c.) You can speak, read, and write any (any four 1 pt You must complete a long rest in order to use this through objects you could not normally squeeze
languages). trait again. through.

AERIAL ARMOR (3 PTS) BUILT (1.5 PTS)


Your AC is equal to 13 + your Dexterity modifier Your health point maximum increases by 1, and it
while airborne. You can use this in place of your increases by 1 every time you gain a level.
normal armor while airborne, if this would grant you
a higher AC. You are still subject to the effects of the CLIMBING SPEED
armor you are wearing when you do this. Choose one of the following options. The cost of this
trait is determined by the option.
AGILE MOVEMENT (0.5 PTS) Option A (1 pt). You have a climbing speed of 30
Moving through an opening one size smaller than feet.
you does not count as difficult terrain for you. Option B (2 pts). You have a climbing speed of 30
feet. You can move up, down, and across vertical
surfaces and upside down along ceilings, while

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leaving (1 or 2) hands free. and if you are flying when you acquire this weight, die to the damage roll of the weapon before get the exotic weapon back if you change your
you begin to fall. If you are incapacitated while accounting for the effects of the critical hit. Once choice of integrated firearm.
COMPETITIVE (1 PT) airborne, you begin to fall. you use this trait, you must complete a long rest
Option B (3 pts). You have a flying speed of 30 before you can use it again. NATURALLY STEALTHY (1 PT)
If you make an attack roll, saving throw, or ability feet, and you can hover in place. You cannot begin
check that fails, you can choose to add a bonus to flying if you are carrying a weight that is greater You can attempt to hide even when you are
your attack roll, saving throw, or ability check that is than half your weight limit, and if you are flying
MULTI-LIMBED (2 PTS) obscured only by a creature that is at least one size
equal to the number of creatures who can see you when you acquire this weight, you begin to fall. If You have four arms: two right arms and two left larger than you.
and that you are aware of (maximum bonus of +5). If you are incapacitated while airborne, you begin to arms. When you hold a two-handed weapon, you
using this trait causes you to succeed on your attack fall. must use one right hand and one left hand in order PARACAUSAL RESISTANCE (2 PTS)
roll, saving throw, or ability check you cannot use to do so. You cannot hold more than one two-
this trait again until you complete a short or long handed weapon at a time. You have advantage on saving throws against spells,
rest. FORTIFIED (1 PT) Light effects, and Darkness effects.
If a creature scores a critical hit against you, you can NATURAL ARMOR
CUNNING MOVEMENT (2 PTS) cause the critical hit to become a normal hit instead.
Choose one of the following options. The cost of this
POWERFUL STATURE (1.5 PTS)
Once you use this trait, you must complete a long You have advantage on saving throws you make to
You can take the Disengage action as a bonus action rest before you can use it again. trait is determined by the option.
on your turn. Option A (1 pt). Your AC cannot be less than 15, prevent yourself from being knocked back or
even when unarmored. knocked prone, as well as on Strength saving throws
DARKVISION GORE (1.5 PTS) Option B (2.5 pts). You have disadvantage on or Strength (Athletics) checks you make to prevent
If you move at least 20 feet in a straight line toward Dexterity (Stealth) checks. When not wearing armor, yourself from being grappled or shoved.
Choose one of the following options. The cost of this a target and then hit it with (melee attack) your AC is equal to 13 + your Constitution modifier.
trait is determined by the option. immediately after, the target takes an extra 1d6 Even while wearing armor, you can use this natural PSYCHOKINESIS (2.5 PTS)
Option A (2 pts). You can see in dim light within damage from the attack. If the target is a creature, it armor to determine your AC if the armor you are
30 feet of you as if it were bright light, and in You have the ability to move or manipulate objects
must succeed on a Strength saving throw (DC = 8 + wearing would leave you with a lower AC. You are by thought. As your action, you can exert your will
darkness as if it were dim light. your Strength modifier + your proficiency bonus) or still subject to the effects of the armor you are
Option B (1.5 pts). You can see in dim light within on one object that you can see that is within a
be knocked prone. wearing if you do this. number of feet equal to 5 times your proficiency
60 feet of you as if it were bright light, and in The bonus damage of this trait increases as your Option C (1 pt). When you aren't wearing armor,
darkness as if it were dim light. bonus, and that doesn’t weigh more than 10
level increases. It becomes 2d6 at 5th level, 3d6 at your AC is equal to 12 + your Dexterity modifier. pounds.
Option C (2 pts). You can see in dim light within 11th level, and 4d6 at 17th level. Even while wearing armor, you can use this natural
120 feet of you as if it were bright light, and in If the object isn't being worn or carried, you can
armor to determine your AC if the armor you are automatically move it up to 30 feet in any direction,
darkness as if it were dim light. wearing would leave you with a lower AC. You are
HEAVYWEIGHT (2 PTS) still subject to the effects of the armor you are
but not beyond the range of this trait. If the object is
You count as one size larger when determining your worn or carried by a creature, you must make a
EMBOLDEN (1.5 PTS) weight limit, when determining the result of effects
wearing if you do this. Charisma ability check contested by that creature's
As an action on your turn you can shout words of Option D (1 pt). When you aren't wearing armor, Strength check. If you succeed, you pull the object
that target creatures of specific sizes, and for your AC is equal to 15. Even while wearing armor,
encouragement, which can be heard clearly up to 60 determining what you can grapple, shove, or ride as away from that creature and can move it up to 30
feet away. For the next minute, creatures who you can use this natural armor to determine your AC feet in any direction but not beyond the range of
a mount. if the armor you are wearing would leave you with a
clearly heard you and who consider you their ally this trait.
cannot be Charmed or Frightened, and if they are lower AC. You are still subject to the effects of the You can exert fine control on objects with your
already Charmed or Frightened, the condition ends KEEN EYE (1 PT) armor you are wearing if you do this. psychokinetic grip, such as manipulating a simple
early for them. In addition, once on each of your If you make a ranged attack roll and miss, you can tool, opening a door or a container, stowing or
allies’ next turn, they can add a d4 to an ability choose to re-roll your attack once. You must use the NATURAL MELEE WEAPON (1 PT) retrieving an item from an open container, or
check, saving throw, or attack roll they make. This new roll, and you must complete a short or long rest Your unarmed strikes deal 1d4 + your Strength pouring the contents from a vial.
effect ends early if you are Incapacitated. Once you before you can use this trait again. modifier in bludgeoning damage on a hit, instead of You can affect the same object round after
use this trait, you must complete a long rest before the normal damage of your unarmed strikes. If you round, or choose a new one at any time. If you
you can use it again. LIVING MACHINE (0.5 PTS) have another feature or trait that increases the switch objects, the prior object is no longer affected
damage of your unarmed strikes beyond this, you by your psychokinesis.
You are considered a living creature, and you appear
ENHANCED SENSE (1 PT) on scanners as one. You are immune to disease. You can use that damage instead.
You have advantage on Wisdom (Perception) checks do not need to eat or drink, but you can if you want QUICK EVASION (1 PT)
you make that rely on (choose sight, scent, or to. You do still need to sleep each day, but you NATURAL RANGED WEAPON (2.5 PTS) If you fail a Dexterity saving throw, you can choose
hearing). typically only sleep for 4-6 hours, gaining the same You have an integrated firearm. Choose one class of to succeed instead. Once you use this trait, you must
benefit that a human does from 8 hours of sleep firearm you are proficient with for your integrated complete a long rest before you can use it again.
EXTENDED REACH (1.5 PTS) when you do. firearm to be. You can change your choice by
When you make an attack with a melee weapon on operating on your integrated weapon for 1 hour, RELENTLESS
your turn, your reach for it is 5 feet greater than it is MIGHTY BLOW which can be done during a long rest. Your Choose one of the following options. The cost of this
normally. Choose one of the following options. The cost of this integrated firearm can be upgraded with perks, trait is determined by the option.
trait is determined by the option. following all the same rules as normal for the class Option A (4 pts). If you take damage that would
FLYING SPEED Option A (1 pt). When you roll a critical hit with a of firearm it is. reduce you to 0 hit points or less, you can instead
weapon attack, you can add one of the weapon’s You can choose to make an exotic weapon your drop to 1 hit point. Once you use this trait, you must
Choose one of the following options. The cost of this damage dice to your damage roll after accounting integrated firearm by spending 2,000 glimmer when complete a long rest before you can use it again.
trait is determined by the option. for the effects of the critical hit. you add it to your body. Once you do this, you are Option B (2.5 pts). If you take no more than a
Option A (2 pts). You have a flying speed of 30 Option B (1 pt). When you roll a critical hit with a always considered attuned to the exotic weapon, certain amount of damage that would reduce you to
feet. You cannot begin flying if you are carrying a weapon attack, you can add an additional damage and your attunement to it cannot end. You do not 0 hit points or less, you can instead drop to 1 hit
weight that is greater than half your weight limit,

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point. Once you use this trait, you must complete a SURVIVOR'S LUCK (2 PTS) what other traits they have selected. IMMUNO-COMPROMISED (+2 PTS)
long rest before you can use it again. The certain If you make an attack roll, saving throw, or ability Overruled. The effects of a detrimental trait You have a vulnerability to poison damage, and have
amount of damage is determined by your check and roll a 1 on the d20, you can choose to re- overcome any other feature, feat, trait, or any other disadvantage on saving throws you make to prevent
proficiency bonus (+2, 7 damage; +3, 14 damage; +4, roll once. You must use the new roll. You regain use source that may contradict the detrimental trait’s yourself from becoming Poisoned or contracting a
21 damage; +5, 28 damage; +6 or higher, 35 of this trait when you complete a long rest. effect. For example, if a character that has a disease.
damage). resistance to poison damage takes the
Immunocompromised trait, that character would
RESISTANCE (2 PTS) SWIMMING SPEED (1 PT) only have a vulnerability to poison damage. MADE OF KINDLING (+2 PTS)
You have a swimming speed of 30 feet. You have a vulnerability to solar and fire damage,
You are resistant to (any one damage type) damage. and have disadvantage on saving throws against
BERSERK (+3 PTS) solar and fire damage, or against effects that cause
RESISTANT DESIGN (2 PTS) TELEPATHY If you take damage that reduces you to half your hit you to begin Burning.
Choose one of the following options. The cost of this points or less, you must make a Wisdom saving
You resist poison damage, and you have advantage trait is determined by the option. throw (DC = 10 + your proficiency bonus). On a
on saving throws you make to prevent yourself from Option A (0.5 pts). You can communicate simple failed save, you go berserk for the next minute, after INSOMNIAC (+2 PTS)
Bleeding, Burning, or becoming Poisoned. You also concepts with any intelligent creature without need which you gain one level of exhaustion. While Whenever you start a long rest in which you sleep,
have advantage on saving throws you make to end for language, if the creature is within a number of berserk, on each of your turns you must spend your roll a d20. On a roll of 9 or less, you do not gain the
an effect on yourself that is causing a Bleeding, feet equal to 5 times your level. movement to advance toward the nearest creature, benefit of the long rest, and instead only gain the
Burning, or Poisoned condition. Option B (1 pt). You can communicate and you must use your action to attack the nearest benefit of a short rest when you complete the long
telepathically with any intelligent creature that is creature. You cannot take bonus actions or reactions rest.
RUSH within 30 feet of you, if that creature shares a while berserk.
Choose one of the following options. The cost of this language with you. KLUTZ (+2 PTS)
trait is determined by the option. Option C (1.5 pts). You can communicate COMMON FOOD ALLERGY (+2 PTS)
telepathically with any intelligent creature that is You have disadvantage on Dexterity saving throws.
Option A (2 pts). You can use a bonus action on Roll a d6 to determine which food item you are
your turn to move up to your speed toward a hostile within 30 feet of you. You do not need to share a
language with the creature in order to do this. allergic to (1: wheat products, 2: dairy products, 3: LIKE A ROCK (+1 PT)
creature you can see. You can only choose to do this eggs, 4: red meat; 5: legumes, 6: tree nuts). If you
if you would end this movement within 10 feet of ingest this food item, you take 3d6 poison damage You cannot swim in water and instead immediately
the hostile creature. TRANCE (1 PT) at the start of each of your turns after. This damage begin to sink.
Option B (4 pts). You can use a bonus action on When you take a long rest, instead of sleeping you overcomes resistances and immunities to poison
your turn to move up to your speed toward a hostile enter a shallow trance, remaining semiconscious for damage and lasts until either yourself or another NEARSIGHTED (+1 PT)
creature you can see. You must end this movement 4-6 hours. After resting in this way, you gain the creature uses a medical toolkit to end the allergic
closer to the hostile creature than where you You have disadvantage on ranged attack rolls and
same benefit that a human does from 8 hours of reaction. Wisdom (Perception) checks to see something 10
started. sleep. feet or farther from you. If you are wearing
SCANNERS (1 PT) CONSPICUOUS (+2 PTS) corrective eyewear, you are not affected by this trait.
TUSKS, ANTLERS, HORNS (1 PT) You have disadvantage on Dexterity (Stealth) checks,
As an action you can, for the next minute, have Your (tusks, antlers, or horns) are a melee weapon and you can never double your proficiency bonus for OBLIVIOUS (+1 PT)
scanners with a radius equal to 5 times your that deal 1d6 (bludgeoning, piercing, or slashing) Dexterity (Stealth).
proficiency bonus. You must complete a short or You have disadvantage on Wisdom (Insight) checks.
damage with a reach of 5 feet. You use your
long rest to use this trait again. Strength modifier to determine the bonus to your
attack and damage rolls with your (tusks, antlers, or
EASILY STARTLED (+2 PTS) PAPERWEIGHT (+1 PT)
SKILL PROFICIENCY horns). If your (tusks, antlers, or horns) break or fall You have disadvantage on saving throws against You count as one size smaller when determining
off, they do not regrow. being Frightened, and you can never be immune to your weight limit, and for determining what you can
Choose one of the following options. The cost of this being Frightened. You must take the Dash action on
trait is determined by the option. grapple, shove, or ride as a mount.
your turn while you are Frightened.
Option A (0.5 pts). You are proficient in (any one UNSHAKABLE (1 PT) SYSTEMS ERROR (+3 PTS)
skill, vehicle, or toolkit). If you fail an ability check to prevent yourself from
Option B (1 pt). You are proficient in (any two becoming Frightened, you can choose to succeed
FORGETFUL (+2 PTS) When you have half or less health points remaining,
skills, vehicles, or toolkits). instead. Once you use this trait you must complete a You have disadvantage on all Intelligence-based you have disadvantage on all ability checks and
Option C (2 pts). You are proficient in (any one long rest before you can use it again. ability checks you make. saving throws you make.
skill or toolkit), and you can double your proficiency
bonus for it if it does not already benefit from this FARSIGHTED (+0.5 PTS)
effect. ZERO-GRAVITY FAMILIARITY (1 PT) ALTERNATIVE CASTING SCORES
You have advantage on Dexterity (Acrobatics) checks You have disadvantage on melee attack rolls and
Wisdom (Perception) checks to see something 10 Every Guardian class has a Light Affinity feature,
STRONG GRIP (2 PTS) you make in zero gravity. which informs the player which ability score governs
feet or closer to you. If you are wearing corrective
You can hold a two-handed weapon in one hand eyewear, you are not affected by this trait. the use of their Light abilities. For the most part, the
without penalty due to the weapon’s bulk. The OPTIONAL: DETRIMENTAL TRAITS choice of which score acts as a class’ Light ability
weapon’s bulk still affects your ability to dual-wield A character can select one of the following GLITCHED (+2 PTS) score is for the purpose of flavor: there is no
when you are holding other weapons or creatures, detrimental traits in order to gain additional points statistically significant difference between a
but not if you are holding a non-weapon object. When you complete a long rest, roll a d6. The result Gunslinger that uses Charisma for their Light ability,
to spend on traits. Detrimental traits are challenges determines which ability you have disadvantage on
or shortcomings, an opt-in ‘hard mode’ of a sort. and a Gunslinger that uses Intelligence or Wisdom
all ability checks with until you complete your next instead. Therefore you may decide to allow your
SUPERIOR SIGHT (1 PT) Like with additional traits, you as the Architect are long rest (1: Strength; 2: Dexterity; 3: Constitution; players to replace their Light Affinity feature with
When you make a Wisdom (Perception) check, you the final arbiter on what trait combinations are 4: Intelligence; 5: Wisdom; 6: Charisma).
allowed considering the character’s species, and the Lightcasting feature, detailed below, and it will
can roll a d4 and add it to your total.

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not meaningfully affect your game.
Striker-specific changes. The Striker class ADDITIONAL CHARACTER faction deserves. It is easy for you to secure an
audience with other faction leaders and
the majority of your crew that you miraculously
survived and are not a Guardian. You may want to
normally uses Constitution as its Light ability score,
which means a Striker that chooses an alternative
FOUNDATIONS representatives. If you get in trouble or face trial,
you can expect the members of your faction to
use this to your advantage if you are, for example,
working as an undercover agent with the Vanguard,
Light ability score will need to increase their shield There are many potential life choices and character support you. You can also solicit the members of or have sworn allegiance to another organization
die size to a d10 to compensate. Follow the histories that could become a foundational aspect of your faction for reasonable help without necessarily before encountering your old crew again.
instructions on the Sunbreaker class for how to a person’s life. These are just a few of the additional needing to repay them. However, as the leader of a
handle d10 shield dice. foundations you could grant your players, or allow major faction you are meant to be an exemplar of
Other changes. Keep in mind that the term “Light them to pick from. However, unlike the foundations your faction’s values and beliefs. You may find your
DREDGEN
ability” applies to more than just melee, grenade, outlined in the Player’s Guidebook, these faction quickly losing membership, or you may find Those who follow in the darkened footsteps of the
superclass, and super abilities. A feature is a Light foundations are much more dependent on the yourself removed from leadership, for failing to most infamous villain of the early City Age, Dredgen
ability if it mentions Light or paracausality in its setting of your campaign, and many have the uphold those values and beliefs. Yor, take his name to mark their self-remaking. They
description, or if draws from the class’s normal Light potential to introduce plot hooks that could be the who call themselves Dredgen commit to
ability score. For example, the Sunbreaker also has sole focus of a campaign in and of itself. Be sure to understanding the Darkness intimately, the better to
Inner Flame as a Light ability, and Nightstalkers also consider this carefully when deciding how to use BOUND BY THE PAST stand against it by using its own methods and
have their Nightstalker’s Focus as an auxiliary Light these foundations, or any foundation, in your game. Not all Risen manage to leave their past lives powers.
ability (some focus actions draw from the Wisdom behind. When you choose this foundation, you will
ability score to determine their effect). These Light AGENT OF A MINOR FACTION need to work closely with your Architect to Skill Proficiencies: Deception, Intimidation
abilities will draw instead from the ability score that determine what about your past life is still affecting Additional Proficiencies: Weaponsmithing toolkit
Many factions are at work within the Last City other your character, and in what ways. Perhaps you are
was picked in the Lightcasting feature above, instead than those which hold seats in the City Consensus.
of their normal ability score. being hunted by another Risen who only knows you FEATURE: OUTLAW
Whether because of your beliefs or for the unique as a murderer and a thief, or maybe you were an
advantages or benefits they can provide, you have important figure in Golden Age human history. The You have forsaken the Vanguard and surpassed the
joined one of the City’s numerous Guardian orders cryptarchs may have information on your past life in limits of using the Light alone, and instead are
or clans. When you choose this foundation you are such a case. prepared to go all-in with the Darkness to obtain
declaring yourself a dedicated member of a non- greater power. If you are openly known to be a
LIGHTCASTING Vanguard organization. You follow the organization’s Proficiencies: Two skill proficiencies of your choice Dredgen, you are considered an enemy of humanity
At [level], you learn to harness the Light you rules, you take orders from the organization’s and will not be allowed access to the Tower or the
possess, and you shape it in the form of [type] leadership, and you strive to uphold the values and Last City. Whether openly or secretly working as a
Light. Choose Intelligence, Wisdom, or Charisma beliefs of the organization. FEATURE: PAST LIFE HAUNTINGS Dredgen, you have established a hideaway
to be your Light ability score. Your modifier for this Discuss with your Architect what the faction’s Work with your Architect to determine an somewhere outside the City. So long as you keep the
score is your Light ability modifier. You use your primary beliefs, goals, and rules for your character appropriate feature to match your past life. You can location a secret, your safehouse can shield you
Light modifier to determine your Light attack are. Make a brief outline of what resources your modify existing foundations or 5th edition from the scrutiny of the Vanguard and other outlaws
modifier and to set the save DC against your Light faction is able to provide, and which of those background features, or create an entirely new one. who may have it out for you. Additionally, you can
abilities, as shown below. When you are told to resources you may be granted as a member. Some example features are provided below. discuss with your Architect how you might obtain or
make a Light ability saving throw, you make a Connections, equipment, services, protection, and Wanted Enemy. In your past life, you did create a Thorn (see Architect’s Guide).
saving throw using your chosen ability. information are all options for what the faction something so infamous or despicable that you are a
might have to offer. Both you and your Architect can wanted enemy even after resurrection. There is at VARIANT FEATURE: SHADOW OF YOR
reference this list whenever needed, but your least one other person or Guardian who is out to get
you, and they will stop at nothing to see you die You cleave closely to the path of Dredgen Yor, and
Light ability modifier = your Intelligence, Wisdom, Architect has the authority to alter the list seek to emulate his method of unmaking and
or Charisma modifier throughout the campaign at their discretion. your final death. However, the Vanguard has a
staunch policy of considering a Guardian’s second becoming something more through study of the
Light save DC = 8 + your proficiency bonus + your life as a blank slate, and so long as you work with Hive in particular. You possess partial copies of Yor’s
Skill Proficiencies: Insight, History cryptic writings, and have painstakingly deciphered
Light ability modifier the Vanguard, they may take measures to protect
Light attack modifier = your proficiency bonus + you from this person. their twisted messages. In the process, you learned
your Light ability modifier
FEATURE: QUID PRO QUO Golden Age Scientist. You were a scientist to read Hive runes, and developed some capability
To maintain your membership with your faction you working for the Ishtar Collective, Clovis Bray, or to understand rudimentary Hive magic. Consult with
are expected to contribute to the faction in some another prominent organization during the Golden your Architect on whether you have already created
Class Level Earned Light Type way. This may be a low monthly membership fee or Age. The Cryptarchy will pay you for any information your own Thorn, or if you are working to create one.
Gunslinger 2nd Solar a donation of services or materials, or it may mean you can still recall or retrieve about the organization
you need to put yourself in a position to get you worked for. Additionally, when delving into the FOLLOWER OF OSIRIS
Bladedancer 2nd Arc information the faction leaders want. Work with ruins of these organizations’ facilities, you may find Whether you believed in his visionary leadership
Nightstalker 2nd Void your Architect to determine what the faction that digitally locked doors, vaults, or other areas of
requires from you. Failure to uphold your end of when he was Vanguard Commander, or came to
Striker 2nd Arc the ruins open when you permit biometric seek the wisdom in his prophecies after his exile and
membership, such as inadequate contributions or identification scans.
Defender 2nd Void taking an action that goes against the faction, may mysterious disappearance, you are a member of the
Pirate Commander. Before you were Risen, you cult of Osiris. You are thoroughly versed in Osiris’
Sunbreaker 2nd Solar result in loss of your membership, or, depending on were the leader of a small yet effective pirate crew.
the severity of your failure, it may result in more teachings, and believe his perspective to be uniquely
Voidwalker 1st Void You had one or two jumpships under your enlightened and superior to all others. Depending
drastic measures being taken against you by the command, and an appropriate number of crew
Sunsinger 1st Solar faction. on the extent of your fanaticism, you may hold the
members to operate them and perform whatever Vanguard in ill regard, and prefer to spend your time
Stormcaller 1st Arc tasks or jobs you picked up or chose for yourself. with the other followers in the Lighthouse on
VARIANT FEATURE: FACTION LEADER Your old crew still recognizes you when they see Mercury (or other hidden temples) rather than in
As a leader of or within a minor faction, people you, and so long as you do not obviously give away the City that so foolishly expelled its greatest leader
generally treat you with the respect they feel your your Risen status, you can easily convince at least and mightiest protector.

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together by the leadership of Lord Radegast to Vanguard and Consensus to pursue their mission. way of transmitting your commands. However, to
Skill Proficiencies: Arcana and your choice of History protect the survivors of humanity from the request any of this support, you must be able to
or Technology depredations of warlords and hostile extrasolar Skill Proficiencies: Investigation, Intimidation contact Calus or his loyalist troops, and in the case
invaders. You are a member of that righteous band, Additional Proficiencies: One language of your of physical goods, you must arrange to retrieve them
FEATURE: VEX EXPERT a knight among Guardians, dedicated to honing the choice from a designated location, which in some cases
strength of your Light and seeing humanity through may be the Leviathan itself. Work with your
You heed Osiris’ warnings that the Vex are the to the dawn of a triumphant new age. Architect to determine what you are able to obtain
greatest threat to humanity, and perhaps all of FEATURE: CORMORANT SEAL from Calus, and how you are able to get it.
existence. Accordingly, and following Osiris’ Skill Proficiencies: Choose two from History, Nature, You are an officer of the Praxic Order, and bear the
example, you have devoted yourself to the study of Animal Handling, Survival, or Persuasion Cormorant Seal, the Order’s badge and mark of
Vex technology and activity. You know much more Additional Proficiencies: Armorsmithing toolkit authority. Although some Guardians regard the SPEAKER
about the Vex than the average Guardian, and your Praxic Order with suspicion, your Cormorant Seal When the Traveler moved and worked upon the
knowledge is not merely academic. What you know commands respect everywhere in the Last City, and planets of the Sol system during the Golden Age, a
about the Vex may help you better utilize or FEATURE: IRON OATH even among Guardians beyond Earth. Most small group of people emerged who could receive
manipulate Vex technology, navigate Vex-controlled The Iron Lords adhere to a code of honor that binds members of the Order are Warlocks, but some what seemed to be a sort of communication from
environments, and provide other valuable insights them together and establishes an ethical bedrock for Guardians of other classes facilitate Praxic the mysterious extrasolar visitor. In their visions or
where the Vex are concerned. Discuss with your their quests of betterment. When you became an operations as well, and are considered members of dreams, these few believed they grasped the
Architect what you know about the Vex and how it Iron Lord, you swore the Iron Oath. It obliges you to the Order. In your capacity as a Praxic agent, your outlines of the Traveler’s thoughts and feelings. They
can be useful to your fireteam. defend the Lightless, act selflessly in furtherance of first loyalty is to the directives of your superiors in interpreted these dreams to speak on the Traveler’s
the Iron Lords’ objectives, and pursue your own the Order—even if they should conflict with the behalf, to tell people something of its purposes.
GENSYM AWOKEN ongoing self-improvement. It also forbids you from Vanguard. Your commitment to opposing the These Speakers all but died out after the
destroying other Lightbearers’ Ghosts or inflicting Darkness and its minions is unusually fierce, and you Collapse, save for the single well-known individual
For a time in the history of the Distributary, the final death without the unanimous agreement of the will have nothing to do with Guardians who meddle who helped found the Last City and its government.
power of the Queenship receded, and the Awoken other Iron Lords. So long as you keep to this oath, with tainted relics or dabble in the use of dark Yet the Traveler has never stopped calling out, even
were ruled by the Gensym Scribes, a class of and are faithful to your comrades, you have the powers. The Order equips you for your duties with during the centuries of its injured slumber—and you
formerly wandering scholars who charted their support of the Iron Lords’ collective resources, standard-issue weaponry, and specialized restraints know it, for you too hear the Traveler in waking and
world and probed the nature of reality. Their including their armories. You will always be well to disable the Ghosts of Guardians you may find it in dreams. Though a Guardian, you are a Speaker as
retainers, the Gensym Knights, were sent on wild equipped, and will have the other Iron Lords’ necessary to arrest. well.
adventures, part chivalric quest, part theoretical backing in your endeavors—so long as you convince
experiment, to expand the bounds of Awoken them of the worthiness of your cause.
knowledge and test the limits of possibility. When SHADOW OF EARTH Skill Proficiencies: Arcana, Insight
Mara Sov led her contingent of Awoken back from Since arriving in the Sol system, the Cabal Emperor
the Distributary, some from the Gensym ranks VARIANT FEATURE: YOUNG WOLF Calus has sought to sway Guardians to his cause, FEATURE: TRAVELER’S DREAMS
joined her. Later, when many of the Awoken Mara All but two of the Iron Lords perished in the early plying them with lavish gifts of weapons, wealth, You periodically experience cryptic, disorienting
led broke off from the Reef and went to Earth to aid City Age when they tried to obtain the Golden Age and secret knowledge. More than anything, Calus visions from the Traveler, sometimes from its own
humanity’s survivors, some Gensym were of course nanotechnology called SIVA—a disastrous event has desired to recruit one Guardian to become his perspective as you experience its feelings,
among them. Whether you are aware of it or not, later known as the Ironsbane. Yet centuries later, champion, a supreme exemplar of Guardian prowess sometimes in a second-person perspective allowing
before your resurrection as a Guardian, you were a when Lord Saladin rose to confront the crisis of to become one of his fabled Shadows. You are that you to attempt conversation, and sometimes in a
Gensym Scribe or Gensym Knight. While outwardly SIVA’s reappearance, new Guardians under his Guardian, the Shadow of Earth. third-person perspective in which you helplessly
you may not be distinguishable from other tutelage were granted access to the Iron Temple on observe. The meaning of these visions is usually
Earthborn Awoken, your Gensym past has followed Felwinter Peak, and fought under his command. In Skill Proficiencies: Two of either Deception, unclear, and often haunting or troubling. You most
you in some way into your second life. time, some of them took the Iron Oath, and became Intimidation, Insight, or Survival often have these dreams while asleep, but they can
the first new Iron Lords. As one of these Young Additional Proficiencies: Ulurant (language) occur as waking experiences as well. They very often
Skill Proficiencies: Arcana and your choice of Wolves, you strive to emulate the high standard of cause or are preceded by headaches of varying
Investigation or Insight your predecessors. Whether or not you remain severity.
associated with the Vanguard, you consider Lord FEATURE: IMPERIAL LOYALIST Discuss with your Architect how often you
Saladin your proper leader, and you rely on his You have seen the wisdom, value, and great honor in receive dreams from the Traveler, and how you will
FEATURE: DISTRIBUTARY SECRET guidance and instruction in choosing your being exalted as Emperor Calus’ chosen warrior, but be able to interpret them. Your Architect could
You possess a distinctive, Awoken-made item that undertakings. In general, you consider it your you know most of the rest of humanity does not. If compose descriptions of your dreams for you to
was with your remains when your Ghost found and obligation to confront whatever poses the greatest you are openly known as the Shadow of Earth, you interpret, or you could describe them yourself as an
resurrected you for the first time. This could be a threat to humanity, and do your utmost to protect are considered an enemy of humanity. You cannot extension of your role-play. Your Architect may
weapon or piece of armor, some kind of device, or the Lightless from harm. enter the Last City, and Vanguard agents regard you choose for you to receive a dream at any time, but
any other kind of artifact. Whatever it is, it was with hostility, and will try to obstruct your activities you may also experience one every time you sleep.
made in the Distributary and is connected to your any way they can. However, if you have kept your
past life as a Gensym Awoken—though you may not PRAXIC OFFICER station as a Shadow secret, you may be able to go
Whenever you take a long rest, roll a d20. On a roll
of 19 or 20 you receive a dream from the Traveler.
have figured that out yet. Work with your Architect The Warlock Order of the Praxic Fire is not another about a Guardian’s typical business more or less as On a roll of 5 or below, you awaken with a
to determine what your Gensym relic is, whether academic research group or loosely organized usual—and perhaps bring others into the fold of the headache.
you have been able to learn anything about it yet, thanatological club. Unlike other Warlock orders, the Emperor’s generous welcome.
and what its significance to you could ultimately be. Praxic Order is charged with a singular mission of Calus sees to it you want for nothing. He will
great importance to the Last City: prevent anyone, supply your every need for weapons, gear, riches, TRINARY STAR CULTIST
IRON LORD including and especially Guardians, from playing too and resources. He will also happily provide you with Most people think of the Traveler as a great gift to
closely with powers and artifacts of the Darkness. any intelligence or other information you desire humanity, and its Light a wondrous boon that
The Dark Age was brought to an end, and the With this mandate, the Praxic Order functions as the regarding Cabal activity in the system, including enables Guardians to defend Earth. Yet you see the
foundations laid for the Last City by the mighty de facto law-enforcement agency of the City’s authentication codes that enable you to issue orders Traveler and the Light for what they are: a curse that
efforts of the Iron Lords, Lightbearers brought Guardians, endowed with special authority by the if you can access the Cabal battle nets or some other

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drew all manner of calamity to destroy the world, course you have taken since then, and whatever Solar Light creatures are considered acclimated
and a burden of unconsenting immortality that turns became of your former domain, you possess special to the Bitter Cold. Simplicity vs. Realism
the dead into restless murderers. You belong to the knowledge of the land you once ruled. Perhaps you
Cult of the Trinary Star, a small, shunned group, lived in a fortification that still exists, and which you The purpose of these weather effect rules is not to
including Guardians, who believe the Traveler and its hope to regain; or perhaps you know the locations
COLD be realistic. Instead they are designed to invoke the
Light are not the blessing most people think they of stashes where you hoarded resources, gear, or Temperatures between 1 and 40 degrees Fahrenheit aesthetic of weather, to help players feel like they’re
are. treasure. Work with your Architect to determine (-17 and 5 degrees Celsius) are Cold. A creature fighting in a rainstorm, or sneaking through deep
where your territory was and what secrets you know exposed to the Cold must succeed on a DC 10 snow, without slowing down gameplay too much.
Skill Proficiencies: History or Investigation, and about it. Constitution saving throw at the end of each hour or
Deception or Persuasion gain one level of exhaustion. Creatures acclimated to
Additional Proficiencies: Weaponsmithing toolkit the Cold or Bitter Cold, creatures with resistance or
Void Light creatures are considered acclimated to
WEATHER EFFECTS immunity to cold damage, and creatures wearing
appropriate gear (winter coat, gloves, hat, etc) Hot temperatures.
FEATURE: UNLUCKY STAR Weather, particularly extreme weather, can be a automatically succeed on the saving throw.
The Trinary Star was outlawed with the formation of challenge on its own. This section goes over optional Heat sources. Sources of heat can stave off the SCORCHING HEAT
the Consensus government, and since then has rules for how to handle various types of weather. effects of the Cold even if a creature isn’t acclimated
The focus of these rules is on finding a good balance Whenever the temperature is at or above 101
operated in exile and in secret. If you are openly or wearing appropriate gear. A campfire, a portable degrees Fahrenheit (38 degrees Celsius), it is
known as a member, you may still be permitted in between invoking the aesthetic of weather in your heater, or a heated blanket can provide sufficient
gameplay, but not going so far with the mechanics Scorching Heat. A creature exposed to the Scorching
the City, but you will be regarded warily and with protection against the Cold, allowing all creatures Heat must succeed on a DC 10 Constitution saving
suspicion by the Vanguard and most other and effects to bog things down. within range to automatically succeed on the saving
Weather is broken into two parts: temperature throw at the end of each minute or gain one level of
Guardians and citizens. As such, most members of throw. exhaustion. Creatures acclimated to the Scorching
the Trinary Star either avoid the City entirely or keep and atmosphere. Combined together, they defined Light Type acclimation. Creatures with a void
the conditions the fireteam is adventuring under. Heat, creatures with resistance or immunity to fire
their beliefs hidden. Light type are particularly susceptible to the Cold. or solar damage, and creatures with access to cool
However, long years of moving in secret have The Constitution saving throw’s DC is 15 for a void drinking water automatically succeed on the saving
been useful practice for the Trinary Star Cult and its
members. While the Trinary Star usually cannot
TEMPERATURE Light creature, instead of 10.
Solar Light creatures are considered acclimated
throw. Creatures who are solely reliant on cool
Temperature exists on a linear scale, going, in drinking water to protect themselves from the
furnish you with equipment or supplies as readily as to the Cold. saving throw consume one serving of that drinking
other factions, it can provide you information, and ascending order, from Bitter Cold, to Cold, to
Moderate, to Hot, to Scorching Heat. Each point on water each minute.
give you unseen avenues of communication MODERATE Source of shade. Creatures who take shelter in
unavailable to most Guardians. Confer with your the scale is referred to as a stage of temperature.
Temperatures cannot go below Bitter Cold, and they Anywhere from 41 to 79 degree Fahrenheit (5 to 26 shaded areas with a decent airflow only have to
Architect to determine what you can learn and find make the saving throw once every hour, instead of
from your Trinary Star connections that other can’t go above Scorching Hot. degrees Celsius) is considered a Moderate
Temperatures can, and often do, fluctuate over a temperature. It might be chilly enough to wear a every minute. If the shelter doesn’t have a decent
Guardians could not. airflow, creatures who are not acclimated to the
In exchange for these benefits, and to fulfill your day, and the daily average temperature for a region coat, or warm enough to break into a sweat, but
may change throughout the year. Take into Moderate temperatures alone pose no significant Scorching Heat, and creatures who are not immune
personal conviction that the Traveler’s Light is a to fire or solar damage, automatically fail the
curse, the Trinary Star may call on you to act in consideration the biome your fireteam is in, the threat.
time of day, and the time of year to determine what Constitution saving throw.
furtherance of their agenda. Indeed, your Light type acclimation. Creatures with a solar
involvement with a Guardian fireteam could be part the most appropriate temperature type is at any HOT Light type are particularly susceptible to the
of a larger objective for the Trinary Star. Discuss this given point in your campaign. Only one type of Temperatures between 80 to 100 degrees
temperature should be in effect at a time. Scorching Heat. The Constitution saving throw’s DC
with your Architect as well, and always keep in mind Fahrenheit (27 to 37 degrees Celsius) are Hot. A is 15 for a solar Light creature, instead of 10.
how you will have a different angle on events as a creature exposed to Hot temperatures must succeed Void Light creatures are considered acclimated to
Lightbearer who despises the Light. BITTER COLD on a DC 10 Constitution saving throw at the end of the Scorching Heat.
Whenever the temperature is at or below 0 degrees each hour or gain one level of exhaustion. Creatures
WARLORD Fahrenheit (-18 degrees Celsius) are Bitter Cold. A acclimated to Hot or Scorching Hot temperatures,
creature exposed to the Bitter Cold must succeed on creatures with resistance or immunity to fire or solar ATMOSPHERE
After the Collapse, the first Risen fought among a DC 10 Constitution saving throw at the end of each damage, and creatures with access to cool drinking Keep in mind what the temperature is when picking
themselves, disoriented by their resurrection and minute or gain one level of exhaustion. Creatures water automatically succeed on the saving throw. the type of atmosphere that is affecting any given
missing memories, yet reveling in their godlike acclimated to the Bitter Cold, creatures with Creatures who are solely reliant on cool drinking area in your campaign. Only one type of atmosphere
power and newfound immortality. In time, the resistance or immunity to cold damage, and water to protect themselves from the saving throw should be in effect at a time.
strongest, craftiest, and most ruthless Lightbearers creatures wearing appropriate gear (winter coat, consume one serving of that drinking water each
established themselves as masters over the gloves, hat, etc) automatically succeed on the saving hour.
territories they claimed, enforcing their dominion throw. Source of shade. Creatures who take shelter in BLIZZARD
against each other and populations of Lightless Heat sources. Robust sources of heat can stave shaded areas with a decent airflow protect Tracks are automatically covered by the shifting
survivors by dint of their own personal might and off the effects of the Bitter Cold even if a creature themselves from having to make the Constitution wind and falling snow one minute after they are
the bands of minions they retained. Until the isn’t acclimated or wearing appropriate gear. A very saving throw while in the shade. If the shelter made, the temperature is lowered by one stage, and
coming of the Iron Lords, these warlords ruled the large campfire, an industrial heater, or a Sunsinger’s doesn’t have a decent airflow, creatures who are not creatures cannot see farther than 30 feet ahead of
Dark Age—and you were one of them. Well of Radiance are examples of robust sources of acclimated to the Scorching Heat or Hot themselves. Creatures who can blend in with the
heat. All creatures in range of such a heat source temperatures, and creatures who are not immune to snow are always considered heavily obscured in a
Skill Proficiencies: Athletics or Acrobatics, Deception automatically succeed on their Constitution saving fire or solar damage, automatically fail the blizzard, while creatures wearing vibrant colors have
or Intimidation throw. Constitution saving throw. disadvantage on Dexterity (Stealth) checks.
Light type acclimation. Creatures with a void Light type acclimation. Creatures with a solar
FEATURE: LORDLY DOMAIN Light type are particularly susceptible to the Bitter Light type are particularly susceptible to Hot CALM SKIES
As a former warlord, you controlled a territory Cold. The Constitution saving throw’s DC is 15 for a temperatures. The Constitution saving throw’s DC is This is the most common form of atmosphere in
somewhere on Earth during the Dark Age. Whatever void Light creature, instead of 10. 15 for a solar Light creature, instead of 10. many biomes. This atmosphere encompasses any

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condition where nothing significant is occurring. It snow have advantage on Dexterity (Stealth) checks, FLASH FLOOD TORNADO
may be a little cloudy or partly cloudy, there may while creatures who do not blend in with the snow The flash flood occurs on initiative 0, losing all ties. The tornado moves up to its speed in a random
even be a stiff wind, but Calm Skies do not have disadvantage on Dexterity (Stealth) checks. Declare the size of the flash flood, and which direction on initiative 0, losing all ties. The tornado
significantly alter adventuring conditions. direction the water is flowing in. All targets in the lasts for 2d4 rounds, or one minute if you don’t feel
THUNDERSTORM area must make a DC 11 Strength saving throw. On a like tracking rounds. If at any point the tornado
CLOUDY The temperature is lowered by one stage and it is failed save, targets are knocked prone and are swept moves within range of an unanchored target, that
A Cloudy atmosphere is more than just a few clouds, considered dark outside, even during the day. All away 15 feet in the direction of the flash flood. On a target is thrown in a random direction. Targets take
it’s an atmosphere that has so many clouds covering creatures have advantage on Dexterity (Stealth) success a target is not knocked prone and is not 1d6 bludgeoning damage for every 10 feet they are
the sky that sunlight is blocked and the stars cannot checks, and disadvantage on Wisdom (Perception) swept away. thrown.
be seen. A Cloudy atmosphere causes outdoor areas checks.
to be in dim light during the day, instead of bright LIGHTNING STRIKE Radius of Distance Targets
light from the sun. ADDITIONAL EFFECTS On initiative 0, losing all ties, 1d4 random targets Tornado Size Speed Effect are Thrown
There are many other kinds of natural phenomena must make a Constitution saving throw. They take Small 30 feet 10 feet 5 x 2d12
HAIL that can occur, and not all of them are listed here. 6d12 lightning damage on a failed save, or half as Medium 60 feet 20 feet 5 x 3d12
Pellets of frozen rain, which can range in size, fall You can combine these effects with each other and much on a success. Success or fail, the target is
from thick clouds. All creatures have disadvantage Unconscious until the end of their next turn. Large 120 feet 30 feet 5 x 5d12
with atmosphere effects to create truly unique
on Wisdom (Perception) checks, and the adventuring conditions for your fireteam to contend Huge 300 feet 60 feet 5 x 8d12
temperature is lowered by one stage. In addition, if with. For example, combining Extreme Wind with a MUDFLOW
the hail is at least 1 inch in diameter, creatures and Thunderstorm can give you the effect of a hurricane. The mudflow occurs on initiative 0, losing all ties.
objects take 1 bludgeoning damage at the end of Or maybe a Cabal device is causing the effect of an Declare the size of the mudflow. It might be a small
WILDFIRE
each of their turns during hail. earthquake, and the fireteam is instructed to take it mudflow that will flow down a 20-foot line that is 5 There are two key parts to a wildfire: the fire wall
out just as a tornado forms! feet wide, with the mud only being a few inches and the “black,” the area the fire wall has already
FREEZING RAIN deep. Or it might be a large mudflow that flows in a burned over. While there may still be scattered fires
in the black, the area of the black is relatively safe
Freezing rain happens when raindrops are EARTHQUAKE 60-foot cone along the ground, with mud that’s over
compared to the fire wall, which is a blazing inferno
maintained at Cold and Bitter Cold temperatures, The earthquake lasts for 1d4 rounds. For the one foot deep. All targets in the area must make a
despite being below freezing. Unlike hail, freezing DC 13 Strength saving throw. On a failed save, that, if conditions are right, can travel up to 180 feet
duration, all creatures must succeed on a DC 10 every six seconds.
rain is made entirely of liquid droplets until they Dexterity (Acrobatics) check at the end of each of targets are knocked prone, become Restrained by
come into contact with a surface. the mud (escape DC 13), and begin suffocating as A wildfire acts on initiative 0, losing all ties. The
their turns or be knocked prone. fire wall must always move up to its speed, as seen
All creatures have disadvantage on Wisdom Falling objects. Some earthquake tremors are thick mud covers them completely. On a success a
(Perception) checks and on Dexterity (Acrobatics) target is not knocked prone, but they are still in the Wildfire table below. The fire wall can share
strong enough to knock over objects, which may the same space as a target, but it cannot move over
checks. Objects left out in freezing rain for at least result in falling debris. Falling objects deal an Restrained by the mudflow (escape DC 13).
one minute will form a thin layer of ice over them, a space that has no source of fuel, such as over a
amount of damage as shown in the table below. Use river or across a wide dirt path.
and the ground transforms into difficult terrain (icy). your best judgment to determine the type of ROCKSLIDE If the fire wall enters the area of an inflammable
damage a falling object deals. A rockslide occurs on initiative 0, losing all ties. target, including objects being carried or worn, that
RAIN Declare the size of the rockslide, using the table target ignites. The first time the fire wall enters the
All creatures have advantage on Dexterity (Stealth) Object Size Damage per 10 feet falling below to guide your choice for what is an area of a target, that target must make a DC 10
checks, and disadvantage on Wisdom (Perception) Tiny 1d4 appropriate level of rockslide for your fireteam to be Constitution saving throw, taking an amount of fire
checks. The temperature is lowered by one stage, dealing with. All targets in the area must make a damage as shown in the Burn Damage column on a
Small 1d6+1
unless the temperature would become Cold or Bitter Dexterity saving throw. They take the damage listed failed save, or half as much on a success.
Cold. In that case, the temperature does not Medium 1d8+2 in the table on a failed save, or half as much on a If a target ends their turn within the burn radius
decrease. Large 1d10+4 success. Creatures that fail their saving throw also of the fire wall, it must also make a DC 10
become Restrained by the falling rocks. Constitution saving throw. It takes the burn damage
Huge 1d12+8 listed in the table on a failed save, or half as much
SANDSTORM OR DUSTSTORM on a success.
Gargantuan 1d20+16
Sandstorms and dust storms occur when a strong
wind carries clouds of sand or dust, respectively,
across an area. Tracks are automatically covered by EXTREME WIND Wildfire Stats
the sand or dust seconds after they are made, and Extreme wind imposes disadvantage on ranged
creatures cannot see farther than 15 feet ahead of Ferocity Fire Wall Size Fire Wall Speed Burn Radius Burn Damage
weapon and firearm attacks, as well as on Wisdom
themselves. Creatures who can blend in with the (Perception) checks that rely on hearing and on Mild 1 to 150 ft. line, up to 5 ft. wide/tall 20 feet 5 feet 2d6 fire
sand or dust are always considered heavily obscured Dexterity (Acrobatics) checks. Extreme wind also
in a sandstorm or duststorm, respectively. Creatures Cruel 151 to 500 ft. line, 6 to 10 ft. wide/tall 50 feet 10 feet 4d8 fire
extinguishes unprotected flames, disperses gases
who do not protect their method of respiration (for such as fog or smoke, and it costs two feet of Savage 501 to 1 mile line, 11 to 25 ft. wide/tall 120 feet 15 feet 8d10 fire
example, wearing a scarf as a human) begin movement speed for every one foot a creature
suffocating in a sandstorm or duststorm. Ruthless 1 mile line or longer, max 50 ft. wide/tall 180 feet 30 feet 16d12 fire
moves into an extreme wind. Finally, objects
weighing 10 pounds or less, that aren't being worn
SNOW or carried, or aren't anchored down, will be pushed
Creatures cannot hide their tracks except by magical 10 feet every 6 seconds in the direction the extreme
or paracausal means, and creatures have wind is blowing.
disadvantage on Wisdom (Perception) checks that
rely on hearing. Creatures who can blend in with the

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Spell Levels for Light Abilities
Equivalent Spell Level by Ability Type
Risen Level Melee Ability Grenade or Superclass Super
1st Cantrip 1st 1st
3rd Cantrip 1st 2nd UPGRADING ALIEN WEAPONS
Guardians are constantly tinkering and toying with
5th 1st 2nd 3rd
their weapons, including the ones they found in the
7th 1st 2nd 4th field. Many alien weapons can be configured or
9th 2nd 3rd 5th modded to accept perks, as described in the Player’s
Guidebook. The Alien Weapon Upgrading table
11th 2nd 3rd 6th shows you which perk table to reference when
13th 3rd 4th 7th allowing a character to upgrade an alien weapon. If
an alien weapon isn’t listed here, it can’t be
15th 3rd 4th 8th
upgraded.
17th 4th 5th 9th

Intelligence (Persuasion) check. Alien Weapon Upgrading


LIGHT ABILITIES AND SPELLS Once the governing ability score has been Weapon Uses This Perk Table (PGB)
At your discretion, ‘paracausal’ and ‘magical’ can be decided, the bonus to the skill check is determined
used interchangeably to determine the result when by adding the governing ability score’s modifier to Eliksni Weapons
a Light ability and a spell intermix. If a creature is the roll. If the character is proficient with the skill, Kell's longsword Melee weapon
immune to nonmagical damage, you can decide that they can add their proficiency bonus, too. Other Scorch Cannon Rocket launcher
paracausal damage, such as from a super ability, bonuses can also apply as normal.
counts as magical damage. If a spell creates magical Shock dagger Melee weapon
darkness, you can decide that the illumination of PASSIVE SKILL SCORES Shock halberd Melee weapon
Light abilities counts as a magical source of light to
pierce through the spell. Every skill has a passive score, which is calculated as Shock longsword Melee weapon
When it comes to spells, features, traits, or other 10 + whatever bonuses the character has for the Shock pistol Sidearm
sources that take into account a spell’s level, such as skill. Passive skill scores are calculated using the
original, predetermined governing ability of the skill Shock rifle Scout rifle
a creature being immune to the damage and effects
of 2nd-level spells or lower, you can refer to the in question. Shock smallsword Melee weapon
Spell Levels for Light Abilities table to determine the Instead of making an ability check roll, a player Shrapnel launcher Shotgun
spell level a Risen creature’s Light abilities count as. may choose to invoke their character’s passive skill
This is not an exact analogue between 5e’s magic score. For example, instead of making a Dexterity Wire rifle Linear fusion rifle
and the Light abilities in D&Destiny—this chart is (Stealth) check, a character can choose to invoke Hive Weapons
based upon narrative as much as the mechanical their passive Stealth score. They must do this before
they roll. Passive skill scores cannot be used in skill Boomer cannon Rocket launcher
effects of Light abilities and spells. It also doesn’t
take into account how wildly different Light abilities challenges. Cleaver Melee weapon
can be, even those of the same type. Cleaver of the Prince Melee weapon
NON-LETHAL DAMAGE Concussive boomer cannon Rocket launcher
ALTERNATIVE SKILL CHECKS Sometimes, a character just wants to knock Double-headed axe Melee weapon
Normally, skills are governed by a predetermined someone out instead of kill them. A creature can Shredder rifle Auto rifle
ability score: Athletics is governed by Strength, choose to deal non-lethal damage at any time,
except in the following circumstances: Sickle Melee weapon
Arcana is governed by Intelligence, and so on. You
can decide instead to ignore the preexisting Soulfire rifle Linear fusion rifle, but cannot select a Tier 3 perk for this weapon.
• Rolling a critical hit.
governance of a skill and allow the governing ability Cabal Weapons
score of a skill to be determined by how the skill is • Dealing elemental damage (arc, solar, or void).
being used. • Dealing damage with any kind of martial weapon. Bronto cannon Rocket launcher
For example, imagine a situation where a Falchion Melee weapon
character is trying to persuade a store owner to
Headhunter rifle Sniper rifle
lower the price of an item. If the character tried to
persuade by flirting with the store owner, you could Projection rifle Grenade launcher, but cannot select a Tier 3 perk for this weapon.
determine that the governing ability of this attempt Severus Melee weapon
would be Charisma, and so the check would be a
standard Charisma (Persuasion) check. Slug launcher Light machine gun, but cannot select a Tier 3 perk for this weapon.
But let’s say the character is trying to persuade Slug rifle Scout rifle
by appealing to the store owner’s better nature and
Slug shotgun Shotgun
attempting to logically convince them of their need
for the item. This might make the skill being used Slug thrower Light machine gun
governed by Intelligence instead, causing it to be an Wrist-mounted shortsword Melee weapon

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OTHER ITEMS & EQUIPMENT Appliances Furniture (cont) Furniture (cont)
Even more gear, items, and equipment your fireteam Item Memory Cost Size Item Memory Cost Size Item Memory Cost Size
may come across or want to procure. Fan Chair 8-person 22/1 33,000 gl Huge
Box 4/1 2,000 gl Small Dining, Office, 5/1 5,000 gl Medium 12-person 22/1 33,000 gl Huge
ITEM MEMORY SLOTS Ceiling 4/1 2,000 gl Small
or Patio
End 4/1 4,000 gl Small
You multiply the item’s size with its complexity level Rocking 5/1 7,500 gl Medium
Table 2/1 1,000 gl Tiny Television
in order to determine how many slots are required
Sofa 12/1 18,000 gl Large
for a Ghost to be able to download it. For example, a Coffee machine 3/1 4,500 gl Tiny 15-inch 3/1 9,000 gl Tiny
Medium item with a complexity level of 2 requires 6 Freezer Chest 22-inch 5/1 15,000 gl Small
slots to be stored. Jewelry 2/1 2,000 gl Tiny
Small 5/1 15,000 gl Small 32-inch 6/1 18,000 gl Medium
Large 12/1 12,000 gl Large
ITEM STACK SIZES Medium 6/1 18,000 gl Medium
Medium 5/1 5,000 gl Medium
60-inch 6/1 24,000 gl Medium
Using the table below, you can determine the Large 13/1 39,000 gl Large Wall shelf
maximum amount of same items that can be Ice cream maker 3/1 4,500 gl Tiny Small 4/1 4,000 gl Small Large 12/1 6,000 gl Large
stacked in the same memory slot(s). Couch
Industrial heater 6/1 45,000 gl Medium Medium 5/1 2,500 gl Medium
Microwave 3/1 4,500 gl Tiny Sectional 22/1 55,000 gl Huge Small 4/10 2,000 gl Small
Refrigerator 6/1 9,000 gl Medium Short 12/1 24,000 gl Large
Base Slots for Item Size
Rice cooker 3/1 3,000 gl Tiny Curtains
Item Size Memory slots required Basic 5/1 1,250 gl Medium
Stove 6/1 9,000 gl Medium Misc. Items
Tiny 1
Toaster oven 5/1 7,500 gl Small Grand 5/1 2,500 gl Medium
Small 2 Item Memory Cost Size
Waffle iron 2/1 1,000 gl Tiny Desk
Medium 3 Bird bath 3/10 1,500 gl Small
Basic 5/1 5,000 gl Medium
Large 10 Bird feeder 1/50 500 gl Tiny
Furniture Corner 12/1 12,000 gl Large
Huge 20 Cage
Grand 12/1 30,000 gl Large
Gargantuan or larger Cannot be stored Item Memory Cost Size Tiny 2/10 1,000 gl Tiny
Dresser 5/1 7,500 gl Medium
Bed Small 4/10 2,000 gl Small
Filing cabinet
Complexity Crib 5/1 5,000 gl Medium Medium 5/1 3,750 gl Medium
Short 5/1 2,500 gl Medium
Full 12/1 18,000 gl Large Large 12/1 12,000 gl Large
Complexity Tall 5/1 5,000 gl Medium
Level Example items King 22/1 66,000 gl Huge Chef knife set 1/10 1,500 gl Tiny
Lamp
1 A tiny spool of thread, a spoon, or a dagger. Queen 22/1 44,000 gl Huge Collectible action 1/50 7,500 gl Tiny
Tiny 2/1 2,000 gl Tiny figure
2 A battery, a pair of binoculars, or a heated Twin 12/1 12,000 gl Large
blanket. Small 4/1 4,000 gl Small Dinnerware set 3/10 4,500 gl Small
Board
3 A microphone, a controller, or a bottled Ottoman 5/1 5,000 gl Medium Flower pot 2/10 500 gl Tiny
Chalkboard 5/1 3,750 gl Medium
drink. Picture Frame
Cork board 5/1 3,750 gl Medium Heating pad 2/10 1,500 gl Tiny
4 A smartphone, a tablet computer, or a Landscape 2/10 500 gl Small
spacesuit. Smartboard 6/1 15,000 gl Medium Hose, 50 ft. 4/1 2,000 gl Small
Portrait 2/10 500 gl Tiny Ice pack 1/50 500 gl Tiny
5 A quantum relay beacon, a sparrow, or an Whiteboard 5/1 3,750 gl Medium
exotic artifact. Safe Mirror
Bookshelf
Ammo box 5/1 5,000 gl Small Handheld 2/99 200 gl Tiny
Large 11/1 11,000 gl Large
Display case, 13/1 26,000 gl Large Full length 4/10 2,000 gl Small
Medium 5/1 5,000 gl Medium large
Stack Sizes Small 4/1 3,000 gl Small Pet food 4/10 2,000 gl Small
Display case, 5/1 10,000 gl Small
Max Stack small Pillow
Size Requirements
Firearm safe 6/1 12,000 gl Medium Long 3/99 300 gl Small
99 Simple, non-digital, and non-artifact object. Spoons, pieces of paper, and soap are examples of items that
can have stacks of 99. Wall safe 5/1 37,500 gl Small Wide 4/1 1,000 gl Medium

50 Mass-produced simple objects that can be devices or artifacts. Universal batteries, ammunition magazines, Standing Closet 12/1 12,000 gl Large Printer 5/1 5,000 gl Small
and tarps are examples of items that can have stacks of 50 in a Ghost's memory. Step stool 4/10 2,000 gl Small Radio 2/1 2,000 gl Tiny
10 Mass-produced complex objects that can be devices or artifacts. Examples include video games (must be Table Statuette 3/10 3,000 gl Small
exactly the same video game), most clothing, and backpacks.
4-person 5/1 5,000 gl Medium Stuffed animal 1/99 100 gl Tiny
1 Exotic items, unique complex devices, and items that are Medium or greater cannot be stacked. Examples
include tablet computers, gas masks, and floodlights. 6-person 12/1 18,000 gl Large

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CHAPTER 4: LOOT Exotic Pricing Guide
PC Level Exotic Grade Base Cost Common Uncommon
Additional Cost for Rarity
Rare Very Rare Legendary
0–4 Mundane 5,000–25,000 gl +1,000 gl +5,000 gl +10,000 gl +15,000 gl +20,000 gl

O
ne of the most vital components of the circumstances to acquire. Very rare items may take 5–10 Fine 25,001–100,000 gl +3,000 gl +15,000 gl +30,000 gl +45,000 gl +60,000 gl
Destiny experience is the loot, and in months to track down or obtain, and legendary 11–16 Superior 100,001–250,000 gl +10,000 gl +55,000 gl +105,000 gl +150,000 gl +200,000 gl
D&Destiny it’s no different. Whether it’s raw items are one-of-a-kind pieces of myth.
glimmer, random trinkets, or powerful exotic 17+ Exquisite 250,001+ gl +45,000 gl +210,000 gl 450,000 gl +650,000 gl +850,000 gl
equipment, this chapter covers it all and thensome, PRICING
with tables you can use to determine just what,
exactly, that Fallen kell had stashed away in their lair. The Exotic Pricing table below is meant to be used as member of a certain race, having a certain
a guideline for pricing exotic items in your campaign. background or class, and other requirements. A WEARING AND WIELDING EXOTIC ITEMS
Base Cost. The base cost of an exotic item is how creature must meet all prerequisites of an item in Using an exotic item's properties might mean
EXOTIC EQUIPMENT much glimmer it physically takes to make the item.
Because higher grade exotics use more complex or
order to attune to the item.
A creature gains no benefit from an item that
wearing or wielding it. An exotic item meant to be
worn must be donned in the intended fashion: boots
Exotic items all share one thing in common: they are specialized materials, higher grade exotics have a requires attunement if they are not attuned to the
not your ordinary, everyday pieces of equipment. go on the feet, gauntlets on the hands, helmets on
higher base cost. item. A pulse rifle that requires attunement will not the head, and so on. Armor must be donned, a
Some are peculiarly programmed devices, some are Additional Cost for Rarity. Exotics that are function at all for a creature that is unattuned to it;
objects cursed with Darkness, and some are objects weapon must be held, a cloak must be worn about
harder to come by may have an additional cost an armor piece will provide nothing to the the shoulders. Artifacts and devices must be carried
imbued with the Traveler’s Light. Whatever the case based on their rarity, or based on the whims of the unattuned, even if they wear it; artifacts and devices
of their creation, the result is something that can on your person.
seller. The amounts listed in the Additional Cost for that require attunement are as useful as knickknacks Unless the item’s description says otherwise,
grant benefits a character may be unable to attain Rarity columns are the suggested price increases if if the character holding them is not attuned to
otherwise, or they can enhance a character’s exotic armor and clothing must be worn to gain its
the seller is looking to make a profit on the item. them. effects. If the piece of exotic armor or clothing
abilities in astounding ways. Some items do not require attunement to use requires attunement, you must also be attuned to
the item, but may have one or more perks that do
PERKS AND PROPERTIES PURCHASING AND SELLING EXOTICS require attunement. If a perk states that it requires
the item to gain its effects.
In most cases, an exotic item that's meant to be
Guardians often deal in trading, buying, and selling attunement, but the item as a whole does not, an worn can fit a creature regardless of size or build.
Every exotic item comes with one or more perks, exotic equipment. In the Suggested Exotic Prices unattuned creature gains all benefits provided by
which are each described in the exotic item’s listing Many exotic garments are made to be easily
table, each exotic item is given a recommended the item except the perk that requires attunement. adjustable, or they adjust themselves to the wearer.
later in this chapter. Exotic items cannot be modified price for purchasing it from a vendor, taking into
to have any other perks or properties than those Rare exceptions exist. If the story suggests a good
account both the grade (power) and rarity MAKING A CONNECTION reason for an item to fit only creatures of a certain
they describe. Exotic items cannot be upgraded and (availability) of the item. These prices assume your
cannot have their perks or properties changed. Attuning to an item requires a creature to spend 10 size or shape, you can rule that it doesn't adjust. For
players are rolling on the appropriate Individual example, Human-made armor might fit Humans
Encounter Glimmer tables roughly ten times per minutes focused on only that item while being in
physical contact with it. This focus can take the form only.
RARITY AND GRADE level, and on the appropriate Strike Loot table
of target practice, meditation, cleaning and polishing Whenever a creature tries to wear an item, use
Exotic equipment is categorized in two ways: by its roughly twice per adventuring tier bracket. your discretion as to whether the item functions as
If a player wants to sell an exotic, a good price for the item, or some other appropriate activity
rarity and by its grade. determined by your Architect. If the creature’s focus intended. A ring placed on a claw might work, but a
a vendor to offer is one third of the purchase price. creature that has no legs can't wear boots.
For example, a player wanting to sell a Rare is interrupted, the attunement attempt fails.
GRADE Mundane exotic item would probably fetch 2,000 Otherwise, the creature gains an intuitive
The grade of an exotic is a measurement of the glimmer for the item. understanding of how to use any properties of the MULTIPLE ITEMS OF THE SAME KIND
strength or power of the exotic item, and correlates At your discretion, it may require more than just item. Use common sense to determine whether more
to the intended level of the character using it. The a heaping pile of glimmer for your players to acquire An item that requires attunement can only be than one of a given kind of exotic item can be worn.
grades are, in ascending order: Mundane (also called an exotic item. For example, the Suros weapon attuned to one creature at a time, and a creature A character can't normally wear more than one pair
basic), Fine, Superior, and Exquisite. As players foundry may only allow Crucible contenders of a can be attuned to no more than three items at a of footwear, one pair of gloves or gauntlets, one pair
ascend in level, they should be finding higher grades certain rank to purchase their SUROS Regime, or time: one weapon, one piece of armor, and one of pants, one set of armor, one helmet, and one
of equipment. players may need to delve into the Hellmouth to artifact or device. Any attempt to attune to a fourth cloak, bond, or mark. You can make exceptions; a
retrieve the Ankh of Sai Mota. item fails, and any attempt to attune to multiple character might be able to wear an earring under a
items of the same category fails; the creature must helmet, for example, or to layer two cloaks.
RARITY end its attunement to another item first.
The rarity of an exotic item is a rough indicator of ATTUNEMENT A creature's attunement to an item ends if the
how many copies of the exotic item exist in canon While there are some items that have no creature no longer satisfies the prerequisites for PAIRED ITEMS
Destiny lore. This has no bearing on the gameplay of requirements to use them, other items, particularly attunement, if the item has been more than 100 Items that come in pairs—such as boots, pants,
the item, but can be useful information to keep in weapons and exotic items, require a creature to feet away for at least 24 hours, if the creature dies gauntlets, and gloves—impart their benefits only if
mind when building your campaign and deciding study them for a period of time, to align their Light (for Risen, if they die their second death), or if both items of the pair are worn. For example, a
which exotic items are readily available, and which with the item, or to link themselves with the item in another creature attunes to the item. A creature can character wearing one boot of the Lucky Pants on
are not. some way, typically on a paracausal level, before the also voluntarily end attunement by spending one foot and one boot of the Peregrine Greaves on
The exotic item rarities are, in order, Common, item’s properties can be used. This is called another short rest focused on the item, unless the the other foot gains no benefit from either.
Uncommon, Rare, Very Rare, and Legendary. attunement, and it will be indicated in the item’s item specifies otherwise.
Common items exist in large quantities and are stats if the item requires it. If a creature is attuned to an item, a Ghost ACTIVATING AN ITEM
usually fairly easy to come across. Uncommon items Some items can be attuned to by anyone, while cannot store the item in its memory; any attempt to
are a bit more limited in quantity and availability, compile the item will fail. Activating some exotic items requires a user to do
others items have a prerequisite for who or what something special, such as eating the item or
and rare items almost always require special can attune to it. Prerequisites can include being a learning a device’s console commands. The

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description of each item details how an item is Armor parts. Common bits and pieces used in matrix recovered from dismantled Golden Age gear known to use it extensively in modifying their gear
activated. Certain items use the following rules for the construction and repair of Guardian armor, and components. Useful in the production of on account of its many and varied applications.
their activation. containing everything from motherboard chips for a enhancement cores. Scrap metal. Discarded pieces of various alloys.
If an item requires an action to activate, that helmet’s HUD to synthetic fur lining. Forge polymer. Advanced polymerized Some of it might be useful.
action isn't a function of the Use an Item action. Ascendant shard. A bizarrely contorted bit of smartmatter typically used in production of superior Seraphite. Relic iron which sprouted crystalline
spacetime topography, improbably bent into an quality armor. metamaterial growths under the influence of
CONSUMABLES independently stable matrix. Though exceedingly Genuine leather. Tanned animal hide, still used ambient energy from the Warmind complex on
rare, unsurprisingly Guardians have found ways to by Guardians and pilgrims in the wilds as it has been Mars. Occurs in and around the Hellas Basin.
Some items are used up when they are activated. use these bundles of mind-twisting physics to since earliest human history. Silver dust. Powdered elemental silver, still
This could mean eating or drinking the item, or it upgrade armor and weapons. Glass needles. Incredibly fine, pointed filaments valuable as currency in certain circles.
could be a one-time use device. Once used, a Asphodelia flower. A species of red flower native of an unknown vitreous material. Some analyses Spinmetal. Refined metallic metamaterial
consumable item loses its special properties and/or to the Black Garden, later introduced to the suggest they have some kind of temporally erratically produced by uncontrolled nanomachines
uses. Dreaming City and cultivated into different varieties. disruptive effect. Rumor has it they come from the from the Golden Age. Under ideal conditions, as few
Axiomatic beads. No one has determined how Nine. as 30–50 feral cytoconstructors can produce a
CHARGES these beads are made, or why some Vex carry them. Hadronic essence. Carefully interleaved baryonic quarter-kilogram frond within three to five minutes.
Some exotic items have charges that must be Many cryptarchs believe they are hardened particles forming a lattice used as a component in Spirit Bloom. Cryptarchs still argue over how
expended to activate their properties. The number independent storage media for information the Vex fieldweave preferred by Warlocks. these floral crystals form in the Venusian
of charges an item has remaining is revealed when a wish to transmit or safeguard in physical space, Harmonic seraphite. A large, finely developed environment, but their pharmacological value is well
Ghost scans the item (unless stated otherwise), as outside their network. piece of relic iron which sprouted crystalline established. They are also useful for upgrading Light-
well as when a creature attunes to it. Additionally, Baryon bough. A small arboreal growth metamaterial growths under the influence of infused gear.
when an item regains charges, the creature attuned composed of loosely associating subatomic ambient energy from the Warmind complex on Strange coin. A large round medallion of brassy
to it learns how many charges it regained. particles. It can be found in medicine, wine, and in Mars. Occurs in and around the Hellas Basin. metal with a pellucid green boss set in the center. It
synthesized spectral dust. It resembles a small Helium Filaments. Golden Age helium coils still is always slightly warm, and sometimes vibrates
bonsai tree made of eerie purple light. harvest the small amounts of helium-3 present on when held. No one can say who mints these coins,
USER BEWARE Black wax idol. These unsettling sculptures are the lunar surface and compound it into these or how they come into circulation among Guardians.
Not all exotic items are beneficial to their users. sometimes found at Hive shrines or carried by ritual filaments. In this form, it has a wide range of Synthetic leather. Tough, flexible polymers made
Some exotic items have harmful drawbacks or participants. It appears to be carved in the shape of applications, from fusion fuel to armor to mimic the appearance of tanned animal hide. Just
effects, often referred to as being “cursed” in a a Hive worm. Nobody knows what the material augmentation. as stylish as the real thing.
colloquial sense (and sometimes a literal sense). If actually is, but it is not wax. Microphasic datalattice. An outgrowth of Vex Unnatural metal. Knurled bits of cold, darkly
an item’s negative effects can be removed, the Blue polyphage. A Vex informatics module with data-processing systems, containing indecipherable iridescent ore.
item’s description will indicate how that might be an oddly biological design resembling a nested cell information in a hybrid-state matrix, in a form Weapon parts. Screws, nuts, bolts, firing pins,
done. Otherwise, once a creature has attuned to structure within a translucent blue spheroid capsule. between matter and energy. Only occurs in areas old magazines, springs—bits and pieces that can be
such an item, they are subject to the drawbacks until Bone trinkets. Shards of carved bone, perhaps extensively machinoformed by the Vex. used to repair firearm weapons. A single unit of
they end the attunement (if they even can). A Ghost grim mementos, perhaps Hive ritual paraphernalia. Phaseglass needle. A slender spine of a weapon parts is enough to fix most problems that
scanning an item, or another creature making an Dark fragment. A scintillating shard of crystal crystalline formation only known to occur on Io. It is occur with firearms.
attempt to discover the item’s properties, may not from the Reef, imbued with a dark energy. believed to be caused by the residual energy of the Wormspore. This alien fungus grows from
become aware of any potential negative effects. Dusklight crystal. A whole spur of pale bluish Traveler. undisturbed Hive carcasses, and seems to be
crystal that grows in the EDZ from minerals affected Plasteel. Highly resilient metamaterial polymer sensitive to paracausal forces. Although considered
by the energy of the nearby shard of the Traveler. preferred by Titans for its toughness, but used in all extremely hazardous, it is often smuggled into the
RESOURCES Dusklight shard. A fragment of pale bluish crystal
that grows in the EDZ from minerals affected by the
kinds of plate armor, as well as structural and
industrial applications.
City, perhaps because it is a necessary component in
some exotic pieces of Guardian equipment.
Your players may need more than common gear or
exotic items while adventuring in the Sol system. energy of the nearby shard of the Traveler. Queensfoil. This outrageously poisonous plant is
They might need to acquire armor parts to repair a Enhancement core. A hunk of versatile Light- cultivated by the Awoken of the Reef. Properly dried,
broken helmet, or they might encounter a merchant infused matter, unavoidably necessary for modifying
high-quality Guardian gear.
crushed, and brewed, it is made into a tincture said
to grant transcendent and prophetic vision.
LOOT TABLES
who is only interested in exchanging goods for other This section provides various different types of loot
goods. To this end, resources come into play. This Etched crystals. Talismans of unidentifiable Radiant matrix. A highly energetic core tables for your convenience, as well as a brief
section explains the various resources characters crystal, graven with Hive runes. Their grim component used in the manufacturing of Golden overview of when and how often it’s a good idea to
may encounter, and suggestions for how they may significance is unknown, but they are often Age weapons. roll on them.
be used. Resources, unless otherwise stated, take up associated with unusual ritual proceedings. Rare seed. The hard-shelled seed of an ancient
1 memory slot and can stack up to 99 times. Ether. The gaseous synthetic nutriment of the Earth plant. If still viable, it is a precious relic of a
Resources are also a possible loot item on the strike Eliksni, produced and distributed by servitors. long-lost ecology. INDIVIDUAL ENCOUNTER GLIMMER
loot tables. Guardians often collect it from the reservoirs in Relic iron. An extremely dense ferrous mineral Using these tables and the Challenge Rating of the
The different types of resources are described defeated servitors and sell it to interested parties. It formed on Mars after the Collapse. Useful in armor encounter your fireteam completed, you can
below. can have a psychoactive effect on humans if inhaled. construction, heavyweight ammunition, and valued determine what glimmer, if any, they earned. These
Alkane spore. These clusters of round pods Ether seeds. Portable ether containers, about the by the few sculptors in the Last City capable of tables are best used for small-scale encounters, such
bound together by a hard, crusty webbing are size of a small juicebox, carried by Eliksni fighters as working it for artistic purposes. as from a random encounter in the Cosmodrome, or
naturally occurring on Titan. The pods contain a fine field rations. Resonate stem. A damaged component from a from completing a single Crucible match. For tables
dust of crystallized methane, useful for weapon Etheric spiral. The bright red, helical fruiting Clovis Bray system designated CB.NAV. Its usefulness that have enough loot fit for a hoard, see Strike Loot
construction and augmentation. body of an anaerobic fungus exposed to spilled is unclear. Rewards.
Apex catalyst. A synthetic neural material ether. Endemic to the Tangled Shore. Royal amethyst. Purple gemstone with glimmer An ideal glimmer curve for Dungeons & Destiny is
essential to the function of Exo brains, and also Exotic shard. A hunk of unusual Light-infused inclusions, hoarded as a rare currency by the to roll on the appropriate table ten times per
often used for building equipment that requires matter, often used to build or modify exotic Awoken of the Reef. fireteam, per PC level, and then let your players
attunement. Guardian gear. Sapphire wire. Delicate coils of lab-grown crystal decide how they want to divide the glimmer among
Finest matterweave. A delicate, cuboid ionizing molecules strung into flexible filaments. Hunters are

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Individual Encounter Glimmer: CR 0–4 Individual Encounter Glimmer: CR 5–10 them. So if you have a fireteam of four player
characters starting out at 1st level, they should roll
EXOTIC ITEM TABLES
d100 Glimmer Found d100 Glimmer Found on the CR 0-4 table ten times before they reach 2nd These are tables for determining random exotic
level. For a fireteam of four 10th level PCs, they items to give to players, whether it’s the contents of
1–5 2d4 × 10 1–5 3d4 × 20 a strike loot chest or decrypting an engram.
should roll on the CR 5–10 table ten times before
6–25 3d4 × 25 6–25 3d6 × 50 reaching 11th level. At 11th level, they begin to roll Descriptions of each exotic item can be found later
26–75 3d6 × 25 26–75 4d6 × 100 on the CR 11–16 table. in this chapter.
For every two players above the standard
76–95 5d6 × 50 76–95 5d6 × 200 fireteam size of four, roll one additional time on the
96–100 4d8 × 100 96–100 6d8 × 300 appropriate encounter table per level. A fireteam of Mundane Exotic Items
six level 18 PCs should roll on the CR 17+ table
eleven times instead of ten, for example. d100 Item
Individual Encounter Glimmer: CR 11–16 Individual Encounter Glimmer: CR 17+ How you want to distribute these rolls across Armor
d100 Glimmer Found d100 Glimmer Found your campaign is up to you. If you have only two
encounters planned between your players’ 6th and 1–3 Actium War Rig
1–5 3d6 × 100 1–5 6d6 × 500 7th levels, you could roll on the CR 5-10 table five 4–6 Ahamkara's Ribcage
6–25 3d6 × 500 6–25 3d6 × 5,000 times per encounter, to determine the amount of 7–9 Alchemist's Raiment
glimmer players earn for completing each
26–75 3d6 × 1,000 26–75 3d6 × 10,000 10–12 Bones of Eao
encounter. Or a Vanguard bounty could award an
76–95 8d8 × 1,500 76–95 7d6 × 20,000 amount of glimmer equal to six rolls on the 13–15 Boxing Gloves
96–100 5d8 × 5,000 96–100 5d8 × 50,000 appropriate table for your fireteam, and the
remaining four rolls could be awarded throughout 16–18 Ghost Ghost
the completion of the bounty. 19–21 Illuminating Crown
22–24 Radiant Dance Machines
Strike Loot CR 0–4 Strike Loot CR 5–10 STRIKE LOOT REWARDS Weapons
d100 Loot—add 2d4 × 1,000 gl to the result d100 Loot—add 4d4 × 5,000 gl to the result
These loot tables are to roll on for when your 25–27 Boolean Gemini
fireteam has completed an extraordinary feat and
1–2 Roll 1d4 times on Trinket Items A 1 Roll 1d4 times on Trinket Items A has been lavished with rewards for their heroism. 28–30 Borealis
3–4 Roll 1d4 times on Trinket Items B 2 Roll 1d4 times on Trinket Items B These rewards might come from the Vanguard, from 31–33 Fighting Lion
the hoard of the creature they slain, or from a
5–6 Roll 1d4 times on Trinket Items C 3 Roll 1d4 times on Trinket Items C community effort to thank the fireteam—or perhaps 34–36 Hard Light
7–18 Roll once on Mundane Exotic Items 4–17 Roll 1d4 times on Mundane Exotic Items a combination of all three. 37–39 Khvostov 7G-0X
19–42 Roll 1d4 times on Mundane Exotic Items 18–37 Roll 1d6 times on Mundane Exotic Items Roll for glimmer earned using the value listed at 40–42 No Land Beyond
the top of the table. Next, roll a d100 to determine
43–61 Roll 1d6 times on Mundane Exotic Items 38–67 Roll 1d4 times on Fine Exotic Items both the amount of resources the fireteam has won 43–44 Will of the Wisp
62–81 Roll once on Fine Exotic Items 68–87 Roll 1d6 times on Fine Exotic Items as well as the number of exotic items. For Artifacts & Devices
determining the exact resources, you can roll on the
82–96 Roll 1d4 times on Fine Exotic Items 88–96 Roll 1d4 times on Superior Exotic Items Resource loot tables. 45–47 Butterfly Code
97–100 Roll once on Superior Exotic Items 97–100 Roll once on Exquisite Exotic Items You do not have to roll for every single reward on 48–50 Cyclopean Enigma
this table if you don’t want to. You can decide to skip 51–53 Elemental Telemetry
the glimmer reward and only give your players
resources and exotic items, or you could use the 54–55 Energy Shield Surge (Mundane)
tables simply to decide which exotic item table to 56–58 Engram Decrypter (Mundane)
roll on, and use your own number of rolls to
Strike Loot CR 11–16 Strike Loot CR 17+ determine the loot earned. You could also roll for 59–61 Engram Encoder (Mundane)
d100 Loot—add 8d4 × 25,000 gl to the result d100 Loot—add 10d4 × 40,000 gl to the result resources and exotic items separately. We do 62–64 Explosive Engram (Mundane)
recommend at least sticking within the table 65–67 Filament Hex
1 Roll 1d6 times on Trinket Items A 1 Roll 1d6 times on Mundane Exotic Items and appropriate for your fireteam’s level/CR of the
1d4 times on Trinket Items A 68–70 Fortuna Pendant
2 Roll 1d6 times on Trinket Items B encounter they completed, as the rarer an item is,
3 Roll 1d6 times on Trinket Items C
2 Roll 1d6 times on Mundane Exotic Items and the higher the level of character that item was 71–73 Memory of Jolder
1d4 times on Trinket Items B designed for.
4–13 Roll 1d6 times on Mundane Exotic Items Ideally, fireteams should be rolling on these loot 74–76 Numinous Web (Mundane)
3 Roll 1d6 times on Mundane Exotic Items and
14–28 Roll 1d6 times on Fine Exotic Items 1d4 times on Trinket Items C tables twice per adventuring tier bracket. They 77–79 Restorative Light (Mundane)
should make two rolls on the CR 0–4 table, two rolls 80–82 Skeleton Key
29–59 Roll 1d4 times on Superior Exotic Items 4–13 Roll 2d4 times on Fine Exotic Items on the CR 5–10 table, two rolls on the CR 11–16
60–85 Roll 1d6 times on Superior Exotic Items 14–34 Roll 1d6 times on Superior Exotic Items table, and at least two rolls on the 17+ table. If you 83–85 Skyburner's Obol
86–95 Roll once on Exquisite Exotic Items 35–50 Roll 2d4 times on Superior Exotic Items want to give your players more or less rolls for their 86–88 Sootpearl
efforts, that is up to you.
96–100 Roll 1d4 times on Exquisite Exotic Items 51–80 Roll 1d4 times on Exquisite Exotic Items 89–91 Specimen Twelve
81–100 Roll 1d6 times on Exquisite Exotic Items 92–94 The Damned Lute
95–97 Unerring Compass
98–100 Wax-sealed Case

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Fine Exotic Items Fine Exotic Items (cont) Superior Exotic Items Superior Exotic Items Superior Exotic Items
d100 Item d100 Item d100 Item (cont) (cont)
Armor 85 Iglatho-Cyu Armor d100 Item d100 Item
1–20 Roll once on a Fine superclass armor table 86 Leaf of the Bleeding Tree 1–2 Crest of Alpha Lupi 46 Leviathan's Breath 72–73 Engram Decrypter
(Superior)
21–22 Servitor Shell 87 Memory of Felwinter 3–4 Mind Flayer's Treasure 47 Malfeasance
74–75 Engram Encoder (Superior)
23–24 Sunflinger 3.0.6 88 Memory of Gheleon 5–24 Roll once on a Superior 48–49 Rat King
superclass armor table 76–77 Explosive Engram (Superior)
Weapons 89 Memory of Silimar 50–51 Raze-Lighter
Weapons 78–79 Fossilized Hermaion
25–26 Arbalest 90 Memory of Timur 52–53 Sturm Blossom
27–28 Black Talon 91–92 Numinous Web (Fine) 25–26 4th Horseman 54–55 SUROS Regime 80 Intact Warmind Core
29–30 Coldheart 93 Parasitic Orb 27 Ace of Spades 56–57 Symmetry 81–82 Jasper Carcanet
31–32 Drang 94–95 Restorative Light (Fine) 28–29 Bad Juju 58–59 The Last Word 83–84 Memory of Perun
33–34 Jötunn 96 Silent Oracle 30 Bastion 60 Thorn 85–86 Memory of Radegast
35–36 Le Monarque 97 Sisyphus Project 31–32 Bolt-Caster 61–62 Two-Tailed Fox 87–88 Memory of Skorri
37–38 Lord of Wolves 98 Spectral Dust 33–34 Cerberus +1 63–64 Wavesplitter 89–90 Numinous Web (Superior)
39–40 MIDA Multi-Tool 99 Sunscorched Lens 35–36 Dark-Drinker 65 Witherhoard 91–92 Prismatic Heart
41–42 Monte Carlo 100 Two-sided Coin 37 Deathbringer Artifacts & Devices 93–94 Restorative Light (Superior)
43–44 Patience and Time 38–39 Devil's Ruin 66 Ankh of Sai Mota 95–96 Thanatonaut's Lullaby
45–46 Prometheus Lens Fine Hunter Armor 40–41 Hawkmoon 67–68 Echo of Honor 97 The Traiter's Die
47 Red Death d6 Armor 42–43 Heir Apparent 69 Efrideet's Eye 98–99 Tincture Of Queensfoil
48–49 Riskrunner 1 Don't Touch Me 44–45 Izanagi's Burden 70–71 Energy Shield Surge 100 Wei Ning's Cong
(Superior)
50–51 Skyburner's Oath 2 Foetracer
52–53 The Colony 3 FR0ST-EE5
54–55 The Huckleberry 4 Khepri's Sting
56–57 The Queenbreaker 5 Lucky Pants Superior Armor (Hunter superclass) Superior Armor (Hunter classes)
58–59 Thunderlord 6 Oathkeeper d4 Armor d6 Armor d6 Armor
60–61 Tractor Cannon 1 Gemini Jester 1 Ophidia Spathe 4 Raiju's Harness
62–63 Trinity Ghoul Fine Titan Armor 2 Mechaneer's Tricksleeves 2 Young Ahamkara's 5 Graviton Forfeit
Spine
64–65 Vigilance Wing 3 Skyburner's Annex
d6 Armor
4 Roll or choose a Hunter class-specific armor 3 Lucky Raspberry 6 Meditative
66–67 Wardcliff Coil 1 ACD/0 Feedback Fence Enclosure
68–69 Zen Meteor 2 Citan's Ramparts
Artifacts & Devices 3 Hallowfire Heart
Superior Armor (Titan superclass) Superior Armor (Titan classes)
70 Bretomart's Pledge 4 MK-44 Stand-Asides
d4 Armor d6 Armor d6 Armor
71 Claw of Command 5 One-Eyed Mask
1 Armamentarium 1 An Insurmountable 4 Stronghold
72 Corrupted Ghost Memory Bank 6 Ruin Wings Skullfort
2 Heart of Inmost Light
73 Coyote's Luck
3 Synthoceps 2 Dunemarchers 5 Khepri's Horn
74–75 Energy Shield Surge (Fine) Fine Warlock Armor 3 No Backup Plans 6 Phoenix Cradle
4 Roll or choose a Titan class-specific armor
76 Engram Decrypter (Fine) d8 Armor
77 Engram Encoder (Fine) 1 Astrocyte Verse
78 Explosive Engram (Fine) 2 Winking Stars Superior Armor (Warlock superclass) Superior Armor (Warlock classes)
79 Five of Swords 3 Apotheosis Veil
d10 Armor d10 Armor
80 Flamel Crest 4 Arcana Edict
1–2 Claws of Ahamkara 1–2 Nothing Manacles
81 Ghost Memory Bank 5 Chromatic Fire
3–4 Felwinter's Helm 3–4 Voidfang Vestments
82 Hezen Totem 6 Eye of Another World
5–6 The Stag 5–6 Sunbracers
83 Horn of Six Wars 7 Ophidian Aspect
7–8 Winter's Guile 7–8 Geomag Stabilizers
84 Hourless Glass 8 Vesper of Radius
9–10 Roll or choose a Warlock class-specific armor 9–10 Preparedness Rigging

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Exquisite Exotic Items Exquisite Exotic Items (cont) TRINKET ITEMS
d100 Item d100 Item Sometimes, all Guardians find is a bit of junk and
trash. Roll on these tables whenever your players
Armor 65–66 Wish-Ender
come up just shy of getting the real loot.
1–2 Aeon Gauntlets 67–68 Xenophage
3–4 Overgrown Shell Artifacts & Devices
Trinket Items A Trinket Items B
5–36 Roll or choose a class- or archetype-specific 69–70 Energy Shield Surge (Exquisite)
armor d12 Item d12 Item
71–72 Engram Decrypter (Exquisite)
Weapons 1 Stick of chalk 1 The Last City snow globe
73–74 Engram Encoder (Exquisite)
37–38 Anarchy 2 Tiny decorative yellow chick 2 Crochet needles
75–76 Explosive Engram (Exquisite)
39–40 Divinity 3 A towel 3 Brightly colored yarn
77–78 Ghost Cage
41–42 Gjallarhorn 4 A single marble 4 Damaged frame CPU
79–80 Hunter of the Heart
43–44 Legend of Acrius 5 A page of sheet music 5 Candlestick
81–82 Kabr's Pocket Watch
45–46 Lumina 6 Blank dog tag 6 Legendaire, by Eververse
83–84 Neural Bezoar
47–48 One Thousand Voices 7 Unscented candle 7 Expired ramen coupon
85–86 Numinous Web (Exquisite)
49–50 Outbreak Prime 8 Box of raisins 8 A lump of charcoal
87–88 Restorative Light (Exquisite)
51–52 Ruinous Effigy 9 Spinfoil hat 9 Set of greeting cards
89–90 Saint-14's Ring
53–54 Sleeper Simulant 10 Charred celery 10 Empty glass bottle
91–92 Scroll of Eimin-Tin
55–56 Tarrabah 11 Chocolate coin 11 Gloves in the shape of an animal's paw
93–94 Silken Codex
57–58 The Gun of Many Bullets 12 Empty pill box 12 Half-empty jar of hot sauce
95–96 Stoneborn Relic
59–60 Touch of Malice
97–98 The Mariad
61–62 Vex Mythoclast
99–100 The Pahanin Errata Trinket Items C
63–64 Whisper of the Worm
d12 Item
1 Lord Shaxx seasonal calendar
2 Engram-shaped stress ball
Exquisite Class- and Archetype-Specific Armor 3 An abacus
Attunement Requirements — must meet all requirements listed 4 SRL sparrow decal
d100 Armor Superclass Class Archetype 5 Collectible action figure
1–6 Antaeus Wards Titan Any Any 6 A broken video game controller
7–12 Celestial Nighthawk Hunter Gunslinger The Sharpshooter 7 A table lamp
13–18 Firesprite's Heart Titan Sunbreaker Any 8 An empty bag of frozen fish sticks
19–24 Gwisin Vest Hunter Nightstalker Wraith 9 A calligraphy set
25–30 Helm of Saint-14 Titan Defender Any 10 Half-burnt potato
31–36 Mask of the Third Man Hunter Bladedancer Any 11 Small ceramic bird
37–42 Orpheus Rig Hunter Nightstalker Trapper or Pathfinder 12 Cat statuette
43–48 Peregrine Greaves Titan Striker Any
49–54 Phoenix Protocol Warlock Sunsinger Ballad of Grace
55–60 Pride Challenger Warlock Any Any
61–66 Purifier Robes Warlock Sunsinger Ballad of Dawn or Ballad of Flame
67–72 Shards of Galanor Hunter Gunslinger The Showman
73–78 Sun-Champion's Shield Titan Any Any
79–83 The Bombardiers Hunter Gunslinger The Outlaw
84–89 The Impossible Machines Warlock Stormcaller Any
90–95 The Ram Warlock Any Any
96–100 Twinkletoes Type VI Hunter Any Any

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EXOTIC WEAPONS
Weapons are listed in alphabetical order. Exotic
weapons come with up to three perks which are Exotic Weapon Properties (cont)
described after the weapon properties table. Weapon Class Damage Range, Reach, or Scope Memory Weight
Hawkmoon hand cannon 2d6 kinetic 25/50/90 (close) 2/1 6 lb.
Exotic Weapon Properties Other properties: Finesse, shot capacity (6), two-handed
Weapon Class Damage Range, Reach, or Scope Memory Weight Heir Apparent light machine gun 3d8 solar 20/40/80 (close) 5/1 21 lb.
4th Horseman shotgun 2d10 arc 5/5/10 (close) 4/1 15 lb. Other properties: Automatic fire, heavy, high recoil, shot capacity (5), two-handed
Other properties: Cumbersome, high recoil, shot capacity (4), two-handed Izanagi's Burden sniper rifle 2d8 kinetic 0/450/900 (long) 5/1 12 lb.
Ace of Spades hand cannon 2d10 kinetic 25/50/90 (close) 2/1 6 lb. Other properties: Shot capacity (5), two-handed
Other properties: Finesse, shot capacity (6), two-handed Jötunn fusion rifle 2d10 solar 20/50/100 (medium) 4/1 18 lb.
Anarchy grenade launcher 1d4 bludgeoning 60 feet 4/1 18 lb. Other properties: Loading, finesse, shot capacity (5), two-handed
Other properties: Finesse, shot capacity (4), special (grenade launcher), two-handed Khvostov 7G-0X see perks see perks see perks 4/1 15 lb.
Arbalest linear fusion rifle 2d6 kinetic 15/120/340 (long) 4/1 12 lb. Other properties: see perks
Other properties: Loading, energy projectiles, shot capacity (3), two-handed Le Monarque combat bow 2d8 void 20/100/200 (medium) 4/1 15 lb.
Bad Juju pulse rifle 3d6 kinetic 20/60/120 (medium) 4/1 9 lb. Other properties: Ammunition, special (combat bow), two-handed
Other properties: Automatic fire, finesse, shot capacity (5), two-handed Legend of Acrius shotgun 4d10 arc 20-foot line 4/1 15 lb.
Bastion fusion rifle 3d8 kinetic 15/25/30 (medium) 4/1 18 lb. Other properties: Cumbersome, high recoil, loading, shot capacity (2), two-handed
Other properties: Finesse, loading, shot capacity (5), two-handed Leviathan's Breath combat bow 3d10 void 20/100/200 (medium) 4/1 15 lb.
Black Talon longsword 1d8 slashing 5 ft. 3/1 8 lb. Other properties: Ammunition, high recoil, loading, special (combat bow), two-handed
Other properties: One-handed, versatile (1d10) Lord of Wolves shotgun 2d8 solar 15/30/45 (close) 4/1 15 lb.
Bolt-Caster longsword 2d8 slashing 5 ft. 3/1 8 lb. Other properties: Automatic fire, high recoil, shot capacity (5), two-handed
Other properties: Cumbersome, one-handed, versatile (2d10) Lumina hand cannon 3d8 kinetic 25/50/90 (close) 2/1 6 lb.
Boolean Gemini scout rifle 1d10 kinetic 20/60/120 (close) 4/1 8 lb. Other properties: Finesse, shot capacity (6), two-handed
Other properties: Finesse, shot capacity (8), two-handed Malfeasance hand cannon 2d8 kinetic 25/50/90 (close) 2/1 6 lb.
Borealis sniper rifle 1d10 (see perks) 0/300/600 (long) 5/1 12 lb. Other properties: Finesse, shot capacity (6), two-handed
Other properties: Shot capacity (5), two-handed MIDA Multi-Tool scout rifle 2d6 kinetic 15/120/240 (medium) 4/1 8 lb.
Cerberus +1 auto rifle 3d6 kinetic 30/40/50 (close) 4/1 10 lb. Other properties: Shot capacity (6), two-handed
Other properties: Automatic fire, high recoil, shot capacity (8), two-handed Monte Carlo auto rifle 2d6 kinetic 30/40/75 (close) 4/1 10 lb.
Coldheart trace rifle 2d6 arc 60/60/60 (medium) 4/1 8 lb. Other properties: Automatic fire, high recoil, shot capacity (8), two-handed
Other properties: Finesse, shot capacity (8), special (trace rifle), two-handed No Land Beyond sniper rifle 1d8 kinetic 0/120/300 (medium) 5/1 12 lb.
Dark-Drinker broadsword 2d12 slashing 5 ft. 3/1 11 lb. Other properties: Loading, shot capacity (6), two-handed
Other properties: Cumbersome, heavy, two-handed One Thousand Voices fusion rifle 3d10 explosive solar 90 feet 4/1 18 lb.
Deathbringer rocket launcher 2d8 explosive void 80 ft. 5/1 25 lb. Other properties: Energy projectiles, finesse, loading, shot capacity (5), two-handed
Other properties: Cumbersome, high recoil, heavy, loading, payload (5 feet), shot capacity (2), two-handed Outbreak Prime pulse rifle 4d4 kinetic 20/60/120 (medium) 4/1 9 lb.
Devil's Ruin sidearm 2d6 solar 20/30/40 (close) 2/1 3 lb. Other properties: Finesse, shot capacity (5), two-handed
Other properties: Finesse, shot capacity (6), two-handed Patience and Time sniper rifle 2d6 arc 0/300/600 (long) 5/1 12 lb.
Divinity trace rifle 2d10 arc 60/60/60 (medium) 4/1 8 lb. Other properties: Shot capacity (5), two-handed
Other properties: Finesse, loading, shot capacity (8), special, two-handed Prometheus Lens trace rifle 1d10 solar 40/40/40 (medium) 4/1 8 lb.
Drang sidearm 1d8 kinetic 20/30/40 (close) 2/1 3 lb. Other properties: Automatic fire, finesse, shot capacity (8), special (trace rifle), two-handed
Other properties: Agile, shot capacity (6) Rat King sidearm 1d6 kinetic 20/30/40 (close) 2/1 3 lb.
Fighting Lion grenade launcher 1d10 explosive void 30/60/120 (medium) 4/1 18 lb. Other properties: Shot capacity (6), two-handed
Other properties: Finesse, payload (5 feet), shot capacity (1), special (grenade launcher), two-handed Raze-Lighter broadsword 2d10 slashing 5 ft. 3/1 11 lb.
Gjallarhorn rocket launcher 3d8 explosive solar 30/50/80 (close) 5/1 25 lb. Other properties: Cumbersome, heavy, two-handed
Other properties: High recoil, heavy, loading, payload (5 feet), shot capacity (2), two-handed Red Death pulse rifle 2d6 kinetic 20/60/120 (medium) 4/1 9 lb.
Hard Light auto rifle 1d8 (see perks) 30/60/100 (medium) 4/1 10 lb. Other properties: Automatic fire, finesse, shot capacity (5), two-handed
Other properties: Automatic fire, high recoil, shot capacity (8), two-handed Riskrunner submachine gun 2d4 kinetic 10/15/30 (close) 2/1 4 lb.
Other properties: Agile, automatic fire, high recoil, shot capacity (6), two-handed

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Exotic Weapon Properties (cont) Exotic Weapon Properties (cont)
Weapon Class Damage Range, Reach, or Scope Memory Weight Weapon Class Damage Range, Reach, or Scope Memory Weight
Ruinous Effigy trace rifle 3d10 void 40/40/40 (medium) 4/1 8 lb. Whisper of the Worm sniper rifle 1d10 kinetic 0/300/600 (long) — 12 lb.
Other properties: Finesse, special (trace rifle), two-handed Other properties: Cumbersome, loading, shot capacity (3), two-handed; cannot be stored in Ghost memory
Skyburner's Oath scout rifle 1d10 explosive solar 15/120/240 (medium) 4/1 8 lb. Will of the Wisp combat bow 2d10 kinetic 20/100/200 (long) 4/1 15 lb.
Other properties: Finesse, shot capacity (6), two-handed Other properties: Ammunition, loading, special (combat bow), two-handed
Sleeper Simulant linear fusion rifle 4d10 solar 0 ft (see perks) 4/1 12 lb. Wish-Ender combat bow 3d10 kinetic 20/100/200 (medium) 4/1 15 lb.
Other properties: Loading, energy projectiles, shot capacity (3), two-handed Other properties: Ammunition, loading, special (combat bow), two-handed
Sturm hand cannon 2d8 kinetic 25/50/90 (close) 2/1 6 lb. Witherhoard grenade launcher 2d10 darkness 20/50/120 (medium) 4/1 18 lb.
Other properties: Finesse, shot capacity (6), two-handed Other properties: Cumbersome, finesse, loading, shot capacity (4), special (grenade launcher), two-handed
SUROS Regime auto rifle 3d6 kinetic 30/40/75 (close) 4/1 10 lb.
Xenophage light machine gun 5d10 explosive solar 30/60/120 (medium) 5/1 21 lb.
Other properties: Automatic fire, high recoil, shot capacity (8), two-handed
Other properties: High recoil, loading, shot capacity (13), two-handed
Symmetry scout rifle 1d8 arc 15/120/240 (medium) 4/1 8 lb.
Zen Meteor sniper rifle 1d10 explosive solar 0/300/600 (long) 5/1 12 lb.
Other properties: Shot capacity (6), two-handed
Other properties: Loading, shot capacity (5), two-handed
Tarrabah submachine gun 3d6 solar 10/15/30 (close) 2/1 4 lb.
Other properties: Automatic fire, high recoil, shot capacity (6), two-handed
feet of movement. This weapon’s shots have a
The Colony grenade launcher 1d4 bludgeoning 120 ft. 4/1 18 lb. 4TH HORSEMAN bonus +2 to attack and damage rolls.
Other properties: Finesse, loading, shot capacity (4), special (grenade launcher), two-handed Superior Common weapon (shotgun), requires Firefly. If you are Aiming when you kill a creature
The Gun of Many Bullets other see perks see perks 500/1 20 lb. attunement by a Risen class with a shot from this weapon, that creature
explodes. All other targets within 5 feet of the
Other properties: Always two-handed, see perk for additional properties
“For those patrons who recognize more creature take 1d6 explosive kinetic damage.
The Huckleberry submachine gun 2d4 kinetic 10/15/30 (close) 2/1 4 lb. Memento Mori. When you kill a hostile creature
barrels are better than one.” —Charlene
Other properties: Automatic fire, high recoil, shot capacity (6), two-handed with a shot from this weapon while Aiming, this
Zhou, Tex Mechanica engineer weapon gains 4 charges for the next minute. When
The Last Word hand cannon 3d8 kinetic 25/50/90 (close) 2/1 6 lb.
you take a shot with this weapon and hit, you can
Other properties: Cumbersome, finesse, shot capacity (6), two-handed An ornate shotgun with four barrels. It sports spend a charge to add an additional damage die to
oversized ring sights, a wooden stock, and lavish this weapon's damage roll.
The Queenbreaker linear fusion rifle 1d8 arc 15/120/340 (long) 4/1 12 lb. engraving. If you spend a charge and the result of your
Other properties: Loading, energy projectiles, shot capacity (3), two-handed Final Round. Your critical hit range is increased attack invokes this weapon's Firefly perk, the Firefly
Thorn hand cannon 3d8 darkness 25/50/90 (close) 2/1 6 lb. by 1 when you take a shot with this weapon. If you perk does 2d6 explosive kinetic damage instead.
take a shot with this weapon and score a critical hit, This weapon can have a maximum of 4 charges at
Other properties: Finesse, shot capacity (6), two-handed you can add a bonus damage die to this weapon's a time.
Thunderlord light machine gun 2d6 arc 20/40/80 (close) 5/1 21 lb. damage roll before accounting for the effects of the
Other properties: Automatic fire, high recoil, shot capacity (5), two-handed critical hit.
Touch of Malice scout rifle 3d10 darkness 15/120/240 (medium) 4/1 8 lb.
Thunderer. As an action you can take up to four ANARCHY
shots with this weapon, however, before taking your Exquisite Very Rare weapon (grenade launcher),
Other properties: Shot capacity (6), two-handed shots you must make a DC 17 Strength saving throw. requires attunement by a Risen class
Tractor Cannon shotgun 1d10 void 5 ft. 4/1 15 lb. On a failed save, you can only take up to two shots
with this action.
Other properties: High recoil, loading, shot capacity (5), two-handed The Pale Horse. This weapon has a bonus +2 to A clever and cruel combination of a human
Trinity Ghoul combat bow 2d6 arc 20/100/200 (medium) 4/1 15 lb. attack and damage rolls when you take a shot with weapon type with the impromptu
Other properties: Ammunition, special (combat bow), two-handed it. engineering of Eliksni scavengers.
Two-Tailed Fox rocket launcher see perks 30/50/80 (close) 5/1 25 lb. A drum-loading grenade launcher constructed from
Other properties: Cumbersome, high recoil, heavy, loading, payload (0 feet), shot capacity (2), two-handed
ACE OF SPADES Fallen weapon parts. Its frame is covered by the
Superior Legendary weapon (hand cannon), requires bulbous panels of brownish metal characteristic of
Vex Mythoclast fusion rifle 4d6 solar 15/25/30 (medium) 4/1 18 lb.
attunement by a Risen class Fallen technology, and its squarish muzzle bristles
Other properties: Automatic fire, finesse, shot capacity (5), two-handed with spines and flanges.
Vigilance Wing pulse rifle 2d6 kinetic 20/60/120 (medium) 4/1 9 lb. A stylish custom-built hand cannon Lightning Grenades. The grenades fired from this
Other properties: Finesse, shot capacity (5), two-handed famously favored by the Hunter Vanguard weapon stick to the first hard surface they hit,
including corporeal creatures. When you take a shot
Wardcliff Coil rocket launcher 2d10 explosive arc 20 ft. cone 5/1 25 lb. Cayde-6. Many of its parts are not standard with this weapon, choose a hard surface you can see
Other properties: High recoil, heavy, loading, shot capacity (2), two-handed
spec. within range for the grenade to stick to. If you
attempt to stick this weapon's grenades to a
Wavesplitter trace rifle see perks 60/60/60 (medium) 4/1 8 lb. This hand cannon has strong, clean lines, and a creature, make an attack roll like normal. On a hit
Other properties: Finesse, shot capacity (8), special (trace rifle), two-handed striking black and white color scheme. The side of its the grenade deals damage and sticks to the
frame is marked with a distinctive white spade. creature. On a miss, the grenade deals no damage,
Maverick. Aiming with this weapon costs 10 less falls to the ground beneath the creature's feet, and

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sticks there.
Grenades fired from this weapon will remain in
with curses all his own. blade and a hilt that resembles a backswept wing.
Void Shot Capacity. This weapon gains the Shot
BOOLEAN GEMINI
place for up to 1 minute. If you reload this weapon, An Earth-made pulse rifle with vertebrae bound to Capacity (30) property and a +2 bonus to attack Mundane Common weapon (scout rifle), requires
any active grenades are destroyed. A creature can its stock and an avian skull mounted above its barrel. rolls. When you take the Attack action with this attunement by a Risen class
use their action to remove a stuck grenade, and if Something about it is unsettling. weapon, you can spend 1 shot to deal void damage
the grenades take any damage (AC 19 mounted) Hip Fire. This weapon has a bonus +2 to attack on a hit, instead of slashing damage. You must spend Built by a consortium of foundries in
they are destroyed. rolls when you take a shot with it while you are not this shot before making your attack roll. consultation with a panel of Guardians, this
Arc Traps. When two or more grenades from this Aiming. Crow's Wings. As an action you can spend 5 scout rifle can swap on the fly between two
weapon are within 15 feet of each other, all Sunder. If you kill a hostile creature with a shot shots to launch a curve of void energy in a line up to distinct ballistic behavior profiles.
grenades will link together to form a line of arc from this weapon, this weapon gains an additional 30 feet long. This line is cut short if it collides with a
energy between themselves. Creatures who start damage die for the next minute. The effect of this hostile creature or wall. The first target the line A compact scout rifle painted in white, blue, and
their turn on this line, or who attempt to cross this perk can stack with itself up to three times, but is collides with must make a Dexterity saving throw goldenrod. A small status display is built into the
line for the first time on a turn, must make a lost if you do not take a shot with this weapon on against the weapon DC, taking 3d8 explosive void rounded shoulder of its stock. Its side bears the
Constitution saving throw against the weapon DC. your turn, or if you stop holding this weapon. damage on a failed save, or half as much on a number 347.
They take 5d8 arc damage on a failed save, or half as String of Curses. If you kill a hostile creature with success. You must hold this weapon in two hands in Firing Mode. Once on your turn, you can use a
much on a success. a shot from this weapon, you can make a super order to use this action. free action to change this weapon's active firing
High-Voltage Nodes. This weapon's DC increases ability recharge roll with a bonus +1 to the roll. The Crow's Return. If you are holding this weapon mode. You only benefit from the effect of the active
by 2. bonus can stack up to five times but is lost if you when a creature you can see makes a ranged firing mode, and only while holding this weapon in
stop holding this weapon, if you recover a super weapon attack against you, you can use your your hands.
ARBALEST ability charge, or if you complete a brief rest. reaction to cause disadvantage on the attack. If the
attack misses, or if you succeed on your saving • One Way. Your base walking speed increases by 5
Fine Uncommon weapon (linear fusion rifle), throw (in the case of Payload saves), the damage of feet.
requires attunement by a Risen class BASTION the Crow's Wings perk becomes 4d8 explosive void • Or Another. Your AC increases by 1.
Superior Legendary weapon (fusion rifle), requires instead.
Many inexperienced Guardians assume the attunement by a Risen class Snapshot. It costs 10 less feet of movement to
best weapons are either Golden Age relics BOLT-CASTER begin Aiming with this weapon.
or the latest products of City foundries’ This unique weapon belonged to Saint-14,
Superior Common weapon (longsword), requires
high-tech labs. Pieces like this prove a princely gift to him from the Speaker. attunement by a Risen class BOREALIS
otherwise. Mundane Rare weapon (sniper rifle), requires
A most unusual rifle with an ornate casing of silver
metal partly chased into a pattern of feathers. Five To cleave like lightning, and strike down attunement by a Risen class
An improvised, barebones weapon built from foes of Light.
scavenged parts and spare tubing. It rattles slightly. tassels of royal blue fabric are fastened to either side
Railgun. Damage caused by a shot from this of the receiver. City foundries’ quest to produce a personal
Breakthrough. If you take a shot with this A peculiar, straight-edged backsword built around a ballistic platform capable of a variable
weapon cannot be reduced due to the alignment of large hadium crystal situated above the hilt. The
the target's energy shields. weapon against a target that has energy shield spectral output frequency has been long
points, this weapon gains an additional damage die blade is lightened by a series of angled cutouts, and
Compounding Force. If you hit a creature with a the crystal is imbued with arc Light. and fraught—but it has borne this
shot from this weapon, and that creature has energy for that shot. The damage of this weapon always
ignores the resistances granted by energy shield Ancient Arc Core. This weapon gains the Shot promising fruit.
shields, add an additional damage die to your Capacity (40) property and a +2 bonus to attack and
damage roll for that shot. alignment, if any.
Final Stand. When you are reduced to 0 hit damage rolls. When you take the Attack action with A prototype sniper rifle with a heavy body and plain
Disruption Break. If the damage from this this weapon, you can spend 1 shot to deal arc beige casing. An underslung armature supports an
weapon reduces a target's energy shield points to 0, points, you can use your reaction to drop to 1 hit
point instead. You can't invoke this perk again until damage on a hit, instead of slashing damage. You array of three rings looped around the front of the
the target must make a Constitution saving throw must spend this shot before making your attack roll. barrel. Parts of its magazine, optics, and the center
against your weapon DC, becoming vulnerable to you complete a long rest.
Saint's Fists. This weapon has a bonus +2 to Live by the Sword. Once on your turn, if you kill a section of the barrel emit a glow corresponding to
kinetic damage for the next minute on a failed save. hostile creature with damage from this weapon, any the currently selected elemental frequency.
The target can repeat the saving throw at the end of attack rolls when you take a shot with it. If you hit a
hostile creature with a shot from this weapon, the Risen creatures of your choice (other than yourself) The Fundamentals. You can use a free action to
each of its turns, ending the effect on itself on a within 10 feet of you may make either a melee, change the type of damage this weapon deals. You
success. Targets that succeed on their saving throw, next melee ability you cast before the end of your
next turn gains two additional damage dice in its grenade, or superclass recharge roll, their choice. can choose between arc, solar, or void damage.
or for whom the effect ends, become immune to the Sword of Thunder. As an action you can spend 10 Ionic Return. If a shot from this weapon reduces
effect of this perk for 24 hours. damage roll, if applicable. If you hit a hostile
creature with a melee ability that deals damage to shots to launch a torus of arc energy with a 5-foot a target's energy shield points to 0, this weapon
the creature, this weapon's damage die size diameter in a line up to 120 feet long. This line is cut gains an additional damage die for the next minute.
BAD JUJU increases by 2 until the end of your next turn. short if it collides with a hostile creature or wall. The
Superior Very Rare weapon (pulse rifle), requires first target the line collides with, as well as all CERBERUS +1
creatures within 5 feet of it, must make a
attunement by a Risen class BLACK TALON Constitution saving throw against the weapon DC, Superior Rare weapon (auto rifle), requires
Fine Rare weapon (longsword), requires attunement taking 4d8 arc damage on a failed save, or half as attunement by a Risen class
Most Guardians have heard the harrowing by a Risen class much on a success. You must hold this weapon in
legends of the Weapons of Sorrow, and two hands in order to use this action. When you’re building around an
know to be wary of their Hive curses. Commissioned by the Crows to ultracompact Golden Age power source,
Toland the Shattered craved their power so memorialize their fallen master, Prince strapping a bunch of busted auto rifles
keenly, he tried to create one for himself, Uldren Sov. together turns out to be a lot more effective
than you might think.
An ornate, florid sword with an elaborate openwork

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An improbable, slapdash collection of four disparate Light. Devils. with a shot from this weapon, this weapon gains a
gun barrels somehow attached to a single rifle Ancient Void Fuller. This weapon gains the Shot bonus +2 to its damage rolls for the next minute.
frame. A small, glowing brick is mounted on the side Capacity (40) property and a +2 bonus to attack and This strange sidearm has a second underslung barrel Lightweight. If you start your turn while holding
and wired into the chassis. damage rolls. When you take the Attack action with extending well past the muzzle of the first. this weapon in your hands, your speed increases by
Four-Headed Dog. When you take a shot with this weapon, you can spend 1 shot to deal void Lightweight. If you start your turn while holding 5 feet until the end of your turn. You cannot gain the
this weapon while not Aiming, you make an attack damage on a hit, instead of slashing damage. You this weapon in your hands, your base walking speed benefit of the Lightweight perk more than once
against all targets in a 15-foot cone. You do this by must spend this shot before making your attack roll. increases by 5 feet until the end of your turn. You regardless of how many weapons you are holding
making a single attack roll and comparing the result Die by the Sword. Once on your turn, if you kill a cannot gain the benefit of the Lightweight perk with this perk.
to every affected target’s AC. Make a separate hostile creature with damage from this weapon, you more than once regardless of how many weapons Rifled Barrel. This weapon gains a bonus +2 to its
damage roll for every target you hit. Attacking in this may recover 2d6 shield points. you are holding with this perk. damage rolls when you take a shot with it.
way only consumes one shot from this weapon's Supermassive Vortex. As an action you can spend Close the Gap. As an action you can fire a high-
magazine regardless of how many targets you hit. 10 shots to perform a whirlwind attack that utilizes powered laser from this gun. The laser has the FIGHTING LION
Spread Shot Package. When you take a shot with gravitational forces. All targets within 5 feet of you Payload property with a 40-foot sweeping line
this weapon while Aiming, you ignore the effect of must make a Strength saving throw against the instead of a radius. Creatures that fail their Payload Mundane Uncommon weapon (grenade launcher),
the Four-Headed Dog perk and make your attack like weapon DC, taking 4d10 void damage on a failed saving throw take 4d8 solar damage, and creatures requires attunement by a Risen class
normal. save, or half as much on a success. Also on a failed that succeed take half as much.
Full Bore. Before you take a shot with this save, a target is knocked prone. A Symbol. If you end your turn holding this The fanciful design of this grenade launcher
weapon, you can choose to go full bore and take a -5 weapon in at least one hand, you are immune to is attributed to Wei Ning. Supposedly she
penalty to your attack roll. If you hit, this weapon DEATHBRINGER being Frightened until the end of your next turn. If used it when she couldn’t get near enough
deals a bonus +10 damage. you were already Frightened, the condition is
Superior Rare weapon (rocket launcher), requires suspended for you while holding this weapon in at
to punch something.
attunement by a Risen class
COLDHEART least one hand. A breech-loading, single-shot grenade launcher, cast
Fine Common weapon (trace rifle), requires Some would pause before taking up a with exquisite and extensive decoration. Its muzzle
attunement by a Risen class weapon built from the Hive's deadliest DIVINITY is a stylized lion’s head.
Exquisite Very Rare weapon (trace rifle), requires Delayed Gratification. Shots from this weapon
magics. Not you. can deflect off of hard surfaces and tangible
Omolon’s prototype trace rifle uses attunement by a Risen class
creatures, allowing the line of fire to alter direction
supercooled liquid circulation to stabilize a A jagged-looking rocket launcher with a muzzle like a up to three times along its length, to a maximum
continuous directed particle beam. shrieking beak, built from unidentifiable scraps and "I always knew somebody'd work up the length of 60 feet. Targets are always considered to
Operators sometimes complain it chills bound with the paracausal sorcery of the Hive guts to snag a working Vex weapon one of be within the effective range of this weapon when
their fingers. Deathsingers. Its grips appear to be mummified these days. Just sorry it wasn't me." subject to the Payload effect from it.
appendages from some enormous bird. —Hunter troubleshooter Thin the Herd. When you kill a hostile creature
The forward end of this sleek rifle splits into two Dark Deliverance. This weapon fires rockets full with a shot from this weapon, this weapon gains an
arms above and below its firing aperture. The of void seeker orbs. When you take a shot with this This forked Vex weapon bears some resemblance to additional damage die in its damage rolls for the
central drum of its beam generator is fed by four weapon you can choose any point along the line of a trace rifle with a radiolarian core in its central next minute. This perk can stack with itself up to
insulated tubes on each side. The coolant flowing the shot for the rocket to break apart, releasing the emitter tine. It looks battered and ancient. three times, to a maximum of three additional
through them chills the surrounding air, forming a void orbs it contains. If the void orbs are not Judgment. This weapon has a bonus +3 to attack damage dice.
thin film of ice on the gun’s body. released by the time the rocket reaches its rolls when you take a shot with it. When you hit a
maximum range, they are released automatically at
Cold Fusion. If you hit a creature with a shot from
this weapon, that creature must succeed on a maximum range.
creature with a shot from this weapon, it becomes
Weakened until the start of your next turn.
GJALLARHORN
Constitution saving throw against the weapon DC or Once released, the void orbs fall up to 40 feet Penance. Creatures hit with a shot from this Exquisite Very Rare weapon (rocket launcher),
have their movement speed halved for the next directly downward, or until they hit the nearest weapon also gain a Penance Charge, to a max of 3 requires attunement by a Risen class
mintue. A creature can repeat the saving throw at creature or hard surface, whichever happens first. charges. On the attack that applies the third
the end of each of its turns, ending the effect on The orbs detonate when they complete their Penance Charge, the creature takes 5d6 explosive The most famous work of the renowned
itself on a success. A creature that succeeds on its movement. arc damage and it loses all Penance Charges. The Crux/Lomar foundry, the original
saving throw, or for whom the effect ends, becomes You resolve the Payload effect of this weapon creature also loses all Penance charges if you end
whenever the orbs detonate. The center of the Gjallarhorn rocket launchers were made to
immune to the effect of this perk for 24 hours. your turn without attacking it with a shot from this honor those who fought at the Battle of
Longest Winter. This weapon deals an additional Payload effect is the center of the orbs' detonation weapon.
2d6 arc damage to targets affected by the Cold point. Twilight Gap—and its casing was made
Fusion perk. Dark Descent. The damage of this weapon from material salvaged from the armor of
increases the farther the void orbs fall before DRANG Guardians who fell there.
detonating. For every 10 feet the orbs fall before Fine Uncommon weapon (sidearm), requires
DARK-DRINKER detonating, the Payload radius increases by 5 feet, attunement by a Risen class A wondrous-looking rocket launcher completely
Superior Common weapon (broadsword), requires and the damage of the shot increases by 1d8. covered in a lavish decorative motif of winged wolf
attunement by a Risen class "It was in a fancy case for a pair of heads, the most prominent of which gazes out
DEVIL'S RUIN ceremonial pistols—but the other one was above the barrel. The lustrous black of its launcher
To whirl like a maelstrom, and bring low Superior Very Rare weapon (sidearm), requires missing." tube contrasts with the white finish of its housing—
foes of Light. and both are richly overlaid with gleaming gold
attunement by a Risen class elements.
A light sidearm with a long, slender barrel
A peculiar, broad backsword with a curving, cleaver- protruding from its compact receiver. Its grips are Smart Drift Control. It costs 10 less feet of
like point, built around a large hadium crystal
Built from components salvaged from the movement to begin Aiming with this weapon. The
battlefield of Twilight Gap, every shot inlaid with a golden commemorative medal.
situated above the hilt. The blade is etched with a Crowd Control. When you kill a hostile creature Payload DC of this weapon is increased by 2.
swirling pattern, and the crystal is imbued with void memorializes the defeat of the House of Tracking. When you take a shot with this weapon

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while Aiming, you can choose one target for the
round to track. That creature becomes the impact
HAWKMOON IZANAGI'S BURDEN Toasty. Creatures Burning from the Overheated
Rounds perk take 1d6 solar damage at the start of
point of the round, and it has disadvantage on its Superior Uncommon weapon (hand cannon), Superior Rare weapon (sniper rifle), requires each of their turns.
payload saving throw. If that creature uses a requires attunement by a Risen class attunement by a Risen class
reaction that results in it moving, you can move the KHVOSTOV 7G-0X
impact point to be within 5 feet of the tracked Some people think a fine weapon means Each shot it fires hits with the weight of
creature after they complete their reaction. If the something nicely crafted. Others think it over a thousand years of melancholy Mundane Very Rare weapon (other), requires
creature ends its reaction behind cover, the impact means a gun that wins shootouts more memory. attunement by a Risen class
point becomes that cover, which can affect the often than the other guy’s. This lovely
creature's Payload saving throw like normal. An understated sniper rifle with a broad, flat barrel “Khvostov rifle is thought lowly junk,
Wolfpack Rounds. When the round fired from number is both. afterthought for idle soldiers nobody thinks
assembly. The white paneling of its casing is
this weapon detonates, it unleashes a trio of decorated with a pattern of blue lines and the they need. Yet I tell you, Vasili, in thousand
Wolfpack Seekers centered on the space of An elegant, robust hand cannon with a heavy
triangular barrel and a remarkably large bore. A design of two leaping fish, curving away from each years’ time, Khvostov will still fire well—
detonation. First, resolve this weapon’s payload other.
damage. Then choose up to 3 creatures within this curved talon is fixed to the butt of its grip. The but critics? Their bones will not argue.”
silvery barrel block is engraved with delicate Armor-Piercing Rounds. The rounds fired from
weapon’s payload effect for the Wolfpack Seekers to this weapon can pierce most barriers, but are
target. You can choose multiple creatures, or you feathers. A no-frills battle rifle issued to soldiers in Old Russia
Lightweight. If you start your turn while holding blocked by 1 inch of metal, 2 inches of stone, or 3 during the Golden Age. Its unassuming design seems
can choose the same creature multiple times. Each feet of wood or dirt. These rounds can also damage
seeker deals an additional 1d8 explosive solar this weapon in your hands, your base walking speed almost quaint, but belies the clever enhancements
increases by 5 feet until the end of your turn. You all creatures in a line up to this weapon’s effective and infusion of Light it has received.
damage to its target. range (while Aiming, up to extended range instead).
cannot gain the benefit of the Lightweight perk Modular Design. Once on your turn, you can use
more than once regardless of how many weapons In order to do this, your attack must have killed the a free action to change this weapon's active firing
HARD LIGHT you are holding with this perk. previous target, and your attack roll must beat the mode. This weapon only benefits from the effects of
Luck in the Chamber. When you roll damage for AC of the subsequent target. Subsequent targets its active firing mode.
Mundane Common weapon (auto rifle), requires take the remaining damage of the previous target.
attunement by a Risen class a shot from this weapon, roll a d6. Your shot has a
bonus +5 to damage if the d6 lands on a 5, or a Honed Edge. This weapon produces its ammo on • Automatic. This weapon is considered an auto
bonus +6 to damage if it lands on 6. a shot-by-shot basis, using glimmer loaded in the rifle, including all traits and for determining
This sophisticated ionized-polymer-firing magazine rather than bullets. Whenever you take a proficiency with it.
Holding Aces. For this weapon's Luck in the
auto rifle put Omolon on the map as the Chamber perk, you roll three d6s instead of only shot with this weapon, you can spend 2,000 • Burst Fire. This weapon is considered a pulse
foundry to beat in the race to reacquire one, resolving each d6 as described by Luck in the glimmer to grant the shot an extra damage die. You rifle, including all traits and for determining
mastery of Golden Age ballistics Chamber. must choose to do this before you make your attack proficiency with it.
technology. roll. • Semi-Auto. This weapon is considered a scout
Elegant Design. This weapon has a bonus +1 to rifle, including all traits and for determining
A stocky bullpup auto rifle with a streamlined, high-
HEIR APPARENT attack and damage rolls when you take a shot with proficiency with it.
design profile. A round, translucent nodule on the Superior Uncommon weapon (light machine gun), it.
side reveals the currently selected elemental charge requires attunement by a Risen class Perfect Balance. This weapon has a bonus +2 to
of its liquid polymer ammunition. JÖTUNN its attack roll when you take a shot with it, and it has
The Fundamentals. You can use a free action to Many Guardians would like to wield the Fine Rare weapon (fusion rifle), requires attunement the Finesse property.
change the type of damage this weapon deals. You impressive chainguns carried by Cabal by a Risen class Firing Mode. Once on your turn, you can use a
can choose between arc, solar, or void damage. colossi. Few are able to successfully obtain free action to change this weapon's active firing
Overpenetration Rounds. The rounds fired from mode. This weapon only benefits from the effects of
this weapon can pierce most barriers, but are
one. A hammer as mighty as that which Thor its active firing mode.
blocked by 1 inch of metal, 2 inches of stone, or 3 brought down upon his enemies’ heads.
The heavy, quad-barrelled chaingun of a Cabal • 450 RPM. The weapon gains the effect of the
feet of wood or dirt. These rounds can also damage colossus. Like most standard-issue Cabal military Focused Fire perk.
all creatures in a line up to this weapon’s effective A very unusual box-shaped weapon with the grip
equipment, its design is sturdy and unembellished. situated inside its casing. Instead of a barrel, its front • 900 RPM. This weapon gains the effect of the
range (while Aiming, up to extended range instead). Spinning-Up. You cannot take a shot with this
In order to do this, your attack must have killed the face presents emitter plates for its directed-energy Mulligan perk.
weapon unless its barrels have begun spinning. As a projectiles. The dark metal of its utilitarian exterior
previous target, and your attack roll must beat the bonus action, you can spend half your movement to is disrupted only by the curve of a partially exposed
AC of the subsequent target. Subsequent targets
take the remaining damage of the previous target.
begin spinning its barrels. The weapon's barrels charging coil on its side, and the emblem of an open LE MONARQUE
remain spinning until the start of your next turn. right hand emblazoned on the casing. Fine Rare weapon (combat bow), requires
Volatile Light. When you take a shot with this Armor of the Colossus. When you invoke the
weapon, you briefly shed bright light in a 5-foot Charge Shot. When you take a shot with this attunement by a Risen class
Spinning-Up perk, you also gain an overshield that weapon and miss, the target must make a Dexterity
radius, and dim light 10 feet beyond that. This lasts until the end of your next turn. While you have
illumination stops at the end of your turn. saving throw against the weapon DC, taking half the The Black Armory is known for hard-
at least 1 point in this overshield, you have damage of your shot on a failed save.
Additionally, if you take a shot with this weapon and advantage on Strength saving throws, you cannot be wearing, no-nonsense ballistics, but their
miss, roll a d6. On a 4, 5, or 6, you can choose one Overheated Rounds. Creatures that take damage Golden Age design and forging capabilities
knocked prone, and you have a vulnerability to arc from a shot from this weapon must also succeed on
other target within 30 feet of your original target to damage. This overshield is lost early if you stop occasionally produce more sophisticated
attack instead, using your original attack roll. If your a Constitution saving throw against the weapon DC
holding this weapon. or begin Burning for the next minute. A Burning specimens.
original attack roll would hit the new target, roll Hip Fire. This weapon has a bonus +2 to attack
damage against the new target. This weapon gains creature can repeat the saving throw at the end of
rolls when you take a shot with it while you are not each of its turns, ending the effect on itself on a An intricate compound bow with striking red and
an additional damage die in its damage roll against Aiming.
the new target. If you roll a 1 on the d6, the new success. Those that succeed on their saving throw, gold detailing on the riser, and a butterfly emblem
target is yourself. or for whom the effect ends, become immune to the on one of its cams. Its arrows’ tips carry a toxic
effect of this perk for 24 hours. payload that emits a visible purple glow.

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Poison Arrows. If you hit a creature with a shot Strength saving throw against the weapon DC or be range, you may, as an action, expend all 5 Noble compartments on this weapon: a magnetic compass,
from this weapon, the creature must succeed on a knocked prone. If the creature is already prone and Rounds and shoot them at the Ghost. Do not make a pencil, a pen, white-out, super glue, plastic
Constitution saving throw against the weapon DC or grounded, the creature also becomes Restrained by an attack or damage roll. Instead, upon being shot toothpick, paring knife, fillet knife, butter knife,
become Poisoned for the next minute. Creatures the arrow (escape DC equal to weapon DC). with 5 Noble rounds, the Ghost may choose to use scissors, a 5-foot wide square net, 50 feet of
Poisoned in this way 1d8 void damage at the start of its reaction to immediately resurrect its Risen. The spinmetal rope graded at 500 lbs, 100 feet of fishing
each of their turns and can make a Constitution LORD OF WOLVES target Risen gains an overshield that lasts for up to 1 line, fishing hook, nail clippers, stellar sextant, and
saving throw at the end of each of their turns, minute. tweezers.
ending the effect on itself early on a success. Fine Common weapon (shotgun), requires
Creatures that succeed on their saving throw, or for attunement by a Risen class
whom the effect ends, become immune to the effect
MALFEASANCE MONTE CARLO
of this perk for 24 hours. “No, you don’t need to mod the trigger. Yes, Superior Uncommon weapon (hand cannon), Fine Rare weapon (auto rifle), requires attunement
Hawkeye. If you take a shot with this weapon you can fire it with only two arms.” requires attunement by a Risen class by a Risen class
while Aiming, your critical hit range for that shot is —Hunter troubleshooter
increased by 1. “Pile the sins heavy enough, and even a A flamboyant weapon with high
Le Monarque. If you score a critical hit with a An Eliksni shrapnel launcher, the preferred firearm saint will go down.” —Guardian saying performance to match its high style.
shot from this weapon, all creatures within 5 feet of of Fallen captains. Its spindly stock and rounded
the target are subject to the effects of the Poison receiver give way to the hard, direct lines and This bizarre hand cannon looks like little more than a A slick, extremely stylish auto rifle with a massive
Arrows perk. numerous small spines of the distinctive broad jagged, gouged-out frame beaten from tortured yet elegant bayonet built into the frame. The clean
barrel, which ends in a cluster of angular prongs metal, yet somehow it is a working weapon. Its lines of its crisp, white casing are interspersed with
LEGEND OF ACRIUS around the wide muzzle. uneven surfaces are crawling with webs of tangled understated patches of embossed scrollwork.
Release the Wolves. As an action, you can take inlay, and it exudes a sense of malignancy. Markov Chain. If you cast your melee ability in a
Exquisite Common weapon (shotgun), requires Paracausal Predator. This weapon gains an way that results in you spending your melee ability
attunement by a Risen class up to three shots with this weapon. You must use
your action on your next turn to reload this weapon additional damage die when you take a shot with it charge, this weapon gains an additional damage die
before you can take a shot with it again. against any Risen or Taken creature. until the end of your next turn.
The human concept of hubris does not Howl of the Pack. If you kill a hostile creature Opening Shot. If you take a shot with this Monte Carlo Method. If you damage a hostile
exist in the Cabal language. with a shot from this weapon, until the start of your weapon against a creature that is unaware of your creature with a shot from this weapon, you can
next turn, Risen creatures who end their turn within presence, or that has not taken a turn yet in the make a melee ability recharge roll. If you kill a
A Cabal legionary’s heavy scattergun, ponderous in 10 feet of you can make a shield recharge roll using initiative order, you have a bonus +3 to the attack hostile creature with a shot from this weapon, you
its bulk. Its thick, squared-off body is typical of Cabal your shield recharge formula instead of their own. and damage rolls of that shot. can regain 1 melee ability charge.
military aesthetics—or the lack thereof. Explosive Shadow. When you hit a creature with
Shock Blast. The blast fired from this weapon can a shot from this weapon, the darkness within the NO LAND BEYOND
pierce most barriers, but is blocked by 1 inch of LUMINA shot imbeds itself in the target. Embedded darkness
metal, 2 inches of stone, or 3 feet of wood or dirt. Exquisite Very Rare weapon (hand cannon), requires within a target dissipates harmlessly if the target Mundane Rare weapon (sniper rifle), requires
The blast can also damage all creatures up to the attunement by a Risen class takes a short or long rest. If a target has 4 shots of attunement by a Risen class
maximum range of this weapon, using a single embedded darkness, the darkness detonates,
attack roll against all potential targets. Proof Light can bring new life to even the dealing the target 4d8 explosive darkness damage. If This is either a pinnacle weapon for a true
Long March. This weapon's on-board computer darkest places. this damage reduces a Risen creature to 0 hit points, master sniper, or a ridiculous throwback for
links up with your Guardian armor. You are aware of that creature immediately accumulates two failed the truly arrogant.
all creatures within 20 feet of you, and you do not An ornate, flowery hand cannon crafted with RTL saving throws.
have disadvantage on attack rolls you make against advanced Light-forging techniques rather than This extremely lengthy, heavy sniper rifle resembles
invisible creatures. mundane manufacturing. Its outer casing of swirling, MIDA MULTI-TOOL an ancient, pre-Golden Age bolt-action long gun. Its
Recoil Compensators. This weapon has a bonus elongated petals seems to sprout from a grip capped carved wooden stock, weighty hexagonal barrel, and
+3 to attack rolls when you take a shot with it. Fine Common weapon (scout rifle), requires
with a bud-shaped pommel. Golden thorns protrude attunement by a Risen class plain iron sights make it seem entirely out of place in
through the casing from the weapon's slender body. a modern arsenal.
LEVIATHAN'S BREATH Noble Rounds. This weapon has a bonus +3 to
“Who cares who made it, or where it came
Snapshot. It costs 10 less feet of movement to
Superior Legendary weapon (combat bow), requires attack rolls when you take a shot with it. In addition, begin Aiming with this weapon.
if you kill a hostile creature with a shot from this from? What counts is it’ll get you wherever Lightweight. If you start your turn while holding
attunement by a Risen class
weapon, you gain 1 Noble Round. You can have a you’re going.” this weapon in your hands, your base walking speed
maximum of 5 Noble Rounds, which are lost if you increases by 5 feet until the end of your turn. You
The mighty bow of Voyc, Shadow of the take a short rest. A compact, lightweight scout rifle of rugged, cannot gain the benefit of the Lightweight perk
Wilds, greatest hunter of the Cabal empire Blessing of the Sky. When you take a shot with utilitarian design. In addition to its scope, a small more than once regardless of how many weapons
and Calus' most trusted assassin. this weapon, you can choose to expend and fire a round display is mounted to the side, showing a you are holding with this perk.
Noble Round at a target other than yourself that you compass or any number of other useful readouts. The Master. If you hit a hostile creature with a
A massive, heavy bow with uncompromisingly solid can see within the effective range of this weapon, or The MIDA Touch. This weapon has a bonus +2 to shot from this weapon while Aiming, add an
and thick construction. Strung with a reinforced up to its extended range if you are Aiming. When attack rolls when you take a shot with it. While you additional damage die to your damage roll for that
chain and actuated by piston joints, it propels you fire a Noble Round, you don't make an attack are holding this weapon in your hands, your base shot. If you kill a hostile creature with this weapon
harpoon-like arrows with titanic force. roll or deal damage. Instead, the target you shoot walking speed increases by 5 feet. while Aiming, add an additional damage die to all
Chain Bowstring. You have a bonus +2 to attack regains 3d6+5 shield points, and both you and your Multimode. As an action or bonus action on your shots you take with this weapon for the next
and damage rolls when you take a shot with this target become Empowered (Stage 3) until the end of turn, you can switch between the following perks for minute, or until you miss with a shot. This effect can
weapon, and the critical hit range of this weapon is your next turn. this weapon: Rangefinder, Shoot to Loot, Snapshot, stack with the additional damage die added when
increased by 1. Resonant Virtue. If you have 5 Noble Rounds, or Threat Detector Sights. you hit while Aiming.
Leviathan's Sigh. If you hit a creature with a shot and there is a Ghost you can see that has captured Toolkit. The following items can be found
from this weapon, that creature must succeed on a their Risen's Light within this weapon's effective attached to this weapon, or stored in various ONE THOUSAND VOICES
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Exquisite Very Rare weapon (fusion rifle), requires to 0 hit points, one piece of gear (armor, weapon, All targets within the radius are subject to the attack large hadium crystal situated above the hilt. The
attunement by a Risen class artifact, or device) you are carrying on your person is and damage roll of your shot with this weapon. The blade's spine is viciously serrated, and the crystal is
destroyed. effect of this perk is reset if you stop holding this imbued with solar Light.
The voice of an ahamkara issues harsh Virulence. If you hit a hostile creature with a shot weapon or if you do not take a shot with it on your Ancient Solar Edge. This weapon gains the Shot
edicts against its enemies—your enemies, from this weapon, that creature must make succeed turn. Capacity (40) property and a +2 bonus to attack and
on a Constitution saving throw against the weapon Flame Refraction. Creatures who are wholly damage rolls. When you take the Attack action with
now. DC or become infested with SIVA for 1 minute. While within the radius of the Prismatic Inferno perk take this weapon, you can spend 1 shot to deal solar
infested with SIVA, the creature takes an 2d6 2d6 solar damage regardless of the success of the damage on a hit, instead of slashing damage. You
A grotesque contraption made of twisted bone and necrotic damage at the start of each of their turns. shot's attack roll. must spend this shot before making your attack roll.
teeth, wired into the vague shape of a hand-carried Infested creatures can repeat the saving throw at Thrive by the Sword. Once on your turn, if you
weapon. Even without handling it, you have a bad the end of each of their turns, ending the effect on kill a hostile creature with this weapon, you can
feeling about it. itself early on a success. Creatures that succeed on
RAT KING make a super recharge roll.
Ahamkara's Eye. This weapon unleashes a giant their saving throw, or for whom the effect ends, Superior Common weapon (sidearm), requires Phoenix Uppercut. As your action, you can spend
continuous beam of death. When you take a shot become immune to the effect of this perk for 24 attunement by a Risen class 10 shots to make a two-handed attack that, if it hits,
with this weapon, do not make an attack roll. hours. does 4d10 solar damage to the target. This weapon's
Instead, choose a point on a hard surface you can The Corruption Spreads. If a creature infested The stories of the Rat King are just critical hit range is increased by 2 for this action.
see within range and create a 15-foot long sweeping with SIVA is reduced to 0 hit points, you can choose
line originating from that point. All creatures who children’s fables—but then what is this
one other creature within 10 feet of it to make a weapon? RED DEATH
are in the sweeping line must make a Dexterity Constitution saving throw against the weapon DC.
saving throw against the weapon DC. They take the On a failed save, they become infested with SIVA as Fine Very Rare weapon (pulse rifle), requires
damage of this weapon on a failed save, or half as A bizarre sidearm with strange decoration. Its heavy attunement by a Risen class
described in the Virulence perk of this weapon. slide is cast to resemble a relief carving depicting
much on a success.
Wish for Death. This weapon's DC increases by 2. several rats. Its grip is bound in red cord in an old
In addition, any creature who rolls a 1 on the d20 for PATIENCE AND TIME tsukaito style. Tall tales and rumors say an unhinged
their saving throw against the Ahamkara's Eye effect Lightweight. If you start your turn while holding Guardian built the Red Death to avenge a
Fine Uncommon weapon (sniper rifle), requires
takes twice as much damage. Finally, when you take attunement by a Risen class this weapon in your hands, your base walking speed lost lover; or to murder a competitive rival;
a shot with a this weapon, you must always make increases by 5 feet until the end of your turn. You or out of sheer bloodlust; or at the direction
your attack against the first target(s) in the line of cannot gain the benefit of the Lightweight perk of a whispering demon; or…
your attack; you cannot shoot around target(s).
Wait for it. more than once regardless of how many weapons
Unforeseen Repercussions. Any creature within 5 you are holding with this perk. A rugged, brutal-looking pulse rifle with iron sights
A rugged, unassuming sniper rifle with an integrated Vermin. If you kill a hostile creature with a shot
feet of the sweeping line created by this weapon bipod, camo-patterned casing, and large optics and a large, vicious bayonet. The forward casing
must also make a save against it, but do so with from this weapon, you are granted active around the barrel is mounted with short spikes, and
covered with a scrap of ghillie netting. camouflage until the start of your next turn.
advantage. Take a Knee. While Combat-Prone, this weapon marked with several small skulls. The whole front
Rat Pack. When you take a shot with this end of the weapon is spattered in old blood.
has a bonus +1 to attack and damage rolls. weapon that hits, this weapon's damage roll gains
OUTBREAK PRIME Unflinching. If you are Aiming with this weapon one additional damage die for each creature other
Outlawed Weapon. This weapon has a bonus +1
when you are forced to make a Strength or Dexterity to hit when you take a shot with it. If used as an
Exquisite Very Rare weapon (pulse rifle), requires than yourself within 10 feet of you that is attuned to improvised melee weapon, this weapon deals 1d6
attunement by a Risen class saving throw, you can use your reaction to have a Rat King weapon and is holding it in their hands.
advantage on the saving throw. piercing damage on a hit.
The maximum amount of bonus dice this perk can Light Sap. If you reduce a Risen creature to 0 hit
Patience and Time. If you become Combat-Prone grant is five.
“Have you done the math? Are you sure it’s while holding this weapon, you are also granted points with damage caused by this weapon, that
safe?” —Warlock skeptic active camouflague that lasts for up to 1 minute. You creature immediately accumulates one failed RTL
must complete a brief rest before you can invoke RAZE-LIGHTER saving throw.
The product of advanced Golden Age this perk again. Superior Common weapon (broadsword), requires Cruel Remedy. Once on your turn, if you kill a
manufacturing, this bullpup pulse rifle is all angles attunement by a Risen class hostile creature with a shot from this weapon, you
and sharp square panels of gleaming black plasteel can make a shield recharge roll.
and metamaterials. Its dark surfaces sharply contrast PROMETHEUS LENS
the numerous feedlines running back and forth Fine Uncommon weapon (trace rifle), requires To sear like the blaze's edge, and burn
through its length, carrying a glowing red stream of attunement by a Risen class down foes of Light.
active SIVA nanomachines through the receiver.
Necrosis. This weapon has a bonus +3 to attack Although the Cryptarchy typically does not A peculiar, straight-edged backsword built around a
rolls when you take a shot with it. Also when you produce weapons, their engineers could not
take a shot with this weapon, you can choose to
grant yourself a bonus 1d4, 2d4, or 3d4 to your resist the opportunity to test all the
damage by allowing the SIVA in this weapon to feed potential applications of Ionian
from you. If you do this, you take half as much pyreliophorite.
damage as the bonus you grant yourself, and you
take this damage before making your attack. This A trace rifle with clean, simple lines and a bright
damage type is necrotic. If this damage reduces you white and yellow casing. A perfectly planed
octahedron of flawless, clear crystal is suspended in
an aperture at the gun’s center.
Prismatic Inferno. Every time you take a shot Red Death
with this weapon, the radius of the shot's impact
increases by 5 feet, to a maximum radius of 15 feet.

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RISKRUNNER RUINOUS EFFIGY • Semi-auto. This weapon gains the Loading
property and two additional damage dice.
wreckage, and believe me, this puppy’s not
Fine Common weapon (submachine gun), requires Exquisite Very Rare weapon (trace rifle), requires just for show.”
• Slug Seekers. You have a bonus +2 to attack rolls
attunement by a Risen class attunement by a Risen class when you take a shot with it while Aiming. If the A bulky, angular hand cannon with a box magazine
target is behind three-quarters cover or less, instead of a cylinder, and a long tubular barrel. Its
“I mean yeah you gotta put yourself a little Gently it feeds upon your Light, and yields shots from this weapon ignore the effect of the silvery metallic casing is detailed with brassy
bit in harm’s way for it to work, and yeah a crop of devastation wherever you care to cover. embellishments, and its wooden grips are inlaid with
it’ll hurt, but not as much as whoever’s on sow. a golden commemorative medal.
the wrong side of it.” —Hunter For the Empire. This weapon deals an additional Accomplice. If you are attuned to Drang, you can
troubleshooter A bizarre slab of otherworldly material that looks 1d10 explosive solar damage to Cabal creatures. also attune to this weapon at the same time. While
like wood hewn into the shape of a trace rifle. It is attuned to both weapons, this weapon loses the
cold to the touch. Two-handed property and gains the Agile property,
A very unusual, slick-looking submachine gun with
Transmutation. This weapon pulls the natural SLEEPER SIMULANT and it also gains a bonus +2 to attack rolls when you
three pointed prongs instead of a barrel. Three arc
capacitor cells housed in the stock hum with Light, life, and energy from its wielder, and Exquisite Rare weapon (linear fusion rifle), requires take a shot with it.
carefully contained charge. transforms it into a powerful beam of darkness. attunement by a Risen class Storm and Stress. If you hit a hostile creature
Arc Conductor. If you take arc or lightning Because of this, it doesn't require any physical with Drang, this weapon gains a heavy round. This
damage, this weapon becomes charged for 1 ammunition to be fired. When you take a shot with The warmind Rasputin has remained weapon can hold a max of 3 heavy rounds at once. If
minute. While charged, you resist arc and lightning this weapon, you must make a DC 19 Charisma largely aloof from the survivors of you take a shot with this weapon while you have a
damage, this weapon's shots deal arc damage, and it saving throw. You take 3d10 darkness damage on a humanity, but this impressive weapon is heavy round, reduce the number of heavy rounds
gains an additional damage die. The effect of this failed saving throw, or half as much on a successful you have by one, and if that shot hits, it is a critical
saving throw. This damage ignores resistances and clearly a new-made product of his Golden hit.
perk ends early if you stop holding this weapon or if Age manufacturing capabilities.
you don't take a shot with it on your turn. immunities.
No Going Back. If a creature isn't resistant or
Superconductor. If you hit a hostile creature with
immune to darkness damage, the damage dealt by A remarkable weapon designed by a Golden Age SUROS REGIME
a shot from this weapon while charged, roll a d6. On warmind. Its elaborate yet spare construction is
a roll of 4–6, you can choose up to three creatures shots with this weapon ignores that creature's Superior Common weapon (auto rifle), requires
resistances and immunities. In addition, if you predominated by a precisely minimal openwork attunement by a Risen class
within 5 feet of your target to take 1d6 arc damage frame supporting square charge-coil modules along
each. reduce a target to 0 hit points with a shot from this
weapon, it, and any objects it was carrying, are the barrel. It is cased in exactingly engineered Reviving recovered Golden Age designs to
transmuted into a single orb of potential energy and triangular plates of carbon-fiber metamaterial. The produce this outstanding weapon made
matter. Anything transmuted in this way loses all angular warmind sigil is stamped just above the
aspects of its previous self, and cannot be returned magazine. Suros one of the City’s leading foundries.
Riskrunner Alternates to its former form. Ghosts cannot capture the Light Polygonal Rifling. This weapon has the Payload
Riskrunner can come in two alternate versions, property as a 120-foot line. The origin point for the A sleek auto rifle with a retro-futuristic look, based
of a Risen killed by a shot from this weapon, as there on recovered Golden Age technology. Its clean,
Baseburner and Gravegunner. Whenever you would is no Light to capture. line you draw when you take a shot with this
normally award a Riskrunner weapon, you can weapon is always yourself, though you can choose to round lines and brightly colored casing panels are
Evolution. This weapon gains a +2 bonus to unmistakable. The Suros logo is prominently
choose to award an alternate instead. attack and damage rolls. On your turn, you may include yourself in the line or not. The line must be
The alternates function identically to Riskrunner drawn in a straight path until it collides with a hard stamped on the side.
choose to feed this weapon by spending a core Light Firing Mode. Once on your turn, you can use a
except for the following changes. ability charge to satiate its hunger. When you do so surface or creature, at which point the line can be
Baseburner—”Takes one to burn one.” This is an deflected at your choice, allowing it to alter free action to change this weapon's active firing
you become immune to the damage dealt to you by mode. This weapon only benefits from the effects of
unusual, obviously kitbashed SMG with solar energy the Transmutation perk until the start of your next direction. You can alter the direction of the line up
cells fixed to the frame. Its safety mechanisms have to five times. Once you have drawn the full length of its active firing mode.
turn. If you spend a super charge, until you regain a
been removed and replaced with something else. super ability charge you are immune to such the line, all targets on the line must make their • Spinning Up. Once on your turn, if you miss with
The grip is warm in your hand. Replace all instances damage, this weapon's damage die size is increased Payload saving throw against the weapon DC, taking a shot from this weapon, you can roll a d6. On a
of ‘lightning’ with ‘fire,’ and all instances of ‘arc’ with by one, and this weapon gains an additional damage the damage of this weapon on a failed save or half roll of 6, one shot is refunded to this weapon’s
‘solar.’ die. as much on a success. A target only makes this save magazine, and you can make an additional attack
Gravegunner—"What you suffer will not once regardless of the number of times the line with this weapon on your turn.
compare to the devastation you may wreak." A passes through it.
carefully crafted custom SMG with a battery of void SKYBURNER'S OATH Dornröschen. This weapon's DC increases by 2,
• Dual Speed Receiver. The range band of this
weapon is increased, and the effective range of
cells fixed to the stock. Where you would expect to Fine Common weapon (scout rifle), requires and targets take an additional 1d10 solar damage for this weapon is reduced by 10 feet. When you
find a safety mechanism, it instead has some kind of attunement by a Risen class each instance of this weapon's Payload line cleanly take a shot with this weapon while Aiming, the
void resonance circuit. Replace all instances of passing through it after the first. A clean pass- damage die size of this weapon is increased by
‘lightning’ with ‘necrotic,’ and all instances of ‘arc’ It didn’t come with an operator’s manual, through means the line does not reflect off the one. Finally, if this weapon has the High Recoil
with ‘void.’ but you can’t read Cabal anyway. target itself, and there is at least 5 feet of the line's property, this weapon loses the High Recoil
length on either side of the target. property and gains the Finesse property in its
A Cabal slug rifle, the most widely used weapon stead.
among all types of Cabal ground troops. Its stocky, STURM
roughly triangular profile is a little unwieldy in Life Support. If you kill a hostile creature with a
Superior Rare weapon (hand cannon), requires shot from this weapon, roll a d6. On a roll of 5 or 6,
human hands, but it is definitely usable. attunement by a Risen class
Firing Mode. Once on your turn, you can use a you can make a shield recharge roll. You can only
free action to change this weapon's active firing make this shield recharge roll once on your turn.
mode. This weapon only benefits from the effects of “The cryptarchs say it’s a ceremonial pistol, SUROS Legacy. This weapon has a bonus +1 to
its active firing mode. but I spent some time with it in the field attack and damage rolls when you take a shot with
after I found it in some colony ship it. If you make a shield recharge roll due to the Life

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Support perk on this weapon, the amount you roll
can be applied as health first, with any leftover going
creatures within your effective range.
This rage ends early if you stop holding this
THE GUN OF MANY BULLETS
to your energy shields. weapon, but while in this rage, you are unwilling to Exquisite Legendary weapon (other), requires
release this weapon from your grip. attunement by a Risen class
SYMMETRY Once you end this rage, you cannot enter it again
until you take a brief rest. "This? Don't ask where this came from."
Superior Uncommon weapon (scout rifle), requires Sharp-Fanged. While in the rage described in the —Hunter troubleshooter
attunement by a Risen class Ravenous Beast perk, you have advantage on attack
rolls for shots made with this weapon, this weapon's An amalgamation of Vex tech, Hive magic, and
Ulan-Tan is dead, but the principles he left damage die size increases by 2, and it gains an industrial-strength tape, it bears no resemblance to
behind still have their adherents. additional damage die. any known firearm design. A large hopper is affixed
Bottomless Appetite. Once on your turn, if you to the top of what can generously be called its
A strange scout rifle with deeply swooping lines and kill a creature with a shot from this weapon while in loading chamber.
aggressive, bladelike curves. Its shining surfaces are the rage described in the Ravenous Beast perk, you Glimmer Hopper. It is always an action to take a
delicately etched with a fine pattern. can make a shield recharge roll. The amount shot with this weapon. In order to take a shot with
Revolution. As an action you can take up to three regained from this shield recharge roll can be this weapon, you must first add 2,000 glimmer to its
shots with this weapon. For each shot that hits a applied as health first, with any leftovers going to hopper. The glimmer is consumed and the gun
target, you gain one stack of Dynamic Charge, to a your shields. configures itself into a random other exotic weapon,
maximum of 6 stacks. You may only choose to use inheriting all of the traits, properties, and perks of
this action if you are Aiming and if this weapon is THE COLONY that weapon for that shot. All of the weapon’s perks
not in its Dynamic Firing Mode. are invoked to their fullest extent whether you meet
Dynamic Firing Mode. As a bonus action on your Fine Common weapon (grenade launcher), requires the situational requirements or not, they are
turn you can switch this weapon into its Dynamic attunement by a Risen class invoked as if you rolled whatever die you needed to
Firing Mode, which lasts for the next minute. While invoke them, and they are invoked whether you
in this mode, this weapon gains the Payload (0 ft) This isn’t the weapon. This launcher is wanted them or not. The Gun does not care. The
and Loading properties, as well as one additional merely a platform for deploying the Gun will shoot with the full force of whatever it rolls.
damage die for every 2 stacks of Dynamic Charge weapon. The weapon itself is inside. The Uncertainty Compensators. You are always
you have. You lose all stacks of Dynamic Charge weapon is the colony. considered proficient with this weapon regardless of
when the duration of this weapon's Dynamic Firing what traits, properties, or perks it inherits when you
Mode ends. A particularly vicious-looking, aggressively angular take a shot with it.
grenade launcher manufactured by the Veist With Hope and a Prayer. Whenever you take a
shot with this weapon, roll a d20 first. If this d20
TARRABAH foundry. It has a box magazine instead of the drum
rolls a 1, the weapon falls apart in your hands
Exquisite Very Rare weapon (submachine gun), typical of heavy grenade launchers. Through a
translucent window into the breech, you can see a instead; it is completely destroyed.
requires attunement by a Risen class
miniature insectoid drone loaded in place, its legs
twitching.
A curiosity created by the Warlocks of the Insectoid Robot Grenades. Grenades shot from
Fighting Dharug. this weapon, upon hitting a hard surface, break Random Shot from The Gun of Many Bullets
open into an insect-like robot that hunts down the d100 Weapon d100 Weapon d100 Weapon
A custom-built SMG wrought from blued metal, with nearest creature of your choice within 30 feet of its
dark wooden grips. Its frame is cast in the form of a impact point. The creature must be grounded and 1–2 4th Horseman 35–36 Leviathan's Breath 69–70 The Huckleberry
snarling beast. detectable by scanners. Difficult terrain will not 3–4 Ace of Spades 37–38 Malfeasance 71–72 The Last Word
Ravenous Beast. As a bonus action, you may prevent the robots from reaching the creature, as
enter a rage. While in this rage, you cannot Aim, and 5–6 Arbalest 39–40 MIDA Multi-Tool 73–74 The Queenbreaker
they can traverse difficult terrain with ease,
you must use your action each round to attack the including vertical angles and moving upside-down 7–8 Bad Juju 41–42 Monte Carlo 75–76 Thorn
creature nearest to you with this weapon. If you can on ceilings. They can squeeze through any opening 9–10 Boolean Gemini 43–44 No Land Beyond 77–78 Thunderlord
make extra attacks as part of the Attack action, you large enough for a Tiny construct.
use those extra attacks. If there are no creatures The creature must make a Dexterity saving throw 11–12 Cerberus +1 45–46 One Thousand Voices 79–80 Touch of Malice
within this weapon's effective range, you must against the weapon DC, taking 3d8 explosive void 13–14 Coldheart 47–48 Outbreak Prime 81–82 Tractor Cannon
attempt to move closer to the nearest creature until damage on a failed save, or half as much on a
they are within your effective range. If you have 15–16 Deathbringer 49–50 Patience and Time 83–84 Two-Tailed Fox
success.
multiple possible targets, within your effective Serve the Colony. At the start of your turn, this 17–18 Devil's Ruin 51–52 Prometheus Lens 85–86 Vex Mythoclast
range, you may make a DC 15 Wisdom saving throw. weapon will reload itself using an appropriate 19–20 Fighting Lion 53–54 Rat King 87–88 Vigilance Wing
On a success, you can choose which target to attack, magazine you are carrying on your person. If you do
but on a failed saving throw, choose a random not have an appropriate magazine, it will consume 21–22 Gjallarhorn 55–56 Red Death 89–90 Wardcliff Coil
target. any 2,000 glimmer it can find, either raw or in items, 23–24 Hard Light 57–58 Riskrunner 91–92 Wavesplitter
You are in this rage until you start your turn with to create a magazine and reload itself with it.
no creatures within 60 feet of you that you can 25–26 Hawkmoon 59–60 Skyburner's Oath 93–94 Wish-Ender
sense. If this rage would force you to attack an ally, 27–28 Izanagi's Burden 61–62 Sleeper Simulant 95–96 Witherhoard
you may make a DC 15 Wisdom saving throw before
29–30 Jötunn 63–64 SUROS Regime 97–98 Xenophage
making the attack roll. On a successful saving throw,
you can choose a new target within your effective 31–32 Le Monarque 65–66 Tarrabah 99–100 Zen Meteor
range, or end the rage if there are no other 33–34 Legend of Acrius 67–68 The Colony

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THE HUCKLEBERRY THE QUEENBREAKER the end of each of their turns, ending the effect
early on a success. Creatures who succeed on their
Fine Common weapon (submachine gun), requires Fine Common weapon (linear fusion rifle), requires saving throw, or for whom the effect ends, become
Thunderlord Alternates
attunement by a Risen class attunement by a Risen class immune to the effect of this perk for 24 hours. Thunderlord can come in two alternate versions,
Soul Devourer. If a creature is reduced to 0 hit Abbadon and Nova Mortis. Whenever you would
A Tex Mechanica product for those who Some Guardians disregard alien weapons points due to the damage of this weapon, the normally award a Thunderlord weapon, you can
choose to award an alternate instead.
believe in solving problems up close and entirely; others acquire them merely as damage of Mark of the Devourer increases to 2d8
The alternates function identically to Thunderlord
personal—with an outrageous spray of trophies. However, some recognize that our darkness for the next minute.
except for the following changes.
bullets. enemies’ weapons work just as well against Abbadon—”If you can stand fast when you
their creators as against us. THUNDERLORD behold the flame of the destroyer, perhaps you
A compact submachine gun with baroque Fine Uncommon weapon (light machine gun), have the fortitude to turn it upon your enemies.” A
construction, elaborate engraving, a stock carved of An Eliksni wire rifle with swappable optics. Its long requires attunement by a Risen class sturdy-bodied, drum-fed machine gun with a ring
rare hardwood, and grips finished with mother of barrel extends from a flared, bulbous body cased in sight and reinforced casing. A cable running from
pearl. It features an unusual top-loading cylinder the brown plating typical of Eliksni technology. the receiver to the barrel assembly radiates solar
magazine. If you can stand fast as the thunder booms, energy. Replace all instances of ‘arc’ with ‘solar.’
Firing Mode. Once on your turn, you can use a
Ricochet Rounds. When you take a shot with this free action to change this weapon's active firing perhaps you have the grace to be its master. Nova Mortis—”If you can stand fast at the brink
weapon and miss, roll a d6. On a 5 or 6, you can mode. This weapon only benefits from the effects of of the abyss of death, perhaps you have the poise
choose one other target within 10 feet of your its active firing mode. A sturdy-bodied, drum-fed machine gun with a ring to withstand the end of all things.” A sturdy-bodied,
original target to attack instead, using your original sight and reinforced casing partly painted blue. A drum-fed machine gun with a ring sight and
attack roll. If your original attack roll would hit the • Marksman Sights. This weapon gains an cable running from the receiver to the barrel reinforced casing. A cable running from the receiver
new target, roll damage against the new target. additional damage die. assembly crackles with arc energy. to the barrel assembly pulses with void energy.
Rampage. If you kill a hostile creature with a • Combat Sights. This weapon's range becomes Fitted Stock. You have a bonus +2 to attack and Replace all instances of ‘arc’ with ‘void.’
shot from this weapon, the damage die size of this 15/50/120 (close) and it loses the Loading damage rolls when you take a shot with this
weapon is increased by one for the next minute. The property. weapon.
effect of this perk can stack with itself multiple Armor-Piercing Rounds. The rounds fired from
times, until you reach the damage die size maximum Wire Rifle. If this weapon's firing mode is set to this weapon can pierce most barriers, but are points or less when you take a shot with this
(d12). The effect of this perk ends if you stop holding Marksman Sights, it has a bonus +2 to damage rolls blocked by 1 inch of metal, 2 inches of stone, or 3 weapon, you have advantage on that shot.
this weapon, if you reload this weapon, or if you when you take a shot with it. If the firing mode is set feet of wood or dirt. These rounds can also damage Touch of Mercy. If you kill a hostile creature with
don't take a shot with this weapon on your turn. to Combat Sights, it has a bonus +2 to attack rolls all creatures in a line up to this weapon’s effective a shot from this weapon, you can recover 3d8 hit
Ride the Bull. Every time you take a shot with when you take a shot with it while not Aiming. range (while Aiming, up to extended range instead). points.
this weapon, it gains a bonus +2 to its damage rolls The Queenbreaker. If you hit a creature with a In order to do this, your attack must have killed the
and -1 to its attack rolls. The effect of this perk can shot from this weapon while Aiming, that creature previous target, and your attack roll must beat the TRACTOR CANNON
stack with itself multiple times, to a max of +10 to must succeed on a Constitution saving throw against AC of the subsequent target. Subsequent targets
damage and -5 to attack rolls. If you kill a hostile the weapon DC or become Blinded until the end of take the remaining damage of the previous target. Fine Uncommon weapon (shotgun), requires
creature with a shot from this weapon, its shot its next turn. On a successful save, the creature Reign Havoc. If you kill a hostile creature with a attunement by a Risen class
capacity is automatically reloaded and it does not becomes immune to being Blinded by this perk for shot from this weapon, all creatures within 5 feet
end the Rampage effect for doing so. 24 hours. must take 1d10 arc damage. DO NOT OPERATE under the influence
This effect lasts for 1 minute, or until you stop of alcohol, pharmacological agents which
holding this weapon, whichever happens first. THORN TOUCH OF MALICE may impair proprioception, or affective
Superior Rare weapon (hand cannon), requires Exquisite Legendary weapon (scout rifle), requires states due to paracausal phenomena.
THE LAST WORD attunement by a Risen class attunement by a Risen class
Superior Common weapon (hand cannon), requires A gravitational grapple intended for moving cargo.
Though built from Hive artifacts and Its bulky, rounded body fits over the hand, with a
attunement by a Risen class Dredgen Yor was the greatest bogeyman of curved brace meant to sit on the forearm. The
the early City Age, an impossibly dreadful empowered with their unmistakable dark somewhat conical forward end presents a graviton
A replica of the most famous gun of the villain of unmitigated cruelty. Yet some sorcery, this is no Weapon of Sorrow. It field emitter in the center of three articulated claws.
early City Age, the very embodiment of would follow his path, and craft vile must be a weapon of vengeance. Repulsor Force. When you hit a Large or smaller
hard justice in the expanse of the wilds. weapons like this, in the image of his own. creature with a shot from this weapon, they must
A mysterious scout rifle made of materials and succeed on a Strength saving throw against the
A heavy hand cannon with a strong profile and a A dark, jagged hand cannon cursed by Hive sickness. artifacts stolen from the Hive. Most of its body is weapon DC or be pushed back 10 feet.
classical wooden grip. Its dark body is capped with a Hive magics have transformed its frame into a hidden in a cover of stitched hide, draped with a Particle Repeater. When you hit a creature with
top plate of bright golden metal. The side of the tortured shadow of a human weapon, its edges tattered cowl of Hive wormsilk. The only visible a shot from this weapon, it must succeed on a
barrel bears the legend ‘TEX MECHANICA’ amid a grown sharp and its lines twisted. An unholy green parts are the muzzle, a bayonet of Hive chitin, and a Charisma saving throw against the weapon DC or
course of fine gilded engraving. glow shows forth through openings in its casing. strange gyroscopic array in the center of what become Suppressed and Weakened for the next
Hip Fire. This weapon has a bonus +2 to hit when Light Sap. If you reduce a Risen creature to 0 hit should be the receiver. Its nested rings are graven minute. The creature can repeat the saving throw at
you take a shot with it while you are not Aiming. points with damage from by this weapon, that with Hive runes, and spin around a hunk of grimly the end of each of its turns, ending the effect of
Fan Fire. If you are not Aiming, you can use your creature immediately accumulates two failed RTL dark stone suspended at their center. both conditions on itself early on a success.
bonus action to take a shot with this weapon. saving throws. Touch of Malice. This weapon has a bonus +3 to Creatures who succeed on their saving throw, or for
The Last Word. When you take a shot with this Mark of the Devourer. If you hit a Risen creature attack rolls when you take a shot with it. If you hit a whom the effect ends, become immune to the effect
weapon while not Aiming, this weapon's critical hit with a shot from this weapon, that creature takes creature with a shot from this weapon, you take of this perk for 24 hours.
range is increased by 1. 1d8 darkness damage at the start of each of their 2d10 darkness damage and the damage of your shot The Scientific Method. If a creature fails their
turns for the next minute. The creature can make a is increased by the same amount. saving throw against the effect of the Repulsor Force
Light ability saving throw against the weapon DC at Eye of the Storm. If you have half your shield perk, you gain an additional 10 feet of movement at

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the start of your turns for the next minute. This does explosive solar damage. When you take a shot with the shape of backswept golden wings, while its sight determines how much damage this weapon does
not increase any of your base walking speeds. this weapon, you can choose up to two spaces (one posts are formed as the jackal-headed god Anubis. (1–2: 2d8 void; 3–4: 3d8; 5–6: 4d8 void).
for each warhead) or one space for both warheads. The Pack. You and up to two other Risen may Supercharged Battery. For 1 minute after casting
TRINITY GHOUL The void warhead causes a Charisma saving throw connect your Light to this weapon over the course of your super ability, this weapon always deals 4d8
against this weapon’s Payload DC instead of a an hour of meditation, which can be done during a void damage on a hit.
Fine Rare weapon (combat bow), requires Dexterity saving throw, and the solar warhead short rest. A Risen may only be connected to one Hip Fire. This weapon has a bonus +2 to attack
attunement by a Risen class causes a Constitution saving throw instead. If a Vigilance Wing at a time. This connection lasts rolls when you take a shot with it while you are not
creature is affected by both saving throws, they indefinitely, but all connections end when your Aiming.
“I know it fires splitting trick arrows, so I make their saves separately, determining the results attunement to this weapon ends, or if a connected
guess that’s the ‘trinity’ part—but what’s the individually. Risen is more than 1 mile away from this weapon for WHISPER OF THE WORM
‘ghoul’ part?” Play With Your Prey. If a creature fails this 5 minutes or longer.
weapon’s Charisma saving throw, they become Harsh Truths. If a connected Risen creature Exquisite Legendary weapon (sniper rifle), requires
Suppressed for 1 minute. If a creature fails this (other than yourself) is reduced to 0 hit points, you attunement by a Risen creature
An unusual compound combat bow with broad, flat
outer limbs and deeply curved, thick inner limbs. weapon's Constitution saving throw, they begin can recover 2d8 shield points.
The riser is quite stout, and seems to house atypical Burning for 1 minute. Creatures can repeat each Last Stand. If all connected Risen (other than "Follow your nature, take aim, pull the
supplemental hardware, including a large, complex respective saving throw at the end of each of their yourself) are reduced to 0 hit points, you have trigger, O shooter mine."
sight that collapses for stowage. It fires special flat, turns, ending the respective effect early on itself on advantage on shots you take with this weapon, and
tripartite arrows designed to split on release. a success. Creatures that succeed on their respective this weapon gains an additional damage die in its A ponderous, heavy sniper rifle whose muzzle
Firing Mode. Once on your turn, you can use a saving throw, or for whom the effect ends, become damage roll. bristles into the shape of a hungry, monstrous
free action to change this weapon's active firing immune to being Suppressed and/or Burning from mouth. Its surfaces ripple with Taken energy.
mode. This weapon only benefits from the effects of this weapon for the next 24 hours. WARDCLIFF COIL Dark Focus. This weapon has a +2 bonus to
its active firing mode. attack rolls and to its save DC while you are Aiming
Fine Common weapon (rocket launcher), requires
• As One. This weapon functions as a normal VEX MYTHOCLAST attunement by a Risen class
with it. In addition, if you begin Aiming with this
weapon on your turn, and you do not take any
combat bow (see stats). Exquisite Very Rare weapon (fusion rifle), requires action or bonus action on your turn, you have
• Split Electron. This weapon loses its scope and attunement by a Risen class “Yeah, I’ve heard it’s dangerous too, but advantage on any shots you take with this weapon
now, when you take a shot with it, you shoot a listen: you gotta play to the meta, right?” on your following turn.
fan of three arrows in a 20-foot cone, attacking ...the conclusion this Vex weapon is meant —Hunter troubleshooter White Nail. Once on your turn, when you hit a
up to three targets within that cone. You cannot for human use, yet if we accept that creature with a shot from this weapon on your turn,
choose the same target multiple times. Make a premise, then there is no way to escape... A bulky, slapdash weapon that looks very little like a you can immediately take another shot with this
single attack roll and compare it to the AC of all rocket launcher. Its clunky body consists of weapon against the same creature. You cannot take
targets, and on a hit, targets take 1d10 arc A unique fusion rifle obviously of Vex origin, yet inscrutable machinery secured within a roll-cage this shot if this weapon doesn’t have enough shots
damage. designed for human operation. The streamlined frame from which protrudes a large, spheroid in its shot capacity, or if this weapon’s shot capacity
curves of its brazen casing strongly resemble the emitter coil of unknown provenance. has been reloaded on this turn.
Lightning Rod. If you kill a hostile creature with form of Vex hulls, and its sight’s lens seems almost Mad Scientist. When you take a shot with this
this weapon, it becomes charges with arc energy for identical to a Vex eye. weapon, it fires a volley of micro missiles in a 20- WORM GOD’S PACT
the next minute. If you hit a hostile creature while Repetitive Behavior. Every time you hit a hostile foot cone. All creatures within the cone must make a
charged, roll a d6. On a roll of 4–6, you can choose Using Whisper of the Worm isn’t as simple a process
creature with a shot from this weapon while Aiming, Dexterity saving throw against the weapon DC, as choosing to attune yourself to the gun and
up to three other creatures within 5 feet to take you gain a bonus +1 to the attack rolls of shots you taking the damage of this weapon on a failed save,
1d10 arc damage each. shooting it. Not only is Whisper of the Worm a
take with this weapon for the next minute. This or half as much on a success. different form of the Worm god Xol, but it is also
bonus can stack up to a maximum of +3, but is lost if Seeker Rounds. If a creature does not have steeped in energies antithetical to the Light.
TWO-TAILED FOX you don't take a shot with this weapon on your turn, advantage on its saving throw against a shot from In order to attune to Whisper of the Worm, the
or if you stop holding this weapon. this weapon, it is granted disadvantage. Worm god that comprises it makes certain demands
Superior Common weapon (rocket launcher), Timeless Mythoclast. If you take a shot with this
requires attunement by a Risen class of you: Whisper of the Worm feeds on your
weapon and hit, you can roll a d6 after dealing WAVESPLITTER strength, and insists you use it to kill powerful foes.
damage. On a 5 or 6, the local time around you is In return, you are equipped with a powerful weapon
The Daito foundry makes very few distorted, and you can roll damage with this weapon Superior Common weapon (trace rifle), requires
to kill your enemies.
products, but when they introduce against the target again, as well as another d6. You attunement by a Risen class
Experience is Shared. While you are attuned to
something new, it never fails to be a can continue rolling damage in this way so long as Whisper of the Worm, the amount of experience
showstopper. you continue to roll a 5 or 6 after dealing this Looking to dominate the nascent trace rifle you gain is shared between yourself and the
weapon’s damage. market, Omolon is exploring a disparate weapon. When you first attune to Whisper of the
An enormous rocket launcher with a massive, blocky variety of technologies that could inform Worm, you keep 80% of the XP you would normally
body and a pair of offset bores for firing two rockets VIGILANCE WING designs for new beam weapons. Using sonic gain from encounters, and Whisper of the Worm
at once. The long rear portion of the launcher tube waves is one such concept. gains the remaining 20%. As Whisper of the Worm
is grey and bears the logo of the Daito foundry, Fine Uncommon weapon (pulse rifle), requires
attunement by a Risen class levels up, the Experience You Keep column of the
while the casing of the main body is finished in A blocky trace rifle from the Omolon foundry, with a chart shows how the percentage of experience
garish metallic purple, blue, and lavender, with a plain black casing. In the wide gap between the two points you keep for yourself changes.
prominent pink emblem of a stylized fox’s head. “I wouldn’t want these Osiris follower types Levels. When Whisper of the Worm gains enough
doing my interior decoration, but gotta field stabilizer arms of its emitter fork, its primary
Black Powder. This weapon's Payload DC beam emitter is encased in a rounded cylindrical XP, it gains a level and a new feature for that level,
increases by 2. admit they have some mean guns.” capsule of a glassy material. shown in the Whisper of the Worm class table. The
Twintails. This weapon fires two rockets at once, Harmonic Laser. Before you roll damage for a features Whisper of the Worm gains can benefit you,
one void warhead that deals 2d8 explosive void A bulky pulse rifle with decorative fittings borrowed shot from this weapon, roll a d6. The result of the d6 the creature attuned to it. You stop benefiting from
damage, and one solar warhead that deals 2d8 from ancient Egyptian designs. Its outer casing takes Whisper of the Worm’s features if you remove your

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Whisper of the Worm
survive. However, creatures within 5 feet of you TEETH SHARPER THAN YOUR OWN
can hear a creature’s whispered breathing. When Whisper of the Worm reaches 5th level, your
Whisper Experience Experience You continuous slaughter with this weapon—the
Level Required Keep Feature AIAT creatures you’ve killed, the power you’ve gained,
0 — 80% Wield Me By the time Whisper of the Worm reaches 3rd level, the Light you’ve sacrificed—has allowed it to grow
it can destroy weaker foes with barely a thought. sharper in the sword logic. You can choose one of
1st 3,200 80% Sympathetic Parasite When you deal damage to a creature with Whisper the following perks for Whisper of the Worm.
of the Worm, you can invoke your Destroy Creature Asserted by Violence. When you hit a single
2nd 7,400 75% Metamorphosis creature with three shots from this weapon on your
feature as if you had dealt damage to the creature
3rd 13,000 70% Aiat with your super ability. The maximum CR of turn by invoking the White Nail perk, this weapon’s
4th 21,600 65% Enhanced Ability Score Increase, Feed Me creatures affected by Destroy Creature in this way is shot capacity is automatically reloaded.
with respect to Whisper of the Worm’s level, not Mallet of the Darkness. When you hit a creature
5th 32,200 60% Metamorphosis, Teeth Sharper than Your Own with a shot from this weapon while you are Aiming,
your total Risen level.
6th 46,800 60% A Rich Feeding Ground and while you have advantage on the attack roll
7th 58,800 55% Eye of the Worm ENHANCED ABILITY SCORE INCREASE from the Dark Focus perk, you can force the creature
to make a Charisma saving throw. You cannot invoke
8th 79,650 50% Enhanced Ability Score Increase, Cravings At 4th level, and again at 8th level, Whisper of the the White Nail perk on your turn if you do this. On a
9th 108,500 45% Metamorphosis Worm feeds you power for growth, much in the failed saving throw, the creature gains a vulnerability
same way you have fed it. You can increase one to darkness damage for the next minute. The
10th 141,350 40% Whispered Breathing ability score of your choice by 2, or you can increase creature can repeat the saving throw at the end of
11th 184,200 40% Unsacred Union two ability scores of your choice by 1. Your each of its turns, ending the effect early on itself on
maximum for the scores you increase increases by a success. If the creature succeeds on the saving
the same amount. throw, it is immune to the effects of this perk until it
attunement to it. • Whisper Levels 10–11: You drop to 0 health completes a brief rest.
Demands of Tribute. Every now and again, points and fail all RTL or death saving throws. FEED ME
Whisper of the Worm may demand tribute. At the
start of a combat, the Architect can choose to have WIELD ME
At Whisper of the Worm’s 4th level, you really start A RICH FEEDING GROUND
you roll a d20. If you roll a 1 or a 2, Whisper of the to feel the hold this weapon has over your soul. At 6th level, Whisper of the Worm begins to feed on
Worm demands you feed it 450 (2d8 x 50) XP before Whisper of the Worm fits easily in your hands, as if it When the Architect calls for you to roll a d20 for other aspects of your being through your pact. You
you complete a short or long rest. You can feed was created for the sole purpose of slaughtering for Whisper of the Worm’s demands of tribute, the must choose one of the following features.
Whisper of the Worm by sacrificing your own XP (no you. You are considered proficient with Whisper of following occurs: Death Eater. If you deal damage with a weapon
action cost) on your turn. When you do so, you the Worm. that is not Whisper of the Worm, your damage is
• Whisper of the Worm demands tribute on a roll
choose to reduce your XP by the amount demanded, of 1–4 on the d20. halved.
and Whisper of the Worm’s XP increases by an equal SYMPATHETIC PARASITE • Whisper of the Worm demands 3,500 (2d6 x 500) Light Eater. You have disadvantage on Light
amount. This can reduce your current level, if you no Whisper of the Worm finds new ways to feed on XP instead. ability recharge rolls.
longer meet the XP threshold for your level. If this slaughter. At 1st level, when you take a shot with
reduces your level to 0, you die and fail three RTL • If you fail to meet Whisper of the Worm’s
Whisper of the Worm, you can choose to feed it 50 demands and fail to accumulate three successful
saving throws. XP. Your XP is reduced by an equal amount, and
Alternatively, you can feed Whisper of the Worm Charisma saving throws, you also permanently
Whisper of the Worm gains an equal amount of XP. lose one of your core Light ability charges (roll a
by killing creatures. When you kill a creature to feed For that shot, Whisper of the Worm deals an
its XP to Whisper of the Worm, neither you nor your d6: 1–2 melee, 3–4 grenade, 5–6 superclass). If
additional die of damage, its damage die size you roll a charge that you’ve already lost or don’t
fireteam members get XP for killing that creature. increases by 1, and it deals darkness damage instead
Instead, the XP goes to Whisper of the Worm. have, re-roll. If you have no melee, grenade, or
of kinetic damage. superclass charge to lose, you permanently lose
If you fail to meet Whisper of the Worm’s
demands in time, you must make a series of your super ability charge instead.
Charisma saving throws (DC = 8 + Whisper of the
METAMORPHOSIS
Worm’s level), attempting to accumulate three At 2nd level, Whisper of the Worm begins to offer
successes before accumulating three failures. hints of power beyond mere death. You gain one of
Whisper of the Worm forcibly takes its demanded the following benefits of your choice now, when
XP from you if you accumulate three failures first. If Whisper of the Worm reaches 5th level, and when
you accumulate three successes first, Whisper of the Whisper of the Worm reaches 9th level. You cannot
Worm only takes 25% as much. choose the same benefit twice.
Removing Attunement. If you attempt to remove • Your proficiency bonus increases by 1.
your attunement to this weapon, you are subject to • You gain proficiency in two skills of your choice,
the following effects based on the level of Whisper or you can double your proficiency bonus when
of the Worm: making ability checks with one skill you already
• Whisper Levels 1–3: You do not remove your have proficiency with.
attunement to this weapon. • You gain the Sunsinger’s Detect Light and Dark
• Whisper Levels 4–6: Your RTL saving throw feature.
maximum decreases by 2. • You gain the Awoken’s Paracausal Resistance
• Whisper Levels 7–9: Your RTL saving throw feature.
maximum decreases by 2, and you permanently • You gain tremorsense out to a 30-foot radius.
lose your super ability charge. • You do not need to breathe, eat, or drink to

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EYE OF THE WORM your next turn. weapon's damage roll before accounting for the imagined one of them would return like
You’ve spent no small amount of time staring at effects of the critical hit. this.
enemies through Whisper of the Worm’s scope, UNSACRED UNION
allowing you to see all that this weapon sees. When At 11th level, your symbiosis with Whisper of the WITHERHOARD A heavily built machine gun with a massive four-
this weapon reaches 7th level, you gain one of the Worm has allowed you greater insights into the logic sided barrel assembly with flanged edges. Some
Superior Uncommon weapon (grenade launcher), curious custom wiring behind the sights connects to
following benefits, depending on what feature you of the sword. Once per turn when you deal darkness requires attunement by a Risen class
chose from A Rich Feeding Ground. damage with this weapon, you regain an amount of an unusual component integrated into the receiver:
If you chose the Death Eater feature, creatures hit points equal to the darkness damage dealt. it appears to be a hunk of amber with a large,
you reduce to 0 health points with a shot from "This weapon is—and I cannot stress this fearsome insect trapped within.
Whisper of the Worm automatically fail 3 death enough—a monumentally bad idea." Pyrotoxin Rounds. Because the rounds from this
saving throws, or if they are Risen creatures, RTL WILL OF THE WISP —Warlock skeptic weapon are designed to explode upon impact, this
saving throws. In addition, you are immune to the Mundane Legendary weapon (combat bow), weapon cannot benefit from the effects of critical
Charmed, Frightened, Petrified, and Unconscious requires attunement by a Risen class A strange breechloading grenade launcher made of hits.
conditions. Finally, if you drop to 0 health points, dark metal, meticulously worked together by hand. Vengeful Persistence. When you take a shot with
you can choose to drop to 1 health point instead. "Huh. Whoever made this wanted to go An undulating spine of slender tines runs along the this weapon while Aiming, you can add a bonus +1
When you do this, you accumulate 1 failed RTL really old-school." —Hunter troubleshooter top of the barrel. to hit when you take your next shot with this
saving throw, which lasts until you complete a long Primeval's Torment. This weapon fires tiny weapon, if that shot is taken before the end of your
rest. If you accumulate three failed RTL saving A recurve combat bow made of intricately carved spheres of destructive kinetic energy that create a 5- next turn. The effect of this perk can stack with itself
throws in this way, you automatically die, and your wood, thrumming and glowing faintly with imbued foot radius, 5-foot tall cylinder of force when it lands to a maximum of +3, but is lost if you do not take a
Light cannot be captured. Light. on the ground. If it hits a wall, it falls to a space on shot with this weapon on your turn, or if you end
If you chose the Light Eater feature, you can use Snapshot. It costs 10 less feet of movement to the ground 5 feet away from the wall. Any creature your turn without Aiming.
an action to know the Risen level, individual begin Aiming with this weapon. who starts their turn in such a cylinder, or enters the Splash Damage. If you hit with a shot from this
challenge, or spellcaster level (whichever is highest) Friar's Lantern. If you cast your superclass ability cylinder’s area for the first time on a turn, must weapon, all targets within 5 feet of the shot's impact
of a creature you can see within the extended range while holding this weapon, you can make a make a Constitution saving throw against the take 2d6 explosive solar damage. The original target
of this weapon while you are Aiming, as well as superclass recharge roll at the end of your turn. weapon DC, taking 2d10 darkness damage on a takes this damage in addition to the normal damage
whether that creature is aligned with the Light or failed save, or half on a success. If a creature starts of this weapon.
Darkness. In addition, you have truesight out to the their turn in the area of more than 1 cylinder
extended range of this weapon while you are Aiming WISH-ENDER created by this weapon, they make their saving ZEN METEOR
with it. Finally, when you deal damage with a Light Exquisite Legendary weapon (combat bow), requires throw at disadvantage but only take the damage
ability, you can choose to deal darkness damage attunement by a Risen class once. Fine Uncommon weapon (sniper rifle), requires
instead. An area of energy created by this weapon will attunement by a Risen class
This stupendous bow belongs to Sjur Eido, remain in place until the start of your next turn.
CRAVINGS Spread the Hoard. When you kill a creature with “Yeah, see, it gets power from the operator’s
the Queen’s Wrath, mightiest archer and this weapon, you create a cylinder of energy as neural acti—listen, the long and short is:
Starting at Whisper of the Worm’s 8th level, you greatest knight of the Awoken. described in Primeval's Torment centered at the
constantly feel Whisper of the Worm’s hunger like focus real hard, and this thing can shoot
center of the space the creature occupied. You
pangs in your digestive system. When the Architect A massive longbow fashioned from a single solid cannot choose to not create this cylinder. real hard. Simple as that.” —Hunter
calls for you to roll a d20 for Whisper of the Worm’s piece of pearlescent material made by the Reefborn Break the Bank. If you attempt to hit a creature troubleshooter
demands of tribute, the following occurs: Awoken. The figure of a standing knight is carved in with a shot from this weapon, make an attack roll
• Whisper of the Worm demands tribute on a roll relief in the back of the upper limb, just above the like normal. On a hit the grenade is absorbed into A black sniper rifle with a robust profile and
of 1–6 on the d20. riser. A simple ring sight is mounted on its stabilizer. the creature, infecting it with destructive energies. precision optics. Its receiver casing is engraved with
Its arrows are fletched with amethyst and tipped The creatures takes 2d10 darkness damage at the floral scrollwork.
• Whisper of the Worm demands 5,500 (2d10 x with broad piercing points. With a Laser Beam. When you take a shot with
500) XP instead. start of each of its turns for the next minute. A
Queen's Wrath. While Aiming with this weapon, creature can make a Constitution saving throw this weapon while Aiming, it has the Payload (5 feet)
• If you fail to meet Whisper of the Worm’s you are aware of the location of all creatures within against the weapon DC at the end of each of their property, its Payload DC increases by 2, and it gains
demands, your RTL saving throw maximum also 60 feet of you. They appear as ghostly figures to turns to end the effect early, but they have an additional damage die.
permanently decreases by 1. you, and you can see them through most forms of disadvantage on this saving throw if they are in the Zen Meteor. If a creature rolls a natural 1 on their
cover, but the effect of this perk is blocked by 1 inch area of one of the cylinders created by Primeval's Payload saving throw, they take twice as much
WHISPERED BREATHING of metal, 2 inches of stone, or 3 feet of wood or dirt, Torment. damage from the attack.
When Whisper of the Worm reaches 10th level, it as well as any surfaces that prevent divination. You On a miss, the grenade falls to the ground
demands more and more of you, and you realise do not have disadvantage on attack rolls you make beneath the creature's feet and creates an area of
that this weapon’s hunger will never be sated. The against Invisible creatures you can see in this way. energy as described by Primeval's Torment.
following changes occur: Broadhead. You have a +3 to attack and damage
rolls with this weapon when you take a shot while
• When you feed Whisper of the Worm with the Aiming. Arrows fired from this weapon can pierce XENOPHAGE
Sympathetic Parasite feature, you must feed it through most forms of cover but are blocked by 1 Exquisite Legendary weapon (light machine gun),
100 XP instead of 50. inch of metal, 2 inches of stone, 3 feet of wood or requires attunement by a Risen class
• When you take a shot with Whisper of the Worm dirt. The ranges of this weapon are halved when
and you feed it XP with the Sympathetic Parasite shooting through cover. Eris Morn had given up hope that any
feature, you add two additional dice of damage Final Round. Your critical hit range is increased members of her fireteam survived the
instead of one. by one when you take a shot with this weapon. If
• If Whisper of the Worm is reloaded on your turn, you take a shot with this weapon and score a critical horrors of the Moon—yet in all her longing
you gain the benefits of the Dark Focus perk on hit, you can add a bonus damage die to this dreams to see them again, she never

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EXOTIC ARMOR weapons with Automatic Fire, instead of only one,
and drop the lowest two.
AN INSURMOUNTABLE SKULLFORT
Armor is listed in alphabetical order. Superior Common armor (helmet), requires
attunement by a Striker
AEON GAUNTLETS
ACD/0 FEEDBACK FENCE Exquisite Common armor (gauntlets), requires “I got tired of people telling me to watch
Fine Common armor (gauntlets), requires attunement by a Risen class my head. Now I tell them to watch my
attunement by a Titan class; can also come in
Superior or Exquisite quality head.” —Titan pugilist
Some say the Cult of the Aeons is only a
rumor, but this armor is real enough—and A sleek, almost featureless helmet with a dull
“Active Contact Defense” means when whoever made it clearly has a next-level metallic surface. A matrix of blinking lights plays
something hits you, this hits back. grasp on the workings of the Light. upon its smooth faceplate.
Transfusion Matrix. If you kill a hostile creature
Gauntlets plated with tessellated triangular panels with the damage of your Storm Fist, you can regain
salvaged from Golden Age warsat hulls. The panels Armored gauntlets constructed of undecorated
panels with flowing lines, seamlessly joined and one melee ability charge and 2d6 hit points.
have smooth, dark surfaces. Their edges glow faintly
from an interlaced power system. studded with protrusions that radiate the wearer’s
Wrath Conductors. When a hostile creature hits channeled Light. The panels are mostly gunmetal ANTAEUS WARDS
you with a melee attack, attempts to grapple you, or grey with some intermittent golden sections.
Risen creatures who are attuned to a set of aeon Exquisite Common armor (boots), requires
causes you to make a Strength saving throw, you can attunement by a Titan class
choose to have the gauntlets expel arc energy back gauntlets are referred to as Aeon Cultists. When you
at it. The creature must make a Constitution saving attune to this armor for the first time, choose one of
the following perks. You only get the benefits of the No one has yet been able to determine how
throw against your Light save DC. They take the the Antaeus Wards work.
damage listed for this item's grade on a failed save, perk you select, and you cannot change your choice
or half as much on a success. Once you benefit from unless you attune to a different set of aeon
gauntlets. Ahamkara’s Ribcage Heavy, armored Titan legs whose plates look almost
this perk, you cannot benefit from it again until the as if they were hewn from living rock. They are
start of your next turn. Armsbearer. When you reduce a hostile creature
to 0 hit points, all Aeon Cultists of your choice within irregularly studded with several round modules,
• Fine: 2d6 arc 60 feet of you become Empowered (Stage 3). If a which may be field emitters.
qualifying Aeon Cultist does not have the bound to its fieldweave panels. Reflective Vents. If you are targeted by a ranged
• Superior: 3d6 arc Ribcage. When you attune to and wear this
• Exquisite: 4d6 arc Armsbearer perk, that Aeon Cultist can also attack that requires an attack roll or requires you to
immediately reload one weapon they are holding. armor piece for the first time, your AC increases by make a payload saving throw, you can use your
This reload does not end any ongoing effects the 1. You also begin to suffer constant auditory reaction to roll a d6. On a roll of 1-5, the attack does
This item's grade can be improved by working on hallucinations that result in a permanent
it over a one-hour period, which can be done during weapon may be under, such as an ongoing perk nothing: it causes no damage to yourself or any
effect that usually ends on a reload. disadvantage on initiative rolls. This effect persists creatures within the radius, and causes no effects.
a short rest. The one doing the improvements will even if you remove this armor or your attunement
need to spend glimmer and succeed on three Foebreaker. When you reduce a hostile creature On a roll of 6 you are unaffected by the attack or
to 0 hit points, all Aeon Cultists of your choice within to it. payload effect, and you reflect it back at the attacker
consecutive Intelligence (electronics toolkit) checks
in order to do this. The amount of glimmer spent, 60 feet of you are granted a bonus to weapon attack as though the it originated from you, turning the
and the DC of the check, is determined by the rolls they make for the next minute, determined by ALCHEMIST'S RAIMENT attacker into the target using the same attack roll/
current grade of this item. If one or more checks fail the classification of the creature defeated (+1 for payload DC and damage as the attacker would have
Mundane Uncommon armor (chest), requires used against you.
this item isn't damaged, but the glimmer spent on Minions and Soldiers, +2 for Elites, +3 for Majors, attunement by a Warlock class
the attempt is lost. This item cannot be improved and +4 for Ultras). If a qualifying Aeon Cultist does
beyond Exquisite. not have the Foebreaker perk, that cultist also gains APOTHEOSIS VEIL
a bonus to weapon attack damage rolls, the same as There’s no greater lie than the fallacy of
• Fine: DC 17; 20,000 glimmer; becomes Superior the attack roll bonus. An Aeon Cultist can only fixity. Matter transmutes just as easily as Fine Uncommon armor (helmet), requires
on a success benefit from either bonus from a single source at a you reshuffle your thoughts. attunement by a Warlock class
• Superior: DC 19; 60,000 glimmer; becomes time.
Exquisite on a success Lightgiver. When you cast your super ability, all Flowing Warlock robes cut from fine metamaterial To say the void is empty is to overlook the
Aeon Cultists of your choice within 60 feet of you fabric. Its chest and back are emblazoned with a profound abundance it offers to those who
can make a shield recharge roll. If a qualifying Aeon geometric crest of triangles, broken circles, and
ACTIUM WAR RIG Cultist does not have the Lightgiver perk, that Aeon radial lines. The crest shimmers in purples and blues.
will reach into nothingness, perhaps to
Mundane Rare armor (chest), requires attunement Cultist can also make a super ability recharge roll. Iron to Gold. Roll a d8 when you decode an
draw forth something more than
by a Titan class engram. On a roll of 7-8, you recover an amount of themselves.
glimmer from the decryption process based on the
“If you never run out of bullets, they have
AHAMKARA'S RIBCAGE grade of the engram. Warlock headgear with a blank, glassy faceplate that
Mundane Very Rare armor (chest), requires shimmers like an uncanny ocean. Its edges are
to go down eventually.” —Anonymous attunement by a Risen class • Mundane: 100 glimmer decorated with arcs of coiled golden wire.
Titan field commander • Fine: 500 glimmer Private Reserves. When you cast your super
"No way. Absolutely not. I'm not testing • Superior: 1,000 glimmer ability, you can make a shield recharge roll. The
Sturdy body armor festooned with magazine amount rolled can be applied as health first, with
pouches and racks of extra cartridges. An that. Give it to the Hunters." —Unnamed • Exquisite: 5,000 glimmer
any leftover going to your energy shields.
ammunition belt hangs from the auto-loading Warlock
system mounted on its back. The chest plate is
formed in the shape of the Titan crest. A fairly standard-issue lightweight cuirass with the
Unending Fire. Roll two additional dice for all ribs and sternum of an unidentifiable creature

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ARCANA EDICT the Void to your acquired Marks, without it counting
toward the total Marks you have. The distance you
CELESTIAL NIGHTHAWK CITAN'S RAMPARTS
Fine Rare armor (bond), requires attunement by a can teleport with Blink increases to 30 feet. Exquisite Uncommon armor (helmet), requires Fine Common armor (gauntlets), requires
Warlock class attunement by a Gunslinger (Sharpshooter) attunement by a Titan class

No one knows everything—but well- BONES OF EAO Believed to incorporate the targeting matrix This armor's mechanism is said to have
prepared Warlocks have ways of always Mundane Very Rare armor (boots), requires of a Golden Age starfighter pilot’s helmet, been designed and used by Citan, a cruel
knowing what they need. attunement by a Hunter class this rare headgear is prized by Hunters who warlord who reigned a hard-bitten swath of
The slaying of Eao is one of the most feel the need to get a single point across Old Russia during the Dark Age.
An unassuming Warlock bond with a delicately with undeniable clarity.
filigreed surface. Some kind of retractible interface famous tales of the Great Ahamkara Hunt, Sharp flanges of metal splay out from the sturdy
cable can connect it to a standard headgear but less remembered is how his fragmentary An elegant helmet with a distinctly avian character. fieldweave foundation of these Titan sleeves. The
dataport. bones were obtained and traded by a Its faceplate curves downward to a point, like the prominent rectangular shoulder plates are bound
Shifting Secrets. Choose up to three skills to Warlock. beak of a raptor. with wires that hum threateningly.
become proficient with. You can alter your choice Big Game. When you cast your Golden Gun, it Assault Barricade. Towering Barricades you
when you complete a long rest. Typical utilitarian fieldweave legs and boots with an only has one shot in it, and you can only make one construct have their hit points halved, but both
assortment of bone shards bound over the seams attack with the Attack action while concentrating on yourself and creatures of your choice can make
ARMAMENTARIUM and some of the reinforced pads. your Golden Gun, regardless of the amount of ranged weapon attacks, including shots with
firearms, through the barricade as if it were not full
Superior Uncommon armor (chest), requires Not Bound by Law. You can make one additional attacks you can normally take. The damage of the
airborne jump before needing to ground yourself to one shot in your Golden Gun is increased by 20d8 cover.
attunement by a Titan class
make any more. Additionally, you will occasionally instead of the normal damage increase your Golden
“It’s good to carry some extra ordnance. feel compelled to perform a seemingly random task. Gun provides, and if the damage from the shot
reduces your target to 0 hit points, any leftover
CLAWS OF AHAMKARA
You can ignore this compulsion with a successful
Even my punching arm gets tired Wisdom saving throw (DC 29). damage can apply to the next target in the line of Superior Very Rare armor (gauntlets), requires
sometimes.” —Titan pugilist fire behind it, assuming your attack roll beats the AC attunement by a Warlock class
of the target. You can keep damaging targets in this
A sturdy Titan cuirass with racks for extra BOXING GLOVES way until either you have no remaining damage to "All who live grasp for wishes and dreams.
ammunition and grenades attached to the plasteel Mundane Uncommon armor (gauntlets), requires apply, until your shot cannot hit a target, or until it is Let us make your grip more sure, O
chestplate. attunement by a Titan class blocked by 1 foot of metal, 3 feet of stone, or 6 feet dreamer ours."
And Another Thing. You have two grenade ability of wood or dirt. Finally, if the shot from your Golden
charges, instead of only one. You cannot have more Dressed for debate. Gun reduces a creature to 0 hit points it explodes, Large, vicious claws are mounted over the fingers of
than two grenade ability charges. The recharge damaging all other targets within 5 feet of it for 3d6 these gauntlets, and their forearms are layered with
value for your Light grenades are always the max for An old pair of heavily padded gloves meant for solar. pinions of gilded armor plate.
their die size. sparring sports. They are not very dexterous. The Whispers. You have a second melee ability
Fists of Fury. You are convinced these gloves CHROMATIC FIRE charge. You cannot have more than two melee
ASTROCYTE VERSE increase your effectiveness with unarmed strikes.
Fine Rare armor (chest), requires attunement by a
ability charges.
Fine Rare armor (helmet), requires attunement by a Warlock class
Voidwalker CREST OF ALPHA LUPI
“No such thing as magical crystals, but that Superior Uncommon armor (chest), requires
Some people think Guardians capable of doesn’t mean Warlocks can’t pull off some attunement by a Risen class
blink-jumping very briefly cease to exist. impressive tricks.” —Seamus-5, skeptical
Wear this, and you’ll see it’s the only Hunter Every tale of the wolf remembers that the
moment you truly exist. pack means survival. No one lives outside
Curious robes with a belted satchel and extensive the law of the jungle.
A helmet with a very minimal, low-set frame cabling slung about the waist. These cables are
supporting a flawless glassy enclosure curving from rigged to dozens of slender crystal tines arranged in The chestplate of this cuirass is adorned with an
the rear cranium to the chin. It looks translucent, a sort of broad lapel and collar. ornate sculpted wolf’s head flanked by a pair of
but appears filled with a glittering starry void. Crystalline Transistor. If you take a shot with a raised wings. The background is decorated with
Move to Survive. You can add the Blink Mark of firearm while Aiming, and you kill a hostile creature floral scrollwork.
with that shot, the creature explodes. All other Survival. You can take the Revive action as a
creatures within 5 feet take an amount of explosive bonus action on your turn, and other Risen
damage (damage type equal to your Light affinity creatures can take the Revive action as a bonus
type) determined by the classification of the killed action on their turn if they are using the Revive
creature. action on your Ghost.
• Minion: 1d4 explosive damage
• Soldier: 2d4 explosive damage DON'T TOUCH ME
• Elite: 3d4 explosive damage Fine Uncommon armor (gauntlets), requires
Boxing Gloves • Major or Ultra: 4d4 explosive damage attunement by a Hunter class

Aside from the bit of unidentifiable

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insectile carapace on the shoulder, these appears to be filled with roiling smoke.
Cerebral Uplink. This helmet's HUD highlights all
The amount rolled can be applied to health first,
with any leftover going to energy shields.
GEOMAG STABILIZERS
lightly reinforced fieldweave sleeves are Superior Uncommon armor (boots), requires
creatures within 60 feet of you that have half or less
perfectly normal. hit points remaining, including creatures Invisible attunement by a Stormcaller
due to active camouflage. If it does, you do not have
FOETRACER
Typical lightweight Hunter armor with a strange disadvantage on your attacks against the highlighted Fine Common armor (helmet), requires attunement “It’s a gross oversimplification, but surely
chitinous appendage fixed to one of the shoulders. It by a Hunter class
hooks upward viciously, reminiscent of a fighting
creature. While a creature is highlighted, you have you can understand one must be well
advantage on melee, grenade, and superclass ability grounded to safely channel a
beetle’s horn.
Defensive Reflex. If a creature hostile to you
recharge rolls you make. “I see you, and my pack does too.” thunderstorm.” —Warlock skeptic
damages you with a melee weapon attack, you can
invoke this perk to grant yourself active camouflage FELWINTER'S HELM Lightweight headgear with narrow, vertical Warlock leggings with heavy reinforced boots. Their
that lasts until the start of your next turn. You rebreather vents and a slitted optical plate sheltered thick plating on the soles houses a high-powered
Superior Legendary armor (helmet), requires by a short visor.
cannot invoke this perk again until you complete a attunement by a Warlock class magnetic stabilizer array.
brief rest. In addition, one of the following random Relentless Tracker. This helmet's HUD highlights Close Enough. If you made a super ability
effects is immediately applied (roll a d8): all creatures within 60 feet of you that have half or recharge roll at the start of your turn, and you were
The grim-looking helmet of Felwinter, less hit points remaining, including creatures no more than three points short of hitting your
• 1–2: You take 4 arc damage. known as the Dark Horse of the Iron Invisible due to active camouflage. If it does, you do recharge value, physically moving at least half your
• 3–4: You teleport to a random unoccupied space Lords. It was believed lost in the Ironsbane. not have disadvantage on your attacks against the base walking speed, without breaking up the
within 5 feet. highlighted creature. Additionally, when you make a movement and without teleporting, allows you to
• 5–6: You fall Prone. A strange Warlock helm with a heavy, peaked brow success weapon attack roll against a highlighted regain your super ability charge at the end of your
and backswept horns. An integrated mount on the creature, the weapon's damage is increased by 1d6. movement.
• 7–8: For the next minute, you have advantage on
all attack rolls you make against the creature that back of the cranium holds what appears to be the
damaged you, and disadvantage on attack rolls quivering core of a captured Ghost. FR0ST-EE5 GHOST GHOST
you make against any other target. Warlord's End. Upon killing a hostile creature Fine Common armor (boots), requires attunement by
with the damage from your melee Light ability, all Mundane Common armor (Ghost shell), requires
a Hunter class attunement by a Ghost
nearby creatures of your choice take an amount of
DUNEMARCHERS damage and must make a Constitution saving throw
Superior Common armor (boots), requires against your Light save DC, becoming Weakened for "Have you tried thicker socks?" The Festival of the Lost blends many old
attunement by a Striker the next minute on a failed save. A Weakened Earth traditions to celebrate the memory of
creature can, at the end of each of their turns, make Casually fitted pants and boots made of a thick yet
a Constitution saving throw against your Light save flexible material. Several insulated tubes wind in and the Last City’s dead—but some of its
“They say the Sand Eaters keep up a good out around the thighs, giving off a perceptible chill. accoutrements have unexpected tactical
pace, no matter the terrain. Let’s do ‘em one DC, ending the effect on itself on a success.
Creatures who succeed on their saving throw, or for Rapid Cooldown. If you take the Dash action on applications.
better, shall we?” —Titan daredevil whom the effect ends, become immune to the effect your turn, you can make one grenade ability
of this perk for 24 hours. recharge roll and one melee ability recharge roll for This ghost costume for a Ghost is just a scrap of
Heavily plated leg armor whose bulk belies its The radius of this perk's effect, and the amount every 20 feet you move. Your legs and feet become white fabric with a hole cut out to see through. It is
nimble, actuator-assisted speed. One of the thigh of damage it deals, is determined by the cold when you do this. not very impressive.
plates bears a Cabal insignia. classification of the creature that was killed. The Nocturne. Your Ghost is perfectly silent when it
Speed Demon. If you take the Dash action on
your turn, and you also physically move at least 20
type of damage is the same as your Light affinity GEMINI JESTER moves and cannot be detected by noise.
type.
feet in a straight line without teleporting, you may Superior Uncommon armor (boots), requires
use your bonus action to cast Storm Fist. On a hit • Minion: 5 ft. radius sphere, 1d4 damage attunement by a Hunter class GRAVITON FORFEIT
the target takes an additional 2d6 arc damage and • Soldier: 10 ft. radius sphere, 2d4 damage Superior Rare armor (helmet), requires attunement
up to 3 creatures of your choice within 10 feet of the • Elite or Major: 10 ft. radius sphere, 3d4 damage “Yeah, not everyone thinks it’s so funny. by a Nightstalker
target must make a Constitution saving throw, taking • Ultra: 15 ft. radius sphere, 4d4 damage Fortunately they’re great for running away.”
4d6 arc damage on a failed save, or half as much on —Hunter troubleshooter Exploring and mastering the powers of the
a success. Finally, the recharge value of your Storm void is thought to entail risk of exposure to
Fist is always the maximum for its recharge die. FIRESPRITE'S HEART Slouchy, loose-fitting pants with nimble integrated the Darkness. Who can say for sure?
Exquisite Rare armor (chest), requires attunement by footwear. An extra layer of material sits over the
EYE OF ANOTHER WORLD a Sunbreaker thighs, with a cut reminiscent of shorts. The plain, dark plates of this strange helmet frame
Fine Rare armor (helmet), requires attunement by a Misdirection. When you spend a superclass the faceplate in a way that resembles a serpent's
Warlock class Said to be a repurposed Golden Age engine, ability charge on Hunter's Dodge, all creatures of maw, with two pointed protrusions above and
this armor's core almost seems to trill to your choice within 10 feet of you must make a below. The faceplate itself appears only as a window
you of its hunger for a blazing world. Constitution saving throw against your Light save into a seething purple vortex of void energy.
To look through the eyes of another world DC. On a failed save, they become Blinded until the Elusive Shadow. When you are subjected to a
is to risk glimpsing one’s own fate from afar. end of their next turn. Creatures who succeed on Dexterity saving throw to take only half damage, you
A custom-rigged Titan cuirass, heavily plated in
singed plasteel. A compact, reinforced enclosure is their saving throw are immune to being Blinded by can use your reaction to take no damage on a
The round, translucent enclosure of this this perk for 24 hours. success, and only half damage if you fail. Either way,
sophisticated helmet is nestled in a sleek cranial mounted on the chest. Something within glows
warmly. you also grant yourself active camouflage until the
frame whose arms reach around the jawline and start of your next turn.
almost meet in front. Twelve sensor nodules sit on Family Matters. Once on your turn, if you kill a
the smooth, vitreous surface of the enclosure, hostile creature with the damage from your super
arrayed behind the temples. The interior within ability, you and all Risen creatures of your choice
within 30 feet of you can make a shield recharge roll.

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GWISIN VEST HELM OF SAINT-14 KHEPRI'S STING you have two grenade ability charges, instead of
only one. You cannot have more than two grenade
Exquisite Uncommon armor (chest), requires Exquisite Legendary armor (helmet), requires Fine Uncommon armor (gauntlets), requires ability charges. Furthermore, the recharge value of
attunement by a Nightstalker (Wraith) attunement by a Defender attunement by a Hunter class your Arcbolt grenades is always the maximum for its
recharge die, and you can choose to select a number
Some Guardians believe the Traveler Saint-14, the first Titan Vanguard, the Last City’s The beetle-faced god Khepri represented of targets equal to your Light ability modifier,
brought them back to resolve the greatest scourge of the Fallen, wore this helm. It creation, and the warmth of the rising sun. instead of only 3.
is heavy with his deeds—and the memory of his
unfinished business of their previous lives. preoccupation with humanity’s future. Yet he was not without capacity for wrath.
MASK OF THE THIRD MAN
A cuirass constructed in an archaic style harkening A sturdy, well-worn Titan casque with a proud Standard fieldweave sleeves bound with pieces of
back to the old Earth culture of Korea. With a sash insectile carapace shimmering in iridescent yellow Exquisite Uncommon armor (helmet), requires
fringed crest mounted on the rear of the cranium. attunement by a Bladedancer
and braided red and blue tasseled cords, it is belted The scarred surface of its reinforced faceplate is and red. A whole giant beetle is fixed on the
over one shoulder and under the arm. These straps vertically bisected by a line of brilliant purple light forearm. It is not clear whether the beetle is still
secure a large tricolor taegeuk crest over the chest. alive, but its large pronged mandibles look You can always try to tell them it wasn’t
from its optical sensor. your fault. You can tell them about the
Roving Assassin. You cannot lose concentration Starless Night. When you cast your super ability, dangerously sharp.
on Spectral Blades as a result of taking damage. all creatures of your choice within 60 feet of you Touch of Venom. If you hit a creature with a Third Man.
Additionally, if you reduce a hostile creature to 0 hit must make a Constitution saving throw against your melee attack, that creature must make a
points with the damage of your Spectral Blades, you Light save DC. They become Blinded for 1 minute on Constitution saving throw against your Light save An ordinary Hunter helmet with the preserved hide
have advantage on super recharge rolls you make for a failed save. Creatures can repeat their saving DC, becoming Poisoned for the next minute on a of a Hive acolyte stretched over its faceplate and
the next minute. The effect of this perk ends early if throw at the end of their turn, ending the effect on failed save. Creatures who are Poisoned in this way cranium. Searing lights glare from the three empty
you recover a super ability charge. itself early on a success. Creatures who succeed on take 2d6 poison damage at the start of each of their eye sockets.
their saving throw, or for whom the effect ends, turns, and they can repeat the saving throw at the Unstable Current. For the duration of your super
HALLOWFIRE HEART become immune to being Blinded by this perk for 24 end of each of their turns, ending the effect on itself ability, you have advantage on all Light attack rolls
hours. early on a success. A creature who succeeds on their you make, and all damage caused by your super
Fine Uncommon armor (chest), requires attunement saving throw, or for whom the effect ends, becomes ability's action option(s) is increased by 3d6.
by a Titan class immune to being Poisoned in this way for 24 hours. This power comes at a cost. When you cast your
ILLUMINATING CROWN super ability, you go berserk. While berserk, you
The Order of the Sunbreakers have kept Mundane Uncommon armor (helmet), requires LUCKY PANTS must use your action each round to attack the
their sacred Forge, and its secrets, for attunement by a Warlock class nearest creature. If you can make multiple attacks as
Fine Uncommon armor (boots), requires attunement part of the attack action, you must make those extra
centuries. Titans who bear the Order’s crest by a Hunter class
have passed initiation into those secrets. Some Warlocks will sacrifice anything for attacks, moving to attack the next nearest creature
after you defeat your current target. If you have
the power of knowledge—even their own Fortuitous fashion for the fast-moving, multiple possible targets, you attack one at random.
A finely crafted heavy cuirass made of shining grey dignity.
plates, with a flexible abdominal panel that fabulous gunslinger on the fly. You are berserk until you start your turn with no
perpetually flickers with the image of fire. On the creatures within 60 feet of you that you can see or
A bulbous, round helmet with a narrow neck. Its Simple, rugged fieldweave trousers and lightly hear, or your super ability ends.
chest is fixed a roundel of bright copper, bearing the whole surface is brightly reflective.
ornamental crest of the Order of Sunbreakers, with reinforced boots with an ammunition belt rakishly
Bright Idea. You are convinced that wearing this slung around the hips. A suspicious-looking pistol
its two crossed hammers. helmet increases your intellect. holster is strapped to the thigh.
MECHANEER'S TRICKSLEEVES
Sunfire Furnace. While you have a super ability Superior Uncommon armor (gauntlets), requires
charge, you have advantage on all melee, grenade, Illegally Modded Holster. It is an action to store
and superclass recharge rolls you make at the start KHEPRI'S HORN a hand cannon in the holster on these pants. You attunement by a Hunter class
of your turn. Superior Common armor (helmet), requires can store up to two hand cannons, and a holstered
attunement by a Sunbreaker hand cannon cannot be forcibly removed from your One of “Lady” Olu Alderdice’s many
person. As a bonus action on your turn you can draw inventive pieces of fashion-forward field
HEART OF INMOST LIGHT one hand cannon. You have advantage on shots you gear with a twist.
Superior Common armor (chest), requires
"Beetles hit hard. Nothing wrong with take with that hand cannon until the end of your
attunement by a Titan class lookin' like one." —Titan pugilist turn. Unassuming, svelte sleeves of stitched leather over
lightweight fieldweave, with stylishly quilted
This once normal helmet has been grafted with a
To the thoughtless it appears damaged, but horned, organic mass of unknown origin. It LUCKY RASPBERRY shoulders. Nothing about them seems out of the
the wise see how strength shines through it. ordinary.
somewhat resembles the head of a giant insect. Superior Common armor (chest), requires Spring-Loaded Mounting. If you have 0 energy
Solar Rampart. If you kill a hostile creature with attunement by a Bladedancer shield points when you take a shot with a sidearm or
A typical plated Titan cuirass with a cracked the damage from your melee, grenade, or super
breastplate. Light gleams through the cracks and submachine gun, the damage of that weapon
ability, you can regain one superclass charge. What do you call a bit of Golden Age increases by 2d6.
scores. Additionally, casting Barricade causes an eruption of
Overflowing Light. Casting either your melee, circuitry from a crashed satellite wired into
solar Light. All creatures within 5 feet of you must
grenade, or superclass ability enhances the other make a Constitution saving throw against your Light an old combat vest? A lucky charm, that’s
two until the end of your next turn. An enhanced save DC, taking 4d6 solar damage on a failed save, or what.
Light ability has the damage it deals increased by half as much on a success.
two damage dice, and you have advantage on A typical lightweight Hunter cuirass with a thick
recharge rolls you make for an enhanced Light padded panel attached to the breastplate. The panel
ability. is covered in rows of round studs reminiscent of a
berry’s drupelets.
Probability. While attuned to Arcbolt grenades,

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MEDITATIVE ENCLOSURE “None had arms so fine, nor grip so sure as OPHIDIA SPATHE
Superior Uncommon armor (helmet), requires she.” —From a paean to Sjur Eido Superior Uncommon armor (chest), requires
attunement by a Nightstalker attunement by a Gunslinger
An exquisitely crafted, finely graven set of
vambraces and pauldrons, obviously made by the
"I AM THE SEEING UNSEEN" Reefborn Awoken. “Snakes? Don’t worry about the snakes. It’s
—Inscription on faceplate interior Adamantine Brace. Taking a shot with a combat just decoration. Probably. You should be
bow while airborne does not cause disadvantage on thinking about the knives.” —Hunter
A plain, smooth-paneled casque with a solid, blank your attack roll. When you Ready An Action to make troubleshooter
faceplate. There doesn't appear to be any way to see an attack with a combat bow, and you have Extra
out of it. Attack, you can attack twice with your readied A flexible Hunter cuirass finished in scaled materials
Hyperfixation. The maximum amount of focus action instead of only once. Finally, the critical hit resembling serpent leathers. Its polished plasteel
you have increases by 4, to a maximum of 20. If you range for combat bows you make attacks with is breastplate bears a sculpted design of two snakes
start your turn with 0 focus, you immediately regain increased by one. coiling around a pair of daggers.
4 focus instead of only 1. Scissor Fingers. You have a second melee ability
ONE-EYED MASK charge. You cannot have more than two melee
MIND FLAYER'S TREASURE Fine Rare armor (helmet), requires attunement by a
ability charges. Whenever you would normally only
Superior Very Rare armor (Ghost shell), requires recover one melee ability charge, you can choose to
Titan class recover two melee ability charges instead.
attunement by a Ghost
Vengeance is nothing new. Vengeance is old OPHIDIAN ASPECT
For Ghosts who like a little flare. as dirt. Vengeance will be yours.
Fine Uncommon armor (gauntlets), requires
This Ghost shell is built from the repurposed A field-rigged helmet with an unsettling visage. Its attunement by a Warlock class
headgear of a psion flayer. The former helmet’s two faceplate features socketed eyes, one of which is
horns arch upward, almost meeting above the Mind Flayer’s Treasure
empty. “With sparkling eye / Striketh the serpent; /
crested cranium, while two remnants of the flayer’s
holo-projected mantle hang down like luminous
Vengeance. If a hostile creature damages you, And thou, poor fool, / Never shalt know
you can use your reaction to mentally mark that why.”
tassels. creature for you for up to 1 minute. During that
Supplemental Systems. Your Ghost can use a armor plates floating over their surface.
Force Multiplier. You have a second melee ability time, you have advantage on attack rolls you make The grips and forearms of these Warlock bracers are
reaction from within its pocket backpack to grant against that creature, and disadvantage on attack
you advantage on an attack roll with a firearm. Your charge. You cannot have more than two melee wrapped with some kind of coiled cordage, with
ability charges. In addition, you can make melee rolls you make against any other target. You deal an flared ends at the elbow twisted into a kind of
Ghost must complete a brief rest before it can do extra 1d6 damage to the creature whenever you hit
this again. ability recharge rolls while your Disintegrate’s cowter. Their appearance is decidedly serpentine.
overshield is active. it with a weapon attack, and you have advantage on Cobra Totemic. When you cast your melee ability,
any Wisdom (Perception) or Wisdom (Survival) you can choose to cast it in a 15-foot cone
MK-44 STAND-ASIDES checks you make to find it. Finally, if you reduce the originating from you.
Fine Uncommon armor (boots), requires attunement
NOTHING MANACLES marked creature to 0 hit points, you can make a
by a Titan class Superior Rare armor (gauntlets), requires shield recharge roll. You must complete a long rest
attunement by a Voidwalker before you can invoke this perk again.
“Punching is about more than your fists.
When you throw your whole self as the In the cold equations of paracausal combat,
punch, put your entire body into it, you are sometimes when nothing is given,
the fist.” —Titan pugilist something is gained.

Plated leg armor in an archaic style of construction Wrapped bracers with studded belts around the
and decoration. Its plates are chased with patterns upper forearm. The body of each bracer seems to be
of swirls and curls, and show an odd, iridescent composed of a constrained torrent of high-energy
patina. particles. Ophidian Aspect
Seriously, Watch Out. When you take the Dash Scatter Charge. While attuned to Scatter
action, you gain an overshield that lasts until the grenades, you have two grenade ability charges,
start of your next turn. instead of only one. You cannot have more than two
grenade ability charges. Furthermore, the recharge
value of your Scatter grenades is always the
NO BACKUP PLANS maximum for its recharge die, and you can choose
Superior Uncommon armor (gauntlets), requires to add up to two additional damage dice to Scatter
attunement by a Defender grenades that you cast.

“No ammo? My fist is the ammo!” —Titan OATHKEEPER


pugilist Fine Very Rare armor (gauntlets), requires
attunement by a Hunter class
Titan armored sleeves, ordinary except for the
shimmering holo-projected panels of additional

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ORPHEUS RIG PEREGRINE GREAVES PHOENIX CRADLE PRIDE CHALLENGER
Exquisite Uncommon armor (boots), requires Exquisite Uncommon armor (boots), requires Superior Rare armor (boots), requires attunement by Exquisite Common armor (gauntlets), requires
attunement by a Nightstalker (Trapper) or attunement by a Striker a Sunbreaker attunement by a Warlock class
Nightstalker (Pathfinder)
"Sometimes a kick is as good as a punch. A relic of the Sunbreaker Order, returned to Omolon is proud to present the gift every
Maybe it would’ve been better if you hadn’t Sometimes." —Titan pugilist the battlefield after many years of idleness Warlock wants this Dawning holiday
looked behind you, but don’t kid yourself: while the Sunbreakers' ranks dwindled and season—and every time they step into
not looking was never really an option you Heavy Titan leg armor with three brightly glowing their mysteries awaited rekindling. battle.
could entertain. discs on each leg. Situated on the lower thigh,
kneecap, and lower outside shin, they seem placed Finely worked armored Titan legs, their coppery Asymmetrical Warlock gauntlets constructed of
Sturdy fieldweave strides with snug lacing and to absorb the impact of blows delivered by the legs. plating elegantly chased in patterns of grooves. finely molded plasteel panels with interwoven Light
reinforced knees and shinguards. An integrated Peregrine Strike. If you are airborne and not Reinforcing plates on the skirt, thighs, knees, and circuits criss-crossing their surfaces. The smaller
quiver mounted on the thigh somehow holds Prone, you can use your action to launch yourself ankles look almost like they were hewn from gauntlet bears the Omolon logo, while the larger
stowed Shadowshot arrows of scintillating void forward 5 feet and strike a target with your knee. meteoritic iron. one is decorated with a stylized roaring lioness'
Light. The target must make a Dexterity saving throw Beacons of Empowerment. While concentrating head.
Uncanny Arrows. You receive one of the against your Light save DC, taking twice the damage on your super ability, Risen creatures of your choice Fury Unending. If you do not have a super ability
following benefits, determine by the super ability of your Storm Fist on a failed save, or the normal (other than yourself) within 15 feet of you have charge when you roll initiative, you can choose to
that you cast: damage of your Storm Fist on a success. You must advantage on all core Light ability recharge rolls they regain a super ability charge. Once you benefit from
spend a melee ability charge in order to use this make. this perk, you must complete a short or long rest
• Shadowshot: You can make one super ability action, and you must end your turn grounded before
recharge roll for each unique hostile creature you before you can benefit from it again.
you can use this action again.
choose to become Tethered by your Shadowshot. PHOENIX PROTOCOL
You make these recharge rolls immediately Exquisite Uncommon armor (chest), requires PURIFIER ROBES
regardless of the duration of your super ability. attunement by a Sunsinger (Ballad of Grace) Exquisite Uncommon armor (chest), requires
• Moebius Quiver: The arrows from your Moebius attunement by a Sunsinger (Ballad of Dawn) or
Quiver deal an additional 3d8 void damage on a "Accusations that Warlocks have somehow Sunsinger (Ballad of Flame)
hit.
stolen techniques from the Titans are
ridiculous. Their envy is clearly a matter of “Study as we might, some problems
OVERGROWN SHELL some other feeling of inadequacy." ultimately remain susceptible to but one
Exquisite Rare armor (Ghost shell), requires —Warlock skeptic solution: burn it with fire.”
attunement by a Ghost
Fine, armored Warlock robes. The tabard is Understated Warlock robes with a stiff high collar
For Ghosts who value time. decorated with a repeating pattern of golden and broad, segmented belt. The reinforced
triangles. breastplate is sculpted in the form of descending
This Ghost shell bears a vague resemblance to a Vex Battle-Hearth. At the start of your turn after your feathered wings.
hydra, with a triangular body below extended lateral Well of Radiance ends, you can make a super ability Burn Brighter. When you cast your super ability,
arms, and a large ring suspended over the recharge roll once for each hostile creature you or all creatures of your choice within 60 feet of you
incorporated Ghost core. Colonies of tenacious an ally of yours killed while within your Well of must make a Constitution saving throw against your
hanging moss have taken root on its surfaces, as if it Radiance. The normal rules for recharge rolls still Light save DC. They become Blinded for 1 minute on
has spent an eon of silent stillness in a place where apply. a failed save. Creatures can repeat their saving
such things grow. throw at the end of their turn, ending the effect on
Vex Synchronizer. Your Ghost's movement speed itself early on a success. Creatures who succeed on
is halved. If a Vex creature uses its reaction to Blink, PREPAREDNESS RIGGING their saving throw, or for whom the effect ends,
your Ghost can use its own reaction, even from Superior Common armor (chest), requires become immune to being Blinded by this perk for 24
within the pocket backpack, to attempt to interrupt attunement by a Stormcaller hours.
the Blink. The target Vex must make an Intelligence
saving throw (DC = 8 + your Ghost's proficiency "Which cable did you say you needed RADIANT DANCE MACHINES
modifier + your Ghost's Intelligence modifier). On a again? I'm sure I've got it here somewhere."
failed save the target Vex does not Blink and also Mundane Common armor (boots), requires
becomes Paralyzed for the next minute. The Vex can attunement by a Hunter class
This plain, sturdy Warlock robe includes a backpack
repeat the saving throw at the end of each of its battery enclosure festooned with cables of every
turns, ending the effect on itself on a success. A Vex conceivable gauge and plug type. Gathered into a
“Well, they will help you dance better, but
that succeeds on its saving throw, or for whom the heavy coil, they can be slung over the shoulder like a if you’re anxious about dancing to begin
effect ends, becomes immune to being Paralyzed in bandolier or around the neck like a scarf. with… these can’t do anything about that.”
this way for 24 hours. Once your Ghost has Battery Pack. The item has five uses. As a bonus —Hunter troubleshooter
successfully interrupted a Blink in this way, it must Overgrown Shell action on your turn, you can expend a use to regain
complete a short or long rest in order to invoke this a number of arc charges equal to 1 + your Wisdom Standard lightweight fieldweave trousers with bright
perk again. modifier (minimum 1). You recover all uses when green holo-projected reinforcing plates on the
you complete a long rest. boots.
The Dance. You are convinced these boots
improve your ability to dance.

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RAIJU'S HARNESS SERVITOR SHELL STRONGHOLD Finally, if you reduce a hostile creature to 0 hit
points with the damage of your solar grenade, you
Superior Uncommon armor (chest), requires Fine Common armor (Ghost shell), requires Superior Common armor (gauntlets), requires regain one grenade ability charge.
attunement by a Bladedancer attunement by a Ghost attunement by a Defender

Allegedly based upon the armor of Tohr, a For Ghosts who prefer subtlety. "I can see the logic of going lighter if it SUNFLINGER 3.0.6
renowned Arcstrider who died meditating means you can punch faster. It makes its Fine Uncommon armor (gauntlets), requires
in a perpetual arc storm. A round Ghost shell constructed in the form of a own kind of sense." —Titan pugilist attunement by a Risen class
miniature Eliksni servitor. It smells a little of ether.
A sleek, fitted Hunter cuirass with angular paneling. Scanner Suppression. Your Ghost does not Unusually lightweight Titan arms made mostly of Sunbreakers are regarded as conservative
Its seams glow bright blue with arc energy. appear as a living creature on scanners. Electronic sturdy fieldweave, with the addition of armored traditionalists when it comes to fighting
Mobius Conduit. You cannot lose concentration devices within 10 feet of your Ghost are not subject plates for the elbows and pauldrons. techniques, but some are amenable to the
on your super ability as a result of taking damage. to the effects of any creature's Power Sap feature, Clenched Fist. You gain an additional reaction.
unless that creature is an Ultra creature. enhancements offered by technological
You regain the use of both reactions at the start of ingenuity.
RUIN WINGS your turn. This additional reaction is subject to the
SHARDS OF GALANOR following conditions: Heavily reinforced Titan arms with stout hydraulic
Fine Rare armor (gauntlets), requires attunement by
a Titan class Exquisite Rare armor (gauntlets), requires • It can only be used to invoke your Selfless pistons built onto the inside elbow joints. Their large
attunement by a Gunslinger (Showman) feature, and only if you used your first reaction to actuators emit tiny spurts of hot gas when the joints
also invoke Selfless. move.
“Fly on these silver wings / And bring ruin Piston Action. The range of melee weapons you
to tyrant kings.” —Old Titan rhyme The debate rages endlessly over whether • You must take the damage of the attack.
Galanor was a mythical sword or a cutting- • The attack automatically hits. In the case of throw increases by half their maximum values
Payload attacks, you automatically fail the saving (round down to the nearest multiple of 5 when you
Plated vambraces and pauldrons in an archaic style edge solar probe, but no matter what it was, do this). If you make a thrown attack roll with a
of construction and decoration. Their surfaces are Hunters covet fragments of the remarkably throw.
melee weapon and miss, the target must make a
chased with patterns of swirls and curls, and show a engineered material it was made of. Dexterity saving throw against your weapon save
lustrous, silvery patina. SUN-CHAMPION'S SHIELD DC, taking half the damage from the melee weapon
Seeds of Ruin. Rocket launchers that you take a Rough-looking sleeves with vambraces made of on a failed save.
shot with have their impact radius increased by 5 Exquisite Very Rare armor (chest), requires
pointy fragments of twisted, rusted metal welded attunement by a Titan class
feet for that shot. When you roll damage for a rocket together around the forearms. The upper arm is
launcher's shot, add an additional damage die to the decorated with a beaded fringe. SYNTHOCEPS
roll and drop the lowest from your total. Sharp Edges. For a minute after casting Blade This finely decorated armor is thought to Superior Uncommon armor (gauntlets), requires
Barrage, you make super ability recharge rolls with be a prize for an old contest of strength— attunement by a Titan class
advantage. This effect ends if you regain a super but the Sunbreaker Order does not tell
ability charge. You can also immediately make a outsiders much about their ways. “So in a way, whatever the organism is
super recharge roll after casting Blade Barrage. wants to be my friend? Well, if it helps me
A heavily plated, gleaming Titan cuirass lavishly punch better, it damn well is my friend!”
SKYBURNER'S ANNEX decorated in an archaic style. Its shield-shaped
breastplate bears the device of a radiant sun. —Titan pugilist
Superior Uncommon armor (helmet), requires Reinvigorated. Whenever you make a shield
attunement by a Hunter class recharge roll, you can roll 3 extra shield dice and add Armored Titan sleeves with masses of unidentified
it to your total. biomatter bound in fieldweave skin and
“Oh, it’s quite safe—but we take no incorporated into the plating on the shoulders and
forearms. The organism’s veins bulge, showing
responsibility for any unforeseen adverse SUNBRACERS through the armor’s surface. They sometimes glow.
effects you may or may not experience as a Superior Common armor (gauntlets), requires Biotic Enhancements. Your base walking speed
result of wearing or otherwise being in attunement by a Sunsinger increases by 10 feet. If you start your turn with two
contact with this helmet. Just sayin’.” or more hostile creatures within 10 feet of you, your
—Hunter troubleshooter Wrap your grip with the very fire of the melee Light ability has its damage increased by two
damage dice until the start of your next turn.
sun. Take its heat into your hands. Let your
The helmet of a Taken Cabal legionary, recovered
enemies feel it.
from a defeated enemy and reconfigured for THE BOMBARDIERS
Guardian use. It feels solid enough, but its surface
crawls with the otherworldly glow of the Taken. An ultra-miniaturized helium fusion reaction is Exquisite Uncommon armor (boots), requires
Versatile Shooter. Once on your turn, if you carefully maintained on the open surface of these attunement by a Gunslinger (Outlaw)
reduce a hostile creature to 0 hit points with gauntlets under tight restraint of exactingly
damage from a martial melee weapon or martial stabilized particle fields. The result looks like According to legend, Tallulah Fairwind
firearm, you can make a super ability recharge roll. vambraces made of a star’s skin. played drums in a little-known band to
Helium Spirals. Solar grenades that you cast only
Servitor Shell last until the start of your next turn instead of for 1 relieve the stresses of her duties as Hunter
minute, but their damage is increased by 2d4. In Vanguard.
addition, while attuned to solar grenades, you have
two grenade ability charges instead of only one. You Rakish, loose-fitted pants with greaves to reinforce
cannot have more than two grenade ability charges. the shins. A pair of small drums is slung on a belt
around the waist, and cording wrapped around one

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greave secures a pair of stout drumsticks. damage from a melee Light ability, you may make a and a circular plate on the chest. Their brassy Unremarkable fieldweave Warlock gloves bound in
Parting Gift. When you cast Hunter's Dodge, you shield recharge roll. When you make this shield surfaces are graven with geometric patterns that cord, with a carved metal plate strapped to one as a
can choose to invoke the effect of these exotic recharge roll, you can choose to have the amount seem to describe unseen lines of force. sort of vambrace. It is cut like a mask with a snarling
boots, causing a concentrated explosion of your rolled applied as health first, with any leftover going Physics of Circles. When you cast Rift of Light, all mouth of pointed teeth and a crown of five flying
Light. All creatures within 5 feet of you must make a to your energy shields. creatures of your choice in the area must make a bullets.
Dexterity saving throw against your Light save DC. Constitution saving throw, taking 2d6 damage on a Warlord's Sigil. The recharge value of your melee
On a failed save they take 4d6 explosive solar THE STAG failed save or half as much on a success (damage ability is reduced by 1. If you kill a hostile creature
damage and begin Burning for the next minute; on a type same as your Light affinity). Whenever you with your melee ability, you can choose to have your
successful save, they take half as much and do not Superior Uncommon armor (helmet), requires make a superclass recharge roll while two or more melee ability's damage increased by two damage
begin Burning. Creatures Burning in this way take attunement by a Warlock class hostile creatures are within 10 feet of you, you have dice for the next minute. You must complete a short
1d6 solar damage at the start of each of their turns. advantage on that superclass recharge roll. or long rest to invoke this perk again.
A Burning creature can repeat the saving throw at “The hunted rises again; / Against its wrath,
the end of each of its turns, ending the effect on Sky forfend.” VOIDFANG VESTMENTS YOUNG AHAMKARA'S SPINE
itself on a success. Creatures that succeed on their
saving throw, or for whom the effect ends, become A Warlock helm with a faceplate fashioned in the Superior Uncommon armor (chest), requires Superior Very Rare armor (gauntlets), requires
immune to Burning from this perk for 24 hours. form of a deer’s skull. Its six-pointed antlers tower attunement by a Voidwalker attunement by a Gunslinger
overhead.
THE IMPOSSIBLE MACHINES Deerly Departed. Risen creatures standing in The void is hungry. The void can bite. Can you ever be certain you have enough
your Rift of Light gain resistances to bludgeoning, Make its teeth your own. teeth? Can you ever know beforehand if
Exquisite Uncommon armor (gauntlets), requires kinetic, piercing, and slashing damage, but only
attunement by a Stormcaller you'll be able to bite hard enough to get
while standing in your Rift. If you are reduced to 0 Warlock robes with a sturdy integrated breastplate, through?
shield points, you can regain one superclass ability gorget, shoulders, and back panel with segmented
“At first I doubted the whole notion of charge. Finally, if you are reduced to 0 health points, spinal plating. The robes’ skirts are embroidered Fieldweave arms mounted with an ahamkara skull
weaponizing a thunderstorm as well, but— this armor will spill a portion of your Light into the with a rondel design like a compass rose. for one pauldron and a series of vertebrae along one
well, just watch.” —Warlock skeptic area around you, creating a Healing Rift of Light as if Hungering Void. You have two grenade ability forearm.
you had cast Rift of Light. You do not spend a charges, instead of only one. You cannot have more Wish-Dragon Teeth. While attuned to Tripmine
Warlock gloves wrapped about the forearm with a superclass ability charge when this happens. than two charges. In addition, the damage of your grenades, you have two grenade ability charges,
coil of heavy wires that connect to nodes on the Creatures that benefit from this Healing Rift of Light Axion Bolt grenade is halved, but when you cast instead of only one. You cannot have more than two
back of the hand and first two knuckles, then run automatically receive the maximum for your Healing Axion Bolt grenade you can choose to spawns two grenade ability charges. Furthermore, the recharge
down the fingers. The coil crackles with arc energy. Rift of Light's roll. seekers instead of only one. You can choose to direct value of your Tripmine grenades is always the
Lightning Rod. You receive one of the following these seekers independently of each other, or you maximum for its recharge die, and targets that failed
benefits, determine by the super ability that you TWINKLETOES TYPE VI can have them track the same target. The target is their saving throw also begin Burning for 1 minute.
cast: subjected to the effect of your Axion Bolt grenade An Burning creature can repeat the saving throw at
Exquisite Rare armor (boots), requires attunement once for each seeker.
• Chaos Reach: For each hostile creature you by a Hunter class the end of each of their turns, ending the effect on
reduce to 0 hit points with the damage of Chaos itself on a success. Creatures that succeed on their
Reach, you can regain 4 arc charges. A prototype rig to augment invisibility WINKING STARS saving throw, or for whom the effect ends, become
Fine Rare armor (bond), requires attunement by a immune to Burning in this way.
• Landfall: The radius of your Landfall super ability effects. Highly sought by Hunters, even
is increased by 5 feet, and the damage increases Voidwalker (Harbinger of Chaos)
by three damage dice.
though the test subjects wearing the earlier
• Stormtrance: Once on your turn, when you
types never reappeared. "Anything you can see can see you too."
damage a hostile creature with Channel the Low-profile, reinforced Hunter leg armor with —Warlock saying
Storm, Channel the Storm gains an additional aggressively angular plating that seems almost to
damage die. This effect can stack up to five times blur at the edges. A simple plasteel band that projects an image of a
and is lost when your concentration on Specter's Tread. Making an attack roll or causing cosmic starfield. Sometimes you swear you see a
Stormtrance ends. a creature to make a saving throw does not end the great white-blue eye looking back at you, but when
duration of active camouflage early for you. Once you check for it, no matter how hard you look, you
THE RAM you benefit from this perk you must complete a only find the stars.
It Stares Back. You can choose to roll on the
Exquisite Uncommon armor (helmet), requires brief rest before you can benefit from it again.
Chaos table. Once you choose to do so, you must
attunement by a Warlock class complete a long rest before you can invoke this perk
VESPER OF RADIUS again.
The might to bound up mountainsides, the Fine Common armor (chest), requires attunement by
courage to charge your foe. a Warlock class WINTER'S GUILE
A Warlock helm with a faceplate fashioned in the Superior Legendary armor (gauntlets), requires
“Ikora’s work on the subject is certainly attunement by a Warlock class
form of a blackened ram’s skull. Its coiling horns are foundational and not to be overlooked, but
brilliantly gilded.
Strength of the Ram. Your AC increases by 1. in my own studies I’ve found the best This talisman was once worn by Lord
When you cast your melee ability, you can choose to applications of the circle are decidedly Felwinter, the renowned Exo Warlock for
cause the target to make a Charisma saving throw, less… esoteric.” —Untenured Warlock whom Felwinter Peak, home of the Iron
instead of Dexterity saving throw. Finally, if you Lords, is named.
reduce a hostile creature's hit points to 0 with the Sharply cut Warlock robes with rounded pauldrons

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EXOTIC ARTIFACTS & DEVICES stored in a living machine's black box, should it have
one. Once used, the device is destroyed.
perk again until you complete a long rest. ELEMENTAL TELEMETRY
Items are listed in alphabetical order. Some items Mundane Common Device
come with a Cursed Option. Whenever you would CYCLOPEAN ENIGMA
normally award the exotic item, you may choose to CLAW OF COMMAND Mundane Common Device “OK, OK, if you really need the output
replace the perk of the exotic with the details listed Fine Uncommon Artifact, requires attunement frequency to match… Look, there’s a trick,
for the cursed option. An item with a cursed option You can’t tell what this fragile, convoluted alright, but it’s something special. I don’t
perk instead of its normal perk may be blighted by Every cryptarch you ask can’t—or won’t— device is made of, but if it does what your
Darkness, tampered with, broken, or a phony knock- give these out to just anybody.” —Hunter
off.
say what kind of creature this claw came Ghost says it will, it makes for one hell of a troubleshooter
from. trick up your sleeve.
A compact ballistics module, fitted for easy
ANKH OF SAI MOTA A grotesque base of ossified flesh from which A mystifying lump of unidentifiable stone, worked mounting on any firearm casing.
Superior Legendary Artifact, requires attunement by protrude several curved, black claws. This clawed into a rough, almost geometric tangle. Its many Elementary Fix. As an action you can affix this
a Risen class mass grips a hunk of bright red crystal. edges glint with unearthly fire. telemetry to one non-exotic firearm of your
Divine Right. You have advantage on Charisma More Eyes, More Problems. As an action you can choosing, granting the firearm the effect of the
A grim relic carved from the bones of Hive (Deception) and Charisma (Intimidation) checks. activate this device, rendering all scanners within 60 Elemental property. You cannot do this if the
acolytes, bearing the memory of a brave feet of it completely useless for 10 minutes. This weapon already has the Elemental property,
Guardian lost deep in the catacombs of CORRUPTED GHOST MEMORY BANK includes any scanners you or your Ghost have. This
device burns out and is destroyed at the end of the
Elemental perk, or another elemental telemetry
affixed to it. Once this item has been applied to a
Luna. Fine Rare Device, requires attunement by a Ghost 10 minutes. weapon, it cannot be removed, as it fundamentally
alters the structure of the weapon.
This artifact is a hunk of Hive bones fitted together Golden Age computer relics are always
into a symmetrical cruciform pattern. Its edges are enticing, but interfacing with one is never ECHO OF HONOR
grimly blackened, but its inner surfaces are a without a measure of risk. Superior Rare Artifact, requires attunement by a ENERGY SHIELD SURGE
gruesome red. Risen class Common Device, requires attunement by a Ghost,
Desperate Grasp. Your Dexterity score is 19. It A rugged, compact slab of Golden Age data-storage grade varies
has no effect on you if your Dexterity is 19 or higher media. Though weathered and worn, it does not “Word of advice, though: when we get to
without it. appear to have sustained any critical damage, and it the City, keep that Osirian bauble out of “Let your Ghost hang onto this in case you
Cursed Option. Your Dexterity score is 10. It has is still working. get into a pinch. It’ll pick ya right up.”
no effect on you if your Dexterity is 10 or lower sight.”
Fragmented Memory. This memory bank —Titan daredevil
without it. functions identically to an expanded memory bank, A fine, smoky, oblong gem mounted in an ornate
except that Ghosts who attune themselves to this golden setting, surrounded by several lesser pieces A nondescript flat battery module about the size of a
BRETOMART'S PLEDGE device will randomly lose one item from their of the same dark stone. The gleaming metal is playing card. A warning label is printed above the
Fine Legendary Artifact, requires attunement by a memory when they complete a long rest. A Ghost extensively engraved with a pattern of arching connection port, but has mostly worn away. It feels
Risen class can become aware that this is happening if they wings. slightly warm.
have a passive Perception of 18 or higher, or if they Mind of Osiris. Your Intelligence score is 19. It Backup Battery. As an action you can affix one of
try to access an item that is gone. Once aware that has no effect on you if your Intelligence is 19 or these devices to your chest armor. After you do so,
The cracked and charred helm of an Iron this is happening, Ghosts can attempt to prevent the higher without it. your Ghost can then attune to it.
Lord, said to have belonged to Lady loss of an item at the end of a long rest by making a Cursed Option. Your Intelligence score is 10. It If your energy shields fall to 0 points, your Ghost
Bretomart. DC 16 Intelligence saving throw. On a success, the has no effect on you if your Intelligence is 10 or can use its reaction even if it is within its pocket
item remains safe. lower without it. backpack to activate this item, cutting off any
A Titan’s helmet, damaged beyond repair. Its gilded Items that are lost from the effect of this device damage that would have applied to your health
faceplate was decorated with the Iron Tree motif. are gone forever, their data destroyed. points for that instance of damage and allowing you
Iron Strength. Your melee recharge value is If a Ghost tries to remove an item from their EFRIDEET'S EYE to recover an amount of shield points based on the
decreased by 1. memory, they need to make a DC 16 Intelligence Superior Common Artifact, requires attunement by a grade. This item is consumed on use. Only one
saving throw. On a failed save, they delete the item Risen class energy shield surge device can be affixed to armor at
BUTTERFLY CODE instead, and become aware of the effects of this a time.
device if they were not already. Lady Efrideet was famed as the surest shot
Mundane Uncommon Device • Mundane: 2d6+2
among the Iron Lords. Charms like this are • Fine: 4d6+4
“Sure, it might be a Vex artifact—but just COYOTE'S LUCK a favorite of snipers. • Superior: 6d6+6
wait and see what it can do!” —Hunter Fine Common Artifact, requires attunement by a • Exquisite: 8d6+8
Risen class A stone marble with a roughly carved pupil and iris,
troubleshooter and set with a copper frame stylized in the shape of
A strange artifact made of two diamond-shaped The Six Coyotes were the City’s first an eye. ENGRAM
Iron Acuity. Your Wisdom score is 19. It has no
panes joined at the intersection of their slightly Hunter scouts to explore the Cosmodrome. effect on you if your Wisdom is 19 or higher without Common Device, grade varies
overlapping corners. Within its translucent panels This was one of their charms. it.
lies a white substrate etched with intricate circuitry. Cursed Option. Your Wisdom score is 10. It has Most anthropologists contend that what
A symmetrical inky spatter-pattern on its surface A taxidermied coyote’s paw. The base is wrapped in no effect on you if your Wisdom is 10 or lower truly defined the Golden Age was the
somewhat resembles a butterfly. red ribbon. without it. advent of encrypted matter: the technology
Butterfly Effect. As a bonus action, a Ghost can Scout’s Honor. If you fail a saving throw, you can
use this device to extract information that may be choose to succeed again. You cannot invoke this of encoding objects as data in a matrix of
programmable material.
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This looks like a pentagonal dodecahedron of what it is. This modifier lasts for 1 minute. You A small, flat hub with six articulated arms, about the
A pentagonal dodecahedron of encoded matter. Its encoded matter. Its interior structure emits an cannot choose to use this artifact if there is already right size to latch around a Ghost's shell.
interior structure emits an intriguing radiance. alluring radiance. an active modifier in the area. Silent Night. This is a Tiny device large enough to
Surprise Mechanics. This device is both Bang For Your Buck. While it may appear as a fit a single Ghost. It has a hybrid mechanical-digital
encrypted and protected by a firewall. In order to normal engram, when a creature touches this device FLAMEL CREST lock which can be opened or closed when both a
decrypt it, a creature needs to make an Intelligence it begins a countdown and detonates after 30 physical key and a digital key code is inserted (digital
(Technology) check, with the DC determined by the seconds if it is not diffused in time. If it detonates, Fine Uncommon Artifact key code hack DC: 19). While a Ghost is locked
grade of the engram (Mundane: 15; Fine: 17; all creatures within 5 feet of it must make a inside, it is considered Incapacitated, Restrained,
Superior: 19; Exquisite: 21). Failure to decrypt an Dexterity saving throw, taking explosive kinetic “The Warlocks say it’s bogus old nonsense, and Unconscious.
engram results in it crumbling to 1d4 x 100 glimmer. damage on a failed save, or half as much on a but I think there’s something to these old
Some engrams only decrypt to a specific, success. The DC and damage is determined by the alchemical puzzles.” —An ill-fated treasure- GHOST MEMORY BANK
predetermined item, while other engrams can be item's grade.
manipulated to decrypt into one of a series of seeker Fine Uncommon Device, requires attunement by a
random items, depending on how the engram was • Mundane: DC 15 Intelligence (Technology) check Ghost
encrypted. to diffuse, 3d6 explosive kinetic damage A decorative roundel with ten spiked spokes, cast of
If an engram is subject to an EMP effect, roll a • Fine: DC 17 Intelligence (Technology) check to some leaden metal. The design graven in its center Why travel light when your Ghost can
d20. On a roll of 9 or lower, the engram becomes diffuse, 6d6 explosive kinetic damage almost looks like a stylized atomic diagram.
Not Today. This artifact has 10 uses. If you are in carry it all for you?
corrupted and falls apart into 1d4 x 100 bits of • Superior: DC 19 Intelligence (Technology) check
glimmer. to diffuse, 12d6 explosive kinetic damage an area that is afflicted by a modifier, as an action,
you can pluck one of the spikes on this artifact to A flat, one-inch square panel with a no-hassle
• Exquisite: DC 21 Intelligence (Technology) check activate it. Doing so removes the modifier from the contact seal. It effortlessly attaches to any flat area
ENGRAM DECRYPTER to diffuse, 24d6 explosive kinetic damage area. This artifact crumbles to dust when all uses are of a Ghost’s shell.
spent. Expanded Storage. Your Ghost’s total memory
Uncommon Device, grade varies It is a DC 16 Intelligence (Technology) check to slot count is increased by 100. A Ghost can only be
determine that the item is actually a bomb. If a attuned to one expanded memory bank at a time. If
“You don’t like Cryptarchs, I don’t like Ghost adds this item to their memory before the FORTUNA PENDANT an expanded memory bank is removed from a
Cryptarchs, nobody likes Cryptarchs. And countdown begins, this device begins its countdown Mundane Very Rare Artifact, requires attunement Ghost, the items in the expanded memory bank are
such a bother to visit them, hauling all your when the Ghost next removes it from their memory. safe, but they cannot be accessed until a Ghost
loot, waiting for them to do their thing and If an engram decrypter is used on this device, it attunes to the memory bank again. This item cannot
detonates immediately. Finally, this item cannot be Medicine among the Reefborn Awoken is
be stored in a Ghost’s memory.
cough up what’s yours. That’s why I always turned into an engram. sufficiently advanced as to appear almost
carry one of these little buddies…” magical.
HEZEN TOTEM
A single-use matter decoding contraption that folds FILAMENT HEX A somber grey stone, perhaps an asteroid fragment, Fine Common Artifact
into a flat square for easy carrying. It opens into a Mundane Uncommon Artifact set in a lavish golden frame with a rich plaited cord.
concave lattice to fit the base of an engram. Fortuna’s Favor. You are immune to contracting A Vex object of uncertain significance. You
Single-Use Decryption. As an action, you can use “You wanna carry Hive trinkets around, any disease while you wear this pendant. If you are feel assured there is no harm in carrying it.
this device to automatically decrypt one engram of that’s your business. Just don’t expect ‘em to already diseased, the effects of the disease are
its grade or lower. This device is consumed on use. suppressed for you while you wear this pendant.
bring you any kind of good luck.” A tall rectangular prism of greyish Vex metal with a
small foot on one end. Two parallel linear grooves
ENGRAM ENCODER A strange charm in the shape of two intersecting FOSSILIZED HERMAION BLOSSOM run around its surface, one just above the base, and
Uncommon Device, grade varies diamond-shaped frames. It is made of tightly wound Superior Very Rare Artifact another halfway up its length.
strands of unidentifiable material, which emits thin Hezen Protection. As an action, you can use this
wisps of smoky blackness. totem to reverse the damage done to a creature
"C'mon, who would put something like, I Grim Disguise. You appear as a friendly Hive When the Traveler transformed Mercury, it from radiolaria poisoning, destroying this item in the
don't know, a wooden spoon inside a creature to shriekers. The illusion is broken if you created the Hermaion trees: a previously process. This can only be used on a creature if they
legendary engram?" attack another Hive creature or construct. nonexistent species with breathtaking were afflicted by radiolaria poisoning within the last
blossoms. Now Mercury is a desert world hour.
A single-use matter encoding contraption that folds
into a flat square for easy carrying. It opens into a FIVE OF SWORDS again, and the Traveler’s trees exist only in
concave lattice that can be made almost flat, Fine Common Artifact fossils—and the memories of the Vex. HORN OF SIX WARS
doubling its original size. Fine Uncommon Artifact, requires attunement by a
Single-Use Encoding. As an action, you can use The delicate mineralized flowers of an ancient Risen class
They say this card means winning no Mercurian tree. Something about the structure is
this device to turn an item that is made of pure matter the cost.
glimmer into an engram of this device's grade or both utterly alien and heart-wrenchingly beautiful.
Bloom Again. If you fail a concentration check, The stentorian note of this battle-horn tells
lower. This device is consumed on use. This tarot card shows an image of five swords the history of the Dark Age, and how
you can choose to succeed instead. This item is
pointed at a crown in the center. It seems to vibrate consumed when you do so, dissolving into dust. humanity emerged from it to build the Last
EXPLOSIVE ENGRAM with both Light and Darkness. City.
Challenge Mode. During an encounter in which
Rare Device, grade varies
you have rolled initiative, and there is at least one GHOST CAGE A ridged ram’s horn with a mouthpiece at the point.
creature hostile to you, as an action you use your Exquisite Legendary Device Its curved length is fitted with six golden bands.
“Come on, nobody would do that.” —An Light to destroy this card. Doing so causes a modifier An Age of War. Your superclass recharge value is
ill-fated treasure-seeker to be applied to the area around you in a 3-mile In the Dark Age, they just killed the Ghost. decreased by 1.
radius. Roll once on the modifier table to determine

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HOURLESS GLASS INTACT WARMIND CORE KABR'S POCKET WATCH hostile creatures who have half their hit points or
less remaining. If a highlighted creature is Invisible,
Fine Rare Artifact, requires attunement by a Risen Superior Very Rare Device Exquisite Rare Artifact, requires attunement by a you do not have disadvantage on your attack rolls
class Risen class against it due to being Invisible. Finally, whenever
This piece of Golden Age technology can you deal damage to a highlighted creature with a
“Whatever it’s for, it doesn’t tell time.” provide all sorts of useful information, but Said to have belonged to an ill-fated weapon attack on your turn, the amount of damage
—Warlock skeptic you can’t help wondering what you’re giving Guardian lost to the Vex—but bazaar you deal increases by 1d6.
away to whatever seems to be studying you vendors in the Last City hawk hundreds Memory of Radegast (Superior). If you are
An archaic hourglass in a golden mounting with just like it. targeted by an attack roll or Payload saving throw
bands of hieroglyphs. The yellow sand within through it. while holding a two-handed melee weapon, you can
remains perfectly unmoving, regardless of the glass’ An archaic timepiece set in a heavy brass case use your reaction to roll a d6 (must choose to do this
orientation. A hermetically sealed cube of impenetrable metal. before the result of the attack roll, or before you
Its mostly featureless surface is marked with the reminiscent of a toothed gear. Its crystal is cracked,
Still Sands. Your AC increases by 2, but all of your but it still ticks. make your Payload saving throw). On a roll of 5-6
speeds are halved. warmind emblem and a serial number. the attack is reflected back at the attacker as though
Consultation. As an action, you can use this core Forgotten Light. Your super recharge value is
decreased by 2. the attack originated from you, turning the attacker
to analyze a creature you can see within 120 feet. into the target using the same attack roll/Payload DC
HUNTER OF THE HEART You can do this via video as long as the video is live, and damage that the attacker would have used
Exquisite Common Artifact and the creature is within 120 feet of the capture
device. When you do so, roll a d20 to determine
LEAF OF THE BLEEDING TREE against you.
Fine Rare Artifact, requires attunement by a Risen Memory of Silimar (Fine). If a condition is
Many copies of this somewhat infamous what information you learn: causing you to take damage at the start or end of
class
book exist, but this one is signed by the • 1–3: The creature’s total hit points. your turn, you can choose to take no damage and
author, and seems to have been blessed with • 4–5: The creature’s highest ability score. “What soil it grew from / I do not know, then the condition ends for you. You must complete
a long rest before you can invoke the effect of this
the Traveler's Light somehow. • 6–7: The creature’s lowest ability score. and / I dare not taste of / That fruit it perk again.
• 8–9: The creature’s AC. bears.” —Unknown Memory of Skorri (Superior). Risen creatures of
A dog-eared novel bound in red faux leather with • 10–13: The creature’s classification. your choice, other than yourself, who make super
two riveted clasp straps and gilded title lettering. It • 14–15: The creature’s senses. A mottled, ashen leaf shot through with bright red ability recharge rolls while standing within 20 feet of
seems to be the story of a Hunter scout preoccupied veins. you do so with advantage.
with romantic interests. • 16–17: The conditions the creature is immune to
(if any). More Blood. Your grenade recharge value is Memory of Timur (Fine). Once on your turn,
Compelling Prose. While many copies of this decreased by 1. when you hit a Minion, Soldier, or Elite with a
book exist, this particular copy seems to be infused • 18: One of the creature’s damage vulnerabilities
(if any). weapon attack, you can increase the damage of your
with Light, perhaps from a frequent reader. If you
spend 48 hours over a period of 6 days or fewer • 19: The creature’s damage resistances (if any). MEMORIES OF THE IRON LORDS attack by 1d6.
studying the book's contents and taking the • 20: The creature’s damage immunities (if any). Rare Artifact, requires attunement by a Risen class,
message to heart, your Dexterity score increases by grade varies NEURAL BEZOAR
2, as does your maximum for that score. However, This core can be used 4 times, and regains 1d4-1 Exquisite Rare Artifact, requires attunement
you must also choose to have either your uses if it spends 24 hours without being used. During the SIVA Crisis, eight medallions
Intelligence, Wisdom, or Charisma score to decrease were crafted by Tyra Karn, cryptarch of the You don’t want to know how this was
by 1, as well as the maximum for that score. The
manual then loses its paracausal properties and JASPER CARCANET Iron Temple, in memory of the original formed… or extracted.
becomes a mundane book. Superior Rare Artifact, requires attunement by a Iron Lords. These medals are given to
Risen class Guardians who have proven themselves An amorphous, lumpy mass, ghastly, whitish, and
waxy-looking, floating in sickly green fluid inside a
IGLATHO-CYU champions of the Light, and each grants its strange, barred canister.
This necklace commemorates Midha, own unique benefit. Psycho-Activate. As an action, you can ingest this
Fine Uncommon Artifact
Consort of Stars, but no one you ask knows item. If you attune to it before ingesting it, it will
to whom that name belonged. Each of these round medals is embossed with the remain in your stomach and, after 24 hours, your
“They say drinking from it can have personal device of a fallen Iron Lord. proficiency bonus is increased by one. If you are
miraculous effects. Who’s thirsty?” —An ill- A grim-looking necklace composed of three clusters Memory of Felwinter (Fine). You lose your super unattuned to it when you ingest it, or if you attempt
fated treasure-seeker of roughly carved jasper set in fine jeweled mounts ability charge, and you cannot gain a super ability to attune to another artifact or device while attuned
and strung on a plaited golden chain. charge or make a super ability recharge roll. In to the neural bezoar, the neural bezoar dissolves and
A crude, cracked goblet formed of a single piece of Charmed Memory. Your Charisma score is 19. It exchange you gain a second melee ability charge and is destroyed.
bone. It looks less like it was carved than somehow has no effect on you if your Charisma is 19 or higher a second grenade ability charge. You cannot have
grown. without it. more than two melee ability charges, nor can you
If You Dare. When you complete a long rest, you Cursed Option. Your Charisma score is 10. It has have more than two grenade ability charges. NUMINOUS WEB
can choose to drink once from this cup. Doing so no effect on you if your Charisma is 10 or lower Memory of Gheleon (Fine). You have advantage Uncommon Artifact, grade varies
increases your Constitution score to 19 for the next without it. on Wisdom (Perception) checks, and while Aiming,
24 hours. It has no effect on you if your Constitution you cannot have disadvantage on a shot you take The Light of fallen Guardians has somehow
score is already 19 or higher. with a firearm when taking that shot against a target coalesced and frozen into this web. It holds
Each time you drink from this cup, you must up to the weapon's extended range.
make a DC 16 Light ability saving throw. On a failed Memory of Jolder (Mundane). Your base walking a precious drop of Light, useful if you know
save you gain no benefit to your Constitution score speed increases by 10 feet. how to access it.
and become poisoned for 24 hours instead. Once Memory of Perun (Superior). Guardians within
poisoned from this cup, you can no longer drink 60 feet of you who have a super ability charge are Filaments of congealed Light, spun into an ultrafine
from it again. highlighted on your helmet's HUD, as well as all web. It glitters and scatters a glow in colors you

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never knew existed.
Droplet of Light. If you make a recharge roll, you
RESTORATIVE LIGHT paracausal properties and becomes a mundane
scroll in a language that only you can read.
SKELETON KEY
may consume the Light held within to automatically Common Artifact, grade varies Mundane Common Device
succeed on the recharge roll, destroying the web. SILENT ORACLE
Each web holds the Light for a specific ability, and "It's not going to leave a stain, is it?" “This’ll get it open.”
can only be used on a recharge roll for that ability. —Ghost skeptic Fine Uncommon Artifact, requires attunement
The grade of this item depends on the ability it A simple, brassy key with a plain two-lobed bow and
allows you to recharge. A small mote of the Traveler's Light just big enough “Maybe we can use this to find the way.” a straight, cylindrical stem with no teeth or bits. A
to fit in the palm of your hand. It chimes faintly —An ill-fated treasure-seeker few bands of glowing green around the stem hint at
• Mundane: Melee its programmable capabilities.
when jostled.
• Fine: Grenade Refresh. As its action, your Ghost can absorb this An unformed chunk of glossy black stone. Blank Slate. This key programs itself to fit
• Superior: Superclass mote of restorative Light, allowing it to recover an Sometimes it pulses with faint inner light. whatever mechanical lock it is inserted into. Once
• Exquisite: Super amount of health points as determined by the item's Inaudible Whispers. You have advantage on programmed, it cannot be used on any other lock.
grade. This healing can restore hit points lost due to concentration checks and disadvantage on any
PARASITIC ORB darkness damage. This item can be stored in a glass
vial, but not within a Ghost's memory.
Wisdom (Perception) check that relies on hearing. SKYBURNER'S OBOL
Fine Uncommon Device, requires attunement Mundane Common Device
• Mundane: 2d4+2 SILKEN CODEX
“Where it came from? Nope. How it works? • Fine: 4d4+4 Exquisite Rare Artifact “Oh, this? Found it in a Cabal stash with a
Nuh-uh. Worried? Nah, not really.” • Superior: 8d4+8 dead centurion. They’d done a nice burial
—Hunter troubleshooter • Exquisite: 10d4+10 The Hive record their scriptures and secrets and everything. Guess this makes me a
in books of silk gathered from their worms. grave-robber, huh?”
A strange orb studded with bolts that appears to SAINT-14'S RING No one has ever seen the weavers.
contain compound bioelectric circuitry. It emits a A curious metal disc with a hinged cover over a
gentle pink glow. Several external attachments Exquisite Legendary Artifact, requires attunement by central button.
a Risen class A runic Hive tome, written on pages of whispering
would allow it to connect to any kind of firearm you wormsilk and bound between chitin covers. Flint ‘n’ Steel. This coin can act as an instant
have ever seen. Hive Logic. Though most Hive tomes are laced firestarter by pressing down on the center. It deals
It Just Works. As a bonus action, you can attach Every trinket vendor in the bazaar claims to with their magic, this one seems to have absorbed 1d4 fire damage and ignites inflammable objects
this optic system to a firearm. Once per short rest, if have a ring that belonged to Saint-14, first some of the Traveler's Light. If you spend 48 hours within 1 foot of it that are not being worn or carried.
you are attuned to this item and it is attached to a Titan Vanguard and legendary hero of the over a period of 6 days or fewer studying the runes
firearm, you can allow it to connect to your mind. City’s early days. Could this be the real and logic, your Strength score increases by 2, as SOOTPEARL
You gain proficiency with the attached firearm, but thing? does your maximum for that score. However, you
have disadvantage on all Wisdom and Intelligence must also choose either your Intelligence, Wisdom, Mundane Common Artifact
ability checks for the next 10 minutes. At the end of A sturdy finger ring somewhat crudely crafted from or Charisma score to decrease by 1, as does the
these 10 minutes, the optic detaches itself from the two curved fragments of coarse, silvery metal fixed maximum for that score. The codex then loses its The strange beauty of these smooth, coal-
firearm, and it cannot be attached to a firearm again to an inner ring. The silvery fragments are covered in paracausal properties and becomes a mundane black marbles belies their origin in
for 24 hours. small, evenly spaced studs and marked by two tome. putrescent Hive middens. They are known
fading stripes of light purple. to sometimes burst into flame.
PRISMATIC HEART Traveler’s Beloved. Your Light level increases by SISYPHUS PROJECT
Superior Common Artifact, requires attunement by a 1. A perfectly spherical marble of something rich and
Fine Rare Artifact, requires attunement by an Exo
Risen class black, with a silky surface. It feels oddly warm.
SCROLL OF EIMIN-TIN Clovis Bray knew exactly what they were Bitter Medicine. You can swallow this pearl to
end the Poisoned condition on yourself and become
“Looks like just another useless bauble, but Exquisite Legendary Artifact doing. This proves it. cured of any disease.
if it makes you feel better, maybe you’ll
benefit from the placebo effect.” —Warlock “The Eimin-Tin? Mere rumors, fables. A strange module with five fine micro-antenna
skeptic Conveniently extinct, gone without a arrays and a round lens, with a circular mounting SPECIMEN TWELVE
evidently meant to be worn as a finger ring. Mundane Very Rare Artifact, requires attunement by
trace.” —Warlock skeptic Simulation Training. If you complete a long rest a Ghost
A glittering, intricately faceted purple gem, full of
red and blue fire. It is mounted with magnetic while wearing this ring, you may choose one of the
A fragile scroll of some sort of parchment paper, following effects to gain until you complete your
stabilization in the center of a trimetallic partial ring. held together by a gilded band and a waxy red seal. “They said it was found on Venus, in the
Hues of the Heart. Your Constitution score is 19. next long rest: Ishtar Sink. No record of the model, but it’s
The iconography is utterly unfamiliar.
It has no effect on you if your Constitution is 19 or Lost Secrets. This scroll is the last of its kind, and • Agility: Your speed increases by 10 ft, and you definitely not Vex. Figured I can use it to
higher without it. has been infused with paracausal energy from the have advantage on Dexterity (Acrobatics) checks.
Cursed Option. Your Constitution score is 10. It calculate our trajectory.” —An ill-fated
civilization that penned it. If you spend 48 hours • Survival: You have advantage on Constitution treasure-seeker
has no effect on you if your Constitution is 10 or over a period of 6 days or fewer studying the scroll’s saving throws.
lower without it. contents and practicing its guidelines, your • Safeguard: Your AC increases by 1, and you have A Golden Age computational module in a cylindrical
Intelligence score increases by 2, as does your advantage on Strength (Athletics) checks. black housing. It thrums slightly and feels warm to
maximum for that score. However, you must also the touch.
choose either your Strength, Dexterity, or Predictive Simulation. This device has 12 uses. If
Constitution score to decrease by 1, as does the you fail an Intelligence ability check or saving throw,
maximum for that score. The scroll then loses its you can expend a use of this device to re-roll once.

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When all uses are gone, this device’s CPU melts from
overheating.
THANATONAUT'S LULLABY mixture of Light and Darkness. If you spend 48 hours
over a period of 6 days or fewer studying the book's
Light ability saving throw. On a failed save, they gain
one failed death saving throw that cannot be
Superior Uncommon Artifact contents and practicing its guidelines, your Wisdom removed until they complete a long rest in a Light
SPECTRAL DUST score increases by 2, as does your maximum for that zone, and they also have to make a DC 15 Wisdom
Death is traumatic even when you know score. However, you must also choose either your saving throw. On a failed Wisdom saving throw, they
Fine Uncommon Artifact you will return from it. Sometimes simple Strength, Dexterity, or Constitution score to are compelled to continue unwrapping the object. If
forms of reassurance can ease the dysphoria. decrease by 1, as does the maximum for that score. they unwrap all three layers, the silk immediately
“Ever wonder why we can’t see what’s going The book then loses its paracausal properties and decomposes and they reveal the object underneath.
on in the Reef from outside? Here’s why.” An old book with a worn cover of brown leather becomes a mundane book. The grade of this artifact is equal to the grade of the
embossed with gilded patterns of triangles and a item it is wrapped around, the wrapping itself is
A translucent sample canister containing a design of concentric circles and radial lines that THE PAHANIN ERRATA rare.
suspended swirl of sparkling purplish dust. suggests a burst of light.
Exquisite Common Artifact
Reef’s Shroud. This vial contains 1d4+1 uses. As Rhyme of Return. This book has 1d4+2 uses. TINCTURE OF QUEENSFOIL
an action, you can expend a use of this dust to cover When you are resurrected by your Ghost, you can
an area of up to 3 square feet with it. The dust spend a use to make a shield recharge roll at the “Everything I needed to know, I learned Superior Rare Artifact
lingers in the area covered for 1d4 hours and impairs same time. Doing so also grants both you and your from this book.” —Hunter troubleshooter
the ability of electronic devices to scan beyond the Ghost a level of exhaustion. The book recovers 1 use The Reefborn Awoken brew this potion
covered area if they are not programmed to every 24 hours. A heavily worn book bound in coarse leather, held from the dried leaves of the poisonous
compensate for the particular mix of wave energy shut with two clasp straps. Its cover is stamped with queensfoil plant. Properly prepared, it
the dust emits. the Hunter class emblem.
THE DAMNED LUTE A Hunter’s Good Advice. While many copies of
bestows ascendant vision upon those with
Mundane Common Device this book exist, this particular copy seems to be sufficient strength to see.
STONEBORN RELIC infused with Light, perhaps from Pahanin himself. If
Exquisite Uncommon Artifact An elegant little bottle with a narrow neck. The
“I’ve heard of a lot of nasty things out there: you spend 48 hours over a period of 6 days or fewer
thick, dark liquid it contains seems to move on its
cursed armor, the Weapons of Sorrow, studying the book's contents and practicing its
The Titan Order of the Stoneborn is guidelines, your Charisma score increases by 2, as own.
corrupted flesh-eating glimmer, rampant does your maximum for that score. However, you Beyond the Veil. As an action you can consume
synonymous with the walls of the Last City. nanomachines. This, though—this might this mixture, becoming Ascendant for the next
It is said they never fail. must also choose either your Strength, Dexterity, or
be the worst thing I’ve ever heard of.” Constitution score to decrease by 1, as does the minute. An Ascandent creature can see into the
maximum for that score. The book then loses its Ascendent realm and move through Ascendent
A rough, chipped brick of alloyed concrete cut from A pretty twelve-stringed lute made of rich, fine- portals unhindered.
the old first wall of the Last City, and carved with a Light and becomes a mundane book.
grained wood and embellished with gilded detailing.
pattern of latticed squares—the sigil of the
Stoneborn Order.
Play That Song. This instrument is a
THE TRAITOR'S DIE TWO-SIDED COIN
malfunctioning mechanical theatre prop that plays
Will of the City. This brick from the Last City's itself. It comes pre-programmed with one song that, Superior Uncommon Artifact Fine Common Artifact, requires attunement
wall is infused with the Light of its founders. If you when this item is used, will play a random 10
spend 48 hours over a period of 6 days or fewer seconds of that song on repeat. The song can be The perception of Hunters as wily cheaters
contemplating the past of the City, your Constitution Hive gods do play dice with the universe.
heard clearly up to 120 feet away. at games of chance is an ill-founded
score increases by 2, as does your maximum for that However, once this item is turned on, it cannot
score. However, you must also choose either your A carved talisman in the shape of a small avian skull. stereotype… most of the time.
be turned off unless it is destroyed (AC 15, 25 hit The fiery orange stone glints enticingly.
Intelligence, Wisdom, or Charisma score to decrease points, resistant to bludgeoning, explosive, piercing,
by 1, as does the maximum for that score. The brick Rigged Game. As an action you can crush this A heavy coin with a golden snake design on both
and slashing damage). This device is immune to EMP item in your hand, causing one random ability score faces.
then loses its paracausal properties and becomes a effects, and continues to play even if the battery is
mundane stone. to increase by 2, to a max of 20 (roll a d6, 1: Nothing Left to Chance. This coin has 2 uses.
removed. Any creature that can hear the song has Strength; 2: Dexterity; 3: Constitution; 4: When you roll a 1 on the d20 for an attack roll,
disadvantage on Constitution saving throws to Intelligence; 5: Wisdom; 6: Charisma). You can never ability check, or saving throw, you can expend a use
SUNSCORCHED LENS maintain concentration. benefit from this item again. of this coin to treat the result as a 15. When all of
Fine Uncommon Artifact, requires attunement by a Cursed Option. One random ability score is this coin’s uses are gone, or if you remove your
Risen class THE MARIAD decreased by 1 instead, to a minimum of 8. attunement to this coin, this becomes a normal,
mundane two-sided coin, and you can never attune
Exquisite Rare Artifact to another two-sided coin again.
Just because you don’t know where it came THRICE-WRAPPED THING
from doesn’t mean you can’t put it to good A chronicle of the deeds of the Awoken Rare Artifact, grade varies
use. Queen—or at least one of its several
UNERRING COMPASS
volumes. You can’t tell what this is, but even though Mundane Uncommon Device
A cylindrical module housing an amber-hued lens. it was wrapped up by the Hive and sealed
Its metallic casing suggests a possible Vex origin. A heavy book bound in rich chocolate leather, “It’s dangerous to go alone, but if you must,
Architect of Light. You gain the effect of the with malignancy, you feel the itch of an
ornately embellished with gilded floral metalwork urge to open it. at least take this.”
Warlock's Prowess superclass feature. If you already and corners reinforced by finely cut crystalline
have that feature, the number of creatures you can plates. The cover is stamped with geometric design A finely crafted, elaborate compass with a body of
make immune to your Light abilities is doubled. An indistinct bundle, wrapped in tattered Hive silk
whose significance you do not recognize. and bound with cords. two perpendicularly joined rings and a delicate
Royal History. While few copies of this book Sealed with a Curse. The item in this bundle is openwork face. It unfailingly points toward the
exist, most of which never make it outside the Reef, wrapped in three layers of Hive silk. For every layer a Traveler.
this particular copy seems to be infused with an odd creature unwraps, the creature must make a DC 15 The Way Home. This compass always points

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CHAPTER 5: CAMPAIGN MATERIAL
towards the Traveler. If you attune yourself to this
compass, you can feel the pull of the Traveler’s Light,
and always know the shortest path to the closest
Light zone.

M LOST SECTORS
WAX-SEALED CASE aking and running a campaign requires
more than a few ideas and/or a plot. This
Mundane Rare Artifact chapter aims to provide a number of tools, The worlds of Destiny are full of undiscovered
resources, and pre-generated content for your secrets—and secret spaces. Certain hidden,
“We can ask the Cryptarchy about the campaigns. The content here is aimed more at filling forgotten, or abandoned places scattered
provenance of the seal later. May as well in the gaps and covering the most common aspects throughout the system are considered lost sectors,
of a D&Destiny campaign. so called because they are typically missing from
open it now.” —An ill-fated treasure-seeker scouts’ maps: the map sectors where they would be
recorded are ‘lost.’ A lost sector could be anything
A small casket of shiny black plasteel with floral
scrollwork in relief on the front. Its clasp is sealed FIRETEAM NAME GENERATOR from a naturally formed cave to a Golden Age
bunker to the interior of an alien shipwreck. Because
with a red wax stamp. If your players can’t pick a name, they can let the they offer secluded shelter and sometimes contain
What’s in the Box. This box appears as a creature dice decide the fireteam’s name for them. Roll a d6. desirable relics, lost sectors very often become
on scanners, as well as to creatures that have Rolling 1–2. Rolling a 1 or a 2 means the fireteam monster lairs well before Guardians ever find them.
blindsight or truesight as a means of perception. name should read as “Part 1–Part 2.” For example, As such, each lost sector is like a miniature dungeon,
However, the box cannot be opened, truesight “Dust Fall” or “Shadow Chamber.” and you can add them to your campaigns for all
cannot penetrate it, and it is immune to divination. Rolling 3–4. On a roll of 3 or 4, the fireteam sorts of reasons. Whether you want a hidden
name should read as “Part 3–Part 2.” For example, location to serve as a major plot point, or just need
WEI NING'S CONG “Indomitable Fall” or “Xylophone Chamber.” to cook up an extra encounter for your players, lost
Rolling 5–6. If the d6 rolls as 5 or 6, the fireteam sectors are flexible and intriguing.
Superior Legendary Artifact, requires attunement by name should just be Part 3.
a Risen class This section offers step-by-step guidance for

Wei Ning was lost in the first fight against Random Fireteam Name
the Hive, and her cong was taken as spoils d100 Part 1 Part 2 Part 3 d100 Part 1 Part 2 Part 3
of war. Yet the Light infused into the jade
1–2 Dust Fall Indomitable 51–52 Velvet Wire Vigour
never dimmed, despite the Hive’s darkness.
3–4 Shadow Chamber Xylophone 53–54 Solar Bro Stalwart
An ancient Chinese ritual jade object of the type 5–6 Lime Rain Tenacity 55–56 City Gremlin Valiant
called cong. It is a cylindrical tube of lustrous green
7–8 War Strike Dauntless 57–58 Forest Hawk Insight
nephrite with a rectangular exterior. Grooves in its
outer sides divide each of the rectangular faces into 9–10 Baby Cat Judicious 59–60 Arc Grip Gallant
six square segments. 11–12 Red Bomb Ukulele 61–62 Rainbow Rock Surreptitious
Only a Mountain. Your Strength score is 19. It
13–14 White Eyes Tranquility 63–64 Silver Slug Guitar
has no effect on you if your Strength is 19 or higher
without it. 15–16 Sun Hammer Audacity 65–66 Super Burst Altruism
Cursed Option. Your Strength score is 10. It has 17–18 Big Wind Resistance 67–68 Nova Chain Lyre
no effect on you if your Strength is 10 or lower
without it. 19–20 Gold Dog Determination 69–70 Anti Wolves Discipline
21–22 Sea Shade Marimba 71–72 Blue Thorn Solitude
23–24 Frost Fang Enterprise 73–74 Light Mage Intuition
25–26 Death Slime Alacrity 75–76 Glory Shroud Intrepid
27–28 River Spin Banjo 77–78 Iron Spectre Courage
29–30 Sand Blade Rebellion 79–80 Bright Switch Hurdy-gurdy
31–32 Sky Moon Calliope 81–82 Hot Guard Saxophone
33–34 Air Dove Preservation 83–84 Fluffy Viper Ocarina
35–36 Void Dragon Mandolin 85–86 Dirty Seekers Acuity
37–38 Helium Wings Viola 87–88 Jaeger Song Trombone
39–40 Hell Balloon Endeavor 89–90 Star Hug Bassoon
41–42 Night Rose Glockenspiel 91–92 Black Horn Benevolence
43–44 Bo Shard Expeditious 93–94 Sweet Jangles Lionheart
45–46 Fire Tower Piccolo 95–96 Green Storm Guile
47–48 Moon Bunny Accordion 97–98 Lamp Warriors Resolve
49–50 Silk Venom Sanguine 99–100 Ice Tango Bagpipes

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building a lost sector. You do not need to follow it Lost Sector Name Pool A Travel Distance to Lost Sector Occupying Faction
exactly; every Architect’s process is different, and
this is just one of many ways to go about building a d20 First Part d20 Second Part d6 Distance d8 Faction
lost sector. 1 Endless 1 Bones 1 Close by (less than 10 minutes on foot) 1 Eliksni assassins
If you’re unsure how to proceed, or simply wish
to generate a lost sector randomly, you may roll dice 2 Ancient’s 2 Refuge 2 Moderately close (up to an hour on foot) 2 Remnants of a collapsed Fallen house
to select options from the tables presented. 3 Scavenger’s 3 Fall 3 Moderately distant (multiple hours on foot, 3 Cabal defectors
However, you can also use this section just for 4 Rusted 4 Conduit
vehicular travel preferable)
4 Cabal scout team
reference or basic ideas while you design your own 4 Distant (vehicular travel necessary)
lost sector by hand. 5 Sunken 5 Walk 5 Vex extraction unit
6 The Empty 6 Shaft 5 Very distant (different region or continent) 6 Hive thrall-breeders
NAME 7 Hallowed 7 Peril 6 On another planet 7 Hive ritualists
Hunters are a dramatic lot, and if a Hunter was the 8 Midnight 8 Grove 8 Human pirates or smugglers
original scout of the Lost Sector, it probably has an Entrance Description
appropriately dramatic name. Flip a coin, or roll a 9 The Luminous 9 Conflux
d4. On heads (or even numbers), roll on Lost Sector 10 Pathfinder’s 10 Dock d12 Situation Purpose of Lost Sector
Name Pool A. On tails (or odds), roll on Lost Sector 11 King’s 11 Cavern 1 Cave mouth
d10 Purpose
Name Pool B. 2 Ruined building
12 The Yawning 12 Chasm 1 Contains vital Golden Age tech
3 Utility hatch
LOCATION 13 Whispering 13 Orrery 2 Occupants have chosen the location to research a
Hive artifact
14 Crystal 14 Quarry 4 Opening in wreckage
Determining where your lost sector is located
naturally creates a group of possibilities for the 15 Terminus 15 Weep 5 Pit 3 Base of operations for hunting a Guardian
content of the lost sector. For example, the Ocean of 6 Side door 4 Home of a lone Ghost
Storms on Luna is home to ancient Golden Age 16 The Iron 16 Cove
facilities, Hive ritual sites, and the hidden camps of 17 Queen’s 17 Crash 7 Abandoned mine or dig 5 Stashing or retrieving stolen goods
exiled Fallen—any one of which would make a good 18 The Burning 18 Rest 8 Narrow passageway 6 Hideaway spot to avoid a bigger threat
basis for a lost sector. 9 Shipwreck 7 Place to store supplies or amass munitions for an
Consider how the lost sector’s entrance is 19 Perilous 19 Pit
attack elsewhere
situated in the surrounding environment. What 20 Joker’s 20 Haunt 10 Crevasse
makes it a hidden or lost area of the map? This can 11 Pipe 8 Built or claimed to protect a wounded leader
determine how challenging it is for the fireteam to 9 Natural shelter; provides excellent protection
find the lost sector, but that step isn't always 12 Behind a waterfall
Lost Sector Name Pool B from the elements
necessary. After all, a Hunter NPC could have found
the location and passed the information on to the d20 First Part d20 Second Part 10 A trap to ambush the fireteam
Lost Sector Origin
Vanguard, who in turn tasked a fireteam to explore 1 Echo of 1 Souls
it. There are as many ways to introduce a lost sector d20 Origin
Lost Sector Size
as there are places to put them. 2 Sanctum of 2 Devils
1 Ascendant realm
3 Grove of 3 Whispers d8 Number of Explorable Areas
2 Clovis Bray facility
ORIGIN 4 Bay of 4 Betrayal
3–4 Crashed colony ship
1–2 Single area immediately after the entrance, no
other joining areas or rooms; roll a d6
Next come a few creative decisions about the lost 5 Library of 5 Silence • 1–2: large, cavernous area
sector’s physical characteristics. What kind of space 5–6 Defunct imperial land tank
6 Colosseum of 6 Exploding Stuff • 3–4: moderately sized area big enough to hold
is the lost sector? How did it come to be where it is, 7 Fallen ketch the occupants or support the purpose of the
and was it found or made? What was the lost sector 7 Memory of 7 Starlight
8–10 Golden Age transit system lost sector, but not much more
before it became a lost sector? For instance, is it a 8 Glade of 8 Tears • 5–6: tiny area, everyone and everything
naturally formed cave? The interior of a ruined 11–13 Hive warren crammed together to fit
building or crashed ship? A hidden bunker? A 9 Chamber of 9 Darkness
14–16 Human city ruins
derelict space habitat? 10 Fortress of 10 Sin 3–5 Small (1d4+1) amount of explorable areas
The choices you make here set the scene for your 17–19 Natural cave system
players’ discovery and exploration of the lost sector. 11 River of 11 Wishes 6–7 Large (2d4+4) amount of explorable areas
20 Vex spire
If you’re making a lost sector for a side quest or an 12 Cavern of 12 Shadows 8 Extensive amount (3d4+10) amount of explorable
extra encounter, you don’t need to come up with 13 Forest of 13 Bones areas
anything elaborate. Knowing the general concept of
the lost sector’s origin will be enough to inform 14 Lake of 14 Blood
decisions such as its layout, what sort of rooms may 15 Den of 15 The Fallen
exist, and what sort of inhabitants the lost sector
may contain. However, lost sectors can afford you 16 Well of 16 Fire
good opportunities to deepen and expand your 17 Sanctuary of 17 Wolves
storytelling, so don’t be shy if you want to use one 18 Graveyard of 18 the Condemned
as a significant element of your campaign’s setting.
19 Tower of 19 Nightmares
20 Repository of 20 Light

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Strength of Occupying Faction CHOICES who is able to deduce the missing glyphs in a Hive
Once you’ve built the straight path, it’s time to ritual might be able fill them in immediately, instead
d10 Strength
decide what sort of choices, if any, you want to of having to search the rest of the lost sector for
1 Feeble: significantly depleted resources, personnel, or both. Consider why the occupants' strength is so low and present to the player characters. Choices can come clues. A skip could even be something like an NPC
what their plan of survival or escape is, if any. in many different ways and can be presented in who, after being treated kindly by the player
many different styles. A choice could be something characters, decides to pass along vital information or
2–4 Dwindling: currently losing personnel or supplies vital to maintain their position in the lost sector. Consider how reveal a secret that allows the fireteam to bypass or
strong the occupants were before they started losing resources, and what their plan is, if any, to deal with the as simple as an optional puzzle that leads to
additional loot, or it can impact the future of the defuse a deadly encounter.
loss.
campaign in a drastic way. Skips are also vital tools for Architects who want
5–6 Mediocre: not struggling in any way, but not excelling either. Consider what the occupants would need in order By adding even a single choice to your lost sector, to make sure the players get through a certain
to strengthen their position, or what sort of loss would cause the occupants to struggle.
you are giving players the opportunity to express amount of content in a session. Whether you only
and develop their characters’ individual have a certain number of sessions left before the
7–9 Bolstered: have had time/resources to significantly fortify themselves and their position in the lost sector.
Consider what the security of the lost sector is and what sort of equipment or personnel have been brought in personalities, wants, and needs. Consider carefully campaign has to end, or if you really just want to
to make the occupants' grip on the lost sector so strong. what sort of choices would have the most make sure the fireteam finishes the lost sector in
meaningful impact on the characters at your table. one session, having a skip or two at the ready will be
10 Ensconced: it would take significant effort, coordination, and/or firepower to be able to dislodge the occupants a huge help in case things start to take longer than
from this lost sector. Consider what the true extent of their security is, if there are any remaining weak points, It’s one thing to choose between taking the left or
right path when there’s a fork in the road, but quite expected. Of course, you are not obligated to use or
how well-trained the personnel are, and how prepared they are for a siege situation. reveal a skip just because you made one.
another to have to make a choice such as whether
to save the loot or save an ally.
OCCUPANTS Answering these questions will give you a pool of LOST SECTOR ROOMS
Once you have a solid idea what your lost sector is, content and concepts to work with when it comes SKIPS The following tables can be used to randomly
it’s time to determine who or what lurks within. time to actually build the lost sector’s space and Skips are exactly what they sound like: ways to skip determine what sort of rooms, chambers, or
What kinds of monsters and other hazards are inside encounter list. past sections of content. Skips award clever, compartments are accessible in your lost sector. The
the lost sector? Why are they there? If the lost observant, or involved characters. For example, a encounter type table can be used to determine what
sector has a boss, who is it, and why have they hidden pathway may be revealed to a character with sort of obstacle, if any, is present in each individual
occupied this lost sector as their lair?
BRINGING IT ALL TOGETHER a high enough passive Perception; or a character room.
You can place any kind of occupants you wish in There are three main steps to building any type of
the lost sector, hostile or otherwise, and make their dungeon, including the humblest lost sector. First,
reasons for being there as simple or complex as you using the pieces and information assembled from Ascendant Realm Clovis Bray Facility
like. the previous steps, you define the straight path.
Next, you incorporate any choices you want to d20 Area Contents d20 Area Contents
present to the player characters, and any branching
PURPOSE paths that may occur due to those choices. Finally,
1 Series of invisible platforms 1 Small chemical lab that seems particularly well-
equipped for suppressing fires
If you want your lost sector to be more than the you incorporate any skips into the content. 2 Massive Hive pendulum at rest
stage for a brief encounter, you can make additional 3 Large flat rock that slowly rotates 2 Infirmary
creative decisions about its origins and background THE STRAIGHT PATH 4 Suspended Hive tomb ship 3 Data storage/server room for managing
prior to your players’ characters interacting with it. unclassified files or projects
Does the lost sector have any historical or other Regardless of the number of choices or skips you 5 Series of descending rocks
intend the final version of your lost sector to 4 Medical lab
significance that informs what the space is like and 6 Series of swinging Hive pendulums
what the player characters may find inside (including contain, when starting out you need to make sure 5 Employee lounge or break room with a handful of
what monsters occupy it)? For instance, is it simply a the characters will be able to make it from start to 7 Medium rotating rock frozen snacks remaining
cave that has become a hostile den? A staging area finish at all, for whatever definition of ‘finish’ applies
8 Grand hallway 6 Hazardous materials containment
for a faction preparing a raid on Vanguard assets? Or to your lost sector. This means the very first thing to
build is the surefire path through the content—the 9 Steep cliffside with a very narrow switchback path 7 Supply closet with the words “Stanley Was Here”
is it part of a lost Golden Age laboratory which
contains an artifact needed to complete a powerful straight path through it all. 10 Winding stairway carved into the wall
weapon? When making these decisions, consider A straight path through a lost sector does not
11 Narrow defile 8 Manufacturing/prototyping lab
how the lost sector’s past influences what necessarily need to follow a literally straight course.
It is perfectly possible for a lost sector to have a 12 Claustrophobic compartment 9 Decontamination chamber
characters will find there in the present.
Keep in mind that a lost sector’s origin does not straight path that requires doubling back to the 10 AI core, still functional but dormant
13 Sandy basin
need to coincide with its current purpose. A entrance multiple times, or a path that makes many
twists and turns in the physical environment. The 14 Large floating platform 11 Open-plan office space
temporary weapons production facility may have
been built inside a natural cave, or a Clovis Bray lab term ‘straight path’ simply refers to the series of 15 Small floating rocks that fly by at great speed 12 Test chamber
might have become the site of a Hive ritual. events or encounters the characters go through, one
16 Medium floating platform 13 Administrator’s office
leading directly into the other, in order to go from
start to finish. 17 Several occasionally teleporting rocks 14 Observation chamber
LAYOUT While you may have plenty of ideas for choices
18 Series of small floating platforms 15 Restroom
Finally, in light of your creative decisions about the and skips during this phase, it’s important to focus
first on completing the straight path. By building the 19 Craggy hill 16 Reception area
lost sector, decide how its spaces are shaped. What
are the lost sector’s major areas, and how are they straight path first, you ensure the lost sector can be 20 Colossal Hive statue 17 Utility control room
arranged? What is the physical environment like? run and completed even if you don’t have the time
or opportunity to add choices/skips to it. 18 Cold storage
Have the occupants altered the lost sector in any
way, such as by building structures inside it or 19 Armory
bringing in their own supplies or equipment? 20 Security center, could be repaired to be functional

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Crashed Colony Ship Defunct Imperial Land Tank Hive Warren Human City Ruins
d20 Area Contents d20 Area Contents d20 Area Contents d20 Area Contents
1 Airlock and security check 1 Cargo bay with a functional crane 1 Ogre spawning chamber 1 Sewer tunnel/storm drain
2 Main control deck 2 Goliath tank garage 2 Sacrificial altar 2 Corner office
3 Empty booster propellant tank 3 Hallway leading to a highly secure room 3 Thrall feeding pit 3 Half-destroyed residential apartment
4 Crew quarters 4 Large connecting corridor 4 Chamber draped with hooked chains 4 Hotel/lodging
5 Connecting corridor 5 Troop quarters 5 Large chamber containing a single osmium crystal, 5 Residential kitchen
approx. 8 feet tall, thrumming with Hive magic 6 Public plaza
6 Coolant control station 6 Armory full of functioning scorpius turrets
7 Maintenance shaft 7 Officers’ mess 6 Room full of cursed thrall, apparently asleep 7 An eatery/restaurant
8 Onboard lab for medical testing 8 Tank elevator room 7 Large chamber containing an ascendant gateway 8 Stadium/arena bleachers
9 Supply storage bay 9 Control deck 8 Chamber with a bottomless pit 9 Public transit center
10 Colonist cryopod storage 10 Engine room, engine core still present and volatile 9 Partially collapsed chamber containing a Hive 10 Theater
seeder
11 Cargo container 11 Armory with a large munitions locker 11 Small store
10 Chamber containing graven stone rune tablets
12 Armory 12 Brig with several dead non-Cabal bodies inside 12 Library
11 Wizard’s experimental altar room
13 Infirmary 13 Missile magazine 13 Large department store
12 Machine room with a slowly turning wheel
14 Engine room 14 Hydrostatic organogel storage tank 14 Utility plant
13 Room full of human bones
15 Docked shuttle interior 15 Storage room 15 Office reception lobby
14 Large chamber containing a tribute shrine
16 Crew recreation room 16 Comms station 16 Parking structure
15 Room full of giant moths
17 Engineering bay 17 Vehicle deployment bay 17 Office corridor
16 Pool of ichor, depth unknown
18 Crew gymnasium 18 Infirmary 18 Commercial center
17 Room lined with spawning sacs
19 Navigation control room 19 Engineering bay 19 Open-plan office space
18 Room full of rendering vats
20 Failsafe AI core 20 Treasury vault 20 Art gallery
19 Statuary gallery
20 Small chamber with a crystal containing the soul of
Fallen Ketch an ascendant Hive Natural Cave System
Golden Age Transit System
d20 Area Contents d20 Area Contents d20 Area Contents
1 Airlock 1 Sewage conduit that’s been sealed tight 1 Large pool of crystal-clear water
2 Connecting corridor (fore to aft) 2 Frame storage bay 2 Lava tube
3 Navigation room 3 Elevator shaft with jammed elevator cars 3 Chamber with a partially collapsed ceiling
4 Connecting corridor (port to starboard) 4 Rail tunnel with subway cars 4 Geothermal vent that erupts semi-regularly
5 Main navigation, containing pilot servitor housing 5 Utility junction 5 Low passageway (passable by crawling)
6 Room with a hazardous hull breach 6 Rail car repair bay 6 Bottomless pit
7 Main engineering 7 Connecting corridor 7 Narrow crevice
8 Engineering bay with stored walkers 8 Control room 8 Chamber full of luminescent mushrooms
9 Engine room 9 Large bank of escalators 9 Crevasse with a narrow ledge
10 Splicer lab 10 Ventilation shaft 10 Waterfall (d6: 1–2 small; 3–4 medium; 5–6 large)
11 Crew quarters 11 Rail tunnel 11 Connecting tunnel
12 Servitor storage 12 Janitorial storage 12 Chamber with loudly dripping water
13 Main bridge/throne room 13 Passenger platform 13 Chamber with a huge natural crystal
14 Reactor core 14 Transmat room 14 Chamber with unusual echoes
15 Launch bay 15 Ticketing station 15 Chamber with stalactites and stalagmites
16 Transmat bay 16 Transit lounge 16 Chamber with whistling wind
17 Armory 17 Entrance chamber with turnstiles 17 Low-ceilinged chamber
18 Galliot berth 18 Seating area 18 Pitch-black chamber
19 Cargo bay 19 Long hallway full of holographic displays 19 Smooth tunnel formed by erosion
20 Commander’s cabin 20 Games arcade 20 Chamber with petroglyphs

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Vex Spire Warmind Bunker ALIEN NAMES Eliksni Names (cont)
d20 Area Contents d20 Area Contents The tables in this section can be used to pick a d100 Name
1 Hallway with automated turrets
random name for a creature of a given alien races. 37–38 Miiriks
1 Room containing numerous inert gates Of course, names can come from many different
2 Chamber with a slowly rotating antenna 2 Elevator shaft sources, so a creature doesn’t necessarily need to 39–40 Miirviks
3 Large gravity lift to somewhere out of sight above 3 Server room have a name that originates from their race. For 41–42 Pakruul
example, a Cabal defector may have picked an
4 Chamber with metal walls 4 Rapid additive manufacturing chamber Eliksni name to operate under as a way to keep the 43–44 Pikriis
5 Large multi-tiered chamber containing row upon 5 Storage lockers empire off their trail. 45–46 Peeviks
row of stone goblins 6 Damaged power control junction with hazardous 47–48 Pelviks
6 Chamber full of headless goblins, apparently arc discharge Cabal Names Cabal Names (cont) 49–50 Paaniks
inactive 7 Power control junction d100 Name d100 Name 51–52 Vekiis
7 Radiolarian pond fed by a small waterfall 8 Office 1–2 Krann 71–72 Bal’ruum 53–54 Variis
8 Pit with an active gate at the bottom 9 Warsat tracking station 3–4 Kr’uul 73–74 Bol’lurn 55–56 Voriks
9 Stairway of intermittently vanishing platforms 10 Reactor chamber 5–6 Kre’auc 75–76 Ble’augh 57–58 Velnaaks
10 Cylindrical chamber with sealed triangular door 11 Comms uplink terminal 7–8 Krel 77–78 Blekh 59–60 Vediirek
11 Chamber containing an ominous floating cube that 12 Shielded computer core chamber 9–10 K’neegh 79–80 Bem’aun
summons Vex if interacted with 61–62 Belriis
13 Armory 11–12 Taalnar 81–82 Lurn 63–64 Bakruul
12 Triangular passageway that looks much shorter
than it actually is 14 Central control room 13–14 Tezun 83–84 Luh’lzah 65–66 Bentaks
13 Chamber containing an inscrutable orb 15 Frame storage bay 15–16 Tau’ack 85–86 Lel’aurc 67–68 Begliis
14 Spherical chamber that distorts sounds 16 Utility crawlspace 17–18 Tau’iln 87–88 Leth’tel 69–70 Bosliks
15 Chamber containing a conflux 17 Launch bay 19–20 Ta’luurn 89–90 Luurm 71–72 Adraaks
16 Chamber full of glowing beams of white (harmless) 18 Ventilation shaft 21–22 Ma’lurg 91–92 Ge’aurc 73–74 Apsiks
or red (28d6 solar damage when touched) light 19 Ground vehicle bay 23–24 Maao’uph 93–94 Ga’gurk 75–76 Akriis
17 Large chamber containing a single human skeleton 20 Local warmind AI core 25–26 Mekdet 95–96 Glurn 77–78 Akeriks
18 Chamber lined with Vex eyes 27–28 Mek’lua 97–98 Gel’etl 79–80 Aiilaaks
19 Chamber with a perfectly disassembled goblin laid 29–30 Mow’etl 99–100 Geddan
out on a stone altar 81–82 Wektiks
31–32 Aru’nel 83–84 Wiiriis
20 Small chamber with a gilded Vex cranium on a
pedestal 33–34 Atl’ek Eliksni Names 85–86 Weekruul
35–36 Az’alrun d100 Name 87–88 Wikteks
37–38 Aun’ek 1–2 Tiiriks 89–90 Waaliks
39–40 Aptotl 3–4 Taliks 91–92 Gilaaks
41–42 Zehln 5–6 Tebliis 93–94 Gelniks
43–44 Zet’aurc 7–8 Tikiilok 95–96 Giridiks
45–46 Zotl 9–10 Telnik 97–98 Genraaks
47–48 Zaw’doun 11–12 Feliis 99–100 Generik
49–50 Zeh’romus 13–14 Folkis
51–52 Pelnius 15–16 Firniis Krill Names
53–54 Plek’tael 17–18 Filaak
d100 Name
55–56 Plu’urg 19–20 Fiknaaks 1–2 Xil
57–58 Pel’aurc 21–22 Sekriis 3–4 Xek
59–60 Pet’uul 23–24 Selniks 5–6 Xeri
61–62 Reb’lek 25–26 Siiriks 7–8 Xif
63–64 Rao’un 27–28 Seleks 9–10 Xeb
65–66 Reliek 29–30 Solvaks 11–12 Arot
67–68 Reb’laug 31–32 Misfiks 13–14 Avath
69–70 Ret’tweht 33–34 Miniks 15–16 Alru
35–36 Mekaaks

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Krill Names (cont) Psion Names (cont) Psion Names (cont) Vex Names (cont) TITLES
d100 Name d100 Name d100 Name d100 Name Some creatures are famous (or infamous) enough to
have a title to go with their name. You can choose a
17–18 Admo 1–2 Optip 87–88 Dabluc 67–68 Sophtokeres title or roll for a random title. Some titles have a tag
19–20 Atma 3–4 Otwot 89–90 Dortioc 69–70 Strigonax inserted in brackets. You are meant to replace the
21–22 Hala-Bak 5–6 Obzik 91–92 Yirzot 71–72 Cydorion tag (including the brackets) with an appropriate
word.
23–24 Hab-Durak 7–8 Orphit 93–94 Yitotl 73–74 Calophix
• The ‘[Battle]’ tag means the title refers to a
25–26 Hadeht 9–10 Oliot 95–96 Yidzot 75–76 Cadron battle the creature took part in. Examples of such
27–28 Heruk 11–12 Iblit 97–98 Yictoc 77–78 Celdorax battles include Six Fronts and Twilight Gap, but
29–30 Hetuul 13–14 Iphib 99–100 Yucyum 79–80 Corphoron the battle referred to doesn’t need to be so well-
known.
31–32 Dektur 15–16 Igliod 81–82 Mydoron • A ‘[Faction]’ tag means you indicate which
33–34 Dak-Moreth 17–18 Idmos Vex Names 83–84 Maliax faction the creature belongs to.
35–36 Dir-Vasun 19–20 Ixilec d100 Name 85–86 Megnion • The ‘[Leader]’ tag is meant to be replaced with
the name of someone who has a position of
37–38 Dolor 21–22 Uphos 1–2 Hekios 87–88 Mektalos authority over the creature that has the title.
39–40 Dûl Baran 23–24 Utlien 3–4 Hektikon 89–90 Mephriax • The ‘[Unit Type]’ tag refers to the rank or type of
41–42 Belek 25–26 Ubvot 5–6 Helnion 91–92 Gorpho creature it is. For example, in the title ‘Watchful
Harpy,’ harpy is the word that replaced ‘[Unit
43–44 Bal-Teth 27–28 Utnox 7–8 Halnikos 93–94 Golnax Type].’
45–46 Bektaal 29–30 Uadot 9–10 Holophix 95–96 Gelkios • A title with the tag ‘[Location]’ means that the
47–48 Bezu Rek 31–32 Tilxic 11–12 Keration 97–98 Galphokos title refers to a specific place. This place could be
the location the creature has been deployed to,
49–50 Biliak 33–34 Tiruac 13–14 Kolberon 99–100 Genuion or is in charge of surveying, or maybe it’s a place
51–52 Ir Kazrum 35–36 Talauc 15–16 Kerothos where the creature performed a significant feat.
53–54 Ir Doram 37–38 Teblit 17–18 Koronikos
55–56 Ikorzul 39–40 Tzumba 19–20 Kolmaiad
General Titles General Titles (cont) General Titles (cont)
57–58 Idvox 41–42 Elitic 21–22 Therastophix d100 Title d100 Title d100 Title
1–2 the Destroyer 45–46 Phantom of [Location] 89–90 the Unstoppable
59–60 Ir Yod 43–44 Estec 23–24 Tektorax
3–4 the Unbent Blade 47–48 the Gouger 91–92 Bite of [Faction]
61–62 Maluk 45–46 Eatoc 25–26 Teletakteron
5–6 the Unbowed 49–50 Shamed [Unit Type] 93–94 the Rapacious
63–64 Mal-Teth 47–48 Enuax 27–28 Tornion
7–8 the Sharp–Eyed 51–52 Punished [Unit Type] 95–96 Curseflinger
65–66 Mak-Betzu 49–50 Emniot 29–30 Thesiax
9–10 Loyal to [Leader] 53–54 Vengeance of [Faction] 97–98 the Betrayer
67–68 Mezurek 51–52 Fedlioc 31–32 Phyterax
11–12 Kell–Slayer 55–56 Soul-Eater 99–100 the Misunderstood
69–70 Mak-Zikur 53–54 Foenor 33–34 Petagrakus
13–14 Guardiansbane 57–58 the Crusher
71–72 Kebbel 55–56 Filniod 35–36 Pednikon
73–74 Kozol-Dir 57–58 Fecnoc 37–38 Peleon
15–16 Knife of [Faction] 59–60 the Thief Vex Titles
17–18 Chosen by [Leader] 61–62 the Invisible d100 Title
75–76 Kir-Zaran 59–60 Fabnot 39–40 Pordron
19–20 the Unstoppable Weight 63–64 Tyrant of [Location] 1–2 Prototype Mind
77–78 Kol-Deleth 61–62 Goliot 41–42 Zyphrax
21–22 the Booming Voice 65–66 Spear of [Leader] 3–4 Prohibitive Mind
79–80 Kobbur 63–64 Gandoc 43–44 Zelenion
23–24 the Warmonger 67–68 Bane of [Location] 5–6 Archival Mind
81–82 Yarnath 65–66 Gildac 45–46 Zektyrion
25–26 Siegebreaker 69–70 Breaker of [Battle] 7–8 Branched Mind
83–84 Yek-Tavoor 67–68 Gradlotl 47–48 Zebriax
27–28 the Collector 71–72 Executioner of [Battle] 9–10 Sacrificial Mind
85–86 Yut Braak 69–70 Getloc 49–50 Zorphon
29–30 Secretkeeper 73–74 Skullbreaker 11–12 Empathic Mind
87–88 Yolra Zar 71–72 Petec 51–52 Braktorax
31–32 Herald of [Leader] 75–76 the Unforgiven 13–14 Exothermic Mind
89–90 Yragur 73–74 Poriot 53–54 Berophos
33–34 Champion of [Battle] 77–78 the Despised 15–16 Deductive Mind
91–92 Gor-Morul 75–76 Palvec 55–56 Beldion
35–36 Broken [Unit Type] 79–80 the Detested 17–18 Photometric Mind
93–94 Gurdoor 77–78 Purzot 57–58 Borkios
37–38 Enforcer of [Leader] 81–82 Armor-Breaker 19–20 Convergent Mind
95–96 Gol Aranath 79–80 Phentalc 59–60 Bophorax
39–40 Blood–Drinker 83–84 the Whisperer 21–22 Fervent Mind
97–98 Gred-Reknir 81–82 Drixot 61–62 Strobax
41–42 Fist of [Leader] 85–86 the Unrepentant 23–24 Liquid Mind
99–100 Giht-Gûd 83–84 Deloc 63–64 Silenophon
43–44 Nightmare of [Battle] 87–88 the Unyielding 25–26 Corrective Mind
85–86 Dizuut 65–66 Sapnion

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Vex Titles (cont) Taken Titles Taken Titles (cont) PUBLIC EVENTS equipment from being transmatted without proper
authorization codes.
d100 Title d100 Title d100 Title Public events are special types of premade The harvester node also has a secondary function
27–28 Nucleative Mind 1–2 the Corrupted 87–88 the Disgraced
encounters that can be run in a number of ways. as a short-range signal booster that allows
One could be a random encounter while exploring a everything to be transmatted to and from the skiff
29–30 Recursive Mind 3–4 Envoy of [Leader] 89–90 the Joyous patrol zone, or completing one might be required for simultaneously. Because of this, Fallen extraction
31–32 Ruined Mind 5–6 Herald of [Leader] 91–92 the Unannounced a fireteam to complete their mission. They even crews usually carry several harvester nodes, though
make good ways to introduce fireteam members to only one node will be deployed at a time. If the
33–34 Integration Mind 7–8 the Waylaid 93–94 Blight of [Location] each other for the first time, as when the Vanguard deployed node is destroyed, equipment can still be
35–36 Wayward Mind 9–10 the Watching 95–96 Echo of [Battle] becomes aware of these events happening, they transmatted simultaneously thanks to the spares on
37–38 Conductive Mind 11–12 the Consumed
typically put out a call on public channels, the skiff.
97–98 Perfected [Unit Type]
requesting any nearby Guardians to come deal with Not as precise as Ghost protocols, glimmer
39–40 Spire Lord 13–14 the Rotted 99–100 the Insistent the matter. harvested via this ‘drilling’ process isn’t compressed
41–42 Radian Clocker 15–16 the Ruptured Because of how varied fireteams can be and how and stored as perfect cubes, resulting in a hoard that
open-ended public events are, there is no step-by- often looks more impressive than it actually is.
43–44 Redemptive Mind 17–18 the Trampler step guide for running them. We provide the key Drilling rate—the speed at which glimmer is
45–46 Accumulative Mind 19–20 Blightcursed information and mechanics, and it will be up to you harvested—is determined by the abundance of
47–48 Igneous Mind 21–22 the Chosen
to go from there. glimmer in the environment, efficiency of drill
protocols, and the quality of the equipment itself.
49–50 Delusional Mind 23–24 Bound to [Leader]
GETTING OVERWHELMED
51–52 Stranded Mind 25–26 Whisper of [Leader] Most public events call for a large number of MINING CREWS
53–54 Shuttered Mind 27–28 the Deserter creatures to be present in initiative, with Armed crews are deployed to protect the operation
reinforcements arriving regularly if hostilities break and keep the equipment in good working order. A
55–56 Siege [Unit Type] 29–30 the Blighted out. Feel free to reduce the number of creatures the captain is almost always present, though if the Fallen
57–58 The Fragment 31–32 Lightkiller encounter instructs you to use or to ignore are expecting to harvest a bounty of glimmer from a
59–60 Constructive Mind 33–34 Hand of [Leader] reinforcements entirely until you get more given area they may even go so far as to deploy a
comfortable with large initiative orders. You can also walker, a pair of jumpers, or to equip their infantry
61–62 Watchful [Unit Type] 35–36 Word of [Leader] bring in NPC Guardians to handle reinforcements with scorch cannons. For particularly high-stakes
63–64 Cleansing Mind 37–38 Lore-Keeper ‘off-screen,’ as it were, as reinforcements called in extractions, a house’s kell may order one of their
by the Vanguard. barons to personally see to the acquisition of the
65–66 Inquisitor Mind 39–40 the Failed
glimmer.
67–68 Network Protector 41–42 Lost to [Leader] IDEAL PARACAUSAL FORCE Glimmer mining skiffs often don’t have weapons
69–70 Keeper of [Location] 43–44 Will of [Leader] Most public events, and their mechanics, assume fitted to them. Instead, the Fallen prefer to invest in
the local area is a Light Zone. It’s expected that systems that keep the skiff undetectable from a long
71–72 Eye of [Leader] 45–46 Pillar of Nothing range. This means that more often than not a
members of the fireteam will die at least once, but
73–74 Networked [Unit Type] 47–48 the Abhorrent can be resurrected to keep going with the event. glimmer mining operation needs to be spotted by
75–76 Vex Warden 49–50 the Lost someone already in the area when the skiff arrives
or while the drilling is underway.
77–78 Betrayed Mind 51–52 Altered [Unit Type] FALLEN MINING OPERATION
79–80 Chord [Unit Type] 53–54 Venom of [Leader] Due to the abundance of the material in the Golden RUNNING THE ENCOUNTER
81–82 Proto-Sentinel 55–56 the Deceived Age, glimmer is now present throughout all You can roll on an appropriate Eliksni encounter
environments of most planetary bodies in the Sol table to determine an operation’s mining crew, but if
83–84 Gatekeeper 57–58 the Uprooter system. The Fallen take full advantage of this and the result doesn’t include a captain, consider adding
85–86 Proxy of [Leader] 59–60 the Obedient frequently deploy glimmer mining drills to find and one. Use the skiff stat block as the glimmer skiff’s
harvest any glimmer they can in order to fund their stat block. You may choose to disregard the skiff’s
87–88 Processor Mind 61–62 Ascendant Sentinel operations. weapons if you wish. For fireteams with an average
89–90 Proactive Mind 63–64 the Defiled This public event can be easily modified to suit level of 6th or lower, it’s recommended you treat
91–92 Watcher of [Leader] 65–66 the Betrayed the level of the fireteam. the skiff as unarmed.
93–94 Gatekeeper 67–68 the Abandoned
Reinforcements. If hostilities break out, the pilot
MINING EQUIPMENT of the glimmer skiff will call for reinforcements,
95–96 Keymaster 69–70 the Unknowable Glimmer drills are deployed from skiffs using short- which will arrive on the next initiative count 20,
97–98 Expanding Mind 71–72 Soulkeeper range transmat protocols. These drills consist of losing all ties. Roll on an appropriate Eliksni
three major components: one bank, a Large device encounter table to determine the reinforcements. If
99–100 Galactic Mind 73–74 the Stalwart the fireteam is particularly infamous with these
that hovers at the center of three stabilizers, each of
75–76 Insight of [Leader] which is a Medium device that sits on the ground. Fallen, you may elect to roll on one tier higher than
77–78 Horror of [Leader] The third component is the harvester node, a Small normal, or to roll twice and take both results as the
device that also sits on the ground. reinforcements. You can even introduce new NPCs
79–80 Banner of [Leader] The bank scans the ground for glimmer, and the this way, such as a particular baron that is intent on
81–82 the False Tongue harvester node transmats the glimmer into the hunting the fireteam down for being a frequent
bank. The stabilizers keep the bank upright as nuisance. Regardless, the reinforcements will arrive
83–84 the Willing in their own skiff, which may or may not have
glimmer fills its hopper and, while any of them are
85–86 the Suffering active, the stabilizers prevent any of the drilling weapons of its own, just like the glimmer mining
skiff.

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Stealth. If one or more members of the fireteam granting unconventional rewards such as: reports to a higher officer, such as a centurion or
want to try stealing the glimmer instead of fighting M���� T���� B����� • The Vanguard has a vested interest in keeping
even a valus, if the information being gathered by
the Fallen crew, you can use a seven-success skill Small artifact (Taken) the rig is especially important.
challenge to represent the attempt. The DC is equal blight activity at bay, and could reward the Injection rigs are delivered to their installation
to the highest passive Perception among the fireteam with an exotic or two for dealing with a locations via Cabal warship, which will hover high
Armor Class 13 (natural armor) growing blight situation.
operation’s crew members, including the glimmer Health Points 33 (6d6+12) overhead, sometimes up to a mile above the rig. The
skiff. Speed 0 ft. (mounted, can hover) • A local faction that stood to suffer from the warship typically remains overhead only if the rig is
If a number of fireteam members offer to be a blights could show their appreciation to the meant to operate for a short period. An hour or so is
distraction, you may decide to grant the thieves STR DEX CON INT WIS CHA fireteam by offering equipment or knowledge of enough time to get basic information on an area
advantage on their ability checks in the skill 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) the area, perhaps even the location of a cache with a 25-mile radius centered on the rig. Basic
challenge. used by enemies of the City. information includes weather and weather
Damage Resistances arc, solar, void
Damage Immunities darkness • If the fireteam’s current mission is to clear out a predictions, the layout of the land, and the location
GLIMMER MINED Condition Immunities all lost sector, but they stopped along the way to of Huge or larger creatures and machines. Large
Senses — deal with a blight infestation, you could allow the groups of creatures, such as a dozen Eliksni gathered
One way or another, if the fireteam manages to get fireteam to discover an alternate path into the in a small area, will also be detected.
Challenge Individual CR 0 (0 or 10 XP), Classification CR 1
the glimmer in the bank’s hopper, the amount they Minion (0 or 10 XP) lost sector, one that puts them at a greater The warship will typically not fire its weapons
earn is entirely up to you. Maybe it was only a few advantage against whatever foes lurk inside. down toward the injection rig, because the Cabal
bits, maybe it was a hoard the likes of which the Proficiency Bonus Hack DC will want to avoid damaging the rig. However, in a
fireteam has never seen before. Or maybe the +2 — pinch, it might attempt a missile barrage.
glimmer drill wasn’t mining glimmer at all, but was CABAL INJECTION RIG Warship Missile Barrage. Six missiles are
instead the Fallen’s attempt to hide other precious Blighted Aura (10-foot radius). A creature that ends its Injection rigs are Gargantuan constructs which the launched from the warship, each one impacting a
items inside the bank, such as engrams, weapons, or turn within the area of the blight’s aura, or who enters Red Legion uses to scan large swaths of area with
the area for the first time on a turn, takes 3 (1d6) hard surface of the warship’s choosing within 3
ether. ground-penetrating signals. They’re used in lieu of miles. A missile deals 21 (6d6) explosive solar
The standard reward is 5d12 x 1,000 glimmer. darkness damage.
satellites, which are often easily hijacked or damage to all targets within 5 feet of its point of
Blight Receding. A creature that takes damage from the destroyed by the passing starcraft of other factions. impact. The missiles all strike simultaneously, and
TAKEN BLIGHT blight’s aura and then exits the area of the blight’s aura Injection rigs also have a number of onboard the warship can direct them to hit one target or
on the same turn gains the Blight Receding condition, systems that reduce their detectability to long-range several. If a target is being subjected to the damage
Even if they didn’t have a leader to guide them, the which lasts until the start of their next turn. scanners and signals, making it difficult to discern
Taken are drawn to infest Light-filled areas so as to of a missile, the target can use its reaction to
when one is even in operation—aside from visually attempt a DC 19 Dexterity saving throw, taking half
turn them into Darkness or Oppressive Darkness spotting one. Because of this, the Red Legion prefers
zones. They do this by attempting to fill the area the damage of any missiles it’s being subjected to on
to deploy them in gulches or other natural a success. The warship’s weapons are considered
with blights, concentrations of pure Darkness which formations that can hide their presence from view.
sap Light. siege weapons.
This public event can be modified to fit fireteams
This public event’s difficult can be adjusted to at a variety of levels, though fireteams with an
best suit the level of the fireteam, but it will always C����������� T���� B����� RUNNING THE ENCOUNTER
Huge artifact (Taken) average level of 8th or lower will likely need backup
be a difficult and deadly encounter at any level. to complete this encounter. This may come in the You can roll on an appropriate Cabal encounter table
form of a higher-level Guardian NPC or two. to determine the creatures in an injection crew, but
Armor Class 16 (natural armor)
RUNNING THE ENCOUNTER Health Points XX Alternatively, maybe the Vanguard issues the if the result doesn’t include an engineer, consider
2 (1d4+1) minor blights should appear within 120 Speed 0 ft. (mounted, can hover) fireteam a drake for their mission. adding at least one, plus three scorpius turrets for
feet of each other, with one concentrated blight the engineer to make use of.
STR DEX CON INT WIS CHA Reinforcements. If a Cabal warship is present and
roughly at the center of them. Roll once on an
10 (+0) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
RIG SIZE hostilities break out, the warship will send down
appropriate Taken encounter table and add half the An injection rig stands on the ground on three feet,
resulting Taken to unoccupied spaces within 15 feet reinforcements to support the crew and keep the
Damage Resistances arc, solar, void which are evenly spaced apart from each other in a injection rig safe. Reinforcements arrive on every
of each minor blight. Damage Immunities darkness triangular formation much like a tripod. Each foot
If the concentrated blight is allowed to remain in other initiative count 20, losing all ties, and arrive
Condition Immunities all occupies a line that’s 15 feet long and 5 feet wide. At via Cabal drop pods. These pods impact a 15-foot
place for 24 hours, the local area (3-mile radius Senses — the center of them, approximately 10 feet away
centered on the concentrated blight) becomes a Challenge see features diameter area and cause 225 (50d8) bludgeoning
from each foot, is the main heatsink, which takes up damage to any target in the way.
Darkness zone, or an Oppressive Darkness zone if it a 5-foot diameter area. All together, the four parts of
was a Darkness zone already. The blights do nothing Proficiency Bonus Hack DC Roll on an appropriate Cabal encounter table to
the rig’s base—the three feet and the main determine each wave of reinforcements being
further if it was already an Oppressive Darkness — — heatsink—fit inside a 45-foot by 30-foot area.
zone. added to the encounter. Because the Red Legion’s
Blighted Effect. The blight only takes damage if the The rig’s body extends upward to a height of 50 first priority will be to attempt to clear out hostile
The fireteam’s only means of overcoming this source of the damage is a blighted weapon, or a creature feet. Three pylons stretch out from it in a triangular
event will be to attack the blights, and particularly to creatures and recover the injection rig, they should
under the effects of the Blight Receding condition. formation offset from the formation of the feet. not aim for their drop pods to land too close to the
destroy the concentrated blight, which will create 2 Each arm is 30 feet long, angling upward. The tips of
(1d4+1) minor blights every 24 hours, unless the rig, for fear of accidentally destroying it.
Bring in the Big Guys. If the blight is reduced to 0 health the arms are the highest points on the rig, 60 feet The warship only has enough crew to send in two
area is an Oppressive Darkness Zone. Blights created points, another Taken creature is created in its place. off the ground.
in this way appear within 300 feet of a concentrated Typically this is a Taken baron or Taken hallowed ogre, but waves of reinforcements. If hostilities cannot be
blight, and an amount of Taken appear with the any other creature is a viable option. The blight can even quelled, the warship will signal to cancel the
minor blights, following the roll rules as before. create a group of Taken creatures instead, if the group INJECTION CREWS operation, and retrieve the rig in XX rounds.
exactly fills two slots of the same slot CR. The Red Legion typically deploys a number of Damaging the Rig. Due to its heavy armor
The blight’s CR is equal to the CR of the creature it engineers to oversee the operation of an injection plating and reduced interface capability (making
ENCOUNTER REWARD creates in this way, or to the CR of the slots it fills. rig. They will work in round-the-clock shifts, hacking almost impossible), the only realistic way to
Glimmer can be rewarded to the fireteam (3d4 x ensuring at least one engineer is always keeping an stop an injection rig at all is to damage the
1,000 or an amount at your discretion), but consider eye on the rig at all times. The engineer often ventilation systems that regulate the machine’s

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temperature. Without these, the rig will easily
overheat and fry itself from the inside out.
CLEAR AN AREA COLLECT RESOURCES stats as the Thorn listed under Exotic Weapons in
Chapter 5.
Someone has reported significant hostile buildup in The fireteam is tasked with acquiring an amount of
The rig has nine vents: three positioned around resources, either for their mission, for the needs of The augmentations to prepare a hand cannon to
the top of the main body of the rig, three positioned a particular area, and the fireteam is given the task be made into a Thorn require quantities of hadronic
of clearing them out. the City, or maybe for an NPC who won’t give up
just below each arm on the rig, and three more vital information until they get the stuff they want. essence, plasteel plating, and sapphire wire. The
around the main heatsink. Once an hour, the rig will 1. Give the fireteam the name of their destination These items may be local resources, stuff pilfered amount required of each is determined by the tier of
create a dome shield that completely encloses itself zone and the faction of creatures they’ll be from other factions, or scavenged materials from the hand cannon when the process begins.
and ventilate heat into the shield. The shield isn’t tasked to deal with. For example, you might tell Golden Age ruins—whatever makes the most sense. Once the materials are assembled, a creature can
there to completely trap heat but instead acts as a your fireteam that they’re being sent from Luna spend 4 hours performing the augmentation
dampener to prevent long-range detection of the to Nessus to break up a gathering of Vex, or that 1. Tell the fireteam what they’ll need to acquire, process. Have them attempt a five-success skill
rig, and to keep nearby crew from being fried to a they only need to head a few miles west from and optionally how much will need to be challenge, the DC for which is determined by the tier
crisp. their current location to reach a reported Cabal acquired. It’s also fine to approximate the total of the hand cannon. On a success the hand cannon
The ventilation process lasts for 1 minute. During outpost. amount, or to say that any amount will do, but is appropriately augmented. If the challenge is
this time, any creature that starts its turn within the 2. Determine how long it’ll take to reach the the reward will be based on the amount failed, one third of the materials are lost.
dome shield, or that enters the dome shield for the destination and if you want to run any random acquired. Augmenting a hand cannon simply prepares it for
first time on a turn, takes 36 (8d8) solar damage and encounters in between. 2. Determine how the item(s) will be acquired, the next steps in the process and does not change
begins Burning for the next minute. A creature can either by finding (see step 3) or pilfering (see its properties or perks in any way.
use its action to end the condition on itself or 3. Roll twice on an appropriate random encounter
table to determine the forces the fireteam is step 4). You can also have the fireteam do a mix
another target within one size category of itself. of both. INFUSION
Also during this time, the ventilation systems are being asked to clear out. Alternatively, roll once
on an appropriate random encounter table and 3. In order to find an item, the fireteam will need To become a Thorn, a hand cannon must have a
exposed and vulnerable. Each vent has an AC of 16 to complete a skill challenge, with the number
and 21 health points, is considered mounted, and is consider adding a secondary objective to the strong infusion of paracausal power. This can be
fight, such as a bomb to be disarm, a captive to of successes needed determined by how done in a multitude of ways. For any gunslinger,
immune to the damage and effects of sources that difficult you want finding the item to be: easy (3
cause a Constitution, Intelligence, Wisdom, or free, or a high-value target to capture alive. doing so is as simple as casting Golden Gun roughly
4. Allow the fireteam to approach and handle the successes), medium (5 successes), or hard (7 60 times with the hand cannon as their weapon of
Charisma saving throw. If any three vents are successes). The DC of the challenge should be
reduced to 0, the injection rig will begin situation as they see fit. Maybe they want to choice. For voidwalkers (Harbinger of Knowledge),
simply shoot everything, maybe they want to 13 for fireteams in the 1st–4th level range, 15 creating a voidbond with a hand cannon and not
overheating, and will automatically initiate a self- for fireteams in the 5th–10th level range, 17 for
destruct process. Aborting this sequence requires trick the enemies into leaving, or maybe they letting that bond break for at least 30 days would
want to bargain or barter. fireteams in the 11th–16th level range, and 19 sufficiently infuse the weapon.
intervention with proper authorization codes. for fireteams 17th level or higher. Every time a For other classes, their options are a bit less
check is failed in the skill challenge, have the accessible. Finding a shard of the Traveler and
SELF-DESTRUCT KILL A TARGET fireteam run a random encounter. When the embedding the hand cannon within for at least 6
Once the rig is poised to self-destruct, it will notify A creature has been identified as a significant threat, challenge is completed, they have found their days is one such option. The paracausal power used
nearby crew members via a loud claxon that can be and the fireteam is given the task of quickly locating item(s). doesn’t need to be of the Light, though, as letting
clearly heard up to 300 feet away, and which is and eliminating it. 4. In order to pilfer items, the fireteam will need to the hand cannon soak in a pool of Taken energy for 6
repeated once every 10 seconds for the next complete a skill challenge as described in step 3, hours would work, too.
minute. At the end of that time, the rig explodes 1. Tell the fireteam a bit about the target and why except for each success in the challenge, the
with a controlled demolition that limits the they need to be dealt with. What did this fireteam is faced with a random encounter. The
explosion’s range, but not so much its severity. creature do, or who did they hurt, to cause them creatures in this encounter should have some THE HATED PATH
Targets within 30 feet must make a DC 21 Dexterity to be a threat? Keep in mind the information amount of the item(s) the fireteam is looking for.
you give doesn’t necessarily need to be accurate “Bathe your Light in horrors. Feed your
saving throw, taking 135 (30d8) explosive solar Let the fireteam resolve the encounter as they
damage on a failed save, or half as much on a to what truly happened. Maybe someone lied see fit. If a check is failed in the challenge, weapon with death. Bind it with sickness.”
success. on their report, or maybe the situation wasn’t nothing happens, and if the challenge is failed,
what it seemed. the fireteam cannot find any more creatures to
2. Tell the fireteam the last known location of the pilfer their target item(s) from. The Hated Path is the process of transforming a
properly augmented and infused hand cannon into a
PATROL REQUESTS target, and they’ll have either 1 (very hard), 2
(hard), or 3 (medium) hours to locate the target Thorn. Its three loosely defined steps require
The Vanguard always has jobs for Guardians to do, exposing oneself to the energies of Hive magics
whether it’s gathering intel, clearing out hostile
once they arrive at the last known location. If
the fireteam doesn’t find the target in time, the
MAKING A THORN (bathing your Light in horrors), killing with the proto-
forces, or checking items off the City’s never-ending target cannot be located, having successfully The very first Thorn, a deadly and grotesque hand Thorn (feeding your weapon with death), and
list of critically low supplies. If you want an easy slipped away and hidden. cannon, was crafted in the early City age by the augmenting the proto-Thorn by integrating Hive
mission to occupy your fireteam for anywhere from infamous Dredgen Yor. Since then, many Risen have relics (binding your weapon with sickness). These
1–4 hours, a patrol request may be just the thing. 3. Have the fireteam complete a five-success skill attempted to recreate the weapon. Some do this for steps may be performed concurrently, and the
challenge, with the DC equal to 8 + the academic study, but others as a means to follow in specific actions taken matter less than the intensity
proficiency bonus of the target creature. Unlike Yor’s footsteps. Regardless of the reason, the
COMPLETING PATROLS normal skill challenges, each time the fireteam information here can help guide you in determining
of devotion and power with which they are
The Vanguard issues standard glimmer rewards for performed. Elements of each step overlap with and
fails a check in the challenge, time advances 1 how one of your players may go about making their reinforce the other steps.
the completion of various types of patrol missions, hour forward. You can also decide to require the own Thorn.
as seen in the Patrol Reward table. More glimmer For this, what matters most is what you want for
fireteam to complete a random encounter for your campaign and what you have the time and
may be awarded if the fireteam faced particularly each failure.
deadly foes or a large number of them while 4. If the challenge is completed, the fireteam finds AUGMENTATION resources to prepare for. Each of these steps could
be its own session, or they could happen ‘off-screen’
completing the patrol. their target and should be allowed to approach Creating a Thorn begins with a simple hand cannon. from the rest of the fireteam. You should also talk to
and handle the situation as they see fit. Though The quality, or tier, of the hand cannon affects the the player who is making the Thorn and ask what
the mission is called “Kill a Target,” death may extent and difficulty of the work of transforming it, they’re comfortable with, both for themselves and
not be the best or only option for the situation. but not the final result: all Thorns share the same for their character’s development going forward.

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Augmentation Requirements Weapon Names Weapon Names (cont)
Hadronic Essence Plasteel Plating Sapphire Wire Part 1 Part 2 Part 1 Part 2
Handcannon Tier Required Required Required Weaponsmith DC d100 (Adjectives) (Nouns) Part 3 (Verbs) d100 (Adjectives) (Nouns) Part 3 (Verbs)
Tier 1 30 15 18 19 1–2 Big Shepard Escape 51–52 Sly Hammer Hurl
Tier 2 26 8 6 17 3–4 Flavorful Demise March 53–54 Serpentine Chisel Descend
Tier 3 18 3 4 15 5–6 Inexorable Brain Fall 55–56 Aquiline Drill Tumble
7–8 Ineffable Nutriment Rise 57–58 Leonine Doubt Halt

BATHE YOUR LIGHT IN HORRORS


WEAPON NAME GENERATOR 9–10 Terminal
11–12 Pyrrhic
Velocity
Shadow
Move
Drink
59–60 Forsworn
61–62 Cast-Off
Dream
Tear
Leap
Roll
A weapon isn’t complete until it has a name. Some
Simple proximity to Hive magics or places of power creatures carefully pick names that are important or 13–14 Exhaustive Zephyr Sleep 63–64 Despised Call Wrap
suffices for this step. The greater the intensity of the significant to them, and some creatures go with
sources, the more effective this part of the 15–16 Thunderous Cold Jump 65–66 Weary Cry Cinch
whatever pops into their head first.
transformation will be. 17–18 Friendly Storm Shot 67–68 Ashen Shriek Throw
TYPE 1 19–20 Cheerful Memory Punch 69–70 Nice Groan Love
FEED YOUR WEAPON WITH DEATH Roll twice on the Weapon Names table, taking the 21–22 Distant Giant Scream 71–72 Misremembered Clarion Clarify
The proto-Thorn must be used to kill. Taking many result from the Part 1 column for the first d100, and
lives with it is one approach, but a smaller number 23–24 Good Speech Plan 73–74 Outraged Bugle Muddle
the result from either the Part 2 or Part 3 column for
of more significant, more painful deaths may be just the second d100. The name should read as “Part 1 25–26 Old-Fashioned Mountain Breach 75–76 Chronic Fiddle Light
as effective. Under the right conditions, a single Part 2/3,” such as “Big Shepard” or “Ineffable 27–28 Wooden Pilot Bellow 77–78 Pale Poker Snuff
terrible kill could be enough. Escape.” 29–30 Broken Charm Bang 79–80 Sibilant Bellows Hiss
BIND IT WITH SICKNESS TYPE 2 31–32 Luckless Chain Cheer 81–82 Abyssal Furnace Bark
Hive relics must be integrated into the frame of the 33–34 Distant Choker Weep 83–84 Nocturnal Lance Laugh
proto-Thorn. These may be as simple as shards of The first part of the weapon’s name should be the
name of another person, written in the possessive. 35–36 Forlorn Wheel Wail 85–86 Fortuitous Mace Harangue
Hive bone or chitin, or something more uncommon
and rarefied, like soul crystals or relics of ascendant An example would be “Meecham’s” or “Belinda’s.” 37–38 Dolorous Whip Twist 87–88 Ill-Suited Pocket-Knife Scoop
Hive. You can roll on any of our random alien name tables,
or choose a name yourself. 39–40 Insufferable Leaf Flip 89–90 Tainted Star Bend
Next, choose to roll either once or twice on the 41–42 Tormented Bough Stomp 91–92 Buried Torch Burn
Weapon Names table. If you roll once, take the 43–44 Destitute Root Trip 93–94 Bound Fishing Pole Bite
result from either the Part 2 or Part 3 column. Your
weapon should read as “Name’s Part 2/3,” such as 45–46 Wracked Claw Stab 95–96 Beaten Companion Pounce
“Meecham’s Escape” or “Belinda’s Shadow.” 47–48 Joyful Tooth Slice 97–98 Busted Guide Sigh
If you roll twice, take the result from the Part 1
column for the first d100, and the result from either 49–50 Gleaming Nail Slap 99–100 Fuzzy Snack Giggle
the Part 2 or Part 3 column for the second d100. The
name should read as “Name’s Part 1 Part 2/3,” such
as “Patroclus’ Ineffable Demise” or “Margie’s
Exhaustive Sleep.”

RANDOM MODEL NUMBER


You can choose to roll on the Random Model
Number table for any type of weapon name. The
result can replace a part of a weapon’s name (such
as a name like “Broker’s BX-45”), or it could be
added to a name (such as “Big Shepard 5[5[10]].”

ADDING PREFIXES
Feel free to preface your weapon’s name, such as by
adding an article (“The” or “A/An”) or a partial
clause (“Into the” or “With a/an”).

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Random Prefixes Random Model Number RANDOM ENCOUNTER TABLES Eliksni CR 11–16 Encounters
d20 Prefix As the fireteam traverses a destination, they may d100 Encounter
d100 Character come across a variety of encounters or scenarios
1 The 1–25 Roll a d6: 1–10 1 captain, 2 (1d4) farpiercers, 2 (1d4)
that are unplanned or unexpected. You can use the
2 Of a/an • 1: A tables in this section to help you generate such marauders, 2 (1d4) repeater shanks
3 Because of a/an • 2: T content. Other portions of the Architect’s Guide 11–20 1 captain, 5 (2d4) dregs, 1 shank master, 2
• 3: E reference these tables as well. (1d4) tracer shanks, 2 (1d4) vandals
4 With a/an
• 4: I 21–30 1 captain, 2 farpiercers, 1 marauder, 1 servitor,
5 Into the • 5: R Eliksni CR 0–4 Encounters 2 (1d4) vandals
6 Of the • 6: O 31–40 1 captain, 1 walker, 5 (2d4) vandals
d100 Encounter
7 When the 26–40 Roll a d6: 41–50 2 (1d4) farpiercers, 2 (1d4) heavy shanks, 1
• 1: N 1–10 5 (2d4) shanks
8 When a/an silent fang
• 2: S 11–20 5 (2d4) dregs
9 Formerly 51–60 1 (1d4-1) jumpers, 1 silent fang, 5 (2d4)
• 3: L 21–30 2 (1d4) wretches vandals
10 Allegedly • 4: C
31–40 5 (2d4) dregs and 5 (2d4) shanks 61–70 1 baron, 2 captains, 1 servitor, 2 heavy shanks,
11 With the • 5: D 7 (3d4) vandals
• 6: U 41–50 1 swarm of shanks
12 A/An 71–80 1 baron, 2 captains, 5 (2d4) farpiercers, 1 silent
41–55 Roll a d6: 51–60 1 (1d4-1) repeater shanks fang
13 In Lieu of
• 1: P 61–70 1 heavy shank, 2 (1d4) shanks
14 In Memory of 81–90 1 baron, 1 walker, 1 shank master, 2 (1d4)
• 2: M 71–80 5 (2d4) dregs, 2 (1d4) vandals heavy shanks, 5 (2d4) vandals
15 A numerical value written out, such as • 3: H
“Twenty-One” or “Fifteen” • 4: G 81–90 3 (1d4+1) vandals 91–100 1 baron, 2 (1d4) farpiercers, 1 walker, 2 (1d4)
servitors
16 The Missing/Missed • 5: B 91–100 5 (2d4) dregs, 1 servitor
• 6: F
17 Tale of a
56–65 Roll a d8: Eliksni CR 17–20 Encounters
18 From the • 1: Y
19 Toward a/an • 2: W d100 Encounter
Eliksni CR 5–10 Encounters
20 The Once and Future • 3: K 1–10 1 baron, 5 (2d4) farpiercers, 2 (1d4) silent
• 4: V d100 Encounter fangs
• 5: X 1–10 5 (2d4) dregs, 1 tracer shank, 2 (1d4) vandals 11–20 1 baron, 1 captain, 2 (1d4) heavy shanks, 1
• 6: Z shank master, 2 (1d4) swarms of bomb shanks
11–20 2 (1d4) dregs, 1 farpiercer, 1 marauder, 2 (1d4)
• 7: J shanks 21–30 1 baron, 2 (1d4) captains, 1 walker, 5 (2d4)
• 8: Q vandals
21–30 2 (1d4) bomb shanks, 1 farpiercer, 2 (1d4)
66–80 Roll a d10: vandals 31–40 2 (1d4) farpiercers, 2 (1d4) jumpers, 1 silent
• 1–3: – (hyphen) fang
31–40 1 farpiercer, 1 marauder, 3 (1d4+1) vandals
• 4–6: . (period) 41–50 1 archon, 5 (2d4) farpiercers, 1 walker, 2 (1d4)
• 7–9: / (forward slash) 41–50 1 (1d4-1) farpiercers, 1 heavy shank servitors
• 10: [ (and add a closing bracket at the end 51–60 1 heavy shank, 1 shank master, 1 swarm of
of the model number, or as many closing 51–60 5 (2d4) farpiercers, 1 kell, 2 (1d4) silent fangs
shanks, 1 sentry shank
brackets as needed) 61–70 1 archon, 2 (1d4) captains, 1 kell, 5 (2d4)
61–70 1 captain, 1 servitor, 3 (1d4+1) vandals wretches
81–100 Roll a d10, the result being the number you
use. If you roll a 10, use 0. 71–80 2 (1d4) dregs, 1 farpiercer, 1 silent fang, 2 71–80 1 kell, 1 walker, 2 (1d4) servitors, 1 silent fang
(1d4) vandals
81–90 1 archon, 2 (1d4) barons, 1 prime servitor, 5
81–90 1 baron, 1 farpiercer, 1 marauder, 3 (1d4+1) (2d4) farpiercers
vandals
91–100 1 baron, 1 kell, 2 (1d4) captains, 1 walker, 5
91–100 1 walker (2d4) vandals

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Hive CR 0–4 Encounters Hive CR 17–20 Encounters Vex CR 11–16 Encounters Cabal CR 5–10
d100 Encounter d100 Encounter d100 Encounter d100 Encounter
1–10 1 larva worm 1–10 2 (1d4) acolytes, 2 (1d4) goreseekers, 3 wizards 1–10 5 (2d4) goblins, 2 (1d4) hobgoblins 1–10 4 (1d4+2) legionaries, 2 (1d4) scorpius turrets
11–20 1 (1d4-1) acolytes 11–20 5 (2d4) acolytes, 1 (1d4-1) knight, 1 wizard 11–20 5 (2d4) harpies, 1 minotaur 11–20 1 alpha war beast, 2 (1d4) legionaries, 5 (2d4)
warbeasts
21–30 1 adherent 21–30 5 (2d4) acolytes, 1 mourner, 1 ogre 21–30 1 cyclops, 5 (2d4) goblins, 2 (1d4) hobgoblins
21–30 5 (2d4) legionaries, 1 (1d4-1) phalanxes
31–40 2 (1d4) thrall 31–40 5 (2d4) acolutes, 1 knight, 1 ogre, 1 wizard 31–40 2 (1d4) goblins, 2 (1d4) hobgoblins, 1 minotaur
31–40 1 engineer, 2 (1d4) scorpius turrets
41–50 1 attendant 41–50 1 ogre, 2 (1d4) squire, 2 wizards 41–50 5 (2d4) goblins, 1 minotaur, 2 (1d4) stygian
41–50 2 (1d4) legionaries, 1 hoplite, 5 (2d4)
51–60 5 (2d4) thrall 51–60 2 (1d4) attendants, 2 (1d4) swarms of 51–60 1 (1d4-1) hobgoblins, 2 (1d4) supplicants warbeasts
hoarfrost thrall, 2 vanquishers
61–70 1 swarm of thralls 61–70 1 cyclops, 2 (1d4) fanatics, 5 (2d4) goblins 51–60 2 (1d4) gladiators, 1 headhunter
61–70 5 (2d4) acolytes, 1 darkblade, 2 (1d4) shriekers
71–80 1 (1d4-1) belching thrall 71–80 5 (2d4) goblins, 1 (1d4–1) hobgoblins, 1 hydra 61–70 1 centurion, 1 field scout, 5 (2d4) legionaries, 2
71–80 2 (1d4) shriekers, 2 (1d4) squires, 2 (1d4) scorpius turrets
81–90 2 (1d4) cursed thrall vanquishers, 2 wizards 81–90 5 (2d4) harpies, 1 minotaur, 1 hydra
91–100 1 shrieker 91–100 2 (2d4) hobgoblins, 1 tyrant 71–80 1 venatrix
81–90 2 (1d4) adherent, 2 (1d4) attendants, 1 ogre, 2
vanquishers 81–90 1 colossus, 2 (1d4) legionaries, 1 phalanx
Hive CR 5–10 Encounters 91–100 1 darkblade, 2 (1d4) shriekers, 2 (1d4) wizards Vex CR 17–20 Encounters 91–100 1 combustor

d100 Encounter d100 Encounter


1–10 2 (1d4) acolytes, 5 (2d4) thrall Vex CR 0–4 Encounters 1–10 1 (1d4-1) cyclopes, 5 (2d4) harpies Cabal CR 11–16
11–20 5 (2d4) acolytes, 2 (1d4) hoarfrost thrall d100 Encounter 11–20 5 (2d4) goblins, 2 (1d4) hobgoblins, 1 minotaur d100 Encounter
21–30 2 (1d4) acolytes, 1 adherent, 2 (1d4) cursed 1–10 2 (1d4) rampant goblins 21–30 4 (1d4+2) supplicants, 1 wyvern 1–10 1 centurion, 5 (2d4) legionaries, 2 (1d4)
thrall volcanic scorpius turrets
11–20 2 (1d4) goblins 31–40 5 (2d4) harpies, 1 stygian, 1 tyrant
31–40 1 spawn clutch, 1 wizard 11–20 1 centurion, 5 (2d4) legionaries, 1 field scout
21–30 2 (1d4) fanatics 41–50 5 (2d4) goblins, 2 hobgoblins, 1 hydra
41–50 2 (1d4) acolytes, 2 shriekers, 2 (1d4) thrall 21–30 1 incendior, 5 (2d4) legionaries, 1 (1d4-1)
31–40 1 (1d4-1) rampant hobgoblins 51–60 5 (2d4) harpies, 1 hobgoblins, 2 wyverns phalanxes
51–60 3 (1d4+1) goreseekers, 1 wizard 41–50 1 (1d4-1) harpies 61–70 2 (1d4) cyclopes, 2 (1d4) hobgoblins, 1 hydra 31–40 1 colossus, 2 (1d4) legionaries, 2 (1d4) psions
61–70 1 (1d4-1) attendant, 1 knight 51–60 1 rampant minotaur 71–80 5 (2d4) harpies, 2 minotaurs, 1 hydra 41–50 1 engineer, 2 (1d4) legionaries, 2 (1d4)
71–80 2 (1d4) cursed hoarfrost thrall, 1 vanquisher 61–70 1 hobgoblin phalanxes, 2 (1d4) scorpius turrets
81–90 2 (1d4) hobgoblins, 2 (1d4) minotaurs, 2 (1d4)
81–90 2 (1d4) acolytes, 1 mourner 71–80 1 stygian stygians 51–60 2 centurions, 1 colossus, 2 (1d4) psions
91–100 5 (2d4) acolytes, 1 ogre 81–90 1 supplicant 91–100 2 (1d4) hobgoblins, 2 (1d4) supplicants, 1 61–70 2 (1d4) field scouts, 2 (1d4) hoplites
tyrant
91–100 1 minotaur 71–80 1 colossus, 1 headhunter, 1 hoplite, 5 (2d4)
Hive CR 11–16 Encounters legionaries
Cabal CR 1–4 81–90 2 centurions, 2 (1d4) inhibitors, 5 (2d4)
d100 Encounter Vex CR 5–10 Encounters legionaries
1–10 5 (2d4) attendants, 1 knight d100 Encounter
d100 Encounter 91–100 1 colossus, 2 (1d4) gladiators, 2 (1d4)
1–10 5 (2d4) war beasts headhunters
11–20 5 (2d4) acolytes, 1 ogre, 1 (1d4-1) swarms of 1–10 1 hobgoblin
thrall 11–20 1 psion
11–20 2 (1d4) rampant gobins, 2 rampant minotaurs
21–30 2 (1d4) acolytes, 2 (1d4) hallowed thrall, 2 21–30 2 (1d4) scorpius turrets
vanquishers 21–30 6 (2d4+1) goblins
31–40 1 or 2 volcanic scorpius turrets
31–40 5 (2d4) acolytes, 1 knight, 1 wizard 31–40 4 (1d4+2) harpies
41–50 10 (4d4) war beasts
41–50 2 knights, 2 (1d4) shriekers 41–50 2 (1d4) fanatics
51–60 1 gladiator
51–60 2 (1d4) goreseekers, 1 mourner, 1 wizard 51–60 5 (2d4) goblins, 1 hobgoblin
61–70 5 (2d4) legionaries
61–70 5 (2d4) acolytes, 1 attendant, 5 (2d4) cursed 61–70 2 (1d4) goblins, 1 minotaur
thrall, 1 vanquisher 71–80 1 field scout
71–80 1 minotaur, 1 stygian
71–80 1 ogre, 2 (1d4) shriekers, 2 (1d4) swarms of 81–90 2 (1d4) scorpius turrets, 2 (1d4) legionaries
81–90 1 cyclops
thrall 91–100 1 centurion
91–100 1 (1d4-1) supplicants
81–90 2 (1d4) attendant, 2 swarms of hoarfrost
thralls, 1 wizard
91–100 5 (2d4) acolytes, 2 knights, 1 ogre, 1 wizard

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Cabal CR 17–20 Taken CR 11–16 RANDOM SCENARIO TABLES
d100 Encounter d100 Encounter
A scenario is an encounter with a narrative hook
included, though any details are left to be
1–10 2 engineers, 1 (1d4) field scouts, 5 (2d4) 1–10 2 (1d4) taken cursed thrall, 2 (1d4) taken thrall improvised or thought of on your own. You can
scorpius turrets substitute the creatures listed in a scenario with a
11–20 1 taken captain, 2 (1d4) taken vandals
11–20 2 (1d4) headhunters, 5 (2d4) legionaries, 2 roll on an appropriate faction encounter table
(1d4) phalanxes 21–30 5 (2d4) taken goblins, 1 taken hobgoblin instead. For example, if a scenario specified that it
21–30 1 combustor, 1 headhunter, 5 (2d4) psions 31–40 2 (1d4) taken goblins, 2 taken minotaurs had 7 (2d6) vandals and 5 (2d4) dregs in it, you
41–50 1 taken centurion, 2 (1d4) taken gladiator, 2 could remove the vandals and the dregs from the
31–40 2 colossi, 5 (2d4) volcanic scorpius turrets, 5 encounter, then roll once the Eliksni CR 11–16
(2d4) psions (1d4) taken psions
Encounters table to determine which Eliksni
41–50 2 (1d4) centurions, 2 (1d4) inhibitors, 5 (2d4) 51–60 1 taken captain, 2 (1d4) taken dregs, 2 (1d4) creatures are present in the scenario instead.
legionaries taken vandals

51–60 1 centurion, 5 (2d4) legionaries, 2 (1d4) 61–70 1 taken baron Arcadian Valley Scenarios
phalanxes, 1 valus 71–80 5 (2d4) shadow thrall, 1 taken wizard
d10 Scenario
61–70 2 (1d4) hoplites, 2 (1d4) incendiors, 5 (2d4) 81–90 2 (1d4) taken acolytes, 1 taken knight
legionaries 1 1 servitor connected to a conflux, guarded by 2 (1d4) hobgoblins and 1 phantasm.
91–100 2 (1d4) taken goblins, 1 taken hydra
71–80 5 (2d4) legionaries, 1 mind flayer 2 3 (1d4+1) legionaries, 2 (1d4) vandals, 1 centurion, and 1 captain imprisoned by the Vex.
81–90 2 inhibitors, 5 (2d4) gladiators, 1 valus 3 3 (1d4+1) minotaurs standing motionless around a large conflux.
Taken CR 17–20
91–100 2 (1d4) headhunters, 5 (2d4) legionaries, 2 4 A wayward Ghost, concerned the remains of its intended Guardian lie below a deep pool of radiolarian fluid.
(1d4), phalanxes, 1 valus d100 Encounter 5 1 apparently non-hostile harpy.
1–10 2 (1d4) taken goblins, 2 (1d4) taken hobgoblins 6 3 (1d4+1) dregs and 1 or 2 vandals attempting to salvage wreckage from the Exodus Black.
Taken CR 1–4 11–20 1 taken baron, 2 (1d4) taken vandals 7 A diehard sparrow racer observing an Eliksni pike gang.
d100 Encounter 21–30 5 (2d4) taken acolytes, 1 taken knight 8 A Vanguard scout trying to make their way into Nessus’ hollowed core.
1–10 5 (2d4) shadow thrall 31–40 2 (1d4) taken goblins, 1 taken hydra 9 A Warlock researcher studying the properties of microphasic datalattice.
11–20 2 (1d4) shadow beast 41–50 2 (1d4) taken captains, 2 taken goblins, 5 (2d4) 10 An intact Golden Age data-storage module from the Exodus Black.
taken vandals
21–30 1 (1d4-1) shadow dreg
51–60 2 (1d4) taken gladiator, 1 taken wizard
31–40 1 taken dreg Cosmodrome Scenarios
61–70 1 taken hydra, 2 (1d4) taken vandals
41–50 2 (1d4) taken thrall d10 Scenario
71–80 1 taken knight, 2 (1d4) taken phalanxes
51–60 1 taken human 1 Human skulls mounted on an Eliksni spear, stuck upright into the ground.
81–90 1 taken hallowed ogre
61–70 1 taken vandal 2 2 (1d4) dregs and 4 (1d4+2) wretches, struggling to bring down 1 knight.
91–100 1 (1d4-1) taken centurions, 2 (1d4) taken
71–80 1 taken cursed thrall gladiators, 2 (1d4) taken phalanxes 3 A Hunter attempting to climb the wreck of a Golden Age colony ship still standing on its launch pad.
81–90 1 taken phalanx 4 A wayward Ghost, convinced the remains of its intended Guardian are buried under a partially collapsed section
91–100 1 taken psion of the Cosmodrome wall.
5 1 captain wearing the colors of the House of Kings, badly wounded. 3 (1d4+1) vandals in House Devils colors are
nearby.
Taken CR 5–10
6 A disoriented Guardian who claims the House of Devils captured their Ghost.
d100 Encounter 7 A Vanguard scout investigating reports of Hive activity.
1–10 1 (1d4-1) taken dregs, 1 taken vandal 8 A crashed Phaeton-class jumpship.
11–20 5 (2d4) taken acolytes 9 A hapless, newly resurrected Guardian who can’t find a gun.
21–30 5 (2d4) shadow thrall, 1 taken hobgoblin 10 An unusually massive growth of spinmetal with fronds the size of small trees.
31–40 5 (2d4) shadow beasts, 1 taken gladiator
41–50 3 (1d4+1) shadow dreg, 1 taken captain
51–60 5 (2d4) shadow beasts, 1 taken centurion
61–70 1 swarm of taken psions
71–80 1 (1d4-1) taken phalanxes, 2 (1d4) taken psions
81–90 3 (1d4+1) taken humans
91–100 1 (1d4-1) taken goblin, 1 taken minotaur

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Echo Mesa Scenarios Hellas Basin Scenarios
d10 Scenario d10 Scenario
1 An Awoken Corsair out gathering intel for the Gensym Scribes, now injured. 1 1 venatrix and 1 knight apparently dueling.
2 A crashed Eliksni skiff with 5 (2d4) dreg survivors. 2 7 (2d6) legionaries, 3 (1d4+1) psions, and 1 centurion attempting to extract warmind tech.
3 1 apparently non-hostile goblin. 3 A Guardian smuggler searching for Golden Age relics.
4 A wayward Ghost pursued by 2 hobgoblins and 7 (2d6) goblins. 4 A wayward Ghost trapped in ice.
5 5 (2d4) Taken acolytes silently kneeling around an unusual blight. 5 5 (2d4) vandals working for the Spider, harvesting seraphite.
6 A Cabal defector trapped in a cave by 7 (2d6) goblins. 6 10 (4d4) thrall and 5 (2d4) acolytes captured as specimens by Rasputin.
7 A psion horrifically wired into Vex architecture. 7 A large, round tunnel of uncertain depth bored into the ice and bedrock.
8 A Vanguard scout pinned down by 3 (1d4+1) headhunters or hobgoblins. 8 7 (2d6) acolytes, 1 wizard, and 6 (2d4+1) egg clutches in a BrayTech lab.
9 7 (2d6) legionaries and 1 centurion imprisoned by the Vex. 9 A Cabal defector, sheltering in a broken drop pod.
10 An exotic engram lodged in Taken goo. Roll a d6 for grade: 1: Mundane; 2–3: Fine; 4–5: Superior; 6: Exquisite. 10 A Clovis Bray employee preserved in stasis.
Use the cursed option for the content of the engram, if the item has one.

Ishtar Sink Scenarios


EDZ Scenarios
d10 Scenario
d10 Scenario 1 4 (1d4+2) dregs, 3 (1d4+1) vandals, and 1 captain attempting to capture 2 hobgoblins.
1 3 (1d4+1) city militiamen in combat with 2 (1d4) vandals and 5 (2d4) dregs.
2 1 apparently non-hostile minotaur.
2 An arms trade between a captain, 2 (1d4) vandals and 5 (2d4) legionaries.
3 4 (1d4+2) dregs and 7 (2d6) wretches imprisoned by the Vex.
3 A party of human refugees pursued by 5 (2d4) legionaries.
4 A wayward Ghost who believes its intended Guardian’s remains are in the ruins of the Ishtar Collective.
4 A wayward Ghost, convinced the remains of its intended Guardian are surrounded by 7 (3d4) Taken thrall.
5 A Vanguard scout captured by the Fallen.
5 A Guardian recluse living in a concealed cabin.
6 A disoriented Guardian who thinks they’re participating in the Great Ahamkara Hunt.
6 A crashed harvester leaking fuel and Cabal organogel, which will explode in 1d4 minutes. 4 (1d4+2) injured
legionaries are still inside. 7 An Awoken Corsair surveilling the House of Winter.

7 An injured vandal trapped in a cave with 2 (1d4) Taken acolytes and 1 Taken knight. 8 A crater containing trace remains of an ahamkara mass grave.

8 An injured war beast, left to die. 9 A malfunctioning Golden Age frame that claims to be a member of the Ishtar Collective.

9 A single human pilgrim, separated from their caravan of 7 (2d6) humans on the way to the City. 10 An inexplicably pungent patch of spirit bloom.

10 A rabbit that seems to have found a piece of Golden Age tech.


Meridian Bay Scenarios
Fields of Glass Scenarios d10 Scenario
1 3 (1d4+1) psions and 1 centurion attempting to capture 1 minotaur.
d10 Scenario
1 A disoriented Guardian who thinks they’re still in the Infinite Forest. 2 5 (2d4) legionaries, 3 (1d4+1) phalanxes, and 1 centurion practicing battle drills.

2 A Cabal defector trapped in a sandslide. 3 4 (1d4+2) goblins and 2 (1d4) hobgoblins interfacing with an active conflux.

3 14 (4d6) goblins (precursor chassis design), inactive and partly buried in the sand. 4 A wayward Ghost searching for its intended Guardian’s remains in the ruins of Freehold.

4 A wayward Ghost imprisoned by the Vex. 5 3 (1d4+1) dregs, 4 (1d4+2) vandals, and 1 captain harvesting relic iron.

5 Wreckage from Zephyr Station. 6 1 apparently non-hostile hobgoblin.

6 An Eliksni straggler who claims to belong to the House of Rain. 7 5 (2d4) psions investigating the ruins of a BrayTech lab.

7 3 (1d4+1) minotaurs (descendant chassis design) absorbed in work on a piece of Vex machinery. 8 A Vanguard scout tracking Cabal and Vex movements.

8 1 centurion, unconscious and injured. 9 An old Guardian jumpship, shot down by the Cabal.

9 3 (1d4+1) psions and 1 mind flayer captured by the Vex. 10 A solitary red flower growing in the sand.

10 An apparently living hermaion tree.

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New Pacific Arcology Scenarios Tangled Shore Scenarios
d10 Scenario d10 Scenario
1 3 (1d4+1) dregs, 5 (2d4) wretches, and 1 captain attempting to corral 7 (3d4) thrall. 1 A Fallen cache with a Hack DC 21, triggers a web mine and an ambush by 4 (1d4+2) marauders.
2 2 wizards apparently using 5 (2d4) captured dregs in a ritual involving 1 ogre. 2 3 (1d4+1) Awoken Corsairs hunting a high-value escapee from the Prison of Elders.
3 1 vandal and 1 captain attempting to use the interface of an arcology information kiosk. 3 7 (2d6) vandals working for the Spider, moving a captive Guardian.
4 A wayward Ghost searching for the remains of its intended Guardian in the ruined arcology. 4 A wayward Ghost that claims to have escaped the Spider’s captivity.
5 An Awoken Corsair attempting to make her way into the arcology ruins to investigate Hive activity. 5 An Awoken Corsair sent to search for something in the wreckage of Hive warships.
6 A Vanguard scout surreptitiously harvesting alkane spores. 6 A Cabal defector trying to build a shelter out of scrap.
7 3 (1d4+1) dregs, 3 (1d4+1) wretches, 3 (1d4+1) vandals, and 1 captain sheltering in an arcology utility room, 7 A human smuggler trying to grow wormspore in a cave.
attempting to repair their servitor.
8 Two rival Eliksni pike gangs preparing for a race.
8 2 captains dangling 2 thrall on long cables down into the sea.
9 A former Corsair, injured while hunting Hive for revenge.
9 1 injured vandal attempting to break into an arcology storeroom.
10 A mislaid crate marked with the Spider’s insignia.
10 A functioning Golden Age floor-cleaning drone.

Ocean of Storms Scenarios


d10 Scenario
1 21 (6d6) goblins (Sol Divisive chassis) apparently worshipping at a Hive altar.
2 A disoriented Guardian who claims to have fought at Mare Imbrium.
3 4 (1d4+2) dregs and 3 (1d4+1) vandals harvesting helium filaments.
4 A wayward Ghost still trying to find and resurrect its Guardian, lost in the Great Disaster.
5 A Warlock attempting to repair part of the mass driver in Archer’s Line.
6 A Hunter stuck on a line while attempting to rappel into the Hellmouth.
7 A Titan lost while collecting seismographic readings to map the lunar catacombs.
8 1 wizard performing a ritual upon 4 (1d4+2) kneeling knights.
9 1 shankmaster with 1 swarm of shanks, 2 (1d4) heavy shanks, and 2 (1d4) repeater shanks trying to fend off 10
(4d4) thrall, 5 (2d4) acolytes, and 1 knight.
10 An unusual chest marked with the jade rabbit insignia, half-buried in the regolith

Rathmore Chaos Scenarios


d10 Scenario
1 4 (1d4+2) dregs and 3 (1d4+1) vandals attempting to remove a piece of Golden Age tech from the ice.
2 An Awoken Corsair surveilling the House of Salvation.
3 2 (1d4) dregs, 5 (2d4) wretches, and 1 shank who claim to seek to join the House of Light on Earth.
4 A wayward Ghost, convinced the remains of its intended Guardian lie deep within the Clovis Bray ruins.
5 A disoriented Exo who claims they just emerged from the Deep Stone Crypt.
6 5 (2d4) goblins, 3 (1d4+1) hobgoblins, 3 (1d6) harpies, and 1 minotaur attempting to interface with Golden Age
tech in the Clovis Bray ruins.
7 1 apparently non-hostile harpy.
8 5 (1d6+2) dregs, 4 (1d6+1) vandals, and 1 captain attempting to capture 4 (1d4+2) harpies.
9 7 (2d6) harpies carefully patrolling what appears to be a featureless patch of ice.
10 The cold-mummified corpse of a dreg, clutching several pieces of herealways.

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CHAPTER 6: VEHICLES
may require additional proficiencies, such as modifier is multiplied by the number of hit dice it
requiring an electronics toolkit to repair a station, or possesses, and the result is added to its hit points.
proficiency with the Arcana skill in order to repair a For example, if a vehicle has a Constitution of 12 (+1
tomb ship. modifier) and 2d6 hit dice in its health points, it has
9 (2d6+2) health points.

T
he Player’s Guidebook contains a very basic set vehicle or station a place in the turn order will be
of rules about vehicle acquisition, their
descriptions, and their use. Depending on the
described by its features. READING STAT BLOCKS REDUCING A STATION TO 0 HIT POINTS
Many vehicle and station stats are named and Typically, reducing a station’s hit points to 0 only
content in your campaign, that may be all you need. OPPORTUNITY ATTACKS function very similarly to creature stats, but some of
This chapter delves into the finer details of vehicles, prevents any creature from operating that station.
Vehicles and their stations do not get to use them need to be interpreted differently than what The functionality the station governed remains,
covering their stat blocks, interplanetary travel, fuel you may be used to. It’s recommended that you take
and stress tracking, and how operating a vehicle opportunity attacks unless they specifically have a though that functionality now needs to be accessed
feature or reaction that allows them to do so. a moment to glance at the stat blocks first, then in a different way. For example, if a station allowed a
works in terms of character actions and initiative. come back to this section and read it thoroughly. creature operating it to fire the vehicle’s main
cannon and that station was reduced to 0 hit points,
CHOOSING WHICH STAT BLOCK TO SIZE AND DESIGNATION the vehicle’s main cannon is still functional, but it
CORE MECHANICS REFERENCE can’t be fired through that station anymore.
Vehicles are complex constructs that rely on Listed just below the name, the size and designation
creatures interacting with them in order to perform When a creature is specifically interacting with a line tells you what part of the vehicle the stat block
actions. Though their stat blocks are similar to station, such as by attempting to destroy or hack it, is for (either a main stat block or a station stat block) SPEED
creature stat blocks, vehicles are not creatures. They you use the stats listed for the station to determine and what size object the stat block represents. Unless a feature says otherwise, a station is always
are objects and tools, and cannot be targeted by the result of the interaction. For example, if Vehicles and their stations can come in many considered mounted to its vehicle. Though stations
features, feats, traits, spells, or other sources that someone were to shoot at a vehicle without different sizes. typically control the movement of the vehicle, how
only affect creatures. targeting any specific station, any damage they do fast the vehicle as a whole can move is listed in its
would apply to the hit points listed in the vehicle’s
All vehicles come with multiple stat blocks. The
main stat block. However, if they were to shoot at a ARMOR CLASS main stat block.
Vehicle speeds are listed in three different ways,
first is its main stat block, which represents the
vehicle as a whole. This includes the general AC of specific station on a vehicle, such as the control A vehicle or station’s armor class (AC) takes into separated by a slash ( / ) in their stat block. The first
the vehicle, the vehicle’s overall health and/or shield console for a vehicle’s main cannon, any damage account how easy it is to maneuver and what sort of value is the vehicle’s top atmospheric speed,
points (collectively referred to as hit points), its would apply only to the hit points listed for that material it’s made of. Both vehicles and stations are written in terms of miles per hour (mph). If this
speed, features, and so on. station. always considered naturally armored. value isn’t listed, it means the vehicle is either
Vehicles also come with at least one station and Stations list what stats, if any, they inherit from incapable of traveling at such speeds or it is
the vehicle main stat block. For example, on the
an accompanying station stat block. A station is a
sparrow vehicle, the Helm station inherits almost all HEALTH AND SHIELD POINTS incapable of entering a planet’s atmosphere at all. If
place on the vehicle where a creature can interact it’s the latter, the vehicle will also be missing its
stats, including AC and health points, from its main A vehicle is usually either rendered useless or second speed value.
with the vehicle. A station might control how a destroyed when it’s reduced to 0 health points. If a
vehicle moves or what weapons it can fire, such as stat block. This means that, if the sparrow’s Helm The second value written is the initiative speed,
were to be targeted with an attack, any damage or vehicle or station has shield points, any damage it which is how far the vehicle can move on its turn
the helm of a jumpship or a control console for an takes is applied to its shield points first, with any
artillery cannon. Sometimes stations are listed effects of the attack apply to the vehicle’s main stat when moving at a speed relative to that of an
block, and you reference the vehicle’s main stat leftover going into its health points. Health and average creature. For example, a jumpship moving
within the main stat block of the vehicle, such as the shield points are collectively referred to as hit
station for the sparrow, but more often than not block to determine the result of the attack. slow enough to navigate a tight corridor or interact
Conversely, the Helm station on a jumpship has points. with creatures on the ground would use its second
stations are listed in their own separate stat blocks. A vehicle or station’s hit points are represented
its own AC and health points. When a creature listed speed. This may be a flying speed, a hover
makes an attack roll against the jumpship’s Helm, both as a die expression and as an average number. speed, or any other speed that a creature could use.
VEHICLE CLASSES you reference the Helm’s stat block to determine the For example, a station with 2d6 hit dice in its health The final speed is the unit speed used to
There are a number of vehicle classes in the Destiny result of the attack. Damage done to the jumpship’s points has 7 health points on average. This would be determine how far the vehicle can move when in
universe, such as jumpships and sparrows, the two Helm does not also apply to the jumpship’s main written as 7 (2d6) in the station’s stat block. initiative with other vehicles in outer space. Vehicles
vehicle classes with which all Risen have proficiency. stat block; the two are tracked separately. The vehicle/station’s size determines the die that don’t have a unit speed are incapable of
Whenever a trait, feature, perk, or other source used to calculate its hit points, as shown in the Hit interplanetary travel. See Encounters Involving
Dice by Size table. Always round down when
grants proficiency with a vehicle, it is granting you OCCUPANCY displaying the average for a die roll.
Vehicles for more information on how unit speeds
proficiency with a vehicle class, but simply being work.
proficient with a vehicle class may not be enough to This information is included in the written A vehicle or station’s Constitution modifier
operate a vehicle effectively. See Interacting with description of the vehicle and is not included in any reflects how well-constructed it is and also affects
Stations for more information on how your stat block. Because of how complex vehicles can be, the number of hit points it has. Its Constitution ABILITY SCORES
proficiencies govern your ability to operate a given the exact occupancy limit of a vehicle may be Vehicles and their stations have the same set of
vehicle. imprecise. ability scores as other creatures and constructs
Hit Die by Size (Strength, Dexterity, Constitution, Intelligence,
VEHICLES IN THE INITIATIVE ORDER REPAIRING VEHICLES Size Hit Die Average per Die Wisdom, and Charisma). However, it is common to
Unlike creatures, vehicles and their stations do not Tiny d4 2.5
see at least half of these scores—the Intelligence,
Though vehicles and stations have stats, they do not Wisdom, and Charisma scores—listed as 0 or with a
typically get a turn in the initiative order. The only regain health points passively over time or by Small d6 3.5
completing rests. Instead vehicles need to be dash (—). If a vehicle or station is subject to a saving
way for a vehicle or station to do anything is for a Medium d8 4.5 throw for an ability score at 0, the vehicle or station
creature to interact with it. repaired. A creature can spend 1 hour working on a
vehicle to repair it, allowing the vehicle to regain 21 automatically fails the saving throw. If the ability
Some vehicles or stations do have an autopilot or Large d10 5.5 score is listed as a dash, the vehicle or station is
other autonomous functionality, but whether or not (6d6) health points. However, in order to repair a
vehicle, the creature will need to be proficient with Huge d12 6.5 immune to any damage or effects caused by saving
that functionality is advanced enough to grant the throws that target that ability score.
a vehicle toolkit at minimum. At your discretion you Gargantuan or greater d20 10.5

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Some vehicles have an artificial or virtual
intelligence integrated into their systems. Such an
CHALLENGE RATING For example, imagine a station on a vehicle that
lists an action to take a shot with the vehicle’s
reduced by 1. Note that some station actions require
spending more than 1 interaction in order to take
intelligence will either have its own stat block or be A vehicle’s challenging rating (CR) indicates how weapon. The action states the weapon has a +4 them.
listed as a feature on the vehicle or station, and may much of a threat the vehicle is. Individual stations do modifier to hit. However, a creature that meets the Once a station action has been used, that station
effectively grant it an Intelligence, Wisdom, or not have challenge ratings and do not award station’s proficiency requirements can add their action cannot be used again until the station regains
Charisma score above 0. experience for being defeated. Only the defeat of an proficiency bonus to that modifier. If the creature’s all spent interactions. Stations regain all spent
entire vehicle awards experience points. proficiency bonus was +2, the total attack modifier interactions on initiative 30, winning all ties.
Vehicles do not list their CR in terms of for the roll would be +6.
SAVING THROWS, SKILLS, AND OTHER classification the way creatures do. Instead, vehicles A creature can still operate a station even if they
PROFICIENCIES list both offensive (how effective it is at harming aren’t considered proficient with a station, but they
HANDLING FEATURES
others) and defensive (how effective it is at taking don't get the benefits for being proficient. Although the action cost differs and a creature may
Vehicles and their stations by themselves do not take the action multiple times, spending different
have a proficiency bonus and are not considered damage) CRs, as well as the average of those two Being proficient with a vehicle class does not by
CRs. See Encounters Involving Vehicles for itself mean you are proficient with any of a vehicle’s action resources to do so, the name of the action of
proficient in anything. However, a creature may still using a vehicle’s station is always the Operate a
be able to apply their proficiency bonus to certain information on how to utilize these CRs when stations. Creatures must meet all listed proficiencies
planning and building encounters. in order to be proficient with a station. Station action. This means the features, traits, and
attack rolls, saving throws, saving throw DCs, or other sources of the creature operating the station
ability checks a vehicle or its stations may make or If no proficiency requirement is listed, all
creatures are considered proficient with the station. only apply if the source specifically targets the
cause. See Interacting with Stations for more
information. INTERACTING WITH STATIONS Operate a Station action. For example, a gunslinger
taking the Operate a Station action in order to fire a
A station is a point at which a creature can interact STATION ACTIONS vehicle’s weapons would not allow the gunslinger to
with a vehicle. All vehicles have at least one station,
VULNERABILITIES, RESISTANCES, AND which comes with a written description including A creature, once physically placed at a station, has apply the effect of their Jack of All Guns feature to
IMMUNITIES access to a special list of actions, bonus actions, or the attack roll: it is not the gunslinger taking a shot
roughly where it’s located, how it's usually accessed, with a weapon, it is the vehicle. The gunslinger has
Some vehicles or stations have vulnerability, and a general idea of what functionality the station reactions they can take through that station,
collectively referred to as station actions. Station simply operated the station that allows the vehicle
resistance, or immunity to certain types of damage. has. to fire.
You only take into consideration the vulnerabilities, actions include options such as firing a ship’s main
cannon, engaging a stealth system, or piloting the
resistances, or immunities of the stat block being REACHING A STATION ship so it moves to a new location. STATION CONTROLS
interacted with to determine the result of an
interaction. For example, a vehicle’s main stat block Before a creature can interact with a station, they A creature can use their action, bonus action,
and/or reaction to operate the station. If they use A station might control a number of saving throws,
may list the vehicle as resistant to kinetic damage, must first place themself at the station. Not all skills, or senses for the vehicle. These will be listed
but if a station’s stat block does not list that same stations are built equally. Some stations are as their action to operate a station, they must use one
of the station’s listed actions; if they use a bonus under ‘Controls’ in the station’s stat block. When the
resistance, that station is not resistant to kinetic simple as a panel of buttons which any creature vehicle is attempting to utilize something controlled
damage. passing by the station may be able to press without action, they must use a listed bonus action; if they
use a reaction, they must use a listed reaction. For by a station, the creature operating that station is
Remember, if a station has no stats listed for it, difficulty. Other stations, such as a jumpship’s helm, the one responsible for resolving the situation.
that station shares the same stats as the vehicle’s may require a creature to be seated at the station to example, a creature could not use their action to
operate a station and select an option from the For example, a sparrow’s Helm station controls
main stat block. Any damage or effects applied to operate it effectively, in which case a creature may the Strength and Dexterity saving throws the
the station apply to the vehicle as a whole, and you need to spend half their movement to sit down station’s bonus action list.
sparrow vehicle makes. If the sparrow were to be
reference the vehicle’s main stat block to determine before interacting with the station. subject to a Dexterity saving throw, such as by being
the result of the interaction. Unless a station’s description specifies, it will be OPERATION REQUIREMENTS shot at by a walker’s main cannon, the creature
up to you to determine what cost, if any, is A number of factors need to be considered to operating the Helm will need to make the Dexterity
associated with the act of a creature placing
APPLICABLE CONDITIONS themself at a station. Refer to the station’s written
determine a creature’s capability to operate a saving throw. The creature uses the bonus listed for
Vehicles are considered immune to all conditions by station, starting with the creature’s size. Generally Dexterity saves in the station’s stat block, and if the
description to help you decide this. speaking, if a creature is two sizes smaller or larger creature is considered proficient with the station,
default. If a vehicle is capable of being affected by a
condition, it will be listed as an applicable condition than the size of the station, the creature is not able the creature can add their proficiency bonus to the
instead.
GENERAL LOCATION to operate it. This applies most to vehicles such as roll as well.
The station’s stat block indicates if the station is interceptors, jumpships, and pikes, as these vehicles If there is no creature operating the station, the
located inside or outside the vehicle. A jumpship’s have a pilot’s seat built to accommodate a creature vehicle automatically fails the attempt. If no
OPERATION LANGUAGE Helm is an example of a station located inside a of a given size. creature were operating the sparrow’s Helm when
The vehicle’s main stat block lists all the languages vehicle, whereas a skiff’s arc cannons are attached Creatures with the heavyweight trait count as the walker shoots it with its main cannon, the
that all stations associated with the vehicle use. to the outside of the vehicle. If the vehicle’s location one size larger when determining if they can operate sparrow would automatically fail the Dexterity
These are the languages used by all programs, also indicates the station is mounted, the station a station. saving throw.
display screens, buttons, signs, and so on. If a station follows all the rules of the mounted speed. Sometimes a station will have a requirement for
has one or more operation languages listed for it, its operation, such as needing a key or voice
those languages apply only to that station and they STATION PROFICIENCY signature in order to function. These will be
discussed within the station’s written description.
ENCOUNTERS INVOLVING
supersede the overall language(s) of the vehicle.
Some stations require one or more skill, vehicle, VEHICLES
toolkit, or language proficiencies in order for a INTERACTION LIMIT When it comes to handling encounters involving one
WEIGHT LIMIT creature to be considered proficient with that or more vehicles, you first need to determine what
station. These requirements are listed in the Even though some stations allow multiple creatures
This is the total amount of additional weight the to interact with them, the station itself can only do is going to be practical for you to manage. Vehicles
vehicle can carry in addition to its own weight. station’s stat block (‘Proficiency Requirements’). such as sparrows, interceptors, and goliaths are
Proficiency with a station means a creature can add so much in a round. The number of interactions a
station can accommodate is indicated in its stat designed to work quite easily in an encounter
their proficiency bonus to attack rolls, saving throws, involving creatures or other similar vehicles. These
saving throws DCs, or ability checks made by taking block (‘Max Interactions’). Every time a creature
uses an action, bonus action, or reaction to perform vehicles are not too big, they can move at a pace
a station action. reasonable for standard 5-foot grid or hex
a station action, the station’s interaction count is

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battlemaps, and they only have one or two stations
at most to worry about. Simply follow the rules for
BOARDING VEHICLES feel for where to place ships on the distance tracker
at the start of initiative.
Interplanetary Distances as NLS Time
stations and station interactions, and encounters Boarding or hijacking a vehicle can be treated as a Multiple vehicles can occupy the same slot on Celestial Body/Object NLS minutes to Sun
should proceed smoothly. creature attempting to grapple a vehicle, though the distance tracker with no inherent penalties.
instead of the vehicle making an Athletics or Mercury 5 mins
Other vehicles such as skiffs, jumpships, and
tomb ships have huge ranges on their weapons or Acrobatics check to counter, the grappling creature Venus 8 mins
enough initiative speed that it becomes a bit of a only needs to beat a DC equal to 8 + the Dexterity INITIATIVE WITH UNITS
Not much changes when you decide to use position Earth 10 mins
moot point to try to worry about these things in modifier in the vehicle’s main stat block.
typical encounters. In addition, placing these slot tracking in an encounter with vehicles. Mars, Phobos 15 mins
Creatures roll their initiative and act like normal with
vehicles on a 5-foot grid or hex battlemap may be IGNORING DISTANCES AND MOVEMENT the following exceptions:
Jupiter, Europa, Io, Titan 45 mins
impractical, depending on the size of the map. Saturn, Dreadnaught 82 mins
However, the vehicles themselves still have a limited The easiest and most straightforward method of Speed. In encounters utilizing a position tracker,
number of stations. It may take a bit of practice, and handling encounters involving vehicles, especially the relevant speed for vehicles is their unit speed. Uranus 162 mins
you may need to fudge some details, but it’s not encounters between opposing vehicles where no The creature operating the station that moves the
creature is moving outside of a vehicle, is to assume vehicle gets to change the vehicle’s position slot Neptune 300 mins
unfeasible to use these vehicles in encounters
involving creatures or other similar vehicles. the vehicles are traveling at roughly the same speed appropriately, choosing whether they want to move Pluto 360 mins
On the other hand, there are the behemoths of as each other and to ignore distances and the vehicle in a positive or negative direction. Vestian Outpost 20 mins
the vehicular world, such as ketches, Cabal land movement. The encounter can play out normally If a vehicle does not have a listed unit speed, it
from there: the creatures involved roll their cannot move fast or far enough to change its Nessus 200 mins
tanks, or Hive warships. These vessels are so huge
and so complex that, were you to actually try to initiative, they take actions like normal, and they position relative to other vehicles in the encounter. Tangled Shore 30 mins
write out their stats and stations, it would take interact with stations like normal. It effectively has a speed of 0 units.
dozens, or even over a hundred pages of material to You may also wish to focus more on narration or Ranges. Refer to the unit ranges on the vehicle
actually encompass it all. For these vehicles it may creating a ‘cinematic’ encounter, instead of strictly and its stations. For example, a unit range of 2/5 on Vehicle Fuel Capacities
be prudent to only focus on what you need to know sticking to an initiative. For example, imagine a a vehicle’s weapon should be read as the effective
situation where a fireteam has stolen a skiff and range being a target within 2 slots and the extended Vehicle Max Fuel
for the encounter and to disregard unnecessary
complicating details, simplifying much of the needs to fly it away as fast as possible before the range being a target between 3 and 5 slots. The City Hawk 30 units
vehicle’s actions and movements. It is Eliksni they stole it from can catch up to them in weapon cannot hit a target beyond 5 slots away. Harvester 60 units
recommended you practice running encounters with their own skiffs. Instead of rolling for initiative and Escaping an Encounter. If a vehicle manages to
going through mechanics of a vehicle encounter, you move itself into a slot that no opposing vehicle can Jumpship 60 units
other vehicles before trying to include them in
encounters. may decide to turn it into a skill challenge instead. reach with any feature, weapon, or other source, Skiff 30 units
Failing checks in the challenge may allow the that vehicle can choose to leave the encounter
opposing skiffs to take one or more shots at the unhindered. Thresher 15 units
HOW TO USE VEHICLE CR fireteam’s skiff, and failing the challenge entirely Tomb ship 8 units
Unlike creatures, vehicles have two separate and may mean forces begin boarding the fireteam’s skiff,
often drastically different CRs in their stat blocks. So or that the fireteam’s skiff gets shot down.
Just because rules and mechanics for vehicles
INTERPLANETARY TRAVEL
how do you tell if a vehicle is appropriate for the For a simple way to determine how much time and unit of measurement is used for all these vehicles,
encounter you’re planning on running? exist doesn’t mean you have to use them all the fuel it takes to travel from one place to another in not all vehicles use the same kind of fuel.
It comes down to what the vehicle is intended to time. Improvising and emphasizing the story of a the Sol system, refer to the Interplanetary Distances
do in the encounter. If it’s simply dropping off troops situation is perfectly fine. as NLS Time table. This table shows how long it takes REFUELING
or supplies and will be gone after one or two turns, for an object to travel from the sun to the indicated Guardians can refuel at the Tower at a rate of 500
only consider its offensive CR when determining UNIT TRACKING celestial body, object, or location when traveling at glimmer per unit, but out in the field a creature may
how difficult the encounter will be. If the vehicle will near-light speed (NLS). NLS movement is often need to get a bit creative to recover fuel.
be sticking around to fight the fireteam, use its If you are interested in keeping track of the relative referred to as ‘making a jump’ or simply ‘jumping,’
distance between vehicles when they’re moving at Using Arc, Solar, or Void Damage. City Hawks,
average CR to determine the difficulty of the fight. which is where the word ‘jumpship’ comes from. jumpships, and skiffs use arc energy and can be
Generally speaking, large vehicles such as high speeds, or when it’s impractical to try to draw To determine how long it takes to get from point
the vehicles on a battlemap, you can track a stat recharged with careful use of arc damage. Cabal
threshers, tomb ships, and skiffs should not be used A to point B, subtract the times from each other, vehicles, such as harvesters and threshers, use a
to fight a fireteam that doesn’t have their own called the position slot for the vehicle(s). A vehicle’s always subtracting the larger time from the smaller
position slot can be any number, positive or solar battery to power themselves, allowing solar
vehicles to counter it with. Land-based vehicles such time. For example, Earth is measured as 10 NLS Light or other solar energy to recharge their
as goliaths, drakes, and pikes can work in encounters negative. The position slot represents the distance minutes away from the sun and Mars is measured as
between each vehicle, with each slot being one unit. batteries. Hive tomb ships are the only commonly
against a fireteam on foot if the fireteam has plenty 15 minutes, so it takes 5 minutes to travel between encountered vehicle that operates using the void,
of cover and either at least one opportunity to hijack A vehicle in position slot 0 is three units away from a Earth and Mars at NLS.
vehicle in slot 3, and a vehicle in slot 3 is seven units and can be recharged with appropriate application
the attacking vehicle or some sort of boon, such as A moon, satellite, or other orbiting body is of void damage.
conveniently placed explosive barrels, that can help away from a vehicle in slot -4. The term ‘unit’ is considered the same distance away as the celestial
nonspecific on purpose, because the actual distance For every 30 points of damage of the correct type
whittle the vehicle’s health points. body it orbits. done to the engine of a vehicle, the vehicle recovers
it represents doesn’t matter.
The default position for all vehicles is slot 0. You 1 unit of fuel. At your discretion, you may require
VEHICLE CR WITH CLASS FEATURES will need to use your best judgement to decide if a NLS FUEL the source of the damage to succeed on a DC 15
Some class features, such as the Nightstalker’s Study vehicle should start at a higher or lower slot. For ability check to not actually damage the vehicle
As an optional rule, you can have players track NLS instead. The type of ability check should be
focus action, require using the CR of the target to example, if two vehicles are racing neck to neck, it fuel expenditure. It costs 1 unit of fuel to travel up to
determine the effect. In these cases, use the makes sense they both occupy position slot 0. If one determined by the method of damage application: a
10 minutes at NLS, or to make a single wound portal stormcaller attempting to use their super ability to
vehicle’s average CR—but remember vehicles are vehicle is starting a decent distance away from in the case of tomb ships (which do not travel via
not considered creatures when resolving situations. another vehicle, you might have the first vehicle recharge a skiff should need to succeed on a DC 15
NLS). Refer to the Vehicle Fuel Capacities table to Arcana check, while a gunslinger using a dozen
start at slot 0 and the second vehicle start at slot -3. get an idea of the maximum fuel capacity of
It may take a bit of experience before you get a good martial weapon magazines to recharge a Thresher’s
common interplanetary vehicles. While the same

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Vehicle Failure What Stress Looks Like DC to Remove Stress
d100 Failure Stress Level Example superficial effects Stress Level DC
1–5 Hull Breach. Unable to travel through space or at high speeds until repaired. Stress increases by 10. 5 or lower Minor wear and tear in the paint, superficial 5 or lower 13
nicks or scratches 6–10 15
6–10 NLS Drive Failure. Cannot perform NLS travel until repaired. Stress increases by 10.
6–10 Decent amount of cosmetic damage, some 11–14 17
11–20 Station Offline. One random station on the vehicle is reduced to 0 health points. loose or wiggling parts
21–30 Reduced Fuel Efficiency. Increase stress by 5. It costs an additional 1d6 units of fuel to complete 15–17 19
11–14 Significant cosmetic damage, missing
interplanetary travel (but no extra time). nonessential panels or pieces 18–19 21
31–45 Damage to Hull Integrity. Increase stress by 5. Vehicle gains an additional level of stress whenever it normally 15–17 Has a few parts moving that shouldn’t be 20 23
gains stress. moving, does not travel smoothly
46–60 Computer Malfunction. When performing a station action, roll a d6. On a roll of 1–2 nothing happens. 18–19 Makes weird noises when traveling at high
61–80 Flight Lilt. The vehicle’s Strength and Dexterity saving throws are made with disadvantage. speeds
81–100 Onboard Navigation Malfunction. Whenever this vehicle performs interplanetary travel, it takes 1d6 x 10 20 It still functions only out of spite
minutes of extra time (including extra fuel) to reach the destination.

engine (such as the magazines used for a solar for their repair attempt to be successful. The Failure Repair Cost
fusion rifle) should have to succeed on a DC 15 number of successes the creature needs to
Technology check. accumulate is always 5, the DC is determined by the Failure Tower Repair Self Repair (per attempt)
failure the creature is attempting to repair, and at Hull breach 300,000 gl DC 19, vehicle toolkit
least two of the ability checks in the skill challenge 1d10+3 days 100,000 gl
VEHICLE STRESS must be made using the indicated toolkit. If the
challenge is completed, the repair is successful. If NLS drive failure 300,000 gl
1 day
DC 19, electronics toolkit
Stress is a representation of how much wear and
tear a vehicle is enduring. It is tracked as a value the challenge is failed, the vehicle’s failure remains 1d10+3 days 100,000 gl
and the creature will need to spend the time and 1 day
between 0 and 20. This mechanic is largely for flavor
and can bring interesting story elements to a glimmer, as well as attempt the challenge again, in Station offline 150,000 gl DC 17, vehicle toolkit
campaign. order to make another attempt. 1d8+2 days 50,000 gl
A brand-new vehicle starts with 0 stress and Stress Repair. Removing levels of stress is 8 hours
accumulates it as it performs actions and takes considered separate from repairing a vehicle failure. Reduced fuel efficiency 150,000 gl DC 17, electronics toolkit
damage. It is standard practice to add 1 level of Even if a vehicle’s failure is repaired, the vehicle’s 1d8+2 days 50,000 gl
stress to a vehicle every time it makes an stress level remains the same until it is removed (see 8 hours
interplanetary journey (traveling from one celestial Removing Levels of Stress). Damage to hull integrity 75,000 gl DC 15, vehicle toolkit
location to another), 1 level of stress when traveling 1d6+1 days 25,000 gl
at high speeds in a planet’s atmosphere for 1 hour, REMOVING LEVELS OF STRESS 4 hours
and 2 levels of stress for every 10% health damage A creature can spend 1 hour working on a vehicle Computer malfunction 75,000 gl DC 15, electronics toolkit
the vehicle or its stations take. and 2,000 glimmer in parts and/or resources in 1d6+1 days 25,000 gl
After adding stress to a vehicle, either you or the order to remove 1 level of stress from it. At your
4 hours
vehicle’s owner should roll 2d10. If the sum of the discretion, you may require the creature to pass an Flight lilt 30,000 gl DC 13, vehicle toolkit
roll is less than the level of stress on the vehicle, roll ability check using a vehicle toolkit, one check for 1d4 days 10,000 gl
on the Vehicle Failure table to find out what broke every hour spent working on the vehicle, in order to 1 hour
and what the effect is. A vehicle can have an successfully remove the level of stress. The DC is Onboard navigation malfunction 30,000 gl DC 13, electronics toolkit
unlimited number of failures, but can only have one determined by the vehicle’s current level of stress. 1d4 days 10,000 gl
instance of each failure. Re-roll if the same failure 1 hour
turns up again.

REPAIRING VEHICLE FAILURES


The Failure Repair Cost table lists the time and
resource cost for repairing each failure.
Tower Repair. Guardians can have their vehicles
repaired at the Tower for the glimmer cost listed in
this column. Determine the number of days it takes
to finish repairs by a roll of the dice, which
represents how busy the Tower’s mechanics are at
any given time, and thus how long it takes for their
vehicle to be serviced.
Self Repair. A creature may choose to attempt to
repair their own vehicle by spending the time and
glimmer indicated in this column. The creature also
has to complete a modified skill challenge in order

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VEHICLE STATISTICS GOLIATH placement may differ between tanks with minor
variations in design. While the goliath’s controls are
Vehicles are listed in alphabetical order. A Cabal main battle tank. The squarish bulk of its arranged for combined weapons and movement
primary hull is about 40 feet long and 18 feet wide. operation by a single pilot, the cockpit has a second
The top deck of its smaller upper turret hull is about
DRAKE 15 feet high. Four independently rotating thrusters
seat and redundant controls to permit a pilot and a
gunner to operate in tandem. Since it is large
A compact, versatile battle tank designed by Tower are mounted at the corners of the chassis, providing enough to seat two Cabal, the goliath cockpit can
shipwright Amanda Holliday, based on Golden Age the massive hover thrust necessary to lift and accommodate up to four humans.
vehicles found on Titan during the Red War. The maneuver the goliath’s great mass. The main gun
drake is only about 20 feet long and 12 feet tall from fires a large-caliber solar payload colloquially called
tread to turret. Its symmetrical undercarriage a planet-cracker. Guided by a laser targeting system,
chassis, fully reversible drive system, and freely this weapon is devastatingly effective against other
rotating upper module make it easily maneuverable armored vehicles, fixed emplacements, and even
and allow the drake to quickly change direction. The permanent defensive architecture. While it is slow-
main gun is a powerful, shell-firing cannon with a firing and relatively easily evaded by Guardians on
rectangular reciprocating barrel. The tank also foot, the goliath’s main gun is supplemented by a
carries autoloading multimissile launchers and an variety of smaller weapons, including standard G������ S������: H���
antipersonnel machine gun. Because the drake can D���� S������: H��� antipersonnel repeater guns. The tank can also carry Large station mounted inside a goliath, inherits all stats
fire its weapons while moving, it is both nimble and homing rocket barrage pods, grenade dischargers, from the main stat block except the following:
Medium station mounted inside a drake, inherits all stats
hard-hitting, allowing it to outmatch larger and from the main stat block except the following: and other armaments. Goliath operators can also
stronger vehicles in the hands of a skilled operator. attempt to repel attackers at close range with Armor Class 12 (natural armor)
Health Points 75 (9d10+18)
Amanda Holliday personally oversaw Armor Class 13 (natural armor) directed blasts from its thrusters, whose output is
construction of the first drakes during the Red War. Health Points 45 (7d8+14) more than adequate to knock someone back while STR DEX CON INT WIS CHA
Afterward, the design was officially put into service inflicting severe burns. 10 (+0) 10 (+0) 15 (+2) 0 (—) 0 (—) 0 (—)
by the Vanguard. They are occasionally deployed in STR DEX CON INT WIS CHA
strikes and other operations where Guardians face 10 (+0) 10 (+0) 14 (+2) 0 (—) 0 (—) 0 (—) Damage Resistances none
large-scale engagements on open battlefields.
STATION: HELM Applicable Conditions none
Damage Resistances none The goliath is operated from a single cockpit situated
Requisitioning one is notoriously difficult. Applicable Conditions none in the center of the main hull. This is the tank’s only Proficiency Requirements goliaths, Ulurant language
compartment. It is accessed via an armored hatch at Max Interactions/Round 3
STATION: HELM Proficiency Requirements City common language, drakes the rear of the main hull, though the exact Controls
The drake is operated from a single console seat Max Interactions/Round 3 → Saves Str +4, Dex +0
Controls → Senses passive scanners 30 ft.
with combined movement and gunnery controls. It → Saves Str +4, Dex +1
is accessed by an armored hatch at the rear of the → Senses passive scanners 15 ft. Pilot’s Seat. A creature must be seated in the pilot’s seat
turret module. Because it only accommodates a G������ with at least one hand on the controls in order to operate
single pilot who must function as both driver and Pilot’s Seat. A creature must be seated in the pilot’s seat Main stat block for a Gargantuan (20 ft. by 20 ft.) vehicle this station.
gunner, the tank’s controls are heavily simplified. with at least one hand on the controls in order to operate
this station. Armor Class 18 (natural armor)
Health Points 310 (20d20+100)
A������
A������ Speed hover 25 ft. Machine gun. Firearm Weapon Attack: +4 to hit, scope
D���� Machine gun. Firearm Weapon Attack: +4 to hit, scope
60/120/300 (medium), one target. Hit: 18 (3d10d1+4)
Main stat block for a Huge vehicle STR DEX CON INT WIS CHA kinetic damage.
60/120/300 (medium), one target. Hit: 18 (3d10d1+4)
kinetic damage. The operator can spend 2 interactions to 18 (+4) 11 (+0) 20 (+5) 0 (—) 0 (—) 0 (—) Planet-Cracker (Costs 3 Interactions, Recharge d6 [5]).
Armor Class 18 (natural armor) take two shots with this action instead of only one.
Health Points 256 (27d12+81) Damage Resistances bludgeoning, piercing, slashing Payload Firearm Weapon Attack: DC 12, scope
Speed 45 mph / base walking 50 ft. Damage Immunities poison, psychic 500/1000/5000 (long), radius 5 ft. Failed save (half on
Main Cannon (Costs 2 Interactions, Recharge d6 [5]). success): 121 (27d8) explosive solar damage. The
Payload Firearm Weapon Attack: DC 12, scope Applicable Conditions Grappled, Restrained
STR DEX CON INT WIS CHA Operation Language Ulurant operator cannot choose a target within 15 feet of the
120/600/1000 (medium), radius 5 ft. Failed save (half on goliath as the center of this payload attack.
18 (+4) 13 (+1) 16 (+3) 0 (—) 0 (—) 0 (—) success): 70 (20d6) explosive solar damage. The operator Weight Limit 100,000 lb.
cannot choose a target within 10 feet of the drake as the Challenge Offensive CR 10 (5,900 XP), Defensive CR 16
Damage Resistances bludgeoning, piercing, slashing (15,000 XP), Average CR 13 (10,000 XP) Move. The goliath moves up to its relevant speed.
center of this attack.
Damage Immunities poison, psychic
Applicable Conditions Grappled, Restrained Missile Barrage (Costs 2 Interactions, Recharge d6 [5]). Proficiency Bonus Hack DC B���� A������
Operation Language City common Nine missiles are launched from the drake, each one — 31 Move. The goliath moves up to half its relevant speed.
Weight Limit 150,000 lb. seeking out a target within 90 feet that isn’t behind total
Challenge Offensive CR 7 (2,900 XP), Defensive CR 13 cover. A missile deals 4 (1d6+1) explosive kinetic damage Fully Encased. The goliath provides total cover to
(10,000 XP), Average CR 10 Major (5,900 XP) creatures and objects within. R��������
to its target. The missiles all strike simultaneously, and the
operator can direct them to hit one target or several. If Expulsion Blast. If a creature ends their turn within 10
Proficiency Bonus Hack DC four or more missiles are directed at the same target, that Explosive Demise. If the goliath is reduced to 0 health feet of the goliath, the operator can cause all targets
— 26 target can attempt a DC 12 Dexterity saving throw, taking points it explodes at the start of its next turn, destroying within 10 feet of the goliath, not including its occupants,
half the cumulative damage of the missiles on a success. itself. All targets within 30 feet must make a DC 18 to make a DC 12 Strength saving throw. On a failed save, a
Fully Encased. The drake provides total cover to creatures Dexterity saving throw, taking XX explosive solar damage target takes 21 (6d6) solar damage and is pushed back 15
and objects within. Move. The drake moves up to its relevant speed. on a failed save, or half as much on a success. feet, where it falls prone. On a success a target takes half
as much damage, is not pushed back, and does not fall
Siege Vehicle. Nonmagical difficult terrain does not slow Siege Vehicle. Nonmagical difficult terrain does not slow prone. Success or failure, all targets begin Burning for the
the drake’s movement. The drake deals double damage to B���� A������ the goliath’s movement. The goliath deals double damage next minute. A creature can use their action to end the
objects, structures, and vehicles. Move. The drake moves up to half its relevant speed. to objects, structures, and vehicles. Burning condition early on one target.

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HEAVY PIKE
H�������� S������: H��� A more massive, heavily armed variant on the pike
Large station mounted inside a harvester, inherits all stats
from the main stat block except the following: design. At about the same 12-foot length, it boasts
greater engine power and a much larger propulsion
Armor Class 12 (natural armor) system to move its bulk with alarming quickness. Its
Health Points 68 (8d10+24) forward guns are large-caliber twin-linked repeating
cannons, and it also carries dual lateral mine
STR DEX CON INT WIS CHA launchers. These can be used to repel encroaching
10 (+0) 10 (+0) 16 (+3) 0 (—) 0 (—) 0 (—) enemies or deposited in a drive-by attack to soften
or finish off slow or stationary targets.
Damage Resistances none
H�������� Applicable Conditions none
STATION: HELM
Main stat block for a Gargantuan (30 ft. by 70 ft.) vehicle
Proficiency Requirements jumpships, Ulurant language Like regular pikes, the heavy pike is operated from
Max Interactions/Round 3 an open saddle. Because of the heavy pike’s larger
Armor Class 18 (natural armor) Controls
Health Points 527 (34d20+170) forward hull, its saddle seat is situated relatively
→ Saves Str +5, Dex +1 farther rearward, slightly behind the midpoint of the
Speed 550 mph / fly 60 ft. (can hover) / 2 units → Senses passive scanners 60 ft. H���� P��� S������: H���
overall length. It uses the same handlebars as its
STR DEX CON INT WIS CHA Pilot’s Seat. A creature must be seated in the pilot’s seat smaller sibling, with integrated controls for Medium station mounted to a heavy pike, inherits all
with at least one hand on the controls in order to operate stats from the main stat block except the following:
21 (+5) 12 (+1) 20 (+5) 0 (—) 0 (—) 0 (—) movement and weapons. Its low windshield is
this station. reportedly just as ineffective.
Damage Resistances bludgeoning, piercing, slashing Proficiency Requirements Eliksni language, sparrows
Damage Immunities poison, psychic A������ Max Interactions/Round 3
Applicable Conditions Grappled, Restrained Controls
Operation Language Ulurant Slug Cannon. Firearm Weapon Attack: +5 to hit, scope H���� P��� → Saves Str +3, Dex +2
Weight Limit 250,000 lb. 15/120/240 (medium), one target. Hit: 14 (2d8+5) solar Main stat block for a Large vehicle
damage. The operator can spend 2 interactions to take Pilot’s Seat. A creature must be seated in the pilot’s seat
Challenge Offensive CR 5 (1,800 XP), Defensive CR 23 with at least one hand on the controls in order to operate
(50,000 XP), Average CR 14 (11,500 XP) two shots with this action instead of only one. Armor Class 19 (natural armor) this station.
Health Points 178 (21d10+63)
Proficiency Bonus Hack DC Cargo Dropoff/Pickup (Costs 2 Interactions). The Speed 55 mph / hover 40 ft.
— 28
harvester either drops off or picks up a cargo load, which A������
disengages/attaches to the stern of the ship. While STR DEX CON INT WIS CHA Shock Turret. Firearm Weapon Attack: +3 to hit, scope
Fully Encased. The harvester provides total cover to carrying cargo in this way, the harvester’s top 30/40/75 (close), one target. Hit: 12 (2d8+3) arc damage.
atmospheric speed is halved and it cannot enter or exit a 16 (+3) 14 (+2) 16 (+3) 0 (—) 0 (—) 0 (—)
creatures and objects within. The operator can spend 2 interactions to take three shots
planet’s atmosphere. Damage Resistances arc, bludgeoning, piercing, slashing, with this action instead of only one.
solar, void
Move. The harvester moves up to its relevant speed. Damage Immunities poison, psychic Mine Deployment (3 uses, Costs 2 Interactions). The
HARVESTER NLS Jump (Costs 2 Interactions). The harvester rapidly
Applicable Conditions Grappled, Restrained operator unleashes a bundle of shock mines (Tiny
Sturdy and speedy Cabal troop dropships. Around 70 Operation Language Eliksni constructs, AC 17, 1 health point, immune to Int/Wis/Cha
accelerates and begins traveling at near-light speed. This Weight Limit 550 lb. saves and effects) which move to occupy up to three
feet long, with a blocky main hull and two lateral action can only be performed while in outer space. Challenge Offensive CR 5 (1,800 XP), Defensive CR 9 spaces within 20 feet of the heavy pike and become
pylons supporting its engine nacelles, harvesters’ (5,000 XP), Average CR 7 (2,900 XP) mounted (can hover) when they do. The mines can
bulky form does not appear to be particularly B���� A������ occupy the same space as another creature, and if they
nimble. However, they are capable of rapid Move. The harvester moves up to half its relevant speed. Proficiency Bonus Hack DC do, they detonate immediately. A shock mine also
atmospheric entry and reorbit maneuvers, as well as — 25 detonates when reduced to 0 health points, or if a living
thunderously supersonic airspeeds. Their sudden creature that can be detected by scanners moves within 5
arrival is frequently an unpleasant surprise to Open Design. Neither the heavy pike nor its Helm station feet of them.
Guardians unexpectedly spotted by Cabal patrols, STATION: HELM provides any cover to its operator. If the Helm’s operator Upon detonation, all targets within 5 feet must make a
especially when the harvester remains to support The harvester is piloted from a single seat in its is targeted with an attack, the attacker has disadvantage if DC 13 Dexterity saving throw, taking 14 (4d6) explosive
the squads it deploys with cover fire from its turret- cockpit, situated at the nose of the main hull. The it is not Aiming or if it is not within 5 feet of the operator. arc damage on a failed save or half as much on a success.
mounted nose gun. ship’s weapons are also operated by the pilot. Since Furthermore, whenever the Helm’s operator is subject to The DC of this saving throw cannot benefit from the
they are typically used to provide cover fire during a Strength or Dexterity saving throw that also affects the operator’s proficiency bonus.
Harvesters can carry several full squads of vehicle, the vehicle makes the saving throw on behalf of This vehicle’s mines must be reloaded during any rest. It
legionary and support troops, but their versatile troop drops, harvester pilots usually don’t have to itself and the operator.
fly the ship and shoot at the same time. costs 2,000 glimmer to reload one use.
design allows for configuration to carry heavy units
like colossi, as well as cargo, up to and including The cockpit is separated from the hold Move. The heavy pike moves up to its relevant speed.
tanks and artillery. Vanguard engineers believe compartment by a secure bulkhead hatch. It is
harvesters and other small Cabal craft are capable of meant for a single Cabal occupant, so the B���� A������
such intense acceleration and great speed because compartment comfortably accommodates two
humans. Move. The heavy pike moves up to half its relevant speed.
the Cabal are native to a high-gravity environment,
and are thus inured to G-forces that humans would
find crushing or even lethal. Accordingly, flying a
captured harvester at speed would be pretty
inadvisable. Without extensive enhancement of its
inertial damping systems, even armored Guardians
might not find the ride survivable.

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INTERCEPTOR JUMPSHIP
A hovering attack vehicle deployed by the Cabal as a Human-made jumpships vary considerably in design,
sort of cavalry unit. Although bulky in appearance, displacement, capacity, and capabilities, but they all
the interceptor is quite compact for Cabal military share the basic role of high-speed personal
hardware at about 20 feet long and ten feet across transport for atmospheric, orbital, and
at the widest point of its broad, wedge-shaped hull. interplanetary flight. As such, they are Guardians’
When its twin solar cannons are extended on either preferred vehicles in most situations, and the only
side, they sit about 20 feet apart. The interceptor’s means of moving between planetary destinations in
hover drive suspends the vehicle a few feet the Sol system. While Guardians tend to avoid
vertically, providing it with fairly good vehicular combat in general, some jumpships do
maneuverability over many kinds of terrain. carry weapons, or may even be designed as fighter
Propulsion comes from four linked thrusters, two on craft.
either side of the chassis. These can rotate Prior to and during the early City Age, jumpships
independently to balance the vehicle, create were exclusively either recovered Golden Age
additional lift, and optimize trajectory. It also has a examples, or built from salvaged schematics and J������� S������: H���
pair of boost thrusters at the rearmost center of the components. Only in later years, after the City was Medium station mounted inside a jumpship, inherits all
hull, directly behind the cockpit. The interceptor can well established, did the design and production of stats from the main stat block except the following:
fire all six thrusters together for a short yet new jumpships begin again.
considerable velocity boost. Although its weapons Armor Class 14 (natural armor)
are disabled during this maneuver, the high-speed STATION: HELM Health Points 52 (7d10+7)
boost is useful for rapidly charging forward, or
making ramming attacks. Regardless of design, human jumpships are always STR DEX CON INT WIS CHA
operated from a cockpit. In many cases the cockpit is 10 (+0) 10 (+0) 13 (+1) 0 (—) 0 (—) 0 (—)
a ship’s only interior compartment. Taking cues from
STATION: HELM Golden Age patterns, most jumpships are built Damage Resistances none
The interceptor is operated from an open, single- around a standard cockpit module with a single pilot Applicable Conditions none
seat cockpit in the rear of the vehicle. Designed for seat and a universal control layout with integrated
psion pilots, it is readily usable by humans, though flight, weapons, and NLS navcom instruments. Proficiency Requirements jumpships, Risen language
Max Interactions/Round 3
some may find it slightly cramped. Its combined However, Guardians love customizing things, and Controls
controls for movement and weapons are fairly I���������� S������: H��� those with the resources to acquire and maintain → Saves Str +4, Dex +3
simplistic, but efficiently designed. Small station mounted to an interceptor, inherits all stats their own jumpships are sometimes inclined to → Senses passive scanners 50 ft.
from the main stat block except the following: make modifications.
Pilot Required. A creature must be seated in the pilot’s
seat with at least one hand on the controls in order to
I���������� Proficiency Requirements sparrows, Ulurant language
operate this station.
Main stat block for a Large vehicle Max Interactions/Round 2
Controls J�������
→ Saves Str +2, Dex +1 Ghost Interface. A Ghost can operate this station without
Armor Class 18 (natural armor) Main stat block for a Gargantuan (20 ft. by 20 ft.) vehicle hindering another creature’s attempts to operate this
Health Points 97 (15d10+15) Pilot’s Seat. A creature must be seated in the pilot’s seat station. The Ghost does not need to be within the station
Speed hover 40 ft. with at least one hand on the controls in order to operate Armor Class 18 (natural armor) in order to operate it, it only needs a viable network
this station. Health Points 216 (16d20+48) connection to the jumpship in order to operate it.
STR DEX CON INT WIS CHA Speed 600 mph / fly 80 ft. (can hover) / 3 units
14 (+2) 12 (+1) 12 (+1) 0 (—) 0 (—) 0 (—) A������ A������
Ram (Costs 2 Interactions). The interceptor charges STR DEX CON INT WIS CHA Move. The jumpship moves up to its relevant speed.
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison, psychic forward in a 30-foot straight line. All targets the 18 (+4) 16 (+3) 16 (+3) 0 (—) 0 (—) 0 (—)
Applicable Conditions Grappled, Restrained interceptor comes into contact with must make a DC 10 NLS Jump (Costs 2 Interactions). The jumpship rapidly
Dexterity saving throw, being knocked prone and taking Damage Resistances bludgeoning, piercing, slashing accelerates and begins traveling at near-light speed. This
Operation Language Ulurant Damage Immunities poison, psychic
Weight Limit 250 lb. 28 (8d6) bludgeoning damage on a failed save, or taking action can only be performed while in outer space.
half as much damage and not being knocked prone on a Applicable Conditions Grappled, Restrained
Challenge Offensive CR 4 (1,100 XP), Defensive CR 4 Operation Language Risen
(1,100 XP), Average CR 4 (1,100 XP) success. Engage Autopilot (Costs 3 Interactions). The operator
A target capable of grappling the interceptor can Weight Limit 150,000 lb. declares a destination and the jumpship gains a turn in
attempt to make a DC 10 Strength saving throw instead. Challenge Offensive CR 0 (0 or 10 XP), Defensive CR 10 the initiative tracker at initiative 0, losing all ties. On the
Proficiency Bonus Hack DC (5,900 XP), Average CR 5 (1,800 XP)
— 28 On a failed save, the target takes 28 (8d6) bludgeoning jumpship’s initiative it will always take the Dodge action
damage and is knocked prone. On a success, the target Proficiency Bonus Hack DC and move up to its relevant speed toward the destination,
Open Design. The interceptor’s Helm provides half cover takes half as much damage, is not knocked prone, and spending its own interactions to do so. The jumpship can
to its operator. If the Helm’s operator is targeted with an halts the interceptor mid-charge. — 31 make an NLS jump of its own accord.
attack, the attacker has disadvantage if it is not Aiming or Fully Encased. The jumpship provides total cover to
if it is not within 5 feet of the operator. Furthermore, Rocket Cannon. Payload Firearm Weapon Attack: DC 10, creatures and objects within. Disengage Autopilot (Costs 0 Interactions). The jumpship
whenever the Helm’s operator is subject to a Strength or scope 30/50/80 (close), radius 5 ft. Failed save (half on loses its turn in the initiative order, if it had one, and
Dexterity saving throw that also affects the vehicle, the success): 18 (4d8) explosive solar damage. The operator awaits manual input from the Helm’s operator.
vehicle makes the saving throw on behalf of itself and the can spend 2 interactions to take two shots with this
operator. action instead of only one. B���� A������
Limited Local Transmat. The jumpship transmats a Large
B���� A������ or smaller target from the helm to an unoccupied location
Move. The vehicle moves up to half its relevant speed. outside the jumpship and within 50 feet, or vice versa.

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PIKE typically remain aloof at best. Crews from one house
P��� A speedy, agile, single-rider hover vehicle for
will sometimes even paint their skiffs with a rival S���� S������: H���
Main stat block for a Large vehicle house’s colors to confuse Vanguard intelligence and Large station mounted inside a skiff, inherits all stats
mechanized assault operations—or for simply going provoke Guardian reprisal against the other house. from the main stat block except the following:
Armor Class 16 (natural armor) fast while wreaking havoc. Pikes are bulkier and Although skiffs are almost always outperformed
Health Points 71 (11d10+11) slower than City-made sparrows, but more durable by City-made jumpships, some Guardians delight in Armor Class 12 (natural armor)
Speed 60 mph / hover 60 ft. and, of course, armed. Around a dozen feet long, recovering downed skiffs, or even capturing Health Points 75 (10d10+20)
front-heavy with its forward-situated engines, functional ones, and retrofitting them for their own
STR DEX CON INT WIS CHA propelled by hot-burning ion rockets, and guided by use. Vanguard policy classifies skiffs as enemy STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 0 (—) 0 (—) 0 (—) large stabilizer fins, riding a pike is said to be like materiel and does not permit them in City airspace, 10 (+0) 10 (+0) 14 (+2) 0 (—) 0 (—) 0 (—)
riding a giant, angry shark. Its twin-mounted shock so these restoration projects are carried out in rogue
Damage Resistances bludgeoning, piercing, slashing turret guns are highly effective anti-personnel Damage Resistances none
Damage Immunities poison, psychic garages outside City limits. Applicable Conditions none
weapons, and pack sufficient punch to be useful
Applicable Conditions Grappled, Restrained
against other vehicles as well.
Operation Language Eliksni
It is not known whether the pike was developed STATION: HELM Proficiency Requirements Eliksni language, jumpships
Weight Limit 300 lb. Max Interactions/Round 3
Challenge Offensive CR 3 (700 XP), Defensive CR 2 (450 from an existing Eliksni design, or if it was conceived Skiffs are operated from a cockpit situated in the Controls
XP), Average CR 3 (700 XP) after their arrival on Earth to take advantage of forwardmost compartment, nestled inside the → Saves Str +3, Dex +3
available salvage resources to produce a light attack rounded portion of the hull. It is usually large → Senses passive scanners 60 ft.
Proficiency Bonus Hack DC vehicle suitable to the terrestrial environment. enough for two, though there may only be a single
Whatever the case, pikes can be found deployed seat. Because skiffs are not built to regular Pilot’s Seat. A creature must be seated in the pilot’s seat
— 23 with at least one hand on the controls in order to operate
among Fallen across the system, wherever they have specifications, and often incorporate salvaged or
Open Design. Neither the pike nor its Helm station kitbashed components, the exact configuration of a this station.
ground to ride them over. Crews that utilize these
provides any cover to its operator. If the Helm’s operator vehicles tend to form specialized pike gangs, skiff cockpit is different from ship to ship. However,
is targeted with an attack, the attacker has disadvantage if
favoring hit-and-run raiding tactics. Some Guardians they always include the same set of flight controls, A������
it is not Aiming or if it is not within 5 feet of the operator. even if the arrangement of those controls varies. Arc cannons. Firearm Weapon Attack: +4 to hit, scope
Furthermore, whenever the Helm’s operator is subject to avidly collect captured pikes, and while not
recognized by the Sparrow Racing League, an annual Although operable by a single pilot, some skiff 15/120/240 (medium), one target. Hit: 21 (4d8) arc
a Strength or Dexterity saving throw that also affects the damage. The operator can spend 2 interactions to take
vehicle, the vehicle makes the saving throw on behalf of pike jousting tournament draws huge crowds. cockpits separate weapon and stealth system
controls from the flight instrumentation, to be three shots with this action instead of only one.
itself and the operator.
operated by a copilot. A skilled skiff pilot can still
STATION: HELM control all three systems alone, but may have to
Cloak (Costs 2 Interactions). The skiff grants itself active
Pikes are operated from an open saddle situated camouflage for the next hour.
stretch awkwardly to reach certain combinations of
behind the forward hull, in the middle of the overall controls. NLS Jump (Costs 3 Interactions). The jumpship rapidly
P��� S������: H��� length. Combined controls for the vehicle’s accelerates and begins traveling at near-light speed. This
Medium station mounted to a pike, inherits all stats from movement and weapons are integrated into a pair of action can only be performed while in outer space.
handlebars. The pike’s minimal instrumentation sits
the main stat block except the following:
below a low, small windshield. Riders report this S���� Engage/Disengage Automatic Cannon Fire. Until
feature does little to protect the face from dust and Main stat block for a Gargantuan (25 ft. by 90 ft.) vehicle disengaged, the skiff’s arc cannons will automatically
Proficiency Requirements Eliksni language, sparrows
Max Interactions/Round 2 debris. shoot at targets that its limited onboard computer
Armor Class 17 (natural armor) identifies as hostile. The cannons will always shoot twice
Controls Health Points 551 (38d20+152) when fired in this way, consuming 2 interactions, and they
→ Saves Str +1, Dex +3 SKIFF Speed 220 mph / fly 60 ft. (can hover) / 2 units can only shoot at targets within range of the skiff’s
Pilot’s Seat. A creature must be seated in the pilot’s seat The most common type of Eliksni transport passive scanners. Furthermore, the arc cannons action
with at least one hand on the controls in order to operate STR DEX CON INT WIS CHA cannot be taken while automatic cannon fire is engaged.
jumpship. Often built from salvage and heavily 17 (+3) 16 (+3) 18 (+4) 0 (—) 0 (—) 0 (—)
this station. refurbished, Skiffs vary somewhat in size and in the Move. The skiff moves up to its relevant speed.
details of their configuration, but tend to be up to Damage Resistances bludgeoning, piercing, slashing
A������ about 90 feet long. Their bulbous, lobed profile and Damage Immunities poison, psychic
Shock Turret. Firearm Weapon Attack: +3 to hit, scope irregular antenna spines are characteristic of Eliksni Applicable Conditions Grappled, Restrained B���� A������
30/40/75 (close), one target. Hit: 8 (2d6d1+3) arc mechanical design. Two large turbines mounted Operation Language Eliksni Troop Deployment. The hatches beneath the skiff’s stern
damage. The operator can take up to two shots with this amidships underneath the main hull provide Weight Limit 250,000 lb. open and mechanical arms extend, allowing creatures to
action. Challenge Offensive CR 8 (3,900 XP), Defensive CR 23 enter or exit the stern.
conventional thrust to supplement the skiff’s field- (50,000 XP), Average CR 16 (15,000 XP)
Move. The pike moves up to its relevant speed. tension hover propulsion and short-range NLS Move. The skiff moves up to half its relevant speed.
capability. Skiffs are not attack ships, so they usually Proficiency Bonus Hack DC
only carry two forward-mounted shock turret guns.
B���� A������ Like many Fallen craft, they are equipped with
— 29
Move. The pike moves up to half its relevant speed. stealth systems including full optical camouflage. Fully Encased. The skiff provides total cover to creatures
This is most often used to approach undetected and objects within.
R�������� before briefly breaking cover to deposit their crew
Sideways Boost. The operator quickly moves the pike or other payload, then quickly re-engaging stealth
horizontally 5 feet in a direction of their choosing, for a hasty withdrawal.
granting the vehicle advantage on a Strength or Dexterity Individual Fallen crews usually possess a single
saving throw or ability check it is being forced to make. skiff, commanded by the crew’s captain. Multiple
The operator can only do this if there is an unoccupied skiffs indicate either several crews in joint operation,
space within 5 feet for the pike to move into.
or a strike force under a higher-ranking leader, such
as a baron. Such cooperation is frequent within a
Fallen house, but crews from different houses

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SPARROW
S������ Fast, agile, exceedingly dangerous all-terrain
T������� T������� S������: H���
Main stat block for a Medium vehicle Main stat block for a Gargantuan (20 ft. by 20 ft.) vehicle Large station mounted inside a thresher, inherits all stats
hoverbikes used by Guardians for ground movement from the main stat block except the following:
Armor Class 17 (natural armor) and racing. Sparrows originated in the Golden Age, Armor Class 17 (natural armor)
Health Points 38 (7d8+7) though few survived the Collapse and the Health Points 351 (26d20+78) Armor Class 13 (natural armor)
Speed 75 mph / hover 60 ft. subsequent Dark Age. Working from recovered Speed 150 mph / fly 60 ft. (can hover) / 1 unit Health Points 37 (4d10+8)
designs and technology, shipwrights and private
STR DEX CON INT WIS CHA garages began constructing new sparrows in STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 12 (+1) 0 (—) 0 (—) 0 (—) appreciable numbers during the early City Age. 17 (+3) 16 (+3) 16 (+3) 0 (—) 0 (—) 0 (—) 10 (+0) 10 (+0) 15 (+2) 0 (—) 0 (—) 0 (—)
Sparrows are produced with a dizzying variety of
Damage Immunities poison, psychic form, size, and capabilities. Most are around 10 feet Damage Immunities poison, psychic Damage Resistances none
Applicable Conditions Grappled, Restrained long, have the saddle placed above the engine in the Applicable Conditions Grappled, Restrained Applicable Conditions none
Operation Language Risen Operation Language Ulurant
Weight Limit 310 lb. rear, and feature a long forward hull or chassis. Weight Limit 150,000 lb. Proficiency Requirements jumpships, Ulurant language
Challenge Offensive CR 0 (0 or 10 XP), Defensive CR 1 Challenge Offensive CR 7 (2,900 XP), Defensive CR 18 Max Interactions/Round 3
(200 XP), Average CR 1/2 (100 XP) STATION: HELM (20,000 XP), Average CR 13 (10,000 XP) Controls
Sparrows seat a single rider in an open saddle, → Saves Str +4, Dex +3
Proficiency Bonus Hack DC Proficiency Bonus Hack DC → Senses passive scanners 60 ft.
typically toward the rear of the vehicle. Most
— 27 sparrows are meant to be ridden with a very low — 26 Pilot’s Seat. A creature must be seated in the pilot’s seat
Open Design. Neither the sparrow nor its Helm station racing posture, but some are built to permit an Fully Encased. The thresher provides total cover to with at least one hand on the controls in order to operate
provides any cover to its operator. If the Helm’s operator easier, upright ride. Sparrow controls are wildly creatures and objects within. this station.
is targeted with an attack, the attacker has disadvantage if unstandardized in many cases, but fortunately their
it is not Aiming or if it is not within 5 feet of the operator. operation is simple enough that a competent rider A������
Furthermore, whenever the Helm’s operator is subject to can readily figure out an unfamiliar control scheme. Slug Cannon. Firearm Weapon Attack: +3 to hit, scope
a Strength or Dexterity saving throw that also affects the Aside from those built for medical evacuation, 15/120/240 (medium), one target. Hit: 12 (2d8+3) solar
vehicle, the vehicle makes the saving throw on behalf of sparrows are almost never meant to carry THRESHER damage. The operator can spend 2 interactions to take
itself and the operator. passengers. However, some saddles may allow a three shots with this action or 3 interactions to take four
Heavily armored Cabal gunships. At about 50 feet
second rider to sit close behind the operator. Sitting long, at first glance threshers may seem like slightly shots, instead of only one.
or standing on the chassis or hull of a sparrow to smaller cousins of the bulkier Cabal harvester.
ride in front is an extremely hazardous undertaking Move. The thresher moves up to its relevant speed.
Threshers have a similar boxy nose and the same
S������ S������: H��� reserved for professional stunt racers or the truly basic plan, with a solid main hull and two bulky
Medium station mounted to a sparrow, inherits all stats NLS Jump (Costs 2 Interactions). The thresher rapidly
careless. pylons supporting large outboard engines. However, accelerates and begins traveling at near-light speed. This
from the main stat block except the following:
unlike the harvester, threshers have a third engine at action can only be performed while in outer space.
the narrower aft end of the primary hull. All three
Proficiency Requirements Risen language, sparrows engines can rotate independently, providing
Max Interactions/Round 2 B���� A������
Controls
threshers with strong maneuvering thrust and Limited Local Transmat. The thresher transmats a Large
→ Saves Str -2, Dex +3 enabling them to hover. They also lack the bulky or smaller target from the helm to an unoccupied location
belly of their troop-carrying sibling, which leaves outside the thresher and within 50 feet, or vice versa.
Pilot’s Seat. A creature must be seated in the pilot’s seat room for a pair of additional fixed thrusters.
with at least one hand on the controls in order to operate Threshers may be equipped with a variety of Move. The thresher moves up to half its relevant speed.
this station. smaller optional weapons, including repeater guns
and missile pods, but its standard fixed armament is
A������ a large slug launcher. Essentially an upscaled version
Move. The sparrow moves up to its relevant speed. of Cabal soldiers’ hand-carried slug rifles, this
weapon fires a superheated, solar-charged
B���� A������ projectile.
Move. The sparrow moves up to half its relevant speed.
STATION: HELM
R�������� The thresher is piloted from a single seat in its
Sideways Boost. The operator quickly moves the sparrow cockpit, situated at the nose of the main hull. The
horizontally 5 feet in a direction of their choosing, ship’s weapons are also operated by the pilot. The
granting the vehicle advantage on a Strength or Dexterity cockpit is the thresher’s only compartment. It is
saving throw or ability check it is being forced to make. meant for a single Cabal occupant, so it readily
The operator can only do this if there is an unoccupied accommodates two humans.
space within 5 feet for the sparrow to move into.

TOMB SHIP
Small Hive craft for delivering fighters or freight
when direct teleportation is unfeasible. With a
slightly rounded T-shaped cross section, tomb ships
are about 25 feet wide and 75 feet long. Their
symmetrical hulls, made of stone-like rendered
chitin, have no distinguishable fore and aft. There

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CHAPTER 7: MONSTERS
are no hatches or other apertures, so the only way
in or out of a tomb ship is via its onboard T��� S��� S������: H���
teleportation system. The mechanism of their Large station mounted inside a tomb ship, inherits all
propulsion is unknown, but it only permits tomb stats from the main stat block except the following:
ships to move slowly or hover in place. For travel

I
over any appreciable distance, tomb ships do not Armor Class 12 (natural armor) n much older versions of TTRPGs, monsters were works in a pinch, such as if your players ignored the
accelerate to greater velocity, but instead perform Health Points 22 (3d10+6) nothing more than beasts meant to strike fear plot and ran off to loot a cave, but it will be less
what the Hive call cutting a wound: they create an into the hearts of players and their characters. exact than calculating XP thresholds as normal.
opening in spacetime, moving through it directly to STR DEX CON INT WIS CHA This is no longer the case. In modern 5e, the term
their destination. Most Guardians with any sense 10 (+0) 10 (+0) 14 (+2) 0 (—) 0 (—) 0 (—) ‘monster’ denotes a specific kind of game element
shun Hive technology, and few studies have been designed to appear in combat, either alongside or
WHAT IS CLASSIFICATION?
Damage Resistances none Before proceeding, read the breakdown of what
made of tomb ships to ascertain their capabilities. Applicable Conditions none against the player characters (PCs). These can be
The range of their wound-cutting transit technology creatures, such as a minotaur or a pilgrim, but they classification is, found in the Bestiary of the Wilds.
is unknown, as is whether travel through a wound is Proficiency Requirements Arcana skill, krill language can also be environmental hazards, such as an You also may have difficulty understanding some
instantaneous. Max Interactions/Round 3 explosive barrel or a crumbling rock. In short, if it concepts discussed here without a prior
Tomb ships are armed with four void-seeker Controls has a stat block, it is mechanically referred to as a understanding of how to make a monster for 5e.
emitters on the lower hull, used exclusively to → Saves Str +0, Dex +0 monster regardless of what it is. ‘Monster’ no longer Specifically, see the Monster Statistics by Challenge
provide brief cover fire during offloading. The tomb → Senses truesight 30 ft. connotes any inherent monstrosity or badness. Rating table and how to use it.
ship is not a combat craft, and between its heavily Arcane Connection. In order to operate this station at all, Monster vs. Creature. The difference between
plated hull and ability to appear and vanish within
seconds, it has little need to defend itself.
a creature must first attune to it, as if attuning to an the terms monster and creature is subtle. When a THE MATH OF CLASSIFICATION FOR
exotic item. This attunement does not count against the mechanic or system of mechanics is referring to
total number of attunements a creature can have and it what happens when anything performs an D&DESTINY
STATION: HELM ends if the creature spends 24 hours outside the tomb interaction with it, the mechanic or system will refer The core 5e materials cover how to create a monster
ship. While attuned to this station, the station’s Charisma to creatures, not monsters. After all, a creature does such that it provides a good fight for a party of four
Tomb ships are believed to be operated from a score becomes equal to the attuned creature’s Charisma adventurers, adventurers whose level is equal to
single control point in the center of the vessel’s not need a stat block in order to interact with the
score, and this station controls Charisma saves for the world. what’s called the monster’s challenge rating, or CR.
interior. Typical of Hive technology, this console is vehicle. For example, a CR 5 monster is a good fight for a
said to resemble an altar more than a ship’s helm. It Some systems and mechanics, particularly those
discussed in this chapter, do specifically apply only party of four adventurers who are all at 5th level.
is uncertain whether a non-Hive operator could even A������ to those elements which have stat blocks—and so 5e materials also provide a Monster Statistics by
use this interface, but if they somehow could, all the Void Seekers (Costs 2 Interactions). The tomb ship shoots Challenge Rating table. This table is used when you
ship’s functions—wound transit, movement, they discuss monsters, rather than creatures more
three seekers made of void energy. Each seeker causes a generally. are making your own monster from scratch, and it
teleportation, and weapons—are thought to be target of the operator’s choice within 60 feet to make a lists out what a monster’s proficiency bonus, armor
controlled from this one console. DC 14 Dexterity saving throw, taking 17 (5d6) explosive class, hit points, attack bonus, and save DC should
void damage on a failed save or half as much on a
success. The seekers all strike simultaneously, and the CLASSIFICATION EXPLAINED be if you want the monster to be of a given CR. It
also tells you how much damage the monster should
operator can direct them to hit one target or several. Classification is a game design tool made for you,
the Architect, so you can tell at a glance two key be able to do in a round, on average.
Cut a Wound (Costs 3 Interactions). The tomb ship pieces of information about a monster’s design. Consider the following example version of that
creates a portal (20 feet wide, 30 feet tall) in an First, you’ll be able to tell what role in a fight that information in the Fake Monster Stats table. This
T��� S��� unoccupied space within 10 feet, one that only it can pass table does not contain the actual values of the real
through, leading to a destination of the tomb ship’s monster was designed for based on how much
Main stat block for a Gargantuan (20 ft. by 40 ft.) vehicle space it takes up in a slot. Since one filled slot is a Monster Statistics by Challenge Rating table, but it
choice. The portal lasts for the next minute or until the demonstrates what that table looks like, and the
tomb ship completely passes through it. good fight for a fireteam with an average level equal
Armor Class 15 (natural armor) to the slot’s CR, it’s easy to see that Minions, the simplified numbers will make explaining the math
Health Points 391 (27d20+108) Teleport Creatures or Objects (Costs 2 Interactions). The creatures that take up the least amount of space in a behind how classification works much easier.
Speed 10 mph / fly 30 ft. / 0 units tomb ship teleports a number of targets within its slot (1/8th of it), are designed to be individually
STR DEX CON INT WIS CHA
deployment chamber (a 15 ft. by 25 ft. space) to weak, but collectively a threat. The creatures of the ONE VS MANY
unoccupied locations within 60 feet of the tomb ship, or universe know this, too. Captains treat dregs and Imagine two different combat encounters. In the
22 (+6) 2 (-4) 18 (+4) 0 (—) 0 (—) 0 (—) vice versa. A target cannot be teleported if there isn’t an shanks as cannon fodder, the Vex deploy goblin units first encounter, a group of four 3rd-level player
unoccupied space for it to teleport to. freely, and war beasts are bred in huge numbers to
Damage Resistances bludgeoning, piercing, slashing characters is squaring off against a single CR 3
Damage Immunities poison, psychic Move. The tomb ship moves up to its relevant speed. fill a battlefield and pose a serious threat to any monster, which has the CR 3 stats shown in the Fake
Applicable Conditions none forces that dare ignore them. Monster Stats table. In the second encounter, the
Operation Language krill
B���� A������ The second piece of information is the slot four 3rd-level PCs are up against three monsters
Weight Limit 500,000 lb. system itself, and specifically how it allows you to who are all CR 1, all three of which have the CR 1
Challenge Offensive CR 6 (2,300 XP), Defensive CR 23 Move. The tomb ship moves up to half its relevant speed. quickly build relatively balanced encounters by filling stats shown in the Fake Monster Stats table.
(50,000 XP), Average CR 15 (13,000 XP) a slot instead of calculating XP thresholds. If you In terms of numbers alone, what’s the difference
Mount/Unmount. The tomb ship as a whole becomes
Proficiency Bonus Hack DC mounted in place (can hover), or stops being mounted if combine enough monsters to fill one slot, and the between these two fights? Both fights contain an
it was already. While mounted the tomb ship cannot slot’s CR is equal to the average level of a fireteam average total of 120 hit points the PCs have to
— — of four PCs, then you know it’s a good fight for that
move or be moved and is resistant to all damage it is not reduce to 0 in order to defeat their opponents. In
Fully Encased. The tomb ship provides total cover to already immune to. fireteam. both fights, the PCs always have to beat an AC of 12
creatures and objects within. Building encounters with slots can scale based on to deal damage with their attack rolls, meaning the
the fireteam’s size. A full slot is a good fight for a likelihood of PCs hitting is the same. Both the single
Arcane Plating. The tomb ship’s hull prevents divination fireteam of four, which means half a slot is a good CR 3 monster and the three CR 1 monsters all have
and truesight from sources originating outside the fight for a fireteam of two, and a fireteam of five will the same bonus to their own attack rolls, too, so the
vehicle. get a good fight if you fill 1 and 1/4th slots. This monsters are all equally as likely to hit the PCs with

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Fake Monster Stats—This table is for demonstration purposes only CLASSIFICATION CR CHART CR Chart pt 1: Class. and Individual CR
CR XP Prof. Bonus Armor Class Hit Points Attack Bonus Damage per Round Save DC When creating a monster of a given classification,
you need to make sure the monster’s offensive and Individual CR Based on Monster Classification
1 200 +2 12 35–45 +4 4–6 12 defensive CRs meet certain values, as seen in the Class. CR Ultra Major Elite Soldier Minion
2 450 +2 12 75–85 +4 9–11 12 Classification CR chart. For example, if you wanted a
CR 5 Minion, what you want to make is a monster 1 3 1 1/4 1/8 1/8
3 700 +2 12 115–125 +4 14–16 12
with an offensive CR of 3 and a defensive CR of 1/4, 2 4 2 1 1/2 1/4
etc which will make its individual CR 2. In total, you will
have an Individual CR 2 (450 XP), Classification CR 5 3 6 3 1 1/2 1/2
Minion (1,800 XP) creature.
their attacks. They all have the same saving throw what the average for the CR 3 is according to the It is important you do not deviate from the 4 7 4 2 1 1
DC, and even though the CR 1 monsters only do an monster stats table and split that in half, since Elites offensive and defensive CRs listed, because doing so 5 8 5 3 2 2
average of 5 damage per round, there are three of take up half of a slot. The CR 3’s average hit points has the potential for changing the classification of
them, meaning that together they do an average of are listed as 120 which, when split in half, means the monster. 6 9 6 4 2 2
15 damage per round, just like the CR 3 monster. each of our CR 3 Elites should have an average of 60 Some classifications share the same offensive
In summary, the two fights are numerically the hit points. and defensive CR values as other classifications, 7 11 7 4 2 2
same fight. And since we know the first fight against The damage is a two-thirds split. According to the such as how the CR 5 Soldier and the CR 6 Soldier 8 12 8 5 3 2
the CR 3 monster is a good fight for the party of 3rd monster stats table, a CR 3 monster should be doing share the same values (offensive CR 4, defensive CR
level PCs (because that is how 5e’s CR system an average of 15 damage per round, which means 1/2). This is due to how CR itself has a range of 9 14 9 6 4 3
works), and since the cumulative effect of the each of our CR 3 Elites should be doing an average values for what a monster’s damage per round and
hit points can be. When making a monster that 10 15 10 7 4 3
monsters in the second fight is equal to a single CR 3 of 10 damage per round. Even if one of our Elites
monster, we now know that both fights are suitable gets defeated right away, the other Elite will still shares an offensive and defensive CR configuration 11 16 11 7 5 4
for a party of four 3rd level PCs. pose a decent threat to the party. with a higher classification CR, you should try to err
This is the core concept behind the math of the This does mean that, when in groups large on the lower side of the stat range for the offensive 12 17 12 8 5 4
classification system. Majors serve as the baseline of enough to fill a slot, monsters of a classification and defensive CRs. For example, if you wanted to 13 18 13 8 5 4
monsters, the classification at which one monster is below Major are actually more dangerous to the PCs make a CR 5 Soldier, you would choose offensive
a good fight against a party of four PCs who are all at than the single Major would be. It ends up balancing stats on the lower end of the CR 4 spectrum, and 14 19 14 9 6 5
the same level as the monster’s classification CR. out, though, because these lower classification defensive stats on the lower end of the CR 1/2
Elites have the stats of the Major, but split in half; monsters have less individual health, making it spectrum. 15 19 15 10 6 5
Soldiers have the stats of the Major, but split into easier to reduce their numbers with well-placed 16 21 16 10 7 5
fourths; Minions have the stats of the Major, but attacks and areas of effect, and thus reduce their
split into eighths. The individual CR tells you how danger to an appropriate challenge for the PCs. In 17 21 17 12 8 6
tough that monster is on its own, and the this way, single-target and area-of-effect attacks and
classification CR tells you what the cumulative effect spells each have their own niche in combat, making 18 22 18 13 9 6
of that monster is when you fill a slot with them. fights using the classification system a bit more 19 22 19 13 9 7
tactical than standard 5e.
SPLITTING DAMAGE VS SPLITTING 20 23 20 14 10 7

HEALTH ULTRAS AND MAJORS 21 24 21 15 11 8


Imagine our two fights again, the fight versus the CR Majors are creatures that fill a slot on their own and
have the stats from the real Monster Statistics by 22 26 22 17 12 8
3 monster and the fight versus the three CR 1
monsters. In the first fight, the single monster has a Challenge Rating table as-is; there is no splitting or 23 27 23 17 12 9
significant number of hit points to work with, dividing. A single Major is a good fight against four
allowing it to survive longer. An attack that does 40 PCs if the Major’s CR is equal to the average level of 24 28 24 19 13 11
damage to the monster only takes away about one the PCs.
However, when it comes to Ultras, the math and 25 29 25 19 15 11
third of that monster’s total hit points.
In the second fight, the monsters cumulatively mechanics of CR get flipped. Instead of an Ultra 26 29 26 21 16 12
have the same number of hit points as the single CR creature being a good fight for PCs who are equal in
3 monster, but each individual monster only has an level to its CR, the classification CR of the Ultra tells 27 30 27 21 16 13
average of 40 hit points. An attack that deals 40 you what minimum level PCs should be before
fighting it. This is because Ultra creatures have their 28 30 28 22 16 13
damage will most likely outright defeat one of those
monsters, which means the cumulative average stats multiplied instead of divided until they are, 29 30 29 23 17 14
damage of the second fight is no longer 15 per statistically speaking, a very difficult fight for four
round, it’s only 10 per round. In other words, it’s no PCs whose average level is equal to the classification 30 30 30 24 17 15
longer a good fight for the PCs. CR of the Ultra. This is also why an Ultra’s
Because of this, while classification evenly splits classification CR is less than its individual CR, and
the health of a CR across all monsters in a slot, the why the monster uses the individual CR’s experience
damage is not an even split. Instead, the damage is points instead of the classification CR’s experience
slightly higher than an even split, sitting at two- points.
thirds (or 66%). For example, a CR 3 Elite is a
monster that’s meant to appear in pairs. This means
that, in order to tell what the hit points of each
individual creature should be, we need to look at

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CR Chart pt 2: Offensive CR RESKINNING MONSTERS • Amount of damage done
• The multiattack action (though you can update
What the Monster’s Offensive CR Should Be
The Bestiary of the Wilds has over a hundred its text if you changed any names)
monsters for you to use in your encounters, but it
still doesn’t cover the full breadth of the • The area of an effect, such as the length of a line
Class. CR Ultra Major Elite Soldier Minion or the size of a radius
adventuring spectrum or what you may want in your
1 1 1 1/2 1/4 1/4
encounters. Thankfully, it is very easy to reskin an • Ability scores and modifiers
2 3 2 1 1 1/2 existing monster in order to make as many other • Amount of saving throw proficiencies, but you
monsters as you want. To reskin a monster simply can change which proficiencies they have
3 4 3 2 1 1 means swapping out the narrative features and
CR Chart pt 3: Defensive CR aspects of the creature with something more
4 5 4 3 2 2
appropriate for what you need, but keeping the
5 6 5 4 4 3 What the Monster’s Defensive CR Should Be mechanical stats the same.
An Architect could take the hobgoblin stat block
H���� C����� F����
6 7 6 5 4 3 Class. CR Ultra Major Elite Soldier Minion
and reskin into a high-powered tracer shank, (M������� ������)
7 8 7 5 4 4 1 4 1 1/4 1/8 1/8 perhaps one specially built by a homebrewed Eliksni Large construct (VI, City tech)
house. The city militiaman stat block can also
8 10 8 6 5 4 2 5 2 1/2 1/8 1/8
function as the stat block for a scavenger, or a pirate, Armor Class 17 (natural armor)
3 7 3 1/2 1/8 1/8 or a particularly well-trained pilgrim. Reskinning is Energy Shields 114 (12d10+48) arc
9 11 9 7 5 5 an important tool for any Architect, but especially so Health Points 47 (5d10+20)
4 8 4 1/2 1/8 1/8 for those who are new or who may not have enough Speed 20 ft.
10 12 10 8 6 5
time to make new monsters themselves. STR DEX CON INT WIS CHA
11 13 11 9 8 6 5 10 5 2 1/2 1/4
A pair of examples are provided, the heavy
20 (+5) 8 (-1) 18 (+4) 16 (+3) 14 (+2) 14 (+2)
6 11 6 2 1/2 1/4 combat frame (a reskin of the minotaur) and a
12 14 12 10 8 6 warmaster’s hound (a reskin of the hallowed thrall).
7 13 7 3 1/2 1/4 Stat block elements that were changed from the Saving Throws Str +9, Dex +3
13 15 13 10 8 7 Skills History +10, Perception +6, Technology +10
original monster’s stats are highlighted.
14 16 14 11 9 7 8 14 8 3 1/2 1/4
Remember, players don’t see the stat blocks, and
Damage Resistances bludgeoning, kinetic, slashing,
piercing
9 16 9 5 2 1/2 the nature of rolling dice obfuscates the exact stats. Condition Immunities Charmed, Exhaustion, Frightened
15 17 15 12 9 8 This means that your narrative and the way you Senses darkvision 120 ft., passive Perception 16
16 19 16 13 11 8 10 17 10 5 2 1 present the monsters, how they act in an encounter, Languages City common, Risen, RSL
play a huge role in a player’s perception of the Challenge Individual CR 6 (2,300 XP), Classification CR 9
17 20 17 15 12 9 11 19 11 5 2 1
monster, which can be enough to make a reskinned Elite (5,000 XP)
12 20 12 6 2 1 monster feel entirely new to your players.
18 20 18 16 12 9
Proficiency Bonus Hack DC
13 20 13 6 2 1
19 20 19 16 13 10 RESKINNING: DO CHANGE +4 27
20 21 20 16 14 10 14 21 14 6 3 2 When going about reskinning a monster, you can
freely change the following aspects of its stats A������
21 22 21 18 15 12 15 21 15 7 3 2
without affecting the challenge rating or Multiattack. The frame takes two shots with its cannon. It
classification. can replace one of these shots with a use of its teleport.
22 24 22 20 16 12 16 22 16 7 3 2
17 22 17 9 4 3 • Speed Cannon. Payload Firearm Weapon Attack: DC 18, scope
23 25 23 20 17 13
• Creature type and creature tags 80/200/340 (close), radius 5 ft. Failed save (half on
18 23 18 9 5 3 success): 22 (5d8) explosive solar damage.
24 26 24 21 18 15 • Names of its features, actions, reaction, etc.
25 27 25 21 20 16 19 23 19 9 5 3 • Type of damage it does Teleport. The frame teleports to an unoccupied spot
• Type of armor it has within 60 feet, taking all carried and worn equipment of
26 28 26 22 21 17 20 24 20 11 6 3 its choice with it.
• Energy shield alignment
27 29 27 22 21 18 21 25 21 11 6 4 • The skill, vehicle, and tool proficiencies the Charge Down (Recharge d6 [5]). The frame moves up to
22 27 22 13 7 4 monster has 30 feet without provoking opportunity attacks, then
28 29 28 23 21 18 • The hack DC strikes a target with its arm. The target must make a DC
23 28 23 14 7 5 18 Strength saving throw. On a failed save, the target
29 30 29 24 22 19 takes 40 (9d8) bludgeoning damage and is knocked Prone.
24 30 24 16 8 6 RESKINNING: DON’T CHANGE On a success, they take half as much damage and are not
30 30 30 25 22 21
If you change any of the following aspects of a knocked Prone.
25 30 25 17 9 6
monster’s statistics, it’s very likely you’ll also end up
26 30 26 19 10 7 changing the challenge rating or classification of the R��������
monster, too. Blink (3/Brief Rest). If the frame is subject to a Strength
27 30 27 20 10 7 saving throw, a Dexterity saving throw, or weapon attack
• Size from a source it can perceive, it can use its reaction to
28 30 28 21 11 8 • AC, energy shield points, health points teleport to an unoccupied space within 20 feet, taking all
• Proficiency bonus carried and worn equipment with it. Doing so grants
29 30 29 21 12 8
disadvantage on the weapon attack, or advantage on the
• Attack bonus frame's saving throw.
30 30 30 22 12 8
• Save DCs

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resources to prepare for. This may mean you skip EKPHRASTIC ESCUTCHEON This may mean you play against yourself or you run
W��������’� H���� the crafting process entirely and simply allow Relic armor (shield), requires attunement by a Risen the monster against players who aren’t in your main
players to acquire the relic at some point in their campaign. However it happens, you need to see the
(H������� T����� ������) journey.
creature
monster and its relic in action to gauge what
Medium beast adjustments, if any, need to be made.
Only when you are described in its design
Armor Class 16 (natural armor) EXAMPLE RELICS will you have its protection.
Health Points 27 (5d8+5) Two example relics are provided, the valkyrie and PLAYTESTING TIPS
Speed 35 ft., climb 30 ft. the ekphrastic escutcheon. Each relic is designed for Damage: 1d12 bludgeoning The following tips can help you run playtest sessions
use with a specific creature: the escutcheon is Properties: one-handed with anything you make, not just relic-based
STR DEX CON INT WIS CHA monsters. This list by no means encapsulates the
16 (+3) 14 (+2) 12 (+1) 8 (-1) 16 (+3) 9 (-1)
meant to be used against an axis hydra, and the Memory: cannot be stored in Ghost memory
valkyrie is meant to be used against Xol, Will of the Weight: 7 lb. entirety of what you need to keep in mind when
Skills Perception +6, Stealth +5 Thousands. Because of this, these relics may not playtesting, but it makes for a very good start.
Senses blindsight 45 ft. (blind beyond this radius), passive have much use outside of fighting these exact A shield made of relic iron from Guardian armor and • Clearly communicate ahead of time that it’s a
Perception 16 creatures, which is typically the case and a perfectly timelost metal from Vex hulls, skillfully hammered playtesting fight, and things may not go so well
Languages understands Ulurant commands fine design decision to make for your own relics. together with Light in a triumph of paracausal
Challenge Individual CR 2 (450 XP), Classification CR 8 for the players or the monster. It’s important to
craftwork. The patterns on its face are abstract, yet set expectations in all of your sessions, but
Minion (3,900 XP) somehow seem to describe the shape of the cosmos
VALKYRIE and the deeds of heroes.
especially so in playtesting sessions.
Proficiency Bonus Hack DC Relic weapon (javelin), requires attunement by a • If you can only run the monster once, do not roll
Flash Attunement. It is an action for a Risen for damage, only use the monster’s average
+3 — Risen creature creature to attune themself to the escutcheon, and damage. This removes the factor of high rolls/low
A������ it does not count toward the total number of rolls affecting the monster’s performance.
The warmind Rasputin made this weapon attunements the creature has. The attunement lasts
Multiattack. The hound makes four melee attacks. to fell a single unimaginable foe. You can However, if you have the option of playtesting
for 1 minute or until all uses of Disruption Burst are the monster multiple times, do roll for damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one heft it easily enough, but are you prepared spent. A Risen creature attuned to the escutcheon is
• Pay attention to PC attack rolls and saving
target. Hit: 6 (1d6+3) solar damage. to wield the might of a Golden Age orbital considered proficient with it.
Shield Weapon. The escutcheon grants a bonus throws, particularly the number of abnormally
weapon in your own hands? +2 AC to creatures holding it in at least one hand, low (1–5) or abnormally high (15–20) rolls. These
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) piercing damage. and who are proficient with it. The escutcheon can rolls have a significant chance of affecting a
Damage: 2d6 explosive solar player’s feedback on the monster, but the rolls
Properties: thrown (30/60/120) also be used to make melee weapon attacks, with
the properties and damage listed. don’t actually reflect the monster itself. After all,
Memory: cannot be stored in Ghost memory if a player has a streak of bad luck and rolls low
Disruption Burst (6 uses). As an action, a Risen
RELICS Weight: 2 lb.
creature can focus their Light into the escutcheon throughout the fight, then reports that the fight
was too difficult, it’s easy to see that the problem
Relics are special items characters usually have to A short throwing spear with a long, broad point. and cause all Vex within 300 feet to become
Suppressed for the next minute. While Suppressed is probably more about the rolls than the
research and develop themselves, or with the help Angular modules of warmind tech are clustered monster or its design. You will most likely have to
of an NPC, in order to take on a particularly powerful below the blade. It hums with intensely in this way, a creature is only capable of making
weapon attacks. If a creature has a multiattack repeat the playtest in such cases.
or challenging foe. They merge story and mechanics concentrated energy.
together, and make a good long-term goal for a action, it can only make the weapon attacks in its • Do not hold back or go easy on your players, and
Siege Weapon. The Valkyrie deals double do not deviate from the rules you wrote—that’s
campaign. damage to objects, structures, and vehicles, as well multiattack. A Suppressed creature can make a
Charisma saving throw (DC = 8 + wielder’s Charisma what you’re playtesting, after all.
as to creatures with a siege weakness. It ignores the
modifier + wielder’s proficiency bonus) at the end of • Feel free to stop a playtest early and make quick
WHY USE RELICS? resistances and immunities of creatures with a siege
each of its turns, ending the effect on itself on a adjustments. You don’t have to complete a
weakness.
Relics add an extra dimension to a fight, and having Flash Attunement. It is an action for a Risen success. The effect also ends for them if this shield is playtest if you feel confident you’ve already
a monster that requires a relic in order to defeat it creature to attune themself to the Valkyrie, and it dropped or loses its attunement to a Risen creature. identified a problem.
can give a major battle more gravitas. It helps does not count toward the total number of • Be prepared for your players to come up with
separate typical Ultra creatures from ‘raid boss’ attunements the creature has. The attunement lasts MAKING A RELIC-BASED MONSTER better ideas than you, such as for how a feature
Ultra creatures on both mechanical and narrative for 1 minute or until all uses of Valhalla Strike are could function or a better way to handle a
levels. Designing a relic-based monster seems simple on problem the monster is having. It’s only natural
spent. the surface, but it will take a lot of trial and error—in
Valhalla Strike (8 uses). As an action, a Risen that, in a room full of people, there will be times
other words, playtesting—until you get the when you are not the person with the idea that
HOW TO CRAFT A RELIC creature can focus their Light into the Valkyrie and monster’s statistics just right. best suits the issue at hand.
The process of creating a relic will entirely depend then throw it at a hard surface within range. Upon Design the monster first assuming the players
impact the Valkyrie explodes, causing all targets • Finally, remember that making a monster means
on your campaign and what you want your players have the relic, and take the relic’s effect into account you are performing an act of game design, and
and their characters to go through. Crafting a relic within 10 feet to make a Dexterity saving throw. A when deciding the stats of the monster. For
target takes 54 (12d8) explosive solar damage on a game design is an art, not a science. You don’t
could be something that passively happens so long example, despite the fact that Xol has quite a few need to follow conventions or stick to pre-
as a particular NPC is kept alive, allowing the players failed save, or half as much on a success. The damage resistances, its health points were actually
Valkyrie reforms itself in the hand of the creature established rules, and you get to decide what you
to perform other tasks and missions in the determined by considering Xol to have a damage want and what your goals are.
meantime. Or perhaps you’ll require your players to attuned to it at the end of that creature’s turn. vulnerability. The valkyrie does double damage to
take an active part in the crafting process. They may siege monsters and siege equipment, ignoring
need to gather information, acquire resources, and resistances and immunities, which is effectively the
then complete a skill challenge to craft the relic. same as if Xol simply had a damage vulnerability in
There is no right or wrong way to do relic its stat block.
crafting, so do what feels best for your group and, There is no other step next except to playtest the
most importantly, what you have the time and monster, both with and without the relic present.

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