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HEROES 

OF THE  

EXPLODING 

KINGDOMS 

Version 7.2 

By Willow Palecek   
Heroes of the Exploding Kingdoms
Prerelease Version 7.2
Written and Designed by Willow Palecek
Additional Writing and Design by Sabe Jones

Heroes of the Exploding Kingdoms is based on Exploding Kingdoms, written by Willow Palecek,
Sabe Jones, and A.B. (Licensed under CC:BY)

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Part 0: Introduction 4 Summons 50
Playing the Game 5 Duration 51
The Golden Rules 5 Conditions 51
Structure of the Game 6 Referential Conditions 52
Scenes 6
Plot Twist Cards 7 Part II: Hero 55
Hero Creation 56
Part I: Combat 8 Callings 58
Combat Rules 9 Blade Artiste 61
Essentials of Combat 9 Exalted Shield 69
Winning and Losing 10 Explodomancer 78
Start of Combat: Setting Up the Gun Mage 87
Battlefield 11 Mecha Jockey 96
Time in Combat 13 Meteor Soul 105
Common Actions 14 Mythcaller 113
Combat Summary 16 Runecaster 125
Attacks 17 Skin Changer 134
Flanking 18 Soulbound 148
Line of Sight 18 Titan Blade 156
Concealment and Cover 19 Warrior Poet 165
Opportunity Attacks 19 Kin 173
Damage and Healing 21 Arborii 174
End of Combat 21 Chthonians 176
Preventing Attacks and Effects 22 Draconians 178
Forced Movement 23 Efreet 180
Displacement 23 Felinids 182
The Mana Economy 24 Golems 184
Threat Points 25 Humans 186
Terrain 26 Jötnarr 188
Movement Properties 30 Phantasms 190
Size 32 Pixies 192
Summoned Creatures 36 Steel Centurions 194
Powers 37 Vanadians 196
Range and Area of Effect 38
Techniques 46 Part III: Story 198
Reading a Power 47 Story Scenes 199
Monster Powers 48 Challenge Scenes 200
Ongoing Effects 49 Failing a Challenge 201
Buffs 49 Overcoming a Challenge 202
Debuffs 49 Challenge Variants 202
Conjurations 50 The Aftermath 203
Zones 50 Plot Twists 204

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Part IV: Gamemaster 207
Gamemastering 208
Techniques 208
The Golden Rules, Revisited 210
The Exploding Social Contract 210
Your First Session 211
Designing an Explosive Adventure 212
Building an Explosive Encounter 213
Sample Encounter Gimmicks 214
Balancing Encounters 214
Player Action During Story Scenes 215
Forging the Exploding Kingdoms 217
Locations Table 219
Descriptors Table 220
Colors Table 221
Rewards 222
Boons 223
Designing New Boons 230
Monsters 231
Hybrid Monsters 232
Monster Listings 233
Champions and Bosses 283

Part V: Adventure 294


Introductory Encounter: A Friendly
Skirmish 295
Sample Adventure: Search for the
Ancient War Machine 300
Sample Adventure: Ruined Castle of
the Demon Dragon 315
Sample Adventure: Against the
Kraken 331

Part VI: Appendices 346


Glossary 347
Mediography 360
Play Materials 362
Pregenerated Characters 366

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PART 0 

INTRODUCTION   

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 PLAYING HEROES OF THE EXPLODING KINGDOMS
Welcome to the Exploding Kingdoms, a land of excitement, action, and adventure! Here one can find all
manner of interesting people and monsters, places to explore, villains to fight, and challenges to
overcome.

Sidebar: The Three Masters


Throughout the text, you will find missives from the Three Masters, dropping in with some extra advice.
Let’s let them introduce themselves.
Master of Battle (MoB): I’m the Master of Battle, the strongest and cleverest warrior in the Exploding
Kingdoms. You might be weak now, but I’ll make you strong like me! I offer advice on tactics. Most of
what I have to say is directed at the Heroes, but I even have some words of wisdom for the
Gamemaster from time to time.
Master of Lore (MoL): As Master of Lore, it is my duty to catalogue all the legends of the Exploding
Kingdoms, which are myriad and often contradictory. I will dispense the odd bit of lore here or there. I
also offer guidance on the more difficult rules and their interactions, should the need arise.
Master of Portals (MoP) Enough of those other fools, as Master of Portals, I have the most powerful
mandate by far: the ability to see into other realms beyond those of the Exploding Kingdoms, such as
your puny mortal realm. Oh yes, I am aware of you, dear reader, and you would do well to heed my
advice on the game outside the game.

The Golden Rules

There are four rules that guide all action for the Heroes of the Exploding Kingdoms.

The Precedence Rule: When a power or property contradicts the rules, the power or property takes
precedence.

The Awesome Rule: When in doubt, interpret the rules to be as entertaining as possible for everyone
involved.

The Transparency Rule: All dice rolls are public knowledge, rolled out in the open in front of everyone.
The specific effects of any powers that are used are open knowledge as well. Powers that have yet to be
used may remain a secret.

The Improvising Rule: No game is perfect. There will be holes in these rules. If you encounter an area
where the rules are contradictory or missing, make a ruling as a group, document it, and keep playing.

MoL: These rules are meant to be followed as a group. Rules interpretations should be negotiated by
everyone. While the Gamemaster has the final say, the Heroes should have input- the Awesome Rule
would demand no less!

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Structure of the Game

One player takes the role of the Gamemaster, becoming the mastermind behind the villain threats,
controlling them in battle and creating challenges for the other players. Everyone else gets to play a
Hero, one of the larger than life protagonists of the Exploding Kingdoms. Three to five Heroes is a good
number! The Heroes work together to overcome an Adventure created by the Gamemaster.

Each Adventure features the heroes attempting to accomplish some worthy goal: overthrowing a god,
defeating an army, or exploding a kingdom. This involves going into some unusual place and fighting
formidable foes. Along the way, the heroes will interact with other characters in Story Scenes, face
hazardous Challenge Scenes, overcome enemies in Combat Scenes, and probably play a few Plot Twist
cards to mix things up. If the Heroes are successful in their adventure, they will accomplish what they set
out to do… otherwise they will have to retreat, defeated, to fight another day.

Scenes

In Heroes of the Exploding Kingdoms, gameplay is divided into Scenes. A Scene in the game is like a
Scene in a movie. Each Scene has a different purpose, and follows different types of rules.

Combat Scenes feature a showdown between the Heroes and their foes. Most of the rules of Heroes of
the Exploding Kingdoms involve the running of Combat Scenes, and that’s where the bulk of the game
takes place.

A Story Scene primarily involves conversation between the characters. There isn’t any rolling the dice or
using powers during a Story Scene. Story Scenes are generally short, and punctuate the rest of play.

Challenge Scenes feature a non-combat Challenge that the Heroes must overcome to continue in their
adventure. They are also usually pretty short, and have simple mechanics for resolving them.

At the end of an adventure, succeed or fail, the Heroes return home, to rest, regroup, and plan their next
adventure.

MoB: Just because you were defeated, it doesn’t mean it’s game over. Your character always is able
to fight another day. Get back in there and show them what for! Total party kill? I don’t know the
meaning of the word!
MoP: That’s three words. In Heroes of the Exploding Kingdoms, we have the Total Party Knock-Out,
also known as a TPKO. If you don’t get a TPKO once in a while, dear Gamemaster, you are not
pushing your players hard enough.

Combat Scenes

During a Combat Scene, the Heroes must defeat their opposition to emerge victorious. The Heroes will
engage in tactical combat with Monsters, played by the Gamemaster. In a Combat Scene, each decision
can mean the difference between victory and defeat, as Heroes and Monsters attempt to out-maneuver
each other in a deadly battle of wits and prowess.

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Story Scenes

When the Heroes aren’t faced with a threat, they are in a Story Scene. In a Story Scene, the
Gamemaster describes the environment, and the actions of non-player characters. The Heroes respond
with their own actions and speech. Often, the Heroes’ friends and allies might ask some favor of them, or
their enemies will show up to taunt them. A Story Scene might take place at the beginning of the
adventure as the stakes are established, right before a Combat Scene, as the heroes converse with their
foes, or as part of the Aftermath as characters talk about what happened.

A Story Scene is like an interactive cutscene in a video game. It’s not a challenge in and of itself, but
helps tie the character’s actions together and form a cohesive narrative.

Challenge Scenes

A Challenge Scene involves a barrier, hazard, or threat that the Heroes must face before they can press
on in their adventure. A collapsing throne room, a lava-filled ravine, or a maze of twisty passages are
examples of possible Challenge Scenes.

Challenge scenes present the Heroes with an uncertain situation that may require skill, luck, or sacrifice
to overcome. A failed Challenge never stops the adventure, but instead depletes the character’s
resources, or puts them in an unfortunate position for their next combat encounter. Challenge scenes are
also an opportunity for players to exercise some creative problem solving to maximize their chance of
success.

The Aftermath

At the end of each adventure, everyone takes stock of what happened during the session. Heroes can
change what powers they had available, and determine their course for the next adventure.

MoP: How long is an adventure? Most adventures include three Combat Scenes, a Challenge Scene
or two, and Story Scenes punctuating the action. Experienced players will find themselves able to
complete an adventure in a single four hour session, but for those who are newer to the game or that
meet for shorter periods, it is not unusual for an adventure to consume two or even three sessions.

Plot Twist Cards

Plot Twist Cards are a means for a little extra chaos and excitement to enter the game. Each Hero will be
able to play a Plot Twist Card each session, causing the story to go in directions no one could have
predicted. If a story is like an explosion, then Plot Twists are the fuel.

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PART 1 

COMBAT   

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COMBAT RULES
When steel is drawn and spells are prepared, it is time for combat! Combat is an exciting tactical skirmish
between two sides, and is where you can expect to spend most of your time in Heroes of the Exploding
Kingdoms. Combat takes place on the Battlefield, a representation of the physical space occupied by the
combatants.

ESSENTIALS OF COMBAT

In combat, all characters, be they Hero or Monster, are defined by their Combat Profile, which is a list of
several essential pieces of information about the character. These are hit points, speed, starting mana
(for Heroes), what basic attacks are available to the character, and the character’s size.

MoL: Any creature controlled by the Gamemaster is called a Monster.


MoP: Whether or not they are truly monstrous is a matter of personal opinion.

Hit Points are a measure of a character’s toughness. When a character takes damage from an attack or
an environmental hazard, that damage is subtracted from their Hit Points. If damage reduces a character
to zero Hit Points, then that character is Taken Out: they are no longer able to fight at their normal
capacity.

When a Hero is Taken Out, they go into their Crisis State, where they can still take some limited actions.
When a Monster is Taken Out, it is usually removed from the battle. A combat is usually won by reducing
all members of the opposing side to zero hit points.

MoB: Each Calling’s Crisis State is different, but they all define what options you have when at zero hit
points. Some of the most thrilling victories are when one or more Heroes are on death’s door.

MoL: Zero hit points is not the end, even if all of the Heroes are taken out. In the Exploding Kingdoms
we are civilized, and defeated foes are given the opportunity to retreat to wallow in their despair. We
call this a TPKO, or Total Party Knockout. These are excellent opportunities for delivering boastful
monologues. Of course, this goes both ways, when facing named enemies they are likely to live to
fight another day. Can it talk? Does it have a name? Best to give a good sport and let it retreat. Are
they nameless? Go ahead and eat their brain.

Speed measures how fast a character can move. It is the number of squares the character can move on
the Battlefield during a single move action. Characters can move in any direction, even diagonally.

Mana is the energy that all Heroes use to imbue their abilities with extra power. Heroes have a Starting
Mana rating, indicating how much mana they start with each battle.

Basic attacks are the simplest attacks the character can make. Most characters will have a melee basic
attack that can be used in hand to hand combat, and a ranged basic attack that is used to shoot enemies
farther away. Some characters may only have one or the other, or even no basic attacks at all! An attack
will list its range, which is how far away it can be used, and how much damage it does.

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MoB: They might not have any flashy abilities, but there’s nothing wrong with making a basic attack,
dealing reliable damage. Just like powers, basic attacks can be augmented with mana. When
choosing what power to use, it's always useful to compare it to a simple basic attack.

Size determines the character’s space- how much physical area they take up on the Battlefield. Most
creatures are Medium, meaning they take up a single square. Large creatures take up a 2 by 2 area, for
a total of four squares, and Huge creatures take up a 3 by 3 area, for a total of nine squares. Any
creature larger than that is Gargantuan, a truly staggering monstrosity.

Going in the other direction, a Tiny creature is anything small enough to comfortably share another
creature’s space. Tiny creatures can easily move through other’s spaces, and any number of them can
cram into a single square.

WINNING AND LOSING

In most combat scenes, the path to victory is simple: defeat the enemy combatants, by reducing their Hit
Points to 0. Some combat scenes will feature alternate victory or defeat conditions, allowing the Heroes -
or the monsters - another method to emerge triumphant. If either side of the combat achieves their
victory condition, the combat ends immediately.

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START OF COMBAT: SETTING UP THE BATTLEFIELD

Before Combat can start, the Gamemaster must set up the Battlefield. The Battlefield is a
two-dimensional grid on which the combat will take place. Typically each square is 1 inch wide in the
real-world play space, and represent 5 foot by 5 foot square in the in-game space. It’s never just an
empty space, but filled with exciting terrain. The Battlefield and Terrain are discussed in detail in another
section.

After showing the map of the Battlefield to the Heroes, the Gamemaster will make sure they understand
the victory conditions for the encounter, and any special rules that may be active for this specific scenario.

The Gamemaster will designate an area on the Battlefield as the Setup Area for the Heroes. The Heroes
will begin the combat in this area. The Heroes choose which squares in the Setup Area they wish to
occupy.

MoB: Think about how you want to place your Heroes! Slower characters should be in front, whereas
faster characters can be further back. If someone wants to go first, they should probably be in front, so
they don’t have to move through anyone else’s space.

After the Heroes setup, the Gamemaster will place all the monsters anywhere on the map.

MoB: The sample adventures included all have specific advice for how to place the monsters. In
general, you want them to be about 12-15 squares away from the Heroes, so faster heroes can choose
if they want to charge into the fray, or hold back and advance carefully as a group.

Some adventures may modify this. For example, an encounter may allow the Heroes to see where the
monsters start before placing themselves, or allow a choice of different set up areas.

MoL: As a corollary of the Transparency Rule, I should point out that there is no hidden information on
the Battlefield. The Heroes all can see the entire map of the encounter, and the location of all
combatants is known to everyone.

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EXAMPLE: START OF COMBAT

B B

B B

D C A

The Gamemaster indicates the grey area as being the Hero Setup area. The Heroes choose to set up
their Heroes (A, B, C, and D) in the formation shown. Hero B is a large size character.

B B

B B F

D C A E

H I

After the Heroes are placed on the battlefield, the Gamemaster places their monsters (E, F, G, H, and I)

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TIME IN COMBAT

Time in Combat is measured in three ways: Turns, Phases, and Rounds.

Each creature in combat gets its own Turn to act, when it can take its set of actions.

A Phase is a set of all the Turns for one side of the Combat. The Hero Phase consists of the Turns of all
the Heroes. The Monster Phase consists of the Turns of all the monsters the Gamemaster controls.

Together, the Hero Phase and the Monster Phase count as a Round.

START OF ROUND

Some effects occur at the start of each round. This happens at the very start of combat, and then will
occur again after each set of Hero and Monster Phases. Some terrain features might do a thing at the
start of each round, like a volcanic fissure that spits out lava.

At the start of each round, each Hero gains 1 Mana. This includes the first round of combat, so each
Hero will have Mana equal to their starting mana, plus 1. The Gamemaster collects Threat Points equal
to the number of Heroes. Mana and Threat Points are discussed in detail in the Mana Economy section.

THE HERO PHASE

During the Hero Phase, each Hero takes a turn, one Hero at a time. The Heroes may take their turns in
whatever order they wish, but each Hero must finish their turn before the next Hero may take their turn.
The Heroes do not have to act in the same order each round.

Some effects may trigger at the start or end of the Hero Phase. If there are multiple such effects and the
order of them matters, the Heroes as a whole choose the order.

THE MONSTER PHASE

During the Monster Phase, the Gamemaster will take a turn with each monster they control, in whatever
order they like. Each Monster must finish their turn before the Gamemaster moves onto the next monster.
Like the Heroes, the monsters do not have to act in the same order each round.

Some effects may trigger at the start or end of the Monster Phase. If there are multiple such effects and
the order of them matters, the Gamemaster chooses the order.

TAKING A TURN

During a character’s turn, they will take some number of actions. By default, each character gets two
actions they can take: A Major Action, usually used to attack, a Move action, usually used to move around
the battlefield. Additionally, a character may take any number of Free Actions during their turn.

A character may choose to spend their Major action as a Move action instead, if they find they have need
for multiple Move actions.

When it is not a character’s turn, they are limited to using Reactions. A Reaction always says when it may

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be used, and whether it will occur after the triggering effect is completed, or if it can interrupt the action in
progress.

Some effects may occur at the start or end of a character’s turn. At the start of the character’s turn, the
controlling player applies any effects that trigger at the start of their turn, like the Ensorcelled condition, in
whatever order they wish.
At the end of a character’s turn, the character takes damage from any “at end of turn” effects, such as the
Wounded condition, and then applies any other end of turn effects in any order the controlling player
chooses and finally removes all non-permanent Conditions. Conditions are described in depth in the
Conditions section.

COMMON ACTIONS

Common actions can be taken by any character. They include making a Basic Attack, Charge, Advance,
Shift, Recover, and making an Opportunity Attack.

MAJOR ACTION: BASIC ATTACK

Each character has a Melee Basic attack and a Ranged Basic Attack. As a Major action, a character can
make such an attack. See the section on attacks, below.

MAJOR ACTION: CHARGE

Charging allows a character to move and strike. First, the character designates the target of its charge,
and then moves up to its speed, but at least 2 squares. Each square the creature moves must decrease
the total distance between them and their target. If the movement brings the creature adjacent to their
target, they may make a Melee Basic Attack against it.

After resolving a Charge action, a creature’s turn ends.


It is possible for a Charge action to be interrupted, making further movement or the attack impossible. If
this happens, the controlling player must finish the action as best as they are able (using any remaining
movement), and then their turn ends.

MOVE ACTION: ADVANCE

When a character takes the Advance action, they move around the Battlefield. The character may move a
number of squares up to its Speed.

MOVE ACTION: SHIFT

When a character takes the Shift Action, they move 1 square. Shifting does not provoke Opportunity
Attacks.

MOVE ACTION: RECOVER

When a character takes the Recover action, they choose one Permanent duration Condition on
themselves or an adjacent ally. That Condition is downgraded to temporary status.

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SPRINT: BONUS MOVE ACTION

Once per turn, a character may spend 3 Mana to gain an extra Move action.

REACTION: OPPORTUNITY ATTACK

When another creature takes a risky action that provokes an Opportunity Attack, any adjacent creature
may use a Reaction to make a Melee Basic Attack against the triggering creature.

Opportunity Attacks are described in detail below.

SPECIAL: USE A POWER

It’s worth noting that all characters will have powers unique to them beyond these common actions. Each
power will describe what action is needed to use it.

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COMBAT SUMMARY

● Start of Combat
● Gamemaster sets up the battlefield and explains any special rules.
● Heroes place themselves on the battlefield.
● Gamemaster places Monsters on the battlefield.
○ Start of Round
○ Any recurring Start of Round effects trigger.
○ All Heroes gain 1 mana.
○ The Gamemaster gains Threat Points equal to the number of Heroes.
■ Hero Phase
■ Trigger start of Hero Phase effects.
■ Each Hero takes a turn in whatever order they wish.
■ Trigger end of Hero Phase effects.
■ Monster Phase
■ Trigger start of Monster Phase effects.
■ Each Monster takes a turn in whatever order the GM wishes.
■ Trigger end of Monster Phase effects.
○ Go to the start of the next Round.
● Heroes or Villains achieve Victory!
● End of combat.
● Remove any active effects, and reset all resources.

TURN SUMMARY

● Start of character’s turn.


○ Trigger any start of turn effects.
● Take Actions in any order.
○ Major Action (may be changed to a Move Action)
○ Move Action
○ Any number of Free Actions.
● End of character’s turn.
○ Trigger any damaging end of turn effects.
○ Trigger all other end of turn effects.
○ Remove any temporary Conditions.
● Not Your Turn:
○ Use Reactions, Such as Opportunity Attacks

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ATTACKS

When a creature makes an attack, either a basic attack or as part of a power, it must choose a target,
which will suffer the damage and any effects of the attack. The target must be within line of sight and
within the power’s range. An attack with Range 1 can only target an adjacent enemy, but an attack with
Range 10 can hit an enemy within 10 squares of the attacking character. Some attacks can target more
than one character, or all characters in a certain area. Areas of Effect are described in the Powers
chapter.

There is no die roll to determine if an attack hits in Heroes of the Exploding Kingdoms. The attacker rolls
their damage, any effects of the attack are applied to the target, and the game continues onward.

TAKING DAMAGE AND BEING TAKEN OUT

When a creature takes damage, it subtracts that value from its hit points. A character that is reduced to 0
hit points is Taken Out. When a monster is Taken Out, it is eliminated, and simply removed from the map.
When a player character is Taken Out, they enter Crisis State, and their actions are severely limited.

MODIFYING ATTACKS

There are several ways that damage can be increased or decreased.

Any attack that is Brutal deals an additional die of damage. Some Conditions and Powers will make an
attack Brutal. For example, the Distracted condition makes any attack against the creature Brutal as long
as the attacker has any ally adjacent to the creature. Flanking attacks (described below) are another
common way to make an attack Brutal.

An attack can only become Brutal once. It’s either Brutal or it isn’t.

Some effects cause an attacking creature to deal less damage, like the Weakened Condition, which
subtracts a die from the dice rolled by the attacker. An attack can never be reduced below one die of
damage.

Many circumstances and powers can grant a creature Resist, which will reduce any damage the creature
takes. Subtract the value of the Resist from the damage taken. This cannot reduce the damage below 1
point- every attack will deal at least one point of damage!

Resist from multiple sources is not cumulative, only the highest source of Resist applies. However, an
ability that says it grants additional Resist does add to other sources of Resist.

Resist reduces the damage that a creature takes. This may come from Cover, Concealment, or some
other ability. The value of the Resist is subtracted from any damage taken, to a minimum of 1 damage
being dealt. Every attack always deals at least one point of damage!

Resist from multiple sources is not cumulative, only the highest source of Resist applies.

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FLANKING

Flanking is the most common way to make an attack Brutal. A creature is Flanking if it is making a melee
attack and both the attacking character and an allied creature are adjacent to the enemy and on directly
opposite sides, or directly opposite corners.

EXAMPLE: FLANKING

F B

D A E E N

G C E E I

H H M

H H

L J K

Monster A is being attacked by Heroes B through G. B and C both have flanking because they are on
directly opposite sides. D and E both have flanking, as E is a large Creature and occupies the square
directly opposite D. F also is able to flank with E, since E also occupies the square directly opposite
them. Despite having many allies around, G is not able to gain Flanking.

A large monster H is being attacked by Heroes I through N, as well as Hero E.. Heroes I and J are on
directly opposite sides of monster H, so they have flanking, even though they are on different columns. E
and K are on directly opposite corners, so they have flanking. L and M do not have flanking, since they
do not have allies on the directly opposite side or corner. N has reach and is able to attack from their
current position, but they do not gain flanking because they are not adjacent to monster H, despite the
position of Hero J.

LINE OF SIGHT

In order to attack, a character must have line of sight to the target. If a straight line can be drawn from
any point in the attacker’s space to any point of an enemy’s space, without being interrupted by blocking
terrain or another enemy, the attacking character has line of sight.

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CONCEALMENT AND COVER

Concealment and Cover can reduce the damage a creature takes by granting Resist. Concealment
grants Resist 5, and Cover grants Resist 10.

When determining line of sight, the attacker only needs to draw an uninterrupted line from any point in
their space to any point of an enemy’s space. To determine if Cover or Concealment apply, the attacker
must draw a line from any point of their space to the center of one square of the target’s space..

If the target of the attack is standing in Concealing terrain, or if the only line that can be drawn passes
through Concealing terrain, then the target of the attack has Concealment and gains Resist 5 to the
triggering attack.

If the only line that can be drawn passes through Blocking Terrain or one of the target’s allies, the target of
the attack has Cover and gains Resist 10 to the triggering attack.

MoB: Concealment and Cover are your friends! Position yourself where enemy ranged attacks will be
penalized against you.
MoL: Most of the time, Line of Sight is obvious. When it is in doubt, get out the rulers. It is the duty of
the attacker to demonstrate that they have Line of Sight by drawing at least one point to point line, and
to demonstrate that the defender does not benefit from Concealment or Cover by drawing a line to the
center of a square. If they are unable to do so, the defender gets the benefit of the most advantageous
terrain available.

OPPORTUNITY ATTACKS

Some actions carry with them an inherent risk- performing them leaves a character vulnerable to attack
from an enemy. This is called an Opportunity Attack.

When a creature does one of the following actions, it provokes an Opportunity attack:
● Moving (without Shifting) out of a space.
● Making an attack with the Ranged or Area keyword.
● Performing another action that specifically says it Provokes an Opportunity Attack.

Any creature may make an Opportunity Attack as a Reaction when an adjacent creature performs an
action that triggers an Opportunity Attack. The Reacting Creature makes a Melee Basic Attack against
the triggering creature, who then proceeds with their original action.

A creature may make any number of Opportunity Attacks during a Round, but only one Opportunity Attack
against any given target per Round.

Some deadly creatures and characters possess the Reach ability. A creature with this ability may make
Opportunity Attacks against any creature within the range specified, not merely against adjacent
creatures.

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EXAMPLE: LINE OF SIGHT, COVER, AND CONCEALMENT

D D C C E G H

D D C C

The black area is blocking terrain. The shaded gray area is concealing terrain. Heroes A, G, and H are fighting
monsters B, C, D, E, and F.

Hero A is attempting to make a ranged attack. A has line of sight to monsters B, C, D, and E, because they can draw
a line from any part of their space to any part of the target’s space.

Hero A has a clear shot against monster B. They can draw an uninterrupted line from their upper right corner to the
center of B’s space. They also have a clear shot against monster C, since they can choose any square of monster C
to shoot, and they have a clear line from their own lower right corner to the center of monster C’s lower right square.
It is a bit difficult to tell, but Hero A does have line of sight to monster D since they can draw a line to D’s lower left
corner, but they cannot draw a line to the center of that square without passing through Blocking Terrain. Monster D
has cover to this attack.

Hero A does not have line of sight to monster F at all. All lines from A to F would run along the edge of blocking
terrain.

Monster B can attack A, G, and H. B has a clear shot against A, just as A has a clear shot against them. Any attacks
against G and H have concealment, even though Hero H is not standing directly in the concealing terrain- any line of
sight will pass through the concealing terrain.

When Monster C attacks,it does have line of sight to Hero A, since it can trace a line to A’s lower right corner, but not
to the center of A’s space, so the attack has cover. When attacking Heroes G and H, Hero G has the benefit of
Concealment, and Hero H will have Cover- any line of sight to H will have to go through G’s space. H has
Concealment as well, but that is irrelevant since only the highest source of Resist applies.

When Monster D attacks Heroes G and H, it has the same modifiers as Monster C. Even though its lines of sight
must pass through Monster C, allies do not impede line of sight, only enemies.

Monster E is attempting to make a melee attack against Hero G. Hero G is in concealing terrain, so has
concealment. Conversely, when Hero G makes a melee attack against Monster E, the attack is unimpeded.

20
DAMAGE AND HEALING

BLOODIED

A creature is Bloodied while its hit points are equal to half its maximum hit point value or fewer. There is
no inherent effect to being bloodied, but other powers or properties may trigger off of it.

CRISIS STATE

When a Hero takes damage that would put them to 0 hit points or fewer, they enter Crisis State.

A character in Crisis State:


● Has 0 hit points, regardless of the damage of the original attack.
● Cannot take actions, except as specified by its Calling’s Crisis State entry.
● Are immune to any further effects, unless that effect specifically says it affects characters in Crisis
State.
● Cannot gain or spend mana..
● Does not flank or count as an adjacent ally for the Distracted condition.

If a Hero is healed above zero hit points, they are no longer in Crisis State. This can only be done by an
ability that specifically affects characters in Crisis State.

Each Hero’s Calling determines what actions the Hero can perform while in Crisis State. Some Callings
may have additional properties that come into effect while in Crisis State.

If all Heroes are in Crisis State simultaneously, this is a Total Party Knock Out (TPKO). They are
defeated! The adventure is a failure. Skip any remaining scenes and go directly to the Aftermath.

HEALING

Some effects heal a creature, allowing them to recover from damage. The amount healed is added to the
creature’s current hit points. This can’t increase its hit points above its starting hit point value. At the end
of each combat, all Heroes heal to their full hit point total.

END OF COMBAT

At the end of a Combat Scene, win or lose the Heroes do the following:
● Heal all damage, resetting their hit points to their starting Hit Point total.
● Reset their Mana to starting Mana.
● Recover all Expended (but not Burned Out) powers. (See the section on Powers)
● End all ongoing effects, and discard any special tokens or resources gained during the combat.

The Gamemaster loses any unused Threat Points.

If the Heroes were victorious, they advance to the next scene of the adventure. If they were defeated,
they go directly to the adventure’s Aftermath and must face the consequences of their failure.

21
PREVENTING ATTACKS AND EFFECTS

WARDING EFFECTS

Some attacks inflict extra effects beside damage, such as Conditions and Forced Movement. These
effects can be quite deadly!

Some powers allow a character to Ward the effects from an attack. Any effect that is warded doesn’t
happen. Non-damaging effects are ignored, forced movement is prevented, but any damage is still taken.

IMMUNITY

Some powers will grant a character Immunity to an attack. A character that is Immune does not suffer
any damage or effects from the attack.

NEGATION

Some powers will completely Negate an attack, making it as if the attack never happened! All effects
from the attack are prevented, including damage. The attacker still pays any resources they expended on
the attack.

22
FORCED MOVEMENT

Some powers allow characters to move other characters around the Battlefield.

A Push moves the target away from the triggering creature. Each individual square of the Push must
increase the total distance between the triggering creature and the target.
A Pull moves the target closer to the triggering creature. Each individual square of the Pull must decrease
the total distance between the triggering creature and the target.
A Slide may move the target in any direction. Each individual space moves the target to any adjacent
square.
A Teleport moves the target any number of squares, through intervening obstacles and creatures, to an
unoccupied square the triggering character can see within range.
A Throw is like a push. First, the triggering character may Slide the target to any square adjacent to their
space. Then, each individual square of the Throw moves the target further away from the triggering
character. During a Throw, the target is flying, and can ignore any terrain that a flying character would.

When a Push, Pull, or Slide is applied to a target, it must follow the target’s current movement modes
(see Movement modes in the terrain section). For example, a creature that only walks cannot be pushed
through the air, but a creature that flies can.

When a forced movement effect is used, the triggering character makes all decisions about where the
target moves, and does not need to use all of the movement- they may even choose not to move the
target at all.

A creature that moves because of forced movement does not provoke opportunity attacks.

DISPLACEMENT

Normally, two things can’t occupy the same space. Displacement is a special type of forced movement
that comes into play when something has to move to get out of the way of something else.

When a creature is Displaced, it moves itself to the closest unoccupied square. Displacement cannot be
prevented in any way: no matter what happens, the creature is required to move. Unlike other types of
Forced Movement, the Displaced creature gets to choose their own destination space.

23
THE MANA ECONOMY

Mana is an extra store of power that Heroes use to augment their abilities.

Each character has a rating that indicates how many Mana points it starts an encounter with. It is
suggested that the Heroes use glass beads, poker chips, or some other easy way to keep track of their
rising and falling Mana levels.

At the start of each round, each Hero gains one mana. This is gained every round, even the first one of
combat. In addition, each Calling has an ability that grants additional mana in certain circumstances.

MoB: Understanding how your Calling generates mana is the key to victory! The more mana you gain,
the more power at your disposal!

Mana is spent to use Techniques. Each character has a number of Basic Techniques that can be applied
to any of their powers or attacks. The most common Basic Techniques are Potent and Accurate.

Potent (2, Stackable)


Add an additional die of damage to the attack.

Potent costs 2 mana each time it is used. It's Stackable, so it can be used multiple times on the same
attack. For each time it is activated, the attacking character adds an additional die of damage, of whatever
dice they were already rolling.

Accurate (2, Kick-In)


After making an attack, Kick-In this Technique to reroll the damage. Use the higher result.

Accurate is a Kick-In, meaning that it can be used after the dice have already been rolled. The effect
rerolls all the dice, allowing the character to turn a bad roll into a good one.

MoL: Stackable and Kick-In are Keywords. They are discussed in more detail in the section on powers

Potent and Accurate are Basic Techniques, which allows them to be used on any attack a character
makes, whether those are basic attacks or those granted by powers.

Powers will have additional techniques, allowing the Hero to use mana in different ways when using that
power.

24
THREAT POINTS

Just as heroes have mana, the Gamemaster has access to Threat Points; a sinister reserve of power that
can confound even the most resolute of heroes!

During the start of each round, the Gamemaster gains a number of Threat Points equal to the number of
players. At the end of combat, the Gamemaster loses all threat points.

The Gamemaster may spend a number of threat points to do any of the following:

Perma (1, Stackable) One Condition inflicted by this power is Perma against all targets.

Potent (1, Stackable) - Deal +1 die of damage with this attack. Maximum of two uses on each attack.

Accurate (2, Kick-In) - Kick-In to Reroll a single monster’s damage roll after the attack.

Sprint (2) - A monster gains an additional move action. Limit of once per monster per turn.

Some powerful monster abilities require the gamemaster to spend one or more threat points. These
abilities will include the threat point cost in parenthesis after the name.

25
TERRAIN

The Battlefield is not merely a blank, featureless grid. It is filled with tunnels to navigate, cover to hide
behind, cliffs to scale, and hazards to avoid. The more varied the Battlefield, the more exciting the
combat will be!

This table summarizes the types of terrain and their effects:

Type of Terrain Effect Example

Clear Ground No penalties or special effects. Dungeon floors

Blocking Terrain Blocks movement and line of sight A solid wall

Bottomless Pit Can’t be occupied, damages those who fall in. A pit with a very deep fall

Concealing Terrain Impairs line of sight A cloud of fog

Difficult Terrain Movement is more costly Jagged rocks

Hazardous Terrain Damages those who move into it A spike trap

Hindering Terrain Inflicts negative conditions on those who move A spider web
into it

Slope Restricts movement in one direction A cliff

Special Terrain Terrain with unusual or custom effects. A magical aura

Water Can be ignored by Swimming creatures A river or lake

Clear Ground: Clear Ground is the most basic type of terrain. A square of Clear Ground is easily
traversable, and has no special effects or penalties.
Examples include a dungeon or castle floor, a canyon path, or the branch of a massive tree.

Blocking Terrain: Blocking Terrain is an impassable barrier that cannot be moved through, which blocks
both movement and line of sight.
Examples include a sturdy wall, a stony outcropping, or the giant statue of a sinister enemy.

Bottomless Pit: This Pit, if not truly bottomless, is deep enough that if a character were to fall into it they
would not be climbing out anytime soon! Any character that finds themselves occupying a Bottomless Pit
is Displaced, and takes 5 damage for each square they must move during the Displacement.
Additional examples include falling off an airship, or a very high tower wall.

MoL: The damage from a Bottomless Pit doesn’t represent that taken from the fall, but the strain of the
maneuver to keep from falling in the first place.

26
Concealing Terrain: Concealing terrain impairs line of sight. All attacks that trace their line of sight
through Concealing Terrain, or target a creature within it have Concealment. Concealing Terrain does not
affect movement.
Examples include thick fog, dense foliage, or shimmering magical images.

Difficult Terrain: Difficult terrain impedes movement. Entering a space of Difficult Terrain costs two
squares of movement instead of one. Difficult Terrain does not affect line of sight.
Examples include rubble, uncertain ravines, thick underbrush, or a hurricane wind.

Hazardous Terrain: Hazardous Terrain deals damage to creatures that enter it. The terrain deals a
certain amount of damage to any creature that enters the Hazardous Terrain during its turn, or that ends
its turn in the Hazardous Terrain.

Hindering Terrain: Hindering Terrain inflicts Conditions or debuffs to creatures that enter it or occupy it.
This is a wide category of effects, such as a spider’s web that inflicts the Slowed condition on those that
enter it, or a slippery floor that makes attacks against those standing on it Brutal.

Slope: A slope restricts movement in one direction. Slopes have a lower side and a higher side.
Creatures on the lower side treat the Slope as Blocking Terrain for purposes of movement. Creatures on
the higher side can move into the Slope. A creature occupying a Slope must move in the direction of the
Slope.

A creature that occupies a Slope at the end of its turn is displaced, and must be displaced in the direction
of the Slope, and takes 5 damage for each square they move during the Displacement.

Forced movement that moves a creature into a Slope must be in the direction of the slope, and deals 5
damage for each Slope square the creature enters. If at the end of the forced movement the creature
occupies a Slope, it is displaced and must be displaced in the direction of the slope, and takes 5 damage
for each square they move during the Displacement.

Slopes do not block line of sight or interfere with areas of effect.

Examples include a hill or cliff face, climbable walls and fortifications, and the tiers of a massive ziggurat.

27
EXAMPLE: SLOPES

8 < <7 <6

8 < <7 <6 E D

8 < <7 <6

A B < <7 <

8 <5 < <

8 <1 <4 <3

C <3

<2

< < <

Example: The squares in the shaded area are Slopes, with the higher side on the right. Hero A, a
Meteor Soul, uses Tornado Sweep’s push effect against monster B. This side of the Slope counts as
Blocking Terrain for movement, so B cannot be pushed into the Slope, however Tornado Sweep will do
extra damage, due to pushing a creature into Blocking Terrain.

Hero C is considering where to move on their turn. They could choose to move into the squares marked
1 or 2, since they are entering from the higher side. They cannot enter the squares marked 3, since they
are on the lower side of those squares. They may enter square 4 from the side, but they would have to
continue their movement into square 1 or 5. If they occupy any of those squares at the end of their turn,
they will be displaced, taking 5 damage per square of movement.

Monster D uses a push 2 effect on Hero E. The first square of movement can push Hero E into any of the
squares marked 6, and the second square of movement can move them into any of the squares marked
7. Hero E would take 10 damage from this forced movement. At the end of the forced movement, Hero
E would be displaced, and would have to end in one of the squares marked 8, taking another 10 damage.

MoL: You’ll notice that strip of Clear Ground that Hero C is standing in. Every Slope should have a
navigable path.

MoP: The rules for Slopes are wordy, but very simple to use in play. What’s important to remember is
that the world of Heroes of the Exploding Kingdoms is essentially flat. Should you find yourself
attempting to determine line of sight in three dimensions or performing trigonometric calculations,
remember that these rules are designed for ease of play, not simulation.
That said, if your delicious brain craves more severe gradients, you can experiment with Slopes that
occupy the border between two spaces. These more slippery slopes still restrict movement in one
direction, and deal damage when a creature moves through them due to displacement or forced
movement. Beware though, because this strange geometry may result in emergent properties that
some of your kind find unnerving.

28
Special Terrain: Special Terrain is a catch all for unique terrain effects. It might apply a buff to those who
stand on it, or count as a specific terrain type in certain situations, like an anti-teleport area that counts as
Difficult Terrain for Teleports, or a massive gust of wind that counts as Concealing Terrain, but only in one
direction.

Water Terrain: Water modifies other terrain, making it so Swimming creatures can ignore or mitigate it.
Water Terrain is always paired with another terrain type. The most common version of Water Terrain is
Difficult Terrain, which swimming creatures can easily move through. Water might cause attacks against
creatures standing in it to gain Brutal, or deep currents might count as Hindering Terrain.

Multiple types of terrain can be combined in a single space. A thorny briar patch might count as both
Difficult Terrain and Hazardous Terrain. A poisonous cloud might be Concealing Terrain, and could be
Hazardous Terrain or Hindering Terrain.

Another factor for consideration is how much of the square the terrain fills. By default flying creatures can
avoid most terrain by flying above it. Some terrain completely fills the square it is in, meaning that it
affects the movement of flying creatures as well. A cave wall with no way to go over, or a giant pillar that
rises to the heavens themselves would be Blocking Terrain that fills the entire square. A giant windstorm
might count as Difficult Terrain for the entire space, and a plume of superheated smoke from a volcano
might be Hazardous Terrain. A combat scene that takes place underwater will have large areas of Water
Terrain that completely fill their squares. Even a Bottomless Pit can completely fill its square, if it
represents a tear in the fabric of space-time that must be avoided at all costs!

Some terrain might be designated as completely filling the space. Normally flying creatures can choose
to fly over terrain to ignore it, but they cannot ignore terrain that completely fills a space.

29
MOVEMENT PROPERTIES

Creatures most often move across the battlefield using their Move action. When using the Advance
action, each point of speed the creature possesses allows it to move one Square, orthogonally or
diagonally. A creature does not need to move its entire speed, but must use all the movement

A creature may move through the spaces of its allies, but cannot end its movement sharing the square as
an ally, unless one of them is Tiny sized. Creatures may not normally move through the spaces of their
enemies.

Special movement properties modify the way a creature moves. Some creatures always have a
movement property, such as always having Climbing or Swimming, and can use that property every time
it moves. If an effect indicates to use a certain movement at a certain rate, such as“Swim four squares”
or “Fly your speed plus two squares,” that movement can be used for that action only.

Burrowing allows a creature to delve deep into the earth, and then emerge where its enemies do not
expect it to. Beginning a Burrow action provokes opportunity attacks, but moving while burrowing does
not. Burrowing ignores all terrain and creatures except for Bottomless Pits. At the end of the creature’s
movement, it is displaced if it is inside Blocking Terrain or another creature’s space.

Climbing allows a creature to easily climb walls and ignore changes to elevation. Climbing characters
ignore Slopes.

Flying creatures ignore all terrain elements, except terrain that completely fills its space.

MoL: Flying only lets a creature ignore terrain effects. It doesn’t confer any ability to fly out of the
range of melee attacks.

Jumping allows a creature to fly for a short distance. A creature that Jumps flies for the movement, and
then stops flying at the end of that action.

MoL: Can you fly or jump while underwater? Yes, but not very well. An underwater encounter has
water terrain that completely fills the space, which means aerial movement can’t negate it. You can still
do an action that causes you to fly or jump and get the movement, but you’ll suffer the effects of any
terrain you fly/swim through.

Phasing allows a creature to move through solid matter. While a creature moves with phasing, it may
move through Blocking Terrain and the spaces of enemies, and has Concealment during the movement.
If a Phasing creature ends its turn in Blocking Terrain or another creature’s space, it is Displaced.

Shifting is a form of careful movement that does not provoke opportunity attacks. By default, all
creatures can take the Shift action, allowing them to shift 1 square. A creature that always has another
movement mode, such as Flying or Swimming may use those abilities while Shifting.

Swimming allows a creature to move more freely in aquatic terrain. A Swimming creature ignores
Difficult Terrain from Water Terrain, and Water Terrain that is Hazardous or Hindering often has reduced
effects for Swimming creatures.

30
Teleporting allows a creature to move to any square within range that it can see. Unlike other sources of
movement, the creature does not traverse the intermediary spaces, so does not suffer any attacks of
opportunity or trigger terrain or other effects.

MOVEMENT EXAMPLE

< <

< <

The fully shaded squares are blocking terrain. The light grey squares are water terrain, and the arrows at
the bottom denote a slope.

Suppose Hero A wants to get the position marked 1. With no special movement, they would have to go
through the water, which would take a total of 11 points of movement.

A character with Burrow could go underground, ignoring all terrain in between. A creature that can
always fly, or one that jumps for a single movement can ignore the intervening terrain. A creature with
Phasing could traverse the blocking terrain, and a creature that teleports can go directly to its destination.
Each of these techniques would cost 6 points of movement.

A Swimming creature also only needs 6 points of movement to reach position 1, since they can ignore
the difficult terrain presented by the water terrain.

A creature with Climbing must take the longer route by traversing the slope. This takes 7 squares of
movement, but it’s still faster than slogging through water!

All of these forms of movement, except the teleport, would provoke opportunity attacks. The Burrow only
provokes an opportunity attack during the first square of movement, and a Phasing creature will get the
benefits of Concealment against any opportunity attacks.

Shifting does not grant any ability to ignore terrain, but it does ignore opportunity attacks. Shifting can be
combined with another form of movement that the creature always has, like Climbing, Flying, or
Swimming.

31
SIZE: BIGGER AND SMALLER CREATURES

By default, each creature occupies one Square on the battlefield, but some creatures are bigger or
smaller, occupying more (or less) space. The area occupied by a creature is referred to as its Space.

A Medium size creature has a space of one square. A Large Creature, like a Mecha Jockey's Mecha or a
Jötun, fills a space 2 squares on a side- four squares total. A Huge Creature, like some monsters, fills a 3
by 3 Space, for nine squares. Some legendary creatures are Gargantuan, meaning that they fill a 4 by 4
space… or more.

On the other hand, a Tiny creature like a Pixie can coexist in an ally's space- any number of allied Tiny
creatures can share their space and fit into a single square.

MoL: Medium sized creatures aren’t literally shaped like five foot squares- at least most of us aren’t.
They are much skinnier, but might have parts that poke out of their space into other squares, like a tail
or halberd. An easy way to visualize this is to imagine a creature’s ‘space’ as its ‘personal space.’

TINY CREATURES

A Tiny Creature occupies a single square on the Battlefield, but can share that square with others. A Tiny
creature can move into and through an enemy's space (though moving into an enemy’s space will usually
result in an opportunity attack).

A Tiny Creature that shares its square with a larger ally has Resist 5. Any number of Tiny creatures may
share the same square, but do not receive any special benefit for doing so.

Forced movement effects that target a Tiny creature may move it into the space of other creatures.

LARGER CREATURES

Creatures that occupy multiple squares on the battlefield deserve some special consideration, in terms of
attacks and movement.

SIZE AND ATTACKS

A large or larger creature may use any square it occupies for determining range and line of sight for its
attacks. Likewise, an attack targeting such a creature only needs to trace line of sight to a single square..

An area of effect attack can only target a given creature once, no matter how many squares of the
attack’s area the creature’s space occupies.

A creature that makes a Close Burst attack uses its entire space for the origin area. A Close Burst X
attack includes the area within X squares of the attacker.

32
EXAMPLE: SIZE AND ATTACKS

1 1 1 1 1

1 B B B 1

1 B B B 1 A

1 B B B 1

1 1 1 1 1

If Hero A is attacking the huge monster B, the range is 4 squares, and vice versa. If Hero A makes an
Area Burst 1 attack within 5 and chooses to target the square at the center of B’s space, B will only take
damage from the effect once, even though all nine squares it occupies are in the area of the attack.
If monster B makes an Area Burst 1 attack, it affects all creatures in squares marked 1.

SIZE AND MOVEMENT

The effects of movement are always determined one square at a time. When moving a large or larger
creature, choose any one corner of the creature and move that corner one square in any direction.

When a large or larger creature moves, it only applies the terrain effects of squares that it is moving into
for the first time.

LARGE CREATURES, BOTTOMLESS PITS, AND SLOPES

A large or larger creature is not affected by a Bottomless Pit as long as half or more of its space occupies
non-Bottomless Pit terrain.

Slopes work similarly with large and larger creatures. Such a creature that occupies one or more squares
of Slopes is not displaced as long as half or more of its space occupies squares that do not contain
Slopes.

33
EXAMPLE: SIZE AND MOVEMENT

A A 1 1 2 2

A A 1 1 2 2

Hero A, a Jötnarr, is moving 6 squares, moving to the right. The light grey squares are difficult terrain.
Hero A must spend four points of movement to reach position 1, since each square they move to the right
requires two squares of movement. Once they have reached position 1, moving further to the right does
not count as moving into difficult terrain, even though part of their space will still occupy difficult terrain. 2
points of movement are sufficient to enter position 2.

EXAMPLE: SIZE AND BOTTOMLESS PITS

A A

A A

B B B

B B B

B B B

Hero A and Monster B are fighting over a Bottomless Pit. They are both able to avoid being displaced
because at least half of their spaces occupy non-Bottomless Pit terrain.

34
CHANGING SIZE: EXPANDING AND SHRINKING

Some creatures have the ability to take multiple different forms, others have the ability to grow smaller or
larger in size.

When a creature increases in size, it Expands. The creature’s new space must include all the squares
occupied by its previous space. This new space may include other creatures, but not blocking terrain. If
there is no legal position for the Expanding creature to occupy, it is displaced. If Expanding causes the
creature’s space to overlap with that of another creature, that creature is displaced.

MoL: When you Expand, there has to be room for you. If you’re in a tight hallway, you’re going to be
displaced. However other creatures don’t get in your way here- if you expand, they’ll be the ones who
have you get out of your way.

When a creature decreases in size, it Shrinks. The creature’s new space must be fully contained in the
space it previously occupied.

A Tiny creature may not Shrink. A Gargantuan creature that Expands increases its length and width by 1
square each.

35
SUMMONED CREATURES

Some characters have powers that allow them to create new life or call upon allies from afar. These
abilities are called Summons, and the creatures created are called Summoned Creatures. Any creature
that has created one or more Summoned Creatures is called a Summoner.

Summoned Creatures count as a creature in every way: they can be attacked, targeted by powers that
target creatures, and takes up space on the battlefield. Generally Summoned Creatures are not able to
make opportunity attacks, but the power will specify if they are able to.

Summoned Creatures do not get a turn of their own. The Summoner can use their own actions to order
the Summoned Creature, which uses an action of the same type: causing a Summoned Creature to use
the Advance action requires a move action, and having it make a basic attack is a major action. Some
Summon powers may even have powerful Followup Techniques that can be used as a separate action,
these will specify what action they require.

MoL: If a Summon doesn’t have a listed Speed, it can’t Advance or Shift, or take any other common
actions for movement. If a Summon doesn’t have a basic attack listed, it can’t use the attack action or
charge. It might still be able to move or attack in other ways, such as a built in property or an available
Followup attack.

All damage and effects except forced movement that would be applied to a Summoned Creature effect
the Summoner directly. Whenever a Summoned Creature is attacked or takes damage, the Summoner
may destroy the Summoned Creature instead of this effect..

Example: Deeproot the Mythcaller has summoned a Queen of Eternity, which is attacked with a power
that deals 15 damage, inflicts the Sundered condition, and Pushes the target 3 squares. Deeproot can
simply destroy the Queen of Eternity and negate the effects of the attack, or choose to take the damage
and suffer the effects. In this case, Deeproot would take damage and be Sundered, but the Push effect
would be applied to the Queen of Eternity..

When an attack targets multiple Summoned Creatures controlled by the same character, the Summoner
chooses either to take the damage and effects once, or destroy all targeted Summoned Creatures. If a
multi-target attack targets both a Summoner and one or more Summoned Creatures it controls, then the
damage and effects are only applied to the Summoner once, and the Summoned Creatures are not
destroyed.

Example: This time Deeproot has summoned three Queens of Eternity, and all three are in the area of
an attack that does 20 damage. Deeproot may choose to sacrifice all three to prevent the damage, but if
they choose to take the damage, they’ll take the damage just once, for 20. If Deeproot was also included
in the area of effect, Deeproot would automatically take 20 damage, but wouldn’t have the choice to
sacrifice the Queens to prevent the damage. In any case, if Deeproot takes damage, all of the
summoned Queens of Eternity survive.

Any condition or ongoing effect that applies to a Summoner applies to its Summoned Creatures, and vice
versa. Summoned Creatures controlled by a Weakened Summoner do less damage on attacks, and a
zone that applies an effect to a Summoned Creature in its area affects the Summoner as well.

36
POWERS
Just because you can swing a giant sword, toss a boulder, or shoot fire from your fingertips doesn’t make
you a badass in the Exploding Kingdoms. What you’re able to do with that power that no one else can?
That’s what makes you a Hero. Powers are the special abilities that all characters have, both Hero and
Monster, that are unique to them. Some powers are simply bigger or more efficient versions of actions
that anyone can perform, but others bend or even break the rules of the game.

Most powers have the following structure:

Name
Keywords
Action
Range
Target
Effect

Name is exactly what it says- this is the name of the power.

Keywords are useful templates that indicate something about the power. The most common keywords
are Attack, Defense, and Utility, denoting what function the power has.
Some Callings will have abilities that interact with powers with different Keywords, for example the Mecha
Jockey’s Mode powers or the Skin Changer’s Form powers.

Action is what action is required to use the power. This will either be a Major, Move, or Free Action,
which can only be used during the character’s turn, or a Reaction, which can be used during other turns
when a certain requirement is met.

Range determines how far away the power can be used, and how much area it affects.

Target indicates who or what the power affects, within the indicated Range. This will typically be one or
more creatures, allies, or enemies.
Allies are any creatures on the same side of the battle, including Summons. You do not count as your
own ally. Enemies are any creatures on the opposite side. A power that just targets creatures can target
anyone, friend or foe.
A target entry will indicate how many creatures it can target.

Effect shows what the power does when it is used. For attacks, this will include damage, as well as any
other effects generated by the power.

Reactions will have a Trigger, indicating the circumstances in which the power can be used.

Some powers may have a Requirement that must be met before it can be used, or some kind of Special
modifier. In each case, these are called out on their own line.

Not all powers have all lines. Some powers, especially those that aren’t attacks, won’t have a Range or
Target line. The powers of Monsters do not have Keywords. If a line is omitted, then it is not relevant for
that power.

37
RANGE AND AREA OF EFFECT

A power’s Range comes in one of four categories: Melee, Ranged, Area, or Close.

A power with range of Melee X or Ranged X can target a creature within X squares. Using a power with
an area of Ranged provokes an opportunity attack.

Area and Close powers will both affect some area, such as a Burst or Wall. Area powers are used at a
distance, and provoke opportunity attacks. Close powers affect an area that is adjacent to the character.

This is a list of the possible formats for Range:

Melee X: Targets a creature within X squares.


Ranged X: Targets a creature within X squares. This provokes opportunity attacks.
Close Burst X: Targets all creatures within X squares of the attacker.
Area Burst X within Y: The attacker chooses an origin point within Y squares. Targets all creatures
within X squares of the origin point. This provokes opportunity attacks.
Close Line X: The attacker chooses X contiguous squares in a straight orthogonal line, starting in a
square orthogonally adjacent to the attacker. Targets all creatures in the area.
Area Line X within Y: The attacker chooses X contiguous squares in a straight orthogonal line, each
within Y squares of the attacker. Targets all creatures in the area. This provokes opportunity attacks.
Close Cross X: Targets all creatures in a Close Line X in each direction from the attacker.
Area Cross X within Y: The attacker chooses an origin point within Y squares. Targets all creatures in
the origin point, and in a Line X in each direction from the origin point. Provokes opportunity attacks.
Close Ring X: Targets all creatures exactly X squares away from the attacker.
Area Ring X within Y: The attacker chooses an origin point within Y squares. Targets all creatures
exactly X squares away from the origin point. This provokes opportunity attacks.
Close Wall X: The attacker chooses X contiguous squares. Each square must be orthogonally adjacent
to at least one other square in the wall. At least one square must be orthogonally adjacent to the attacking
creature. Targets all creatures in the area.
Area Wall X within Y: The attacker chooses X contiguous squares, all of which are within Y squares.
Each one must be orthogonally adjacent to at least one other square in the wall. Targets all creatures in
the area. This provokes opportunity attacks.
Close Wave X: The attacker selects an area X by X squares. At least one square in the area must be
adjacent to the attacker. Targets all creatures in the area.

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EXAMPLE: MELEE AND RANGED

Melee X: Targets a creature within X squares.


Ranged X: Targets a creature within X squares. This provokes opportunity attacks.

A A

1 A

A B C C

B B

C C

C
Melee: A Hero (1) making a Melee 1 attack can attack one of the creatures marked A. A Hero making a
Melee 2 attack can attack one of the creatures marked A or B.

Ranged: A Hero (2) making a Ranged 5 attack can attack one of the creatures marked C or D. This will
provoke an opportunity attack from creature D.

39
EXAMPLE: CLOSE BURST AND AREA BURST

Close Burst X: Targets all creatures within X squares of the attacker.


Area Burst X within Y: The attacker chooses an origin point within Y squares. Targets all creatures
within X squares of the origin point. This provokes opportunity attacks.
2 2 2 2 2 3 3 3 3

2 1 1 1 2 3 B B 3

2 1 A 1 2 3 B B 3

2 1 1 1 2 3 3 3 3

2 2 2 2 2

5 5 5 5 5

5 4 4 4 5

C 5 4 O 4 5

D 5 4 4 4 5

5 5 5 5 5
Close Burst: A Hero (A) making a Close Burst 1 attack targets creatures in squares marked 1. A Close
Burst 2 attack targets creatures in squares marked 1 and 2.
A Large sized Hero (B) making a Close Burst 1 attack targets creatures in squares marked 3.

Area Burst: A Hero (C) making an Area Burst 1 attack within 5 could select an origin square (O), and
target creatures in squares marked O and 4. An Area Burst 2 would target creatures in spaces marked
O, 4, and 5. This provokes an opportunity attack from creature D.

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EXAMPLE: CLOSE LINE AND AREA LINE

Close Line X: The attacker chooses X contiguous squares in a straight orthogonal line, starting in a
square orthogonally adjacent to the attacker. Targets all creatures in the area.
Area Line X within Y: The attacker chooses X contiguous squares in a straight orthogonal line, each
within Y squares of the attacker. Targets all creatures in the area. This provokes opportunity attacks.
1 X

1 X 2

1 X 2

A 2

B 2

3 3 3 3

Close Line: A Hero (A) making a Close Line 3 attack could target the squares marked 1. They could not
target the set of squares marked X, since a Close Line attack must be Orthogonally adjacent.

Area Line: A Hero (A) making an Area Line 4 within 3 attack could target the squares marked 2. In order
to target the squares marked 3, they would have to make an area Line 4 within 5 attack, because all
squares must be within range. This provokes an opportunity attack from creature B.

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EXAMPLE: CLOSE CROSS AND AREA CROSS

Close Cross X: Targets all creatures in a Close Line X in each direction from the attacker.
Area Cross X within Y: The attacker chooses an origin point within Y squares. Targets all creatures in
the origin point, and in a Line X in each direction from the origin point. Provokes opportunity attacks.
2

2 1 A 1 2

B 1 5

2 4

5 4 3 O 3 4 5

5
Close Cross: A Hero (A) making a Close Cross 1 attack would target creatures in squares marked 1. A
Close Cross 2 would target creatures in squares marked 1 or 2.

Area Cross: A Hero (A) making an Area Cross 1 within 4 attack would choose an origin point within 4
(O), and target creatures in squares marked O and 3. An Area Cross 2 attack would include creatures in
squares marked O, 3, and 4, and an Area Cross 3 attack would include creatures in squares marked O, 3,
4, and 5. Any of these attacks would trigger an opportunity attack from creature B.

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EXAMPLE: CLOSE RING AND AREA RING

Close Ring X: Targets all creatures exactly X squares away from the attacker.
Area Ring X within Y: The attacker chooses an origin point within Y squares. Targets all creatures
exactly X squares away from the origin point. This provokes opportunity attacks.
1 1 1 1 1

1 B 1

1 A 1

1 3 13 3 3 3 3

1 1 1 13 1 3

3 2 2 2 3

3 2 O 2 3

3 2 2 2 3

3 3

3 3 3 3 3 3
Close Ring: A Hero (A) making a Close Ring 2 attack would target all creatures in squares marked 1.

Area Ring: A Hero (A) making an Area Ring 1 attack within 4 would choose an origin square (O), and only
target creatures in squares marked 2, and not any creature in the square marked O. An Area Ring 3
attack would target the creatures in squares marked 3. Either of these would provoke an opportunity
attack from the creature in square B.

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EXAMPLE: CLOSE WALL AND AREA WALL

Close Wall X: The attacker chooses X contiguous squares. Each square must be orthogonally adjacent
to at least one other square in the wall. At least one square must be orthogonally adjacent to the attacking
creature. Targets all creatures in the area.
Area Wall X within Y: The attacker chooses X contiguous squares, all of which are within Y squares.
Each one must be orthogonally adjacent to at least one other square in the wall. Targets all creatures in
the area. This provokes opportunity attacks.

B 3 3

A 1 3

1 1 3

1 1 3 3

2 2 1 3

2 2 3

2 2 2

Close Wall: A Hero (A) making a Close Wall 6 attack could target all creatures in squares marked 1.

Area Wall: A Hero (A) making an Area Wall 8 within 6 could target all squares marked 2 or all squares
marked 3 This would provoke an opportunity attack from the creature in square B.

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EXAMPLE: CLOSE WAVE

Close Wave X: The attacker selects an area X by X squares. At least one square in the area must be
adjacent to the attacker. Targets all creatures in the area.
1 1

1 1 2 2

A 2 2

3 3 3

4 4 4 B 3 3 3

4 4 4 3 3 3

4 4 4

Close Wave: A Hero (A) making a Close Wave 2 attack could target all creatures in squares marked 1 or
all squares marked 2. A Hero (B) making a Close Wave 3 attack could target all creatures in squares
marked 3 or all squares marked 4.

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TECHNIQUES

Each of a Hero’s Powers have special Techniques that can be used to augment that Power.These
techniques will have a mana cost listed in parenthesis, along with any keywords. These Techniques allow
the Hero to spend mana to augment the capabilities of the Power.

When a player uses a Power, they must announce all Techniques that are being used at that time and
spend the associated mana costs, unless a technique has the Kick-In keyword.

When a technique is used, it adds its text to the effect of the base power. If a Technique has a line
starting with Action, Range, Target, or Effect, then the text in that line of the Technique replaces that of the
base power.

Some Techniques have important keywords, a shorthand for indicating a restriction or special ability
inherent to the Technique. This is a list of common Technique keywords:

Burnout: Causes the entire Power to be unusable for the rest of the adventure.
Exclusive: This technique cannot be combined with any other techniques.
Expend: Causes the entire Power to be unusable for the rest of the combat.
Followup: The power itself creates an ongoing effect, like a summoned creature or a stance that the
character enters. A Followup Technique is used on a separate action after the initial power is used.
Kick-In: Can be used after the initial power selection is determined and effects are rolled or otherwise
determined.
Stackable: Can be used multiple times on the same power.
Reaction: When using this Technique, the Power can be used as a Reaction, during another character’s
turn. This technique will specify a triggering condition that allows the power to be used.

Heroes have Universal Techniques, which are techniques that can be applied to any power. All Heroes
have access to the Accurate and Potent Techniques, but some Callings have additional Universal
Techniques.

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the higher of
the two rolls.

Potent (2, Stackable)


Deal an additional die of damage with this attack.

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READING A POWER

Here is a sample power, the Titan Blade’s Spinning Cut.

Spinning Cut
(Attack)
Action: Major
Range: Close Burst 2
Target: Each creature in burst.
Effect: 4d4 damage.
Tidal (2)
Push each target 2 squares.
Careful (2)
Target: Each enemy in burst.
Rampaging (2, Expend)
After the attack, you may move your speed. If you end the movement at least 5 squares
away from the square you started in, you may repeat the basic Spinning Cut power..
Dizzying Display (3, Burnout)
Targets are Dazed.

Each line of the power tells us something about it.

The first line is the name of the power, in this case, Spinning Cut.
The second line is the power’s keywords. Spinning Cut is an Attack power.
The third line is what action the power requires. To use Spinning Cut, a Titan Blade needs to spend a
Major Action.
The fourth line is the power’s Range. In this case, Spinning Cut is a Close Burst 2, meaning it targets
creatures within 2 squares of the Hero.
The next line, the Target indicates that Spinning Cut affects all creatures in the area of effect, friend or
foe.
The final line of the base power is the Effect line, which says what happens when the power is used. In
this case, 4d4 damage, which is applied to the targets (each creature) in the power’s range (a close burst
2).

Spinning Cut has four techniques.

The first one, Tidal, applies a forced movement effect to the targets, causing them to suffer a Push in
addition to the base effects of the power, in this case 4d4 damage.

Careful changes the Target of the power. When using Careful, Spinning Cut targets enemies in the burst
instead of all creatures, meaning it won't hit the hero’s allies.

Rampaging adds an additional effect after the attack. After resolving the attack, the Titan Blade may
move, if they end up at least 5 squares away, they can make another Spinning Cut attack. Note that this
is specifically the base Spinning Cut power, not with any techniques. This is an Expend, so once
Rampaging is used, Spinning Cut is unavailable for the rest of the encounter.

Finally, Dizzying Display adds the powerful Dazed condition to the power. This is a Burnout, so once
Dizzying Display is used, Spinning Cut cannot be used for the rest of the adventure.

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When a Titan Blade uses their Spinning Cut Power, they could use their Techniques to make it Tidal,
Careful, Rampaging, or a Dizzying Display, or any combination of those, as well as Potent or Accurate, as
long as they have the Mana available to spend.

If a Titan Blades decides to activate the Careful and Potent They might say, “I use Spinning Cut, with
Careful and Potent,” or if they’re feeling particularly dramatic, “I use Careful Potent Spinning Cut!”

MONSTER POWERS

Monsters have powers as well, however they are not as complex as the powers used by Heroes.
Monster powers do not have keywords or techniques, making them significantly simpler for the
Gamemaster to use.

Here is a sample power, the Tyrannosaurus’s Giant Headbutt power:

● Giant Headbutt (2) - Major Action


Range: Melee 1
Target: One creature
Effect: 3d8 damage, push target 2 squares and target is slowed.
Special: Whenever you would make a melee basic attack, you can use this power instead.

The (2) after the power’s name indicates that the Gamemaster must spend 2 threat points to use this
power. They could augment it further by spending additional threat points, such as their own Potent
ability.
If no cost is listed, the power does not cost any threat points to use.
On that same line is the action- in this case, a Major Action.

Range, Target, and Effect work just the same as they do for Hero powers.
Of interest for this power is the Special line, noting that Giant Headbutt can be used as a melee basic
attack, such as when the Tyrannosaurus charges or makes an opportunity attack.

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ONGOING EFFECTS

While most power effects are instantaneous, some powers have benefits that last beyond the activation of
the power. Others create effects that interact with others, like a flying sword, a crackling barrier of
lightning, or a swarm of angry bees that are also on fire. Collectively, these are known as Ongoing
Effects.

BUFFS

A Buff is any effect that provides an ongoing benefit to a creature. A Buff might be a spell cast on a
creature, or a special combat stance the creature uses.

Example: The various Stance techniques of the Blade Artiste are a perfect example- they grant an
ongoing benefit to the Blade Artiste. The Whirlwind Waltz technique of Cyclone of Knives grants the
Blade Artiste to do additional damage to adjacent enemies when making an attack.

A creature might also cast a spell of Invisibility, or hop on a giant War Lizard, leading them to become
Invisible or Riding. These effects are common enough that they have standardized effects:

Invisible: An Invisible Creature cannot be targeted by Melee or Ranged attacks, and its attacks are
Brutal.

Riding: Some creatures are considered Mounts. Whenever a creature moves into the space of an allied
Mount of the same size or larger, they may choose to gain the Riding buff. A creature with the Riding buff
uses its Mount’s space instead of its own, and whenever a creature with the Riding buff moves, including
forced movement, it may move its mount instead. Whenever the Mount moves, any creatures Riding it
move with it. When the Riding buff ends, the Riding character is Displaced.

DEBUFFS

A Debuff is any effect that provides an ongoing penalty or hindrance to a creature. A Debuff might be the
result of a mystical curse, a debilitating nerve strike, or getting one’s foot caught in a bear trap.

The most common Debuffs are called Conditions. These are debuffs that happen enough that they have
a defined keyword, that way whenever an enemy is Cursed, Harrowed, or Sundered, the power doesn’t
have to spell out the entire effect of the debuff. Conditions are discussed in detail in their own chapter.

Example: One exciting Debuff is the Drag to Hell ability of the Mythcaller’s Chain of Fate, which forces the
target to take massive damage on each of its turns, and prevents the target from using Reactions when
Taken Out.

MoL: Can an effect be both a Buff and a Debuff? The answer is yes- some powers provide a benefit
with a tradeoff of an associated penalty, such as the Ballet of Blood stance granted by the Blade
Artiste’s Blade Frenzy, which adds a die of damage to all the Blade Artiste’s attacks, with the drawback
of making all attacks against the Blade Artiste Brutal. Since they are part of the same ongoing effect, a
power that ends either a buff or debuff can remove the effect- both the good, and the bad.

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CONJURATIONS

A Conjuration is an effect that creates a new magical object. It is a single item or effect created by a
power that is placed on the battlefield. The power will specify where it can be placed, what the duration
is, and what effect the Conjuration creates.

By default, Conjurations do not block movement or line of sight, meaning that creatures can move into its
space or attack through it. If a specific Conjuration does block movement or line of sight, its power will
specify this. Conjurations are not creatures and do not flank or make opportunity attacks unless the
power specifies otherwise.

Example: The Explodomancer’s Nova Flare has the Pillar of Destruction technique, which conjures a
Pillar of Destruction. It specifies that Pillar of Destruction blocks movement and line of sight.

ZONES

A Zone is an effect that alters or affects a large area. The power will specify where the Zone can be
placed, how large the zone is, what the duration is, and what the effects of the Zone are. By default, a
Zone does not block movement or line of sight.

Example: The Arbori Bramble Summons power creates a zone in the area of effect, and specifies that the
zone lasts until the end of the encounter, or until Bramble Summons is used again.

SUMMONS

Some powers create an entity capable of fighting or being attacked. These powers are known as
Summons, and the creatures created by one are called Summoned Creatures.. Unlike a Conjuration,
Summoned Creatures generally function like any other creature, and can move, make attacks, and be
attacked themselves. Some Summoned Creatures may have restrictions on what actions they can take.

Example: The Myth Caller has access to many Summons, but there are plenty of other sources, such as
the Golem’s Fist of the Earth power.

See the Combat chapter for detailed rules on Summoned Creatures.

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DURATION

Duration is what makes an effect ongoing. Most effects have one of the following durations:

Until End of Your Turn

This effect only applies to your current turn, applying its effect to any further actions you make this turn.

Until Start (Or End) of The Next Hero (Or Monster) Phase

Many powers last for a single Phase, but there are many variants on the exact timing. A short-lasting Buff
used by a Hero might last until the End of the Current Hero Phase, allowing the Hero’s allies to perform a
few enhanced attacks. A longer lasting Buff might last until the Start of the Next Hero Phase, allowing for
a benefit even during the upcoming Monster Phase. An even better Buff might last until the End of the
Next Hero Phase, effectively granting up to two full Phases worth of benefits.

Until the End of the Encounter

The effect lingers for the remainder of the current encounter, which will cause it to have a lasting impact. If
an effect does not specify a duration, it lasts until the End of the Encounter.

Special Durations

Some effects will have a duration that is dependent upon a certain requirement. These effects are usually
worded in the following manner: EFFECT while/until REQUIREMENT.

Example: The Exalted Shield’s Defensive Bulwark power says “Effect: Until the start of the next Hero
Phase, all your allies have Resist 5 while adjacent to you.” This is a buff effect that is applied to adjacent
allies, who gain Resist 5. If the ally stops being adjacent, they stop receiving the benefits of Defensive
Bulwark.

MoL: Defensive Bulwark’s base power is a buff, applied to the Exalted Shield. The Resist effect
applied to allies are also individual buffs. An effect that ends a buff on the Exalted Shield can remove
the entire Defensive Bulwark effect.

In these cases, the effect will last as long as the requirement is valid. If the ongoing effect is a Condition,
effects that downgrade a Permanent Condition will not interact with the effect. Effects that say “End a
Condition” however, will overcome the effect.

MoL: Can an effect last longer than a single encounter? Generally speaking no- effects from powers
don’t result in permanent changes. One exception might be for alterations to terrain. The Heroes
might be defending a single location from multiple waves of enemies, or they may revisit an adventure
site they have previously explored. In either event, they may find that the destruction they unleash
remains. It is up to the Gamemaster to determine what changes, if any, remain from encounter to
encounter.

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CONDITIONS
A Runecaster inflicts a hex on an enemy. A Titan Blade strikes so forcefully they damage the opponent’s
armor. An Effreeta tosses a ball of flame, setting her enemy on fire.

Conditions are frequently encountered Debuffs, negative effects that linger and inflict penalties on one’s
enemies. Conditions are considered to have either a Temporary Duration, a Permanent Duration, or a
Conditional Duration.

A temporary Condition expires at the end of a character’s turn. This is the default duration for a condition;
if an effect says a character is Slowed, it lasts until the end of the character’s next turn.

A Permanent Condition lasts until the end of the encounter, unless it is removed by another effect. This is
indicated with the prefix Perma: Perma-Dazed, Perma-Marked, or Perma-Slowed.

Some effects can remove the Perma tag from a condition, converting that Perma-Slowed into a regular
Slowed, which will end as normal at the end of the character’s next turn.

Some ongoing effects have a Special Duration. These effects will be worded in the following manner:
Target is subject to EFFECTS while/until REQUIREMENT.
For example, “Target is Pinned while it remains adjacent to you.” “Target is Slowed until it takes damage.”
“Target is Marked until you Mark a different creature.”
In these cases, the effects will last as long as the requirement is valid. Since this is a Condition, effects
that say “End a Condition” will end the effect, but an effect that removes the Perma tag cannot (since the
Condition doesn’t have the Perma tag in the first place.)

REFERENTIAL CONDITIONS

Ensorcell, Mark, and Swallow are all caused by a particular enemy. A creature is not simply Marked, it is
Marked by an enemy.
If the same condition would be applied again (another Ensorcell, another Mark, another Swallow), the
original effect ends, regardless of duration.
A creature can only be Ensorcelled, Marked, or Swallowed by its enemies, never by its allies or itself.
When a creature is Taken Out, any referential conditions it has inflicted end. A Taken Out creature cannot
inflict referential conditions.

If a creature is Ensorcelling, Marking, or Swallowing, and is Taken Out, those effects end. A character
that is Taken Out

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CONDITIONS

Blinded: A Blinded creature cannot make Ranged or Area attacks.

Cursed: A Cursed creature cannot benefit from the powers and properties of its allies, its allies do not
gain any benefits from its powers and properties. They cannot Flank or cause others to Flank.

Dazed: A Dazed creature loses its move action on its turn, and may not perform Reactions, including
Opportunity Attacks. A Champion or Boss Monster loses a major action instead of a move action.

Distracted: When a Distracted creature is attacked, the attack is Brutal if the attacker has an ally
adjacent to the target creature.

Ensorcelled: (Referential) At the start of an Ensorcelled creature’s turn, the Ensorcelling character may
force it to take any one single action.

The action the Ensorcelled character is forced to take does not provoke Opportunity attacks. The
creature cannot be forced to spend mana, threat points, character specific-resources, expend or burnout
powers, and does not require the creature to spend any of its normal actions.

MoL: Being Ensorcelled can never cause you to spend resources, including actions. If your Ensorcellor
makes you use an ability like the Felinid’s Pounce, your turn doesn’t automatically end early.

Harrowed: A Harrowed creature takes 10 damage at the end of each of its turns.

Immobilized: An Immobilized creature may not voluntarily move.

Mana Locked: Whenever a Mana Locked character spends Mana or a Threat Point, it takes 5 damage
per Mana or Threat point spent.

Marked: (Referential) When a Marked creature makes an attack that does not include the Marking enemy
as a target, the attack does one fewer die of damage, and the attack is considered to Violate the Mark,
which may trigger other abilities. This can’t reduce an attack below one die of damage.

Overwhelmed: An Overwhelmed character cannot make Opportunity Attacks.

Pinned: A Pinned character may not voluntarily move, and is immune to all forced movement.

Slowed: A Slowed character’s Speed is reduced to 2.

Staggered: A Staggered character cannot shift.

Sundered: All Brutal attacks against Sundered characters deal an extra die of damage (for a total of two
additional dice).

Swallowed: (Referential) A Swallowed creature is removed from play, and is inside the Swallower’s
stomach! A Swallowed creature does not have line of sight to any creature other than the Swallower, and
no creature has line of sight to the Swallowed creature, and it loses its move action each turn. The

53
Swallowed creature’s distance to the Swallower is always 1. At the end of a Swallowed creature’s turn
(before removing conditions), it takes 10 damage, which cannot be resisted.
If the Swallowed condition ends, the creature is displaced from the Swallower’s space.

Weakened: A Weakened creature’s attacks deal -1 die of damage. This can’t reduce an attack below one
die of damage.

Wounded: A Wounded creature takes 5 damage at the end of each of its turns.

MoP: Feeling a little… Overwhelmed?


MoB: Never fear! The condition list can seem daunting, but most Conditions fall into two categories:
relatively simple and common effects, and more complex effects that recur enough that having
standard templating makes things easier. As a player, you might go over your powers before a game
and make sure you understand all the conditions you can inflict. As a gamemaster, take a look at your
encounter stat blocks and what conditions the monsters can dish out. After a few sessions, you’ll get
used to more and more Conditions.

54
 

PART 11 

HERO   

55
HERO CREATION RULES
Creating a Hero in Heroes of the Exploding Kingdoms follows six steps. Follow these and you’ll have a
legendary warrior of legend in no time at all!

Step One: Choose a Calling


Step Two: Choose a Kin
Step Three: Choose Powers
Step Four: Choose a Name and Epithet
Step Five: Choose Drive, Friend, and Foe.
Step Six: Finishing touches.

MoB: For your first time playing, I strongly recommend that you use one of the pregenerated
characters. While making a new Hero can be done very quickly, it can be an intimidating process for
new players. Instead of trying to learn all the rules so you can pick the best powers, just use one of the
pregenerated characters and focus on mastering them. Once you’ve played a time or two and are
ready to make a Hero from scratch, don’t sweat picking the perfect build- start with powers that look fun
to play, then refine your Hero as you play them.

Step One: Choose a Calling

Your Calling determines how your Hero does battle, and is the most important decision in making a new
Hero. Your Calling determines your Combat Profile, which includes essential information like your Hit
Points, movement speed, and starting mana. Each Calling grants a number of Properties, which are
constant abilities your Hero possesses, and a selection of ten Powers to choose from.

Your choice of Calling has the biggest impact on your Hero’s gameplay. It’s important to pick a Calling
that has a playstyle that seems enjoyable to you, and matches your skill level with the game. Pay
attention to the play advice listed with the Calling to see if it sounds fun to play to you. You will want to
make sure you understand the Calling’s Properties: some of these are constant perks that make you just
a little bit more badass, and others are fundamental rule changes that are essential to playing the Calling.
Missing out on these can seriously handicap you!

Step Two: Choose a Kin

Your choice of Kin will modify how your Calling plays, so try to pick one that complements your Calling’s
playstyle, either by magnifying an existing strength, or by shoring up a weakness.

Your Kin will have some additional Properties that give you additional bonuses, and might modify your
Combat Profile in some way. It will also give you two additional powers to choose from.

Step Three: Choose Powers

All Heroes get a total of six powers from their Calling and Kin. Most Heroes will get three Attack powers,
two Utility powers, and one Defense power. Each Calling has its own list of powers, and your choice of
Kin will give some additional options. Read over your powers and choose the ones that seem fun and
powerful to you. Attack Powers damage and harm your enemies, Utility powers tend to be combat tricks

56
to shift the tides of battle in your favor, and your Defense power offers a chance to prevent damage or
negative effects.

Some Callings will have a different distribution of powers, like the Meteor Soul or Gun Mage. These
Callings will tell you how many powers you get of different types, and whether or not you can choose Kin
Powers in place of them.

Some Callings might have you make an additional choice. For example, the Exalted Shield has you
choose between two different Holy Word options.

Step Four: Name and Epithet

The mechanical decisions for your Hero have been made, now it’s time to think about the story. Come up
with a punchy name for your Hero, as well as an Epithet, which is a flavorful nickname or title they
possess, which describes how they solve problems. You’ll use the Epithet in Challenge Scenes, so you
might think of your Epithet as a skill for your Hero that you get to define.

Step Five: Drive, Friend, and Foe

Your Drive, Friend and Foe are ways for you to tell the GM what you want to see in the game. Like
Epithets, you will make these up- there is not a list to choose from.

Your Drive determines why your Hero is compelled to go out on adventures. Does your character have a
driving goal? What’s your motivation?

Your Friend is a character friendly to your Hero who might provide aid in times of need, and might call
upon you to perform a quest. Who does your Hero know? What is your relationship to them?

Your Foe is a character who opposes you. You can expect to be fighting them soon. What do they want?
Why are they your enemy?

MoL: For sample Epithets and Drives, look at the pregenerated characters.

Step Six: Finishing Touches

All the big decisions for your Hero have been made, but take a moment to think about the little details.
These personal touches will bring your Hero to life and make the game more than just an exercise in
tactics. Does your Hero exemplify their Kin’s personality traits, or do they rebel against them? Does your
Hero have a signature phrase? If you are artistic, drawing your character can be a great way to help
define them.

Also, you can think about “reskinning” certain powers or features of your Hero. Maybe your Titan Blade
fights with a massive length of chain instead of a giant sword, or your Mecha Jockey’s giant robot is
actually a biological lifeform. You might have to rename some powers, but theming can go a long way to
making your Hero unique.

57
CALLINGS
According to the great warrior sage Fa Leng, there were 144 right and proper callings that one might
aspire to. Centuries later, in her Commentaries, Arithrema increased that count to 256. Gnarr’zek argued
the number was a mere 77. No matter which of these ancient sages one might agree with, all agree that
whatever way of life one devotes themselves to, it is best pursued with passionate devotion.

Of the callings mentioned in ancient scrolls, here are some that mighty Heroes of the Exploding Kingdoms
might pursue:

The Blade Artiste, is a fast and deadly melee fighter, capable of high-variance attacks that have the
potential to deal devastating wounds. The Blade Artiste’s attacks usually roll d4s, but they deal Exploding
Damage, so a roll of a 4 allows one to roll an additional die. Feeling lucky?

The Exalted Shield, a stalwart defender, and formidable fighter. Their indestructible shield defends not
only them, but their allies, and is a potent weapon in its own right. They have a Holy Word that
encourages them to defend a specific ally or attack a specific enemy, and they have powers to draw the
attention of enemies and force them into combat.

The Explodomancer, a magician that specializes in making things go boom, and channeling their
explosions into various shapes and sizes. The Explodomancer has many exciting area attacks, and the
ability to infuse those attacks with Exploding damage for bigger and better explosions.

The Gun Mage, who brings several different firearms and enchanted ammunition into battle, the better to
mix and match them to the situation at hand. Experiment with different combinations of weapons and
ammunition to achieve battlefield supremacy.

The Mecha Jockey, pilot of a powerful war machine which cycles through different modes keyed to the
elements. Each turn their Mecha manifests a different Element on the Mode Wheel. These are powerful
configurations, but they require planning and insight to use to their full potential.

The Meteor Soul, a warrior who strikes with fist and feet, imbued with the power of the heavens. Their
flexible powers can be used with either a Major or a Move action, allowing for potent martial arts
combinations.

The Mythcaller, who summons creatures from the mists of time, gaining a legion of mystic allies. They
focus not on damaging the enemy themselves, but on managing their army of summoned creatures. The
more creatures they summon, the better!

The Runecaster, who reads signs and portents to determine the best action to take. Their runic attacks
smite their enemies while boosting their allies. Each turn two Runes are selected at random, granting
extra power to the Runecaster if they can turn the whims of fate to their own advantage.

The Skin Changer, who wears the hides of legendary beasts, allowing them to transform into those
mighty monsters and gain their powers. Switch between different monster forms in combat, each one
featuring its own selection of monstrous abilities.

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The Soulbound is unique in that it is not one character but two, a pair of heroes who fight with special
combat techniques to enhance cooperation. Be in two places at once, and split up to control the
battlefield, or corner an enemy.

The Titan Blade, a warrior who wields an impossibly large weapon, a towering presence on the
battlefield. The Titan Blade’s strength may be terrifying, but the feats they can perform with their mighty
reach are their true power.

And last but not least, the Warrior Poet, a graceful fighter whose battlefield mastery forces the opponent
to fight on their terms. The Warrior Poet Marks any enemy they attack, drawing that enemy’s ire, forcing
them into a deadly duel. Poetic Justice.

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CALLINGS, COMPARED

Calling Name Hit Points Base Speed Attack Style Complex-o-Meter Rating

Blade Artiste 60 7 Melee 5 (Moderate)

Exalted Shield 80 6 Melee 5 (Moderate)

Explodomancer 50 6 Ranged 3 (Low)

Gun Mage 50 6 Ranged 7 (Moderate-High)

Mecha Jockey 70 6 Varies 8 (High)

Meteor Soul 60 6 Melee 7 (Moderate-High)

Mythcaller 50 5 Summons 9 (High)

Runecaster 60 5 Ranged 6 (Moderate)

Skin Changer 70 6 Varies 11 (Very High)

Soulbound 80 6 Melee 6 (Moderate)

Titan Blade 70 5 Melee 3 (Low)

Warrior Poet 70 6 Melee 1 (Very Low)

How many Hit Points a Calling has is a good measure of its toughness in battle. Calling like the
Explodomancer and Mythcaller are fragile and need to stay away from the front lines, whereas the
Exalted Shield and Soulbound do best when they are in the heart of battle.

A Calling’s Base Speed shows how quickly it can get around the map, with the Blade Artiste having the
most flexible movement.

Attack Style shows whether a Calling prefers Melee attacks, Ranged attacks, if it has a variety of both
(like the Skin Changer), or in the case of the Mythcaller, that it relies on summoned myths to do its fighting
for it.

Finally, the Complex-o-Meter Rating is a 1 to 10 scale of how difficult a Calling is to play. A Calling with
higher complexity isn’t necessarily more powerful than a lower complexity Calling, rather it involves
additional rules and more in depth decision making. Low complexity callings are ideal for players
beginning to learn the game, and higher complexity characters are enjoyable for veteran players who
want to experience everything Heroes of the Exploding Kingdoms has to offer.

60
BLADE ARTISTE
Flesh is your canvas, a blade is your brush, and wounds are your medium. Your opponents’ death cries
are your bloody masterpiece.

Combat Profile:

Hit Points: 60
Bloodied: 30
Speed: 7
Starting Mana: 2

Basic Attacks:

Your Melee Basic attack deals 4d4 Exploding Damage with a Range of Melee 1.
Your Ranged Basic attack deals 4d4 Exploding Damage with a Range of Ranged 5.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the higher of
the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Properties:

Brutal Mastery: When you make a brutal attack using a basic attack or a Blade Artiste power, add 2 dice
of damage instead of one.

Bloody Ovation: Whenever an enemy is first bloodied in an encounter, gain 1 mana. Gain 2 mana
instead if it is a Champion, or 5 if it is a Boss Monster.

Stances: Your attack powers allow you to adopt a Stance. You can only benefit from one Stance at a
time. If you use a new power or technique with the Stance keyword, gain only the benefits from the most
recently used Stance. You do not get Stance benefits while in Crisis State, but you retain them if you later
recover from Crisis State.

Crisis State:
While you are in Crisis State, allies’ attacks against enemies adjacent to you are Brutal.
While you are in Crisis State, on your turn you may perform one of the following actions:
● Make a Melee 1 attack that deals 4d4 Exploding damage. You can flank on this attack normally.
● Make a Ranged 5 attack that deals 3d4 Exploding damage.
● Choose an ally within 5 squares. All damage dealt on the next attack they make this Hero Phase
is Exploding.
● Move 3 squares.

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Sample Blade Artistes
Nyx is a Pixie Blade Artiste. His powers are Cyclone of Knives, Deep Cut, Hamstring, Pixie Dust (a Pixie
Power), Practiced Footwork, and A Close Shave. He can get just about anywhere to stab his enemies,
and can inflict some devastating status effects.

Katoptrix is a Draconian. She prefers to get into the fray and deal a lot of damage, and once she’s
bloodied, her Draconian heritage gives her more mana every turn to deal even more damage. Her
powers are Blade Frenzy, Dragon’s Breath (a Draconian power), Tagging, Canvas of Carnage, Dance of
Death, and A Close Shave.

Master of Battle:
The Blade Artiste is a fast, flexible melee character, with relatively straightforward powers. Most of your
powers deal Exploding damage, meaning that when you roll the highest number on a die, you get to roll
another die and add it to your result. And if that one rolls the maximum, you get another one. You can
potentially roll unlimited dice! This results in a high-risk, high-reward play style- you might roll lots of
low numbers, or you might get a bunch of dice that explode for an incredibly large damage attack. 4d4
Exploding Damage averages out to about the same as 3d8, but is going to have higher highs and lower
lows.

Positioning is important for the Blade Artiste, since it lets you get more flanking attacks. And Brutal
Mastery gets you two dice instead of one for Brutal attacks! And those dice explode!
Blood Dance and Practiced Footwork let you shift around the battlefield and set up those flanks… or
shift out of a sticky situation once you stab your enemy.

Each of your attack powers has a Stance that gives you a constant benefit, allowing you to add aspects
of one power to all your other attacks. Choosing the right stance for the encounter, or shifting between
stances as needed can give the Blade Artiste a big boost. Stances are where most of the complexity of
this Calling come into play.

Want to inflict conditions to hinder your enemies? Take Deep Cut, Hamstring, or Tagging. Want to
have a Ranged attack? Take Gunblade. Want to fight a bunch of guys at once? Cyclone of Knives!
And if you really want to burn the candle at both ends, Blade Frenzy and its associated stance are your
highest damage attacks, but make it so attacks against you are Brutal as well.

Dance of Death, Dramatic Entrance, Practiced Footwork, all help you get into the thick of things, or
maneuver around once you’re there. Your Defend power, A Close Shave can give you the staying
power to keep going. Using it when cornered by multiple characters is usually a good idea- you are
focused on melee, but have a limited pool of hit points. If you’re worried about Staying Power, Canvas
of Carnage can help you stay in the fight.

Complex-o-Meter
5 (Medium)

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Attack Powers

Choose three of the following powers.

Blade Frenzy
(Attack)
Action: Major
Range: Melee 1
Target: One creature.
Effect: 5d4 Exploding damage. All attacks against you are Brutal until the start of the next Hero Phase.
Heedless (1)
Deal 5 damage which cannot be Resisted to each target, then each surviving target deals 5
damage which cannot be Resisted to you.
Unbalancing (1)
Target is Distracted.
Ballet of Blood (0, Stance)
After the attack you enter the Ballet of Blood stance. While in this Stance enemies’ attacks
against you are Brutal, and whenever you make a non-Blade Frenzy attack you deal one
additional die of damage.
One Thousand Cuts (0, Burnout)
Range: Close Burst 1
Target: Enemies in Burst

Cyclone of Knives
(Attack)
Action: Major
Range: Close Burst 1
Target: Creatures in Burst
Effect: 3d4 Exploding damage.
Precise (1)
Target: Enemies in Burst.
Blade Barrage (2)
Range: Close Wave 3.
Whirlwind Waltz (0, Stance)
After the attack, you enter the Whirlwind Waltz stance. While in this Stance whenever you make a
non-Cyclone of Knives attack, deal 2d4 Exploding damage to all enemies adjacent to you that
were not targeted by that attack.
Blade Storm (4, Burnout)
Add 2 to the size of the Burst or Wave.
Deal 2 additional dice of damage.

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Deep Cut
(Attack)
Action: Major
Range: Melee 1
Target: One Creature
Effect: 3d4 Exploding damage, and Perma-Wounded.
Incontrovertible (1)
The damage from this attack cannot be Resisted.
Poisoned (2)
Target is Perma-Harrowed instead of Perma-Wounded.
Severing Stance (0, Stance)
After the attack you enter the Severing Stance. While in this stance your attacks other than Deep
Cut inflict Perma-Wounded.
The Deepest of All Possible Cuts (4, Burnout, Kick-In)
Kick-In this technique after rolling damage. Until the end of the encounter, at the end of each of
the target’s turns it takes damage equal to the damage dealt by this attack.

Gunblade
(Attack)
Action: Major
Range: Ranged 5
Target: One Creature
Special: Choose one adjacent enemy. Gunblade’s attack does not provoke opportunity attacks from that
enemy.
Effect. 3d6 Exploding damage.
Agile (1, Stackable)
Choose an additional adjacent enemy. Gunblade does not provoke opportunity attacks from that
enemy.
Explosive Bullet (2)
Range: Area Burst 1 within 5.
Target: Creatures in Burst.
Gun to a Knife Fight (0, Stance)
After the attack you enter the Gun to a Knife Fight stance. While in this stance, once during each
of your turns, after you make a non-Gunblade attack, make a Gunblade attack that deals 1d6
Exploding Damage as a free action.
Final Bullet (4, Burnout)
Deal 3 additional dice of damage. Target is Perma-Sundered.

64
Hamstring
(Attack)
Action: Major
Range: Melee 1
Target: One Creature
Effect: 3d4 Exploding damage. Target is Slowed.
Thrown (1)
Range: Ranged 5
Vicious (2)
Target is Perma-Slowed instead.
Hamstringing Stance (0, Stance)
After the attack you enter the Hamstringing Stance. While in this stance, whenever you make a
non-Hamstring attack the target is Slowed.
Sever Appendage (4, Burnout)
Deal 2 additional dice of damage and target is Immobilized, Perma-Slowed and
Perma-Distracted.

Tagging
(Attack)
Action: Major
Range: Melee 1
Target: One Creature
Effect: 4d4 Exploding damage and the target is Marked until you Mark another target.
Embarrassing (2)
The target is Perma-Distracted.
Pursuing (2)
Until the start of the next Hero Phase, if the target moves away from you, you may shift your
speed as a reaction, ending next to the target if able.
Duelist's Pose (0, Stance)
After the attack you enter the Duelist’s Pose Stance. While in this stance, whenever you make a
non-Tagging attack the target is Marked until you Mark another target.
Additionally, whenever an adjacent enemy that is Marked by you shifts or makes an attack that
does not include you, you may make an opportunity attack against that target.
Undeniable Humiliation (4, Burnout)
While the target is Marked by you, the target's penalty for violating your Mark is increased to 2
dice, and all attacks against the target are Brutal.

65
Utility Powers

Choose two of the following:

Canvas of Carnage
(Utility)
Action: Reaction
Trigger: During your turn you Take Out an enemy with an attack, or Explode at least 2 dice on a single
damage roll.
Effect: Regain 20 hit points. Expend this power..
Spectacular (1)
All enemies in a Close Burst 5 are Marked by you.
Recovery (2)
Remove all of your Conditions.
Encore (0, Exclusive, Expend)
Effect: Gain an additional Major Action.
Masterpiece (0, Burnout)
Choose one of the following conditions; each enemy within Close Burst 5 gains that condition:
Perma-Blinded, Perma-Cursed, Perma-Distracted, Perma-Mana Locked, Perma-Marked,
Perma-Overwhelmed, Perma-Slowed, Perma-Staggered, Perma-Weakened

Dance of Death
(Utility)
Action: Move
Range: Melee 1
Target: One creature
Effect: Shift 1 square, then slide the target 1 square to the square you left.
Extended (X)
Perform the effect X additional times.
Freestyle (2)
Ignore difficult terrain during the shift.
Forbidden Dance (0, Stance)
Enter the Forbidden Dance Stance. While in this stance, whenever you make an attack, before
or after the attack you may shift 1 square and then slide the target of the attack 1 square to an
adjacent square.
Last Dance (3, Burnout)
Each enemy you move adjacent to during the movement is Perma-Harrowed.

66
Dramatic Entrance
(Utility)
Action: Move
Effect: Move your speed. Gain Resist 10 during the move.
Violent (1)
Action: Major
After the movement, make a melee basic attack.
Captivating (2)
One creature you end the movement adjacent to is Distracted.
Over the Top (2, Expend)
Instead of moving your speed, jump your speed..
Blood Opera (2, Burnout)
Until the end of the encounter, you have Resist 10 during any movement.

Practiced Footwork
(Utility)
Action: Move
Effect: Shift 3 squares.
Agile (1)
Instead of shifting, move your speed. Ignore the first opportunity attack that would be made
against you.
Dauntless (1)
Before you move, end one of the following conditions on yourself: Marked, Slowed, Immobilized.
Adroit (2, Expend)
Action: Free
Keeper of Tempo (3, Burnout)
Effect: Until the end of the encounter you do not trigger opportunity attacks or enemy abilities
when you move.
Move your speed.

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Defense

You gain the following Power:

A Close Shave
(Defense)
Action: Reaction
Trigger: You are targeted by an attack.
Effect: Gain Resist 10 until the start of the next Hero Phase. After the attack resolves shift 3 squares.
Expend this power.
Body Shield (2, Exclusive)
Before the shift, an adjacent enemy other than the one that attacked you takes 10 damage.
Take It On The Chin (0, Exclusive, Expend)
Effect: Ward all effects from the triggering attack, then shift 3 squares.
Leap Wide (2, Exclusive)
Instead of shifting 3 squares, shift your speed.
As Close As It Gets (0, Reaction, Exclusive, Expend)
Trigger: An attack would deal enough damage to take you out.
Effect: You are Immune to the triggering attack. You are reduced to 1 hit point. Shift your speed.
Until the start of the next Hero Phase, you are immune to damage.

68
EXALTED SHIELD
You are a champion of your faith, your god's will made flesh. With sword and shield in hand, you protect
your allies and deliver doom to your enemies.

COMBAT PROFILE
Hit Points: 80
Bloodied Value: 40
Speed: 6
Starting Mana: 2

Basic Attacks:
Your Melee Basic Attack deals 3d8 damage with a Range of Melee 1.
Your Ranged Basic Attack deals 2d4 damage with a Range of Ranged 5.

Universal Techniques:
You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the
higher of the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Properties:

Holy Word: You have a Holy Word, an effect you can place on another creature. When you place a new
Holy Word, any existing Holy Word ends. Choose either Beneficent Word or Wrathful Word. You may
change this choice during the Aftermath of an adventure.

Beneficent Word: When an enemy deals damage to an ally, as a Reaction you may place your Holy
Word on that ally. Once per Hero Phase when you are adjacent to an ally targeted by your Holy Word,
you gain 1 Mana.
You gain the benefits of Beneficent Soul when in Crisis State.

Wrathful Word: When an enemy deals damage to an ally, as a Reaction you may place your Holy Word
on the triggering enemy. Once per Hero Phase when you deal damage to an enemy targeted by your
Holy Word, you gain 1 Mana.
You gain the benefits of Wrathful Soul when in Crisis State.

69
Crisis State
Your Crisis State is dependent upon your choice of Holy Word. While in Crisis State you can continue to
use your reaction to place your Holy Word.

Beneficent Soul
While you are in Crisis State the ally targeted by your Holy Word has Resist 5 while adjacent to you. On
each of your turns you may do one of the following:
● Slide the ally targeted by your Holy Word 3 squares.
● The ally targeted by your Holy Word gains Resist 5 until the start of the next Hero Phase.
● End one Condition or Debuff on the ally targeted by your Holy Word.

Wrathful Soul
While you are in Crisis State the creature targeted by your Holy Word is Marked by you. On each of your
turns you may do one of the following:
● Pull the creature targeted by your Holy Word 5 squares.
● An ally adjacent to the creature targeted by your Holy Word gains 1 mana.
● Make a Melee 1 attack targeting the creature targeted by your Holy Word that deals 3d8 damage.

Sample Exalted Shields


Lady Riva is a Phantasm Exalted Shield, who follows the path of the Wrathful Soul. She has several
powers that let her quickly get to enemies so she can attack them and benefit from her power. Her
powers are Battle Summons, Holy Avenger, Shield Rush, Ghostwalk (a Phantasm power), Stand and
Deliver, and Divine Intervention.

Aegis is a Steel Centurion who follows the path of the Beneficent Soul. Their powers are more focused
on staying nearby allies, choosing Blades of Prophecy, Divine Challenge, Modular Armament Array (a
Centurion power), Defensive Bulwark, Lay on Hands, and Divine Intervention. As a Steel Centurion, their
Mechanical Adaptability feature lets them swap out powers between encounters, so they have made sure
they are familiar with the other Exalted Shield powers to best benefit from this.

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Master of Battle:
The Exalted Shield allows you to defend, protect, and heal your allies. Your choice of Holy Word is
going to make a big difference in how to best play the character.

As a Wrathful Soul, you want to be in the thick of the fray to attack an enemy every turn: Shield Rush
and Celestial Steed help you get there, and Battle Summons and Deliver Unto Justice can bring an
enemy to you. A Wrathful Soul wants to keep up the aggression: if you aren’t attacking your target,
you’re getting less mana.

Beneficent Souls are more defensive, selecting an ally to protect. Since you’re going to be spending
time next to them, protecting them with Defensive Bulwark or Lay on Hands and using Marking attacks
like Divine Challenge let you best exploit that. Remember also that you don’t have to remain next to
them for your whole turn: you can easily move around to set up a flank.

The Exalted Shield has a number of powers that can let them fight a whole crowd of enemies: Battle
Summons to pull another enemy nearby, and Blades of Prophecy or One Stands Against Many once
you’re in the thick of things. Holy Avenger can help you with conditions if you’re tanking.

Remember that if it looks like you won’t be able to maintain your Holy Word for the next round, you can
reassign it as a Reaction on any attack that meets the triggering condition.

Divine Intervention lets you protect yourself from attacks, but you can also use it to protect an ally who
has gotten themselves into a tight spot, even switching places to take the attack instead of them, if
necessary.

Complex-o-Meter
5 (Medium)

71
Attack Powers
Select three of the following powers.

Battle Summons
(Attack)
Action: Major
Range: Ranged 5
Target: One creature
Effect: Pull the target 4 squares. If they end the pull next to you deal 3d8 damage and Mark the target.
Heedless (2)
One of your allies may make an opportunity attack against the target during the forced
movement. You do not attack the target.
Distant (2, Stackable)
Increase the range of this Power and the distance pulled by 5.
Astral (0, Exclusive, Expend)
Instead of pulling the target, teleport it to any square adjacent to you.
Come, Ye Mighty, and Perish (2, Burnout)
Range: Close Burst 5
Target: Enemies in Burst

Blades of Prophecy
(Attack)
Action: Major
Range: Close Wall 5
Target: Enemies in Wall
Effect: 3d6 damage. If you use at least one Technique, create a Blades of Prophecy Zone in the area of
the Wall that lasts until the start of the next Hero Phase
Blessed (2)
Attacks made by your allies in the Zone are Accurate.
Bright (2)
Enemies do not have line of sight through or out of any square in the Zone.
Sanctifying (2, Expend)
An ally that ends its turn in the Zone may end a condition on themselves..
And the Fiery Revolving Sword (4, Burnout)
The Blades of Prophecy Zone lasts until the end of the encounter.
Whenever an enemy ends their turn in the Zone, they take 3d6 damage. As a Move action, you
may change the area of the Zone to an Area Wall 5 that shares at least one square with the
current zone. As a Major action, you may deal 3d6 damage to all enemies in the Zone

72
Divine Challenge
(Attack)
Action: Major
Range: Melee 1
Target: One creature
Effect: Deal 3d8 damage and Mark the target. Until the start of the next Hero Phase, whenever a
creature Marked by you Violates the Mark, deal 2d8 damage to that creature.
Demanding (2, Exclusive)
Target is Immobilized.
Sanctioning (2)
Mark all enemies in a Close Burst 5.
Anathema (2, Expend)
All Creatures Marked by this Power are Marked by you until you attack a creature not Marked by
you.
Sacred Duel (4, Burnout, Exclusive)
Target is Perma-Marked. While the target is Marked by you, you and the target may not attack
any other creatures, and no other creature may attack you or the target. If the Mark ends for any
reason except you entering Crisis State or another Hero Marking the target, the target takes 5d8
damage.

Holy Avenger
(Attack)
Action: Major
Range: Melee 1
Target: One creature
Effect: Deal 3d8 damage and remove the Perma tag from a Condition on yourself.
Searing (2)
Target is Perma-Wounded.
Radiant (2)
Range: Ranged 5.
Cleansing (2, Expend)
Remove a Buff from the target. It can't regain that buff until the start of the next Hero Phase.
Litany of the Cruciform Sword (4, Burnout)
Deal 2 additional dice of damage. The target is Blinded and Weakened. For the rest of the
encounter, you may have up to two Holy Words active. When you place a third Holy Word,
choose one of the previous Words to remove.

73
One Stands Against Many
(Attack)
Action: Major
Range: Melee 1
Target: One creature
Effect: 3d8 damage, or 4d8 damage if you are adjacent to 2 or more creatures.
Awesomely (2)
All adjacent enemies are Immobilized.
Confidently (2)
Mark all adjacent enemies, and if an enemy marked this way violates the Mark before the start of
the next Hero Phase, deal them 1d8 damage..
Valorously (2, Exclusive, Expend)
Deal an additional die of damage for each additional adjacent creature above 2.
One Stands Triumphant (7, Burnout)
Range: Close Burst 1
Target: Enemies in Burst
Effect: 5d8 damage.
Special: Reduce the cost of this technique by the number of adjacent enemies.

Shield Rush
(Attack)
Action: Major
Target: One enemy.
Effect: Move your Speed, with each square of movement taking you closer to the target. When you move
adjacent to the target, or if you are already adjacent, deal 3d8 damage to it. For every 2 squares of
unused movement, you may push the target 1 square and then shift into the space it vacated.
Demanding (1)
Target is Marked.
Momentous (2)
You may push the target and shift 1 for each square of unused movement, instead of for every 2.
Aerial (2, Expend)
Instead of moving your speed, Jump your speed. This movement does not trigger Opportunity
Attacks.
Hurtling Heavenly Shield (4, Burnout, Exclusive)
Range: Close Burst 10
Target: Three creatures in Burst
Effect: 3d8 damage. Targets are Dazed. Push targets until they are 10 squares away from you.
.

74
Utility Powers
Select two of the following powers.

Celestial Steed
(Utility, Summon)
Action: Move
Effect: Summon a Large Celestial Steed, with at least one square of the Celestial Steed’s space
overlapping your space. You gain the Riding buff. The Celestial Steed’s Speed is your speed plus 2.
Now, and as a move action, you may move the Celestial Steed. If you use this power again, replace any
existing Celestial Steed.
Angelic (2)
The Celestial Steed has the Flying property.
Haloed (2)
The Celestial Steed’s movement does not provoke Opportunity attacks.
Heavenly Intercession (1, Reaction, Expend)
Trigger: An enemy moves into a square you can see.
Effect: Use this power as a Reaction. When you move, each square of the movement must take
you closer to the triggering enemy,
Look to the West (4, Burnout)
Each of your allies may Summon their own Celestial Steed, benefiting from any techniques you
used. They are considered to be the Summoners of those Steeds.

Defensive Bulwark
Action: Move
Effect: Until the start of the next Hero Phase, all your allies have Resist 5 while adjacent to you.
Unbreakable (2)
Until the start of the next Hero Phase, you are immune to Forced Movement, and all your allies
are immune to Forced movement while adjacent to you.
Rallying (X)
Each Ally may use a Reaction to shift X squares towards you.
Stalwart (2, Expend)
The allies gain Resist 10 while adjacent to you.
Shield to Shield (2, Burnout, Exclusive)
Effect: Until the remainder of the encounter, you have Resist 5 while adjacent to an ally, and all
your allies have Resist 5 while adjacent to you.

75
Deliver Unto Justice
Action: Move
Range: Close Burst 5
Target: One enemy in burst
Effect: Slide target 1 square..
Demanding (1)
Effect: Pull target 3 squares.
Mass (2, Stackable)
Target an additional enemy in burst.
Zealous (2, Expend)
Add 1 to the forced movement. Target is Distracted.
Stand and Deliver (0, Burnout, Exclusive)
Effect: Teleport the target to any square in the area. If you teleport the target adjacent to you,
they are Marked.

Lay On Hands
(Utility)
Action: Move
Range: Melee 1
Target: One ally
Effect: Remove a Condition from the target.
Orison (1)
Range: Close Burst 5
Target: One Ally in Range
Purgation (2)
Remove another Condition or a Debuff from the target.
Restorative (2, Expend)
The target regains 20 hit points.
Soul Channel (4, Burnout, Exclusive)
Special: You may target an ally in Crisis State.
The target may use each of their Crisis State powers as a free action, then regains 20 hit points.

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Defense:

You gain the following power:

Divine Intervention
(Defense)
Action: Reaction
Trigger: You or an ally is attacked.
Effect: Chosen character gains Resist 10 until the start of the next Hero Phase. Expend this power.
Mighty (2)
Increase the Resistance gained to 15.
Phalanx (2)
All Heroes targeted by the triggering attack gain the Resist.
Sheltering (2)
Ward all effects against the chosen character from the triggering attack.
Heroic Transposition (2, Reaction, Expend)
Trigger: An ally is attacked.
Effect: Teleport into the ally’s space. That ally is teleported to the space you left. You become the
target of the attack instead of them. Gain Resist 10 until the start of the next Hero turn.

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THE EXPLODOMANCER
A Necromancer speaks to the dead; a Technomancer speaks to machines. You speak to Explosions, and
to the innate quality that exists in all things that, deep down, just wants to explode. All it needs… is a
spark.

Combat Profile:

Hit Points: 50
Bloodied: 25
Speed: 6
Starting Mana: 2

Basic Attack:

Your Melee Basic attack deals 3d6 damage with a Range of Melee 1.
Your Ranged Basic attack deals 3d6 damage with a Range of Ranged 8.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the higher of
the two rolls.
Explodifying (X, Kick-In)
After making a damage roll, Kick-In this Technique to make the damage from that attack Explode.
X is the number of dice that rolled the maximum amount.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Properties:

Gathering Power: At the start of each of your turns, choose one of the following:
● Gain a Charge token
● Remove all your Charge tokens to gain that much mana.

Explodifying: Some of your attacks have the Exploding keyword. You gain an extra Universal
Technique, Explodifying, which can give an attack the Exploding keyword after rolling the damage dice.
When you make an attack that deals Exploding damage, whenever you roll the maximum value on a
damage die, pick another die of that type, add it to your pool and roll it. You can roll a potentially unlimited
number of dice in this way.

Friendlier Fire: When you use an attack power that targets one or more allies, those allies gain Resist 5
to any damage dealt by that power, in addition to any other source of Resist.

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Crisis State: While you are in Crisis State, take one of the following actions on each of your turns:
● Make an Area Burst 1 attack within 5 that deals 2d6 damage.
● Make a Ranged 8 attack that deals 2d6 damage.
● Choose an ally within 5 squares to gain 1 mana.

Sample Explodomancers

Shula Izdihar is an Efreeta with a passion for fire. She has the powers of Inferno, Mystic Flames (an
Efreeti power), Unstable Evocation, Energy Barrier, Rune of Explosions, and Kinetic Shield, all
guaranteed to inflict massive damage (okay, except maybe that last one)

Nnnglkhhth, a Chthonian, approaches the art of explosions with a little more finesse. They have the
powers of Electrostorm, Sanity Blast (a Chthonian power), Nova Flare, Power Font, Word of Blasting, and
Kinetic Shield.

Master of Battle:
The Explodomancer is like an explosion: powerful and straightforward. All of the attacks have the
same basic form: Area Burst 1 within 8, making it easy to remember your capabilities. Where they tend
to differ is in their techniques, allowing them to be molded into different shapes, or inflicting different
status conditions. The biggest difference is in the Burn Outs- look them over and pick some that
appeal to you! Force Burst, Nova Flare, and Shockwave all have effects that fundamentally change the
battlefield.

Your Friendlier Fire property means that your allies won’t mind when you blast them along with your
enemies. Much. It’s still polite to ask first. It also works in addition to other sources of Resist, like most
Defense powers or Rune of Explosion’s Targeted technique.

Your Explodifying keyword can let you roll a lot of extra dice very cheaply. The best time to use it is on
an attack that rolls multiples of the highest result. Not only do you get more dice, but those dice can
Explode as well!

For your Utility Powers, Energy Barrier can punish enemies for getting too close to you, which is good
because you do not want to be stuck in melee. Power Font and Rune of Explosions can give extra
attack dice to you or your allies, but may need some tactical cunning to get the most use out of them.
Word of Blasting is another battlefield alteration power, with a built-in teleportation option.

Make sure to stay out of harm’s way: you’ve got longer range than most, but are fragile in melee. I
recommend hiding behind someone bigger and tougher than you! Kinetic Shield can protect you for a
round, but has the unusual ability to completely protect you from a single Close or Area attack, or even
choose to take all the damage and gain mana to power your own attack… assuming you survive.

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Master of Lore:
Can you use Accurate and Explodifying on the same attack? Yes, but you might not want to! If you
use Accurate first on a bad die roll, you can then use Explodifying with the new one, paying based on
the number of maximized dice showing.
On the other hand, if you use Explodifying first, and get a bad roll, you can still use Accurate… but
you’ll be rolling your base die pool. It will still have the Explodofying keyword, so you could Explode
more dice than before… or less, or none. Feeling lucky?

Complex-o-Meter
3 (Low)

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Attack Powers

Choose three of the following powers:

Electrostorm
(Attack)
Action: Major
Range: Area Burst 1 within 8
Target: Creatures in Burst
Effect: 3d6 damage. Targets are Staggered
Channeled (1)
Range: Close Wall 5
Jolting (3)
Targets are Manalocked.
Lingering (2, Expend)
Create an Electrostorm Zone in the area of effect that lasts until the end of the encounter. Area of
the Zone is Difficult Terrain. Creatures that end their turn in the Electrostorm Zone take 5
damage.
Thunderstruck (4, Burnout)
Targets are Perma-Dazed.

Force Burst
(Attack)
Action: Major
Range: Area Burst 1 within 8
Target: Creatures in Burst
Effect: 3d6 damage. Push targets 1 from the attack’s origin space.
Shaped (1)
Range: Area Wall 6 within 8.
Slide targets 1 square instead of pushing them.
Unstoppable (2, Stackable)
Add 1 to the forced movement.
Cascading (2, Expend)
After making the attack, Push all creatures on the battlefield 1 from the Origin Point of this power.
Orb of Force (2, Burnout)
Conjure an Orb of Force in an unoccupied space in the area of effect. Enemies may not move
through the Orb of Force. At the start of each of your turns, generate a Push 2 from the Orb of
Force, affecting all creatures within 10 squares.

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Inferno
(Attack)
Action: Major
Range: Area Burst 1 within 8
Target: Creatures in Burst
Effect: 3d4 damage. Targets are Perma-Wounded.
Backdraft (1)
Range: Close Wave 3.
Charring (2)
Targets are Weakened.
White-Hot (2, Expend)
Targets are Perma-Harrowed instead of Perma-Wounded.
Bonfire of Corpses (2, Burnout, Kick-In)
Kick-In this technique when your Inferno attack takes out an enemy.
Make the following attack:
Range: Area Burst 2, centered on triggering enemy.
Target: Creatures in Burst.
Effect: 6d4 damage.

Nova Flare
(Attack)
Action: Major
Range: Area Burst 1 within 8
Target: Creatures in Burst
Effect: 3d6 damage. Targets are Distracted.
Super (2)
Add 1 to the size of the Burst.
Scorching (2)
Targets are Sundered.
Brilliant (2, Expend)
Targets are Blinded.
Pillar of Destruction (3, Burnout)
Conjure a Pillar of Destruction in any unoccupied square in the burst. The Pillar of Destruction
blocks movement and line of sight. Any creature ending its turn within 5 squares of the Pillar of
Destruction takes 15 damage.

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Shockwave
(Attack)
Action: Major
Range: Area Burst 1 within 8
Target: Creatures in Burst
Effect: 3d6 damage. Area of the Burst is Difficult Terrain until the start of the next turn.
Rumbling (1)
Targets are Staggered.
Tremor (X)
Range: Close Ring X.
Aftershock (3, Expend)
Targets are Perma-Slowed.
Category 9 (4, Burnout)
After the attack, create a Tectonic Rift Zone in an Area Wall 9 that lasts until the end of the
encounter. At least one square of the Zone must overlap with the area of the attack. All terrain in
the Zone becomes Bottomless Pits.

Unstable Evocation
(Attack)
Action: Major
Range: Area Burst 1 within 8
Target: Creatures in Burst
Effect: 3d6 Exploding Damage. You take damage equal to twice the number of dice that Explode.
Directed (1)
Range: Close Line 6.
Explode Space (2, Kick-In)
Kick-In this technique when at least one die explodes. Teleport each target X squares, where X is
the number of dice that exploded.
Unexpected Side Effects (1, Kick-In, Expend)
Kick-In this technique when at least two dice explode. Gain mana equal to the number of dice
that Exploded.
Explodjinn (3, Burnout, Summon)
Summon an Explodjinn in any space in the area of the effect. You gain Resist 5 to all damage the
Explodjinn takes. The Explodjinn has a speed of 5 and the Flying property. At the start of each of
your turns, the Explodjinn makes the following attack:
Range: Area Burst 1 within 5
Target: Creatures in Burst
Effect: 3d6 Exploding Damage.

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Utility Powers

Choose two of the following:

Energy Barrier
(Utility)
Action: Move
Effect: Until the start of the next Hero Phase, whenever another creature makes a Melee attack against
you, they take 5 damage.
Burning (2)
Any enemy that is damaged by this power is Perma-Wounded.
Kinetic (2)
Push all adjacent creatures 2 squares.
Energy Funnel (0, Expend)
Effect: Until the start of the next Hero Phase, whenever you are targeted by an attack, gain a
Charge token.
Aura of Explosions (2, Burnout)
Effect: Until the end of the encounter, any enemy that ends its turn adjacent to you takes 10
damage.

Power Font
(Utility)
Action: Major
Range: Close Burst 1
Effect: You create a Power Font zone in the area that lasts until the end of your next turn. All attacks
made by creatures in the zone are Brutal.
Empowering (2)
Attacks made by creatures in the zone deal Exploding damage.
Expansive (2)
Add 1 to the size of the Burst.
Probabilistic (2, Expend)
Attacks made by creatures in the zone are Accurate.
Font of Primal Power (4, Burnout)
The Zone lasts until the end of the encounter. Enemies that end their turn in the zone take 10
damage.

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Rune of Explosions
(Utility)
Action: Move
Target: You or an Adjacent Ally
Effect: The next attack the target makes before the end of the current Hero Turn deals Exploding
damage.
Targeted (1)
If that attack includes any allies as targets, they gain Resist 5 to damage dealt by that attack.
Thundering (1)
Creatures targeted by the attack are Staggered.
Overpowering (2, Expend)
Before making the attack the target pushes all adjacent creatures 3 squares.
Ultimate Rune of Ultimate Explosions (0, Exclusive, Burnout)
Effect: Until the end of the encounter, your allies gain the Explodifying universal technique.

Word of Blasting
(Utility)
Action: Move
Range: Ranged 5
Target: One square.
Effect: Destroy all Blocking terrain within the area of effect. Replace it with difficult terrain.
Emergent (2)
Teleport to a square where you are destroying terrain.
Debris-Scattering (2)
Create a Debris Zone in an Area Burst 3, centered on the same origin square.
Until the start of the next Hero Turn, the Debris Zone is Concealing Terrain.
Resounding (2, Expend)
Range: Area Burst 1 within 5.
Target: Squares in Burst.
Sunder the Earth (2, Burnout)
You may remove any terrain elements or zones in the area of effect, replacing them with either
Difficult Terrain or Bottomless Pits.

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Defense:

You gain the following power:

Kinetic Shield
(Defense)
Action: Reaction
Trigger: You are targeted by an attack.
Effect: Gain 10 resist until the start of the next Hero Phase. Expend this power.
Empowering (1, Exclusive)
Your first attack next turn is Brutal.
Mystical (1, Exclusive, Expend)
Effect: Ward all effects against you from the triggering attack. Gain Resist 5 against the triggering
attack.
Energy Absorption (0, Reaction, Exclusive, Expend)
Trigger: You are targeted by a close or area attack.
Effect: You are Immune to the triggering attack. Gain 1 mana.
Catalytic Siphon (0, Exclusive, Expend)
Effect: Gain X mana, where X is the number of dice rolled for the triggering attack.

86
GUN MAGE
You stroll into town, and the wind kicks up dust behind you. You told it to do that, with a mutter of
elemental words of power under your breath. You heft your guns, weapons the like of which these
backcountry yokels have never seen and never will again. Rune-inscribed shells crackle and hum as you
feed in a bandolier. Time to make some monstrous varmints eat hot lead and righteous arcane fury.

COMBAT PROFILE
Hit Points: 50
Bloodied Value: 25
Speed: 6
Starting Mana: 4

Basic Attacks:
Your Melee Basic Attack deals 2d6 damage, with a Range of Melee 1.

Your Ranged Basic Attack deals 3d6 damage using the Range and Targets of your current Gun.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the
higher of the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Guns, Guns, Guns: Instead of Utility Powers, you have two Gun powers. Your active Gun Power
determines the Range and Target of your Ranged Basic Attack and your Gun Mage powers, and you can
use that Gun’s follow-up techniques. When you use a different Gun power, lose the benefits of your
previous Gun.

At the start of combat, before the first round of combat but after Heroes and Monsters are placed, choose
and activate one of your gun powers.

You may take one power from your Kin. If you do, it replaces one of your Attack powers, regardless of its
type.

On Target: At the start of combat, place a Target token on one creature within line of sight..
Once during each of your turns, when you attack a creature with your Target token gain 1 mana.

At the end of your turn, you may move the Target token to a creature you attacked this turn. When a
creature with a Target token is Taken Out, you may move your Target token to any creature within line of
sight..

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Crisis State
When you enter Crisis State, gain a Vengeance token.
While you are in Crisis State, on your turn you may move one square, then perform one of the following
actions:
● Gain 2 Vengeance tokens.
● Make a Ranged X attack that deals 3d6 damage, where X is the number of Vengeance tokens
you have.
● Make a Close Burst X attack that deals Xd6 damage, where X is the number of Vengeance
tokens you have. Remove all your Vengeance tokens.

When you recover from Crisis State, remove all your Vengeance tokens.

Sample Gun Mages


Leshval is a Felinid Gun Mage, wandering the Exploding Kingdoms looking for outlaws. His powers let
him get the advantage on those scoundrels he gets the drop on: Cupid Shot, Lightning Shot, Magnetic
Shot, Dual Revolvers, Gatling Gun, and Dive for Cover.

Joachim Balthazar is a Phantasm, and prefers to pick his foes off from a distance. He has Poltergeist (a
Phantasm power), Blood Shot, Explosive Shot, Long-Barrel Arquebus, Triple-Barrel Shotgun, and Dive for
Cover.

Master of Battle:
The Gun Mage is a deadly and flexible combatant. Depending on your choice of gun and ammo,
there’s a bunch of different tricks you can pull off.

Dual Revolvers can let you duel a single target and do increased damage. Gatling Gun gives you a
great area control tool. If you don’t mind getting up close and personal, Triple-Barrel Shotgun lets you
attack multiple enemies, and burn through Ammo to get extra damage or bonus effects. Long-Barrel
Arquebus will let you attack from much further range than almost anyone else, but will likely make you
target number one!

Since the range and area of your attacks is determined by your Guns, the same attack power will feel
different with different guns. Try them out and see how it works for you. All of your attacks have the
capability to spread conditions to multiple targets, so try to inflict those on as many enemies as you can
at once.

On Target is one of the easiest extra mana abilities to trigger every turn: you just have to pick a target
and keep firing. Think carefully before attacking a different target.

Know when to switch weapons. It usually takes an action that you’d rather use moving (or using a
technique from your current Gun), but can be of great use if the battlefield situation has changed… like
an enemy has charged right up in your face!

Dive for Cover adds some extra mobility to your defensive reaction, especially useful if you find yourself
surrounded in melee, or if you have an opportunity to literally dive for cover.

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Complex-o-Meter
7 (Moderate-High)

Attack Powers
Select three of the following powers.

Blood Shot
(Attack)
Action: Major
Range: Same as Gun
Target: Same as Gun
Effect: 4d6 damage. For each target, you take 3 damage which cannot be Resisted..
Sticky (2, Stackable)
Choose a target hit by this attack. They are Perma-Slowed.
Glowing (2, Stackable)
Choose a target hit by this attack. They are Perma-Sundered, and you take 5 damage which
cannot be Resisted.
Vampiric (3, Kick-In, Expend)
After resolving this attack, if you are not in Crisis State, Kick-In this technique to regain 25 HP.
Ghostblood Shot (0, Burnout, Kick-in, Summon)
When you Take Out an Enemy with Blood Shot, Kick-In this technique and take 5 damage, which
cannot be Resisted.
Summon a Ghostblood Spectre. The Spectre has all the powers and properties of that enemy, as
well as its basic attacks and speed. You may take actions with that creature as a follow up
action. If any of those abilities cost threat points, you may pay for them with 2 mana for each
threat point.

Cupid Shot
(Attack)
Action: Major
Range: Same as Gun
Target: Same as Gun.
Effect: 2d6 damage. Targets are Distracted.
Alluring (X)
Pull each target X squares.
Enrapturing (3)
One target is Ensorcelled.
Beautiful (4, Expend)
Targets are Perma-Blinded.
Heartcapture Bullet (0, Burnout)
Targets cannot attack you until the end of the encounter, until either you attack it or you are the
only Hero not in Crisis state.

89
Explosive Shot
(Attack)
Action: Major
Range: Same as Gun
Target: Same as Gun
Effect: 3d4 Exploding damage. If any damage dice exploded, each target is Perma-Wounded.
Forceful (1, Kick-In)
After rolling damage, Kick-In this technique to push each target X squares, where X is the number
of dice that exploded.
Incendiary (3)
Targets are Perma-Wounded. If any damage dice exploded, each target is Perma-Harrowed
instead.
Glorious Destruction (0, Expend, Kick-In)
After rolling damage, Kick-In this technique to gain one mana for each die that exploded
Solar Meltdown (4, Burnout, Exclusive)
Deal five additional dice of damage.

Lightning Shot
(Attack)
Action: Major
Range: Same as Gun
Target: Same as Gun
Effect: 10 damage. This damage can not be resisted. If dice would be added to this power’s damage,
instead increase the damage dealt by 3 damage per die.
Fated (2)
Targets are Perma-Cursed.
Arcing (2, Stackable)
Choose a creature not currently targeted by Lightning Shot within 3 squares of a targeted
creature. That creature becomes a target of Lightning Shot.
Shocking (4, Expend)
Targets are Dazed.
Thundergod Volley (6, Burnout)
Choose one creature damaged by this attack. It takes 30 additional damage that
can not be resisted.

90
Magnetic Shot
(Attack)
Action: Major
Range: Same as Gun
Target: Same as Gun
Effect: 3d6 damage. Choose one Primary target of the attack, and pull each other target 2 squares
towards the Primary target. If this attack only targets one creature, you may pull any other creature 2
squares towards the Primary target instead.
Powerful (1, Stackable)
Increase all forced movement from this attack by 1.
Controlling (1)
Before any other forced movement, you may either Pull or Push the primary target 1, or Pull or
Push yourself 1 square from the primary target.
Corrosive (4, Expend)
After all forced movement, the Primary target and each enemy adjacent to it are Weakened.
Electromagnetic Aura (4, Burnout)
After all forced movement, each target is Pinned and Perma-Dazed.

Planar Shot
(Attack)
Action: Major
Range: Same as Gun
Target: Same as Gun
Effect: 2d6 damage and each target is Teleported 2 squares.
Terrifying (2)
Targets are Perma-Staggered.
Voidsoul (3)
Targets are Manalocked.
Translocating (2, Expend)
After the forced movement, choose either two targets of the attack, or one target and yourself.
Teleport each creature to the other chosen creature’s space.
Bullet from Beyond Space and Time (6, Reaction, Burnout)
Trigger: An Ally is targeted by an attack.
Effect: The Ally is immune to the triggering attack.. The attacker takes 2d10 damage. Teleport
the attacker 5 squares.

91
Gun Powers
Select two of the following powers.

Dual Revolvers
(Gun)
Action: Free
Gun Range: Ranged 5
Gun Target: One or two creatures.

Follow-up Techniques:
Crescendo Dash (0, Move)
Effect: Shift your speed, following a straight orthogonal or diagonal line.
Double Shot (0, Free)
Requirement: You attacked a single target with Dual Revolvers this turn.
Effect: Make a ranged basic attack attack against that target, dealing 5 less damage.
You may activate this technique once each turn..
Trick Shot (0, Move)
Range: Ranged 5.
Target: One creature.
Effect: Target is Distracted.
Telekinetic Pistol (1, Move)
Effect: Place a Revolver conjuration in an empty square within Close Burst 5. You can make Dual
Revolver attacks from that location as if you were there, without provoking opportunity attacks. If
an enemy ends their turn in the space of the Revolver conjuration, end this effect.

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Gatling Gun
(Gun)
Action: Move
Gun Range: Area Wall 5 within 8.
Gun Target: Each creature in Wall
Property: Your speed is reduced by 2.

Follow-up Techniques:
Ammo Overheat (0, Move)
Effect: Until the end of this turn, the Gun Range of Gatling Gun is increased to Area Wall 7 within
8.
Recoil Shot (2, Kick-In)
Effect: After using an attack power with Gatling Gun during your turn, Kick-In this power to Jump
5 squares, with each square taking you further away from the area of the wall.
Gatling Clobber (2, Major)
Range: Melee 2
Target: One Creature
Effect: 3d10 damage and the target is Perma-Slowed or Immobilized, their choice.
Special: This attack may be used in place of a Basic Melee Attack.
Suppression Fire (0, Move)
Effect: Any attacks you make using Gatling Gun’s Range this turn create a Suppression Fire zone
in the area of effect. Until the start of the next Hero Phase, you threaten squares in the
Suppression Fire Zone, and may make the following attack as an opportunity attack against
creatures in the Suppression Fire Zone:
Range: Ranged 8
Target: Triggering Creature
Effect: 3d6 damage.

93
Long-Barreled Arquebus
(Gun)
Action: Move
Gun Range: Ranged 8
Gun Target: One creature
Property: If one of your attacks Takes Out the creature with your Target token on it, you gain 1 Mana.

Follow-up Techniques:
Perfect Form (0, Move)
Effect: Increase Long-Barreled Arquebus’s Range to 15 until the end of your turn.
Take Aim (0, Major)
Effect: Choose a target you can see, move your Target token to them, and end your turn. The
next attack you make against that target with Long-Barreled Arquebus before the end of the next
Hero Phase does three extra dice and is Accurate.
Warning Shot (0, Move)
Range: Ranged 8
Target: 1 Creature
Effect: Target chooses to become either Weakened or Sundered.
Gun Emplacement (X, Major)
Effect: Conjure X Arquebus tokens in your space and end your turn.
During each of your turns, if Long-Barrel Arquebus is your active gun, you may remove an
Arquebus token from your space to use a Gun Mage attack power or ranged basic attack. The
first time you do this each turn is a Free Action, otherwise it is a Move action.

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Triple-Barrel Shotgun
(Gun)
Action: Move
Gun Range: Close Wave 2
Gun Target: Each creature in Wave

Property: Whenever you activate this power, your Ammo tokens are set to 3. At the end of each of your
turns, gain 1 Ammo token, to a maximum of 3.

Whenever you attack using Triple-Barrel Shotgun, spend an Ammo token. You may spend extra Ammo
tokens for damage, adding one die to the attack for each additional Ammo token spent.

Follow-up Techniques:
Thaumaturgic Blast (0, Move)
Effect: Triple-Barrel Shotgun’s Gun Range is increased to Close Wave 3 until the end of this turn.
You may spend an Ammo token to use this technique as a Free Action.
Etheric Shot (0, Move)
Effect: Until the end of turn, your Triple-Barrel Shotgun attacks ignore Resist, Line of Sight, and
Terrain.
You may spend an Ammo token to use this technique as a Free Action.
Body Check (0, Move)
Effect: Move your speed. After the move, you may push an adjacent creature 1 square for each
unspent point of movement.
Steady Stride (0, Move)
Effect: Gain Resist 5 until the start of the next Hero Phase. Move 3 squares.

Defense

You gain the following power:

Dive for Cover


(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: Gain Resist 10 until the start of the next Hero Phase. After the attack, you may shift 3 squares.
Expend this power.
Quick Draw (0, Exclusive)
Use a power with the Gun keyword.
Quick Ward (0, Expend)
Effect: Ward all effects against you from the triggering attack. After the attack, you may shift 3
squares.
Shoot First (0, Exclusive, Expend)
Effect: Make a Ranged Basic Attack against the attacker. If this takes out the attacker, Negate
the triggering attack. You may move your Target token to the attacker.
Vamoose (X)
Add X to the distance of the shift.

95
MECHA JOCKEY
You have a second skin; a skin of iron and steel, powered by a Celestial Elemental Engine. Is it an
ancient artifact, or a cutting-edge device of your own creation? When you don it, the world will tremble.

Combat Profile:
Hit Points: 70
Bloodied: 35
Speed: 6
Starting Mana: 2

Basic Attacks:

Your Melee Basic attack deals 3d8 damage with a Range of Melee 1.
Your Ranged Basic attack deals 2d8 damage with a Range of Ranged 5.

Universal Techniques:
You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the higher of
the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Properties:

Mecha Suit: You wear a Mecha Suit. While wearing it, you are Large Size. While not wearing your Mecha
Suit, you lose access to all your Mecha Jockey powers and properties, and return to normal size for your
Kin. Whenever combat starts, if you are not wearing your Mecha Suit for some reason, you immediately
summon and don it without having to spend any actions.

All That’s Left: When you Burn Out your last Mecha Jockey power you lose access to all your other
Mecha Jockey properties. In this state, you return to the normal size for your Kin, and can use your Kin’s
Attack and Utility powers. You may not use your Armor Plating power.

Mecha Modes: You have five Mode powers, each aligned with one of the Celestial Elements. You can
only have one Mode active at a time. While you have a Mode power active, you gain access to the
properties and Follow-up techniques associated with that Mode. When you Burnout a mode, you cannot
use that Mode's properties or techniques, and cannot enter that Mode.

Mode Wheel: Your Modes are arranged in a Mode Wheel, which follows the Celestial Elemental cycle:
Water-Wood-Fire-Earth-Metal. At the start of your first turn in combat, choose one Mode power to
activate..
At the start of each of your turns after that, move one or two spaces on the Mode Wheel, skipping over
any Modes that are Burnt Out. You may move farther at the cost of one mana per additional space.

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Example: If none of your Modes are Burnt Out, and you are in Water Mode, you can advance to Wood or
Fire Mode for free, spend 1 Mana to advance to Earth, 2 to advance to Metal, or 3 or stay in Water. If
Wood and Metal were Burnt Out, you could advance to Fire or Earth for free, or spend 1 mana to stay in
Water.

Power Redirection: After resolving the Burnout technique of one of your Mode Powers, gain 2 mana.

Crisis State:
While you are in a Crisis State, you do not change Modes, and you can take one of the following actions
each turn:
● Mana Leak: An adjacent ally gains 1 mana.
● Emergency Missile: Make a Ranged 5 attack that deals 2d8 damage.
● Emergency Power Redirection: Burnout your current Mode and advance to the next Mode along
the Mode Wheel, and then take a full turn as normal. You are immune to damage during this
turn. At the end of the turn, return to Crisis State.

All That’s Left Crisis State


While you are in a Crisis State and your All That’s Left property has triggered, you have only one option.
● Desperate Strike: Move 2 squares. Then you may make a Melee 1 attack that deals 2d8 damage.

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Sample Mecha Jockeys
Legatus Aurigarius is a Steel Centurion robot racer, and has selected their powers for speed and
flexibility: Aquatic Assault Mode (Water), Spider Mode (Wood), Incinerator Mode (Fire), Seismic Mode
(Earth), Drill Mode (Metal), and Armor Plating. As a Steel Centurion, they can change their powers
between encounters, so they have made sure to familiarize themselves with the other modes available.

Helme is a Vanadian and favors direct powerful modes for heavy damage. His powers are Pump Mode
(Water), Root Mode (Wood), Platform of Destruction Mode (Fire), Brute Mode (Earth), Sword Mode
(Metal), and Armor Plating.

Master of Battle:
The Mecha Jockey is all about the Mode Wheel, looking ahead at what your options are for the next
turn, and picking the available Mode that lets you best take advantage of the tactical situation. Is it
worth it to pay Mana to advance further along the wheel? Or is it better to use a less advantageous
Mode, but use that Mana to fuel a powerful technique?

The Mecha Jockey can burnout its powers faster than almost anyone else, generating extra Mana as it
does so, especially when knocked into Crisis State, where you can Burnout a mode every turn to keep
going at full strength. Take care that you don’t go through your powers too quickly, since your
capabilities will be greatly reduced. One advantage to burning out a power or two is that it becomes
cheaper to move along the Mode Wheel.

Some Modes, like Root Move, Platform of Destruction Mode, and to a lesser extent Brute Mode are
less mobile, but have highly powerful attacks. Use these when you are in a good position and are
ready to dish out a lot of damage. Conversely, many other Modes, like Aquatic Assault Mode, Pump
Mode, Spider Mode, and Drill Mode grant some kind of movement buff that may allow you to get into
the fray quicker. It’s probably a good idea to pick up a balance of these, and when playing, think ahead
to the next turn to make sure you’ll be able to maximize the mode you’ll be in on your next turn.

Armor Plating gives you some extra survivability, and the ability to spend mana to be even tougher.

Master of Lore:
A wheel that a piece moves along, activating different powers as it goes, is known as a Rondel. Now
you know!

Complex-o-Meter
8 (High)

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Modes:
Pick one mode of each element.

Water:

Aquatic Assault Mode


(Elemental, Water, Mode)
Properties: Your speed increases to 7. You have the Swimming property.
Follow-up Techniques:
Marine Assault (0, Major)
Move your speed, then make a melee basic attack.
Harpoon Gun (3, Major)
Range: Ranged 5
Target: One Creature
Effect: 3d8 damage and Pull target 2 squares. If the target ends the pull adjacent to you, they are
Pinned while adjacent to you.
Quick Maneuver (1, Move)
Shift 4 squares.
Skewering Strike (0, Major, Burnout)
Range: Melee 1
Target: One Creature
Effect: 4d8 damage. Target is Perma-Pinned.

Pump Mode
(Elemental, Water, Mode)
Properties: As a Move action, you may Jump your speed.
Follow-up Techniques:
Pressurized Geyser (0, Major)
Range: Ranged 5
Target: One Creature
Effect: 2d8 damage and Push target 5 squares.
Hose ‘em Down (1, Major)
Range: Area Wall 5 within 5.
Targets: Creatures in Wall.
Effect: 3d6 Damage and targets are Slowed.
Scour Clean (3, Move)
Range: Area Burst 1 within 5.
Effect: Remove any conjurations or zones in the area of effect.
Boiler Explosion (0, Major, Burnout)
Range: Close Burst 3.
Targets: You and all creatures in burst.
Effect: 6d4 damage. Targets other than you are pushed 3 squares and Slowed. The area of the
burst is difficult terrain for non-Swimming creatures.

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Wood:

Root Mode
(Elemental, Wood, Mode)
Properties: You are Pinned.
Follow-up Techniques:
Root Lash (0, Major)
Range: Melee 5
Target: One Creature
Effect: 3d6 damage.
Grasping Root (2, Major)
Range: Melee 5
Target: One Creature
Effect: 3d8 damage, Pull target 4 squares.
Repositioning Root (2, Move)
Range: Close Burst 5
Target: One Creature
Effect: Slide target to any other square in the burst.
Root Frenzy (0, Major, Burnout)
Range: Close Burst 5
Target: Creatures in Burst
Effect: 3d4 damage, targets are Pinned or Perma-Slowed, their choice.

Spider Mode
(Elemental, Wood, Mode)
Properties: You gain the Climbing property. You ignore difficult terrain.
Follow-up Techniques:
Death from Above (1, Major)
Shift your speed. You can move through squares occupied by enemies during this movement. At
the end of the move, target one creature whose space you are in. Deal 3d8 damage. If no other
creature is adjacent to the target, this attack is Brutal. After the attack, you are Displaced.
Venom Injector (3, Major)
Range: Melee 1
Target: One Creature
Effect: 2d8 damage. Target is Perma-Wounded and Perma-Harrowed.
Webbing (1, Move)
Create a Web Zone in a Close Wave 3. Squares in the zone are Difficult Terrain until the end of
the encounter.
Before or after generating the Web Zone, Shift 2 squares.
Eight Pronged Assault (0, Major, Burnout)
Range: Close Burst 2
Target: Enemies in Burst
Effect: 8d4 damage.

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Fire:

Incinerator Mode
(Elemental, Fire, Mode)
Properties: Your Ranged Basic attack deals 3d8 damage with a Range of 3.
Follow-up Techniques:
Incinerate (0, Major)
Range: Close Wave 3
Target: Creatures in Wave
Effect: 3d4 damage, targets are Perma-Wounded.
Firewall (4, Major)
Range: Close Wall 5
Target: Creatures in Wall
Effect: 4d6 damage, targets are Perma-Wounded. Create a Firewall zone in the area that lasts
until the end of the encounter. Any creature that ends its turn in the Firewall is Perma-Harrowed.
Smoke Cloud (1, Move)
Create a Smoke Cloud zone in a Close Burst 3. The Smoke Cloud Zone is Concealing Terrain
until the start of the next Hero Phase.
Canister Ejection (0, Major, Burnout)
Range: Area Burst 2 within 5
Target: Creatures in Burst
Effect: 4d4 damage, targets are Perma-Harrowed. Create a Burning Fuel zone in the area. Any
creature that ends it’s turn in the Burning Fuel Zone is Perma-Harrowed.

Platform of Destruction Mode


(Elemental, Fire, Mode)
Properties: You cannot move. Your Ranged Basic attack deals 3d8 damage with a Range of 10.
Follow-up Techniques:
Missile Strike (1, Major)
Range: Area Burst 2 within 10
Target: Creatures in Burst
Effect: 4d4 damage.
ICBM (1, Major)
Make a ranged basic attack with unlimited range.
Mini-MIRV (X, Major)
Range: Ranged 10
Target: X Creatures in Range
Effect: 3d6 damage.
Ultima Flare (0, Major, Burnout)
Range: Area Burst 2 within 10.
Target: Creatures in Burst.
Effect: 5d4 damage, targets are Perma-Blinded.

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Earth:

Brute Mode
(Elemental, Earth, Mode)
Properties: Your speed decreases to 4. Whenever you make a Melee Basic Attack, that attack is Brutal.
Follow-up Techniques:
Brute Strike (1, Major)
Range: Melee 1
Target: One creature
Effect: 4d8 damage, Push target 3 squares.
Locomotion (2, Major)
Charge an enemy. After resolving the Charge, push the target 5 squares, shifting into each
square vacated by it if possible, then the target is Slowed if you are still adjacent to it.
Toss (3, Major)
Range: Melee 1
Target: One Creature
Effect: 5d6 damage, and Throw target 5 squares. If the forced movement causes them to enter
an enemy’s space, end the forced movement, and the second enemy is Displaced, Slowed, and
takes the same damage at the original target.
Tear it Up (0, Major, Burnout)
Destroy all Blocking Terrain in a Close Wave 3, then make the following attack:
Range: Area Burst 1 within 5
Target: Creatures in Burst
Effect: 5d6 damage. Until the end of the encounter, each square in the burst is Extremely
Difficult Terrain. It costs 3 Movement to move into a space of Extremely Difficult Terrain.

Seismic Mode
(Elemental, Earth, Mode)
Properties: You are immune to the Slowed and Immobilized conditions.
Follow-up Techniques:
Localized Earthquake (0, Major)
Range: Close Burst 2
Target: Creatures in Burst
Effect: 4d4 Damage. Targets are Slowed.
Faultline (4, Major)
Range: Close Wall 6
Target: Creatures in Burst
Effect: 4d6 Damage. Area of the wall is Difficult Terrain until the end of the encounter.
Seismic Shock (2, Move)
Range: Melee 5
Target: One Creature
Effect:Target is Immobilized.
Trigger Collapse (0, Major, Burnout)\
Range: Close Wave 2
Effect: Create a Cave-In Zone in the Area of the Wave. Squares in the zone are completely filled
with Blocking Terrain. Normal monsters without phasing in the resulting blocking area are Taken
Out, other creatures are Displaced. Any creature adjacent to a square of the Cave-In Zone may
spend a move action and 4 mana or threat points to replace that square with difficult terrain.

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Metal:

Drill Mode
(Elemental, Metal, Mode)
Properties: As a move action, you may Burrow your Speed.
Follow-up Techniques:
Armor Breaker (2, Major)
Range: Melee 1
Target: One Creature
Effect: 3d8 damage. Target is Perma-Sundered.
Drill Strike (4, Major)
Range: Close Wave 2
Target: Creatures in Wave
Effect: 4d6 damage, targets are Sundered.
Tunneling (3, Move)
Burrow your Speed. Blocking terrain you move through is replaced with difficult terrain.
Drill to Heaven and Hell (0, Major, Burnout)
Shift your speed, then make the following attack:
Range: Close Burst 2
Target: Creatures in Burst
Effect: 5d4 damage. Replace all terrain in the burst with clear ground.

Sword Mode
(Elemental, Metal, Mode)
Properties: Damage from your attacks can’t be Resisted. Your Basic Melee attacks are Range Melee 2.
Follow-up Techniques:
Attention Demanding Strike (1, Major)
Range: Melee 2
Target: One Creature
Effect: 3d8 Damage. Target is Marked. If the target shifts or makes an attack that does not
include you as a target, you may make a Melee Basic attack against it as an Opportunity Attack.
Sword Flurry (1, Major)
Range: Close Wave 2
Target: Creatures in Wave
Effect: 4d6 damage.
Guard All Directions (0, Move)
Until the start of the next Hero Phase, you gain Reach 2. (You may make Opportunity Attacks
against creatures within 2 squares of you.)
Shattering Sword (0, Major, Burnout)
Range: Melee 2
Target: One Creature
Effect: 3d8 damage. Target is Perma-Sundered. All creatures in a Close Burst 2 are
Perma-Harrowed.

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Defense Power

You gain this power:

Armor Plating
(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: Gain Resist 10 until the start of the next Hero Phase. Expend this power.
Warded (1, Exclusive)
Ward all effects from the triggering attack.
Heavy (2, Exclusive)
Gain an additional Resist 10 against the triggering attack.
Ablative (X, Exclusive, Expend)
Effect: Gain 2 + X Armor tokens. While you have any Armor tokens, you have 5X resist.
Whenever you are attacked, remove one Armor token.
Limiter Override (0, Exclusive, Expend)
Effect: Gain 2 Mana, and at the start of your next turn choose any one of your Mode powers to
activate.

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METEOR SOUL
You are a boulder of stone and iron, sailing through the void, mighty but inert.
You are a glint in the sky, an omen, feared by astrologers and sages.
You are a fireball, heat and light, gaining speed and force.
Your fist connects.
You are a calamity, a detonation, the end of species and civilizations.
Your opponent is a crater, a hole, a memory of a starfall.
You relax your stance.
You are a boulder of stone and iron...

COMBAT PROFILE
Hit Points: 60
Bloodied Value: 30
Speed: 6
Starting Mana: 3

Basic Attacks:
Your Melee Basic Attack deals 3d6[3d4] damage, with a Range of Melee 1.
(The Meteor Soul can make a Melee Basic attack as a move action. When they do, it deals 3d4 damage
instead.)

Your Ranged Basic Attack deals 3d4 damage, with a Range of Ranged 5.

Universal Techniques:
You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the higher of
the two rolls.
With the Martial Adept property, when you use Accurate on an attack, you Shift 1
square after making the attack.
Potent (2, Stackable)
Deal an additional die of damage with this attack.
With the Martial Adept property, when you use Potent on an attack, you may Shift 1
square for each use of Potent before making the attack.

Properties:

Charged Combo: Your Meteor Soul powers and your Melee Basic attacks can be used as a Move action
instead of a Major action. The changed effect of the power is listed in brackets[like this].

Burning Spirit: Once during each of your turns, when you attack the same target for the second time,
gain 1 mana.

Combat Specialist: You get five Meteor Soul powers. Any of them can be replaced with an Attack or
Utility power from your Kin.

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Martial Adept: When you use the Potent Universal Technique, you may Shift 1 square for each use of
Potent before making the attack. When you use the Accurate Universal Technique, you may Shift 1
square after making the attack.

Crisis State
While you are in Crisis State, you have a single Move action each turn, which can be used on any of your
powers. You may not spend mana.

Sample Meteor Souls


Ignox, a Golem Meteor Soul, favors a fighting style of up close and personal combat, choosing powers
that give them a mix of toughness and powerful attacks. Their powers are Eternity Grasp, Flaming
Uppercut, Fist of the Earth (a Golem power), Overdrive Strike, Shattering Point, and Eclipsing Block.

Tendaji, a Human, loves to dash around the battlefield, attacking the enemies from all sides, and her
power selection prioritizes movement: Gathering Storm, Heavenwards Kick, Lashing Chain, Meteor Drive,
Tornado Sweep, and Eclipsing Block.

Master of Battle:
The Meteor Soul can use their powers as either a Major action, or use them as a Move action instead.
Use the same power twice, or chain two different powers into a combo. If you’ve got three mana to
spare, you can Sprint to gain an extra move action, which can be used to use one of your powers!

You’ll be most effective when you can manage to make every action into an attack. Thus, you’ll want
an attack or two that can close range somehow - Meteor Drive, Lashing Chain, and Overdrive Strike
are the most reliable, but many of your powers can do so with some expenditure of hit points or mana.
If you can get into a flank, you can potentially make two Brutal attacks a turn.

Martial Adept can make you more mobile in turns you spend mana on basic techniques. Using Potent
before making an attack can bring you into range of an attack you wouldn’t otherwise be able to make,
or set up a flank. Being Accurate might help you escape melee, escape a flank, or set up the next Hero
for a flank.

Eternity Grasp, Flaming Uppercut, and Tornado Sweep all give you the ability to control your
opponent’s position in one way or another.

Gathering Storm gives you another resource that you can save up and use. Activate it in the first round
of combat, if you can.

Mirror Fist is a bit of a strange power, giving you more options on the battlefield, and the ability to make
multiple-target attacks, which you generally lack, but makes battlefield positioning very important.

Shattering Point doesn’t do any damage immediately, but can repeatedly inflict devastating conditions,
including Harrowed.

Eclipsing Block is great for extra survivability if you find yourself surrounded by enemies, but its
techniques can really shake up the Monster Turn, such as with Combo Breaker and Counter Throw,
which let you respond with an action of your own to interrupt the Gamemaster’s plans.

106
Complex-o-Meter
7 (Moderate-High)

Powers
Select five of the following powers.

Eternity Grasp
(Attack)
Action: Major[Move]
Range: Melee 1
Target: One creature
Effect: 2d6[2d4] damage. Target is Pinned as long as you remain adjacent to it [Target is Pinned.]

Follow-Up Techniques:
Mirage Suplex (0, Move)
Range: Melee 1
Target: Creature Pinned by Eternity Grasp.
Effect: End the Pinned condition on the target, then Slide the target 6 squares. After the Slide is
complete you may teleport to any square adjacent to the target. If you do, deal 3d4 damage to the
target.
One-armed Drag (1, Move)
Range: Melee 1
Target: Creature Pinned by Eternity Grasp.
Effect: Move your speed, sliding the target into a square adjacent to you for each space you
move. This movement does not provoke opportunity attacks from the target.
Body Block (4, Reaction, Expend)
Trigger: You are targeted by a ranged or melee attack.
Effect: The attack targets an adjacent creature Pinned by Eternity Grasp instead of you.
Stardust Piledriver (6, Move, Burnout)
Range: Melee 1
Target: Creature Pinned by Eternity Grasp
Effect: End the Pinned condition on the target. Remove yourself and the target from the
Battlefield. While removed this way, you and the target have line of sight to each other and are
adjacent.
At the start of your next turn, place yourself in any unoccupied square in the Battlefield and the
target in the closest unoccupied square, then make the following attack:
Range: Close Burst 2
Target: Creatures in Burst
Effect: 6d4 damage.

107
Flaming Uppercut
(Attack)
Action: Major[Move]
Range: Melee 1
Target; One creature
Effect: 3d6[3d4] damage, throw target 3[2] squares.
Knockdown (2)
Target is Immobilized. If the target is flying, this attack is Brutal, and the target loses the Flying
property until the start of the next Monster Phase.
Toasty (2, Stackable)
Deal an additional die of damage. Add 1 to the distance of the Throw.
Midair Juggle (3, Exclusive, Expend)
After the throw, Shift 3[2] squares. If you end the shift adjacent to the target, repeat Flaming
Uppercut, dealing damage as if you used it as a Move action. You may use techniques on that
attack, including Midair Juggle.
Dragon’s Fist (4, Burnout)
Deal four additional dice of damage. All damage dealt by this attack is Exploding. For each die
that Explodes, add 2 to the distance of the Throw.

Gathering Storm
(Attack)
Action: Major[Move]
Range: Melee 1
Target: One creature
Effect: 3d6[3d4] damage. After the attack, gain 2[1] Storm tokens.
For Gathering Storm’s techniques, X = The number of Storm Tokens you have before attacking.
Special: At the start of each of your turns, if you have a Storm token, gain an additional Storm token.
Dancing (0)
Before or after the attack, Shift X squares and take X damage that can’t be Resisted.
Forceful (0)
Push the target X squares and take X damage that can’t be Resisted.
Unleashed (0, Expend)
Range: Ranged X.
Deal 2X[X] additional damage to the target.
Windgod Buster (0, Burnout)
The target is Perma-Wounded. If X is 7 or higher, the target is Perma-Harrowed instead. If you
did not use the Unleashed technique, Recover X Hit Points.

108
Heavenwards Kick
(Attack)
Action: Major[Move]
Effect: You may make the following attack:
Range: Melee 1
Target: One creature
Effect: 3d6[3d4] damage.
After the attack, Jump 5[3] squares. This movement does not provoke opportunity attacks from the enemy
you attacked with Heavenwards Kick.
Confounding (1)
Target is Overwhelmed and Staggered.
Leaping (2)
Jump before the attack instead of after.
Floating (0, Expend)
You gain the Flying property until the end of the next Hero Phase.
Gates of Heaven (2, Burnout)
The attack deals 3d10[3d8] damage instead. When you Jump, Jump any number of squares.

Lashing Chain
(Attack)
Action: Major[Move]
Range: Ranged 5[3]
Target: One creature
Effect: Pull the target 4[2] squares. If the target ends the forced movement adjacent to you, you may deal
3d6[3d4] damage to it.
Reversed (1)
Target: One creature or a square of blocking terrain.
Effect: Jump 4[2] squares towards the target. If you end the jump adjacent to the target, you may
deal 3d6[3d4] damage.
Choking (2)
Before the attack, the target is Distracted.
Ricochet (1, Kick-In, Expend)
When the movement from this power moves the target adjacent to another creature, Kick-In this
technique to deal 3d6[3d4] damage to that creature.
Bloody Chain (4, Kick-In, Burnout, Exclusive)
When the target ends the pull adjacent to you, Kick-In this power to recover 15 HP, and the target
takes 15 damage that cannot be resisted.

109
Meteor Drive
(Attack)
Action: Major[Move]
Effect: Shift 4[2] in a straight orthogonal or diagonal line. You may move through a single creature’s space
during this shift. Deal 3d6[3d4] damage to that creature.
Pacifist (0, Exclusive)
Double the distance of the shift. Deal no damage to the creature you pass through.
Phantom (2, Stackable)
The distance of the Shift increases by 2, and you may move through an additional creature’s
space and damage that creature..
Blazing (1, Expend)
Each creature that was adjacent to you at any point during the shift is Perma-Wounded.
Faster than The Sun (4, Burnout)
Gain a Major Action.

Mirror Fist
(Attack)
Action: Major[Move]
Range: Melee 1
Target: One creature
Effect: 3d6[3d4] damage. Create a Mirror Image conjuration in an adjacent empty space and destroy any
existing Mirror Image you have. Whenever you move, except from forced movement, the Mirror Image
moves in the opposite direction. The Mirror Image may only move through unoccupied terrain. You may
flank with your Mirror Image.

Follow-Up Techniques
Imbue Reflection (0, Move)
The next attack you make this turn can target an additional creature adjacent to your
Mirror Image.
Fleeting Illusion (2, Move)
Switch places with your Mirror Image, then you may make a basic attack.
Shatter Illusion (0, Move, Expend)
Destroy your Mirror Image and a Conjuration or Zone that it is adjacent to.
Simulacrum of Light (2, Major, Burnout)
When you move the Mirror Image, instead move it in any direction. Whenever you make an
attack, you may target an additional creature adjacent to your Mirror Image.

110
Overdrive Strike
(Attack)
Action: Major[Move]
Effect: Shift 2[1] squares, then make the following attack:
Range: Melee 1
Target: One creature.
Effect: 4d6[4d4] damage. Take 3 damage. Damage dealt by this power cannot be resisted.
Eager (1)
Increase the distance of the shift to 5[4] squares.
Overpowering (2)
After the attack, push the target 5[4] squares.
Blasting (X, Expend)
Range: Close Line X
Target: Creatures in Line
Ultimate Technique (0, Burnout, Exclusive)
Effect: 4d10[4d8] damage. Take 10 damage and lose all your mana. Damage dealt by this power
cannot be resisted.

Shattering Point
(Attack)
Action: Major[Move]
Range: Melee 1
Target: One creature.
Effect: Target is Perma-Harrowed[Perma-Wounded].
Wallcrusher (1, Exclusive)
Target: An adjacent square of Blocking Terrain.
Effect: Remove the Target square [and replace it with Difficult Terrain].
Armor-Breaking (2)
Target is Perma-Sundered[Sundered].
Disabling (3, Expend)
The target is Perma-Dazed[Dazed].
Fatal Blow (4, Burnout)
Effect: Until the end of the encounter, the target takes 30[20] damage at the end of each of its
turns.

111
Tornado Sweep
(Attack)
Action: Major[Move]
Range: Close Burst 1
Target: Each creature in burst
Effect: Push each target 4[3] squares.
Special: If forced movement from this Power would move a target into Blocking Terrain or a creature not
targeted by the attack, end the forced movement, and the target takes 3d6[3d4] damage and is Slowed.
Dizzying (2)
Creatures Slowed by this power are instead Immobilized.
Palm Strike (2, Exclusive)
Range: Melee 1
Target: One creature
Double the distance of the push.
Whirling (2, Expend)
Effect: Shift 3 squares. During the shift, whenever you move adjacent to a creature, push that
creature 3[2] squares.
Hurricane Vortex (2, Burnout)
Range: Close Burst 6[4]
Target: Creatures in Burst
Effect: Pull each target 4[3] squares.

Defense

You gain this power:

Eclipsing Block
(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: You gain Resist 10 and are immune to forced movement until the start of the next Hero Phase.
Expend this power.
Mystical (0, Expend, Exclusive)
Effect: Ward all effects from the triggering attack.
Celestial Parry (3, Expend, Exclusive)
Effect: Negate the triggering attack.
Combo Breaker (3, Expend, Exclusive)
Effect: After the attack, perform a Move Action.
Counter Throw (3, Expend, Exclusive)
Trigger: You are attacked by an adjacent creature..
Effect: You gain Resist 10 against the triggering attack and are immune to forced movement from
that attack. After the attack, make the following attack:
Range: Melee 1
Target: Creature that attacked you.
Effect: 3d6 damage and Throw target 5 squares.

112
MYTHCALLER
The force of your syllables shapes reality itself. With the power of your words, you can bring life or death.
When you call out to the myths of ancient weapons and destroyers, they answer.

COMBAT PROFILE
Hit Points: 50
Bloodied Value: 25
Speed: 5
Starting Mana: 1

Basic Attacks:
Your Melee Basic Attack deals 2d4 damage with a Range of Melee 1.

Your Ranged Basic Attack deals 3d8 damage with a Range of Ranged 3.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the
higher of the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Properties:

Overflowing Power: Instead of gaining 1 Mana at the start of the Hero Phase, you gain mana based on
how many Summoned Creatures you have in play:
0-1 Summoned Creatures: 2 Mana
2-3 Summoned Creatures: 1 Mana
4+ Summoned Creatures: 0 Mana

Siphon Energy: At the start of your turn, you may Take Out one of your Summoned Creatures to gain 1
Mana.

Piercing Strikes: Whenever you use the Accurate or Potent technique, the attack ignores all Resist.

Armored Summons: When you take damage in the place of one of your Summoned Creatures, Resist 5
of that damage.

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Conjured Myths: The Myth Caller gets three Summon Powers, and two Utility Powers. You may not
take your Kin’s Attack power, unless the power or any of its techniques have the Summon keyword, in
which case you may take it in place of a Summon Power.

Crisis State
While you are in Crisis State, your Summoned Creatures do not take their normal Free or Opportunity
actions.
On your turn, perform one of the following actions:
● Have one of your Summoned Creatures perform a non-Burnout Follow-Up action without paying
the Mana cost, then destroy it.
● Slide any creature 1 Square.
● Choose one ally not in Crisis State. That ally takes 3 damage that can’t be Resisted, and gains 1
Mana.

Sample Mythcallers
Xyxlplythl is a Chthonian Mythcaller, with the powers of Blood Angel, Celestial Arbalest, Chaos Avatar,
Dark Order, Impossible Angles (a Chthonian power), and Persistence of Memory. They raise up an army
of summoned myths to serve them and destroy their foes.

Deeproot is an Arbori who focuses on controlling the battlefield. Their powers are Chain of Fate, Genius
Loci, Queen of Eternity, Inconceivable Whisper, Ivy Step (an Arbori power), and Persistence of Memory..

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Master of Battle:
The Mythcaller is fragile and weak by itself, but if the Myth Caller has time to deploy its summons, it can
generate a huge number of actions. Note that for mana generation, your Overflowing Power triggers at
the very start of the Hero Phase, and then you can get another mana at the start of your turn with
Siphon Energy.

Most of the Mythcaller’s powers focus on controlling the battlefield and disrupting the enemy’s plans,
rather than dealing direct damage.

Blood Angel creates a highly mobile melee character, use it to set up a defender to make opportunity
attacks, or a front line attacker to use its powerful Rapture Strike.

Genius Loci can make an area of the Battlefield inconvenient for your enemies. It rarely attacks, but
you can greatly impede enemies attempting to move through its area.

Celestial Arbalest, Chain of Fate, and Queen of Eternity set up constant barrages of damage, and have
several powerful follow up attacks. Set them up in key locations, either as long range or close range
combatants.

Chaos Avatar has many powerful effects, but the random nature of them means that they may not
always be beneficial. Closely monitoring the position of allies and enemies is important to make sure
that the Chaos Avatars do not turn on you and your allies.

The Mythcaller’s utility powers can be used to mitigate the downsides of enemies being in combat
range, and have several powerful effects that come with steep tradeoffs. Consider carefully when and
how to use them.

Your Persistence of Memory power can be used to grant Resist to yourself and your summoned
creatures, but can be used to make your summons invulnerable for one turn, or sacrifice some
summoned creatures to avoid an attack that targets you. And if you just want more mana, it can do
that too.

Complex-o-Meter
9 (High)

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Summon Powers
Select three of the following powers.

Blood Angel
(Summon)
Action: Major
Range: Close Burst 2
Effect: Summon a Blood Angel in one square within range. The Blood Angel always has the Flying
property.

When you summon the Blood Angel, and at the start of each of your turns, you may move it 3 squares as
a Free Action.

The Blood Angel may make opportunity attacks, dealing 3d8 damage. The Blood Angel can use the
following techniques as a Follow-Up action.

Follow-Up Techniques:
Rapture Strike (0, Major)
Range: Melee 1
Target: One creature.
Effect: 3d8 damage. The target is Weakened or Dazed, their choice.
Gruesome Wings (0, Move)
Effect: Choose up to two adjacent Allies. Each chosen Ally gains the Flying property until the end
of the Hero Phase and is Wounded.
Bloody Reformation (0, Move)
Effect: You take 5 damage, then Teleport the Blood Angel anywhere on the map.
Day of Judgement (X, Free, Burnout)
Special: X = The number of Blood Angels you have summoned.
Effect: For each Blood Angel you have summoned, choose one of the following Conditions to
inflict on any creature on the Battlefield. Then Take Out all Blood Angels.
Perma-Blinded, Perma-Dazed, Perma-Ensorcelled, Perma-Harrowed,
Perma-Mana Locked, Perma-Slowed, Perma-Sundered, Perma-Weakened

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Celestial Arbalest
(Summon)
Action: Major
Range: Close Burst 2
Effect: Summon a Celestial Arbalest in one square within range.

When you summon the Celestial Arbalest, and at the start of each of your turns, you may have it make
the following attack as a Free Action:
Range: Ranged 10
Target: One creature
Effect: 2d4 damage, and Slide the target 1 square.

The Celestial Arbalest can use the following techniques as a Follow Up action.

Follow-Up Techniques:
Penance Lance (0, Major)
Range: Ranged 10
Target: You or one ally.
Effect: Remove up to two Conditions from the target.
Judgement Bolt (0, Major)
Range: Ranged 10
Target: One creature.
Effect: The target is Perma-Harrowed.
Heaven’s Wrath (0, Major)
Range: Area Burst 1 within 10 squares.
Target: Each creature within burst.
Effect: Each target is Harrowed and Wounded.
Altar of Gods (X, Move, Burnout)
Special: X = the Number of Celestial Arbalests you have summoned.
Effect: Each Celestial Arbalest uses Penance Lance, Judgement Bolt, or Heaven’s Wrath, and
then is Taken Out.
Until the end of the encounter, increase the range of your Ranged Basic attacks by X.

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Chain of Fate
(Summon)
Action: Major
Range: Close Burst 10
Effect: Summon a Chain of Fate in one square within range

When you summon the Chain of Fate, and at the start of each of your turns, you may have it make the
following attack as a Free action:
Range: Melee 2
Target: One creature.
Effect: 2d6 damage. Target is Slowed.

The Chain of Fate can use the following techniques as a Follow Up action.

Follow-Up Techniques:
Bound by Fate (0, Major)
Range: Melee 1
Target: One Creature
Effect: 3d8 damage, and the target is Pinned.
Twist Fate (0, Major)
Range: Melee 2
Target: One Creature
Effect: 3d8 damage, and the target is Teleported to any square adjacent to a Chain of Fate.
Lashing Chain (2, Move)
Range: Melee 5
Target; One Creature
Effect: 2d4 damage, and the target is Pulled 4 squares.
Drag to Hell (X, Major, Burnout)
Special: X = the number of Chains of Fate you have summoned.
Range: Melee 2
Target: One Creature
Effect: Target is Pinned, and until the end of the encounter takes 10X damage at the end of each
of its turns. Then, all Chains of Fate are Taken Out.

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Chaos Avatar
(Summon)
Action: Major
Range: Close Burst 5
Effect: Summon a Chaos Avatar in one square within range.

At the end of each of your turns, for each Chaos Avatar, if you did not use a Follow-Up technique with that
summon, roll 1d6 and use a Follow-Up technique at random as a Free Action:
1-2: Bolt of Doom
3-4: Jester’s Cloak
5-6: Endless Void

The Chaos Avatar can use the following techniques as a Follow Up action.

Follow-Up Techniques:
Bolt of Doom (2, Move)
Range: Close Burst 20
Target: Single Nearest Creature
Effect: 2d8 damage, target is Perma-Wounded.
Jester’s Cloak (2, Move)
Range: Close Burst 2
Target: Each creature in Burst
Effect: 3d4 damage, then teleport Chaos Avatar 5 squares.
Beyond the Stars (2, Major)
Effect: Teleport Chaos Avatar adjacent to any ally, ignoring Line of Sight. Then make the following
attack:
Range: Melee 1
Target: One creature
Effect: 3d8 damage, and Teleport the target anywhere on the Battlefield.
Incarnation of Chaos (X, Major, Burnout)
Special: X = the number of Chaos Avatars you have summoned.
Effect: For each Chaos Avatar, activate a random follow-up technique, then Take-Out that Chaos
Avatar.
Until the end of the encounter, at the end of each of your turns, roll 2d6, and choose one of the
dice. Activate the corresponding follow-up technique, as if you were the Chaos Avatar. If you roll
the same number twice, additionally gain 1 Mana and remove one Condition from yourself.

119
Genius Loci
(Summon)
Action: Major
Range: Close Burst 2
Effect: Summon a Genius Loci in one square within range. The area within two squares of each Genius
Loci is difficult terrain for your enemies.

The Genius Loci can use the following techniques as a Follow Up action:

Follow-Up Techniques:
Wanderlust (0, Move)
Range: Close Burst 2
Target: One creature in burst.
Effect: Slide target to any square in the Burst.
Badlands (2, Move)
Effect: Attacks against enemies within 2 squares of the Genius Loci this turn are Brutal.
Terraform (2, Major)
Range: Close Burst 2
Effect: All terrain in the Burst becomes Clear Terrain.
Earthwrack (X, Major, Burnout)
Special: X = the number of Genius Loci you have summoned.
Effect: Each Genius Loci makes the following attack. A creature may not be targeted more than
once.
Range: Close Burst 2
Target: Enemies in Burst
Effect: Xd8 damage.
For each burst, you may choose to create an Earthwrack Zone that lasts until the end of the
encounter. The area of each Earthwrack Zone is difficult terrain.

120
Queen of Eternity
(Summon)
Action: Major
Range: Close Burst 2
Effect: Summon a Queen of Eternity in one square within range. The Queen of Eternity always ignores
difficult terrain.

When you summon the Queen of Eternity, and at the start of each of your turns, you may have it Shift up
to 7 squares with Climbing and Phasing in a straight orthogonal or diagonal line as a Free action.. Each
creature passed through takes 2d4 damage that can’t be Resisted.

The Queen of Eternity can use the following techniques as a Follow Up action:

Follow-Up Techniques:
Eternal Capture (1, Major)
Range: Melee 1
Target: One Creature
Effect: Target is Perma-Swallowed by all of your Queens of Eternity. The condition ends if all your
Queens of Eternity are Taken Out.
Regal Domination (2, Move)
Range: Ranged 2
Target: One creature.
Effect: Target is Ensorcelled. The target may choose to be Dazed and Perma-Slowed instead.
Queen’s Gambit (0, Move)
Effect: Choose an ally within 7 squares of the Queen of Eternity in a straight orthogonal or
diagonal line. Teleport both the Ally and the Queen, swapping their locations.
Reign of Eternity (X, Move, Burnout)
Special: X = the number of Queens of Eternity you have summoned.
Effect: Each Queen of Eternity is taken out. Choose X creatures on the battlefield. Teleport each
chosen creature 7 squares in a straight orthogonal or diagonal line, ignoring Line of Sight. Until
the end of the encounter, at the start of each of your turns as a Free Action, teleport any creature
7 squares in a straight orthogonal or diagonal line, ignoring line of sight.

121
Utility Powers
Select two of the following powers.

Aura of Despair
(Utility)
Action: Move
Effect: Until the start of the next Hero Phase, you have Resist 5, and whenever one of your Summoned
Creatures takes damage, you must choose to destroy that creature unless the damage is the result of an
attack which also includes you as a target.
Ghostly (2)
Shift your Speed, then you may cause one adjacent creature to be Staggered.
Terrifying (1)
One adjacent creature is Cursed.
Devouring (0, Expend)
Take Out one of your adjacent Summoned Creatures. Regain 10 hit points.
Shackled Souls (2, Burnout)
Effect: Until the end of the encounter you have Resist 5. At the end of each of your turns Take
Out each Summoned Creature you control. Whenever you use a Summon power, you may
immediately use a Follow-Up technique for that power as a free action.

Dark Order
(Utility)
Action: Move
Range: Unlimited
Target: One of your Summoned Creatures.
Effect: The next attack the target makes this turn is Brutal and ignores Resist.
Lethal (0)
The attack deals an additional die of damage. After the attack is made, Take Out that Summoned
Creature.
Menacing (0, Exclusive)
Effect: All attacks the Summoned Creature makes this turn apply the Marked Condition..
Dual (0, Expend)
Target: Two of your Summoned Creatures.
Stark Exertion (0, Burnout, Exclusive)
Action: Free
Effect: Activate one of the target’s non-burnout follow-up actions, paying all costs, then Take Out
that Summoned Creature.

122
Inconceivable Whisper
(Utility)
Action: Move
Range: Melee 1
Target: One Creature
Effect: Roll 1d6:
1-2: Target is Overwhelmed.
3-4: Target is Distracted.
5: Target is Dazed.
6: Target is Ensorcelled.
Deliberate (1, Kick-In)
Kick-In after rolling the die. Reroll the die, and choose either result to inflict on the target.
Distant (2)
Range: Ranged 10
Dark Fate (0, Kick-In, Expend)
Kick-In after determining the Condition. The Condition has the Perma- tag.
Writhing Voices (0, Burnout, Exclusive)
Range: Close Burst 3
Target: Each creature in Burst.
For each target, roll one die. After rolling all dice assign those Conditions, one to each target.

Force of Words
(Utility)
Action: Move
Range: Close Burst 10
Target: One Creature in Burst.
Effect: Push the Target 3 squares.
Subtle (1)
Slide the target instead.
Oratory (1)
Target: Two Creatures in Burst
Powerful (2, Stackable)
Add 2 squares to the forced movement.
Word of Rebuke (0, Free, Burnout)
Action: Free
Target: Each creature in burst.

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Defense:

You gain this power:

Persistence of Memory
(Defense)
Action: Reaction
Trigger: You or one of your Summoned Creatures is attacked.
Effect: Gain Resist 10 until the start of the next Hero Phase. When you take damage in place of one of
your Summoned Creatures, gain Resist 15 instead. Expend this power.
Anguished (0, Exclusive, Expend)
Trigger: You take damage.
Effect: Gain 2 mana. If you are now Bloodied, gain an additional mana.
Enduring (0, Exclusive, Expend)
Effect: Ward all effects against you and your Summoned Creatures from the triggering attack. If
you take damage in place of your Summoned Creatures for this attack, gain Resist 15.
Eidolon’s Sacrifice (0, Exclusive, Expend)
Trigger: You and at least one of your Summoned Creatures are targeted by an attack.
Effect: You are Immune to the triggering attack. Destroy all your Summoned Creatures targeted
by the attack, and gain 1 mana for each Summoned Creature destroyed this way.
Mythic Resilience (0, Exclusive, Expend)
Effect: Your Summons are Immune to all attacks and effects until the start of the next Hero
Phase.

124
RUNECASTER
It is the nature of sapient beings to see patterns in the world. Look at a cliff face, see the likeness of a
saint. Look at the scattered stars, see constellations of swans and hunters. It is a quaint shadow of the
true nature of things.

When you see patterns in chaos, you interpret them through the lenses of the Celestial Elements, and
they become words of power: runes. Speak them softly and wield their truth with wit and subtlety; shout
them aloud and lance them through the ranks of the rune-deaf; inscribe them upon your body and feel
their strength echo in your soul.

It is not language. Languages are slow, common, fleshly things. Every rune is a unique poetry of the
universe’s randomness. Speak it now, seize it and express it, or it will never be known.

COMBAT PROFILE
Hit Points: 60
Bloodied Value: 30
Speed: 5
Starting Mana: 3

Basic Attacks:
Your Melee Basic Attack deals 3d6 damage with a Range of Melee 1.

Your Ranged Basic attack deals 3d6 damage with a Range of Range 5.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the
higher of the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.
Shared (2, Exclusive)
Choose an additional Focus character.

Properties:

Master of the Elements: You have five Runic Powers, each associated with one of the Celestial
Elements. You may replace one of your powers with a Kin Power. If you do, it gains the Elemental
keyword, and the keyword for the matching element.

Your Boons gain the Elemental Keyword and the Void Keyword.

125
Draw Runes: At the start of each of Hero Phase, roll 2d6. For each die, you gain a Rune of a random
element, as determined on the chart below.

Once during your turn when you use a power with the Elemental keyword, you may discard a Rune of that
element to gain 1 mana.

During your turn as a Free Action, you may pay 1 Mana and discard a Rune for its Invoke effect, targeting
a creature within a Close Burst 5.

At the end of your turn, discard any unused Runes.

Runes:
1. Water Rune.
Invoke: Target may remove a Condition without the Perma tag or remove the
Perma tag from a Condition.
2. Wood Rune.
Invoke: Pull the target adjacent to you.
3. Fire Rune.
Invoke: Target is Wounded.
4. Earth Rune.
Invoke: Target gains Resist 5 until the start of the next Hero Turn.
5. Metal Rune.
Invoke: Slide the target 2 squares.
6. Void Rune.
Invoke: Target is Mana-Locked.

Focused Divination: When you use a power with the Focused keyword, you may choose one character
in the area of effect to be the Focus of that power. The character you select as a Focus is not targeted by
the power, and will benefit from some other effect instead. You have the Shared universal technique,
which allows you to choose an additional Focus character.

Crisis State
While you are in Crisis State, you continue to roll for Runes at the start of each Hero Phase.
During your turn, you may use the Charm of one Rune you drew this turn without paying Mana.
Then you may do one of the following:
● Make a Ranged 5 attack that deals 2d6 damage.
● Move two squares.

Sample Runecasters
Dagrun is a Jötun Runecaster. She prefers to keep a medium distance from the enemy. Her powers are
Cleansing Insignia, Runic Roots, Lightning Glyph, Icon of Dust, Stormcall (a Jötnarr power, which gains
the Metal keyword), and Rune of Protection. Stormcall gives her some extra defensive power, and her
other powers are chosen to focus on protecting her allies.

Topax is a Golem, and they prefer to get up close and personal, prioritizing attacks with Close range.
The extra hit points from the Golem’s Hardy feature gives them some extra staying powers. Their powers
are Crest of the Wave, Lifeblood of the Earth (a Golem kin power, which gains the Wood keyword), Mark
of Vengeance, Earthwrack Emblem, Diacritical Strike, and Rune of Protection.

126
Master of Battle:
To play the Runecaster requires flexibility. Since the Runes available to you are generated randomly
each turn, you cannot plan your next turn out with any certainty. Determining your best move on a turn
requires reading the tactical situation, and adapting to the runes you have available.

Mana generation is easy for you: as long as you follow the whims of fate, you can use one of the Runes
available to you and gain an extra mana. However your best effects have high mana costs, and taking
advantage of the Charms from your Runes costs mana as well.

Your attacks deal the least damage of any calling, but have the built in ability to exclude an ally from the
area, as well as to give that character a benefit.

Each element has a Close and an Area power available. It is wise to have at least one Close power
available in case you are surrounded by enemies. The Runecaster has the best access to unusual
areas of effect, many of which are quite flexible in their use.

Look at the benefits your powers provide your allies to see what added benefits they bring. Cleansing
Insignia ends conditions, Icon of Dust grants a defensive bonus, Crest of the Wave, Domain Wheel and
Earthwrack Emblem grant extra movement, Mark of Vengeance and Runic Roots allows for additional
battlefield control, and Lightning Glyph and Sigil of Growth help the focus character do more damage
later. Diacritical Strike is the odd one out here, possibly making your attack Brutal.

Compare the benefits to your allies with the effects inflicted on your enemies, and choose a mix of
areas of effect to give yourself a wide array of options.

Rune of Protection helps protect you, but can also be used to protect your allies. Its ability to add extra
dice to your next use of Draw Runes can make your next turn more consistent.

Your Crisis State ability is strong, but random, since you are at the mercy of the whims of fate.

Finally, since you’re going to be rolling them a lot, make sure to get a special set of dice for your
Runecasting! You don’t want to get them mixed up with your other dice. That would be a bad omen!

Complex-o-Meter
6 (Moderate)

127
Runic Powers
Choose one power of each element.

Water Powers

Cleansing Insignia
(Attack, Elemental, Focused, Water)
Action: Major
Range: Area Cross 1 within 5.
Target: Creatures in Cross.
Effect: 3d4 damage. If you chose a Focus character, end a Condition on that character.
Scouring (2)
End an ongoing effect on one target or the Focus character.
Greater (2, Stackable)
Increase the size of the Cross by 1.
Reflected (2, Expend)
If you removed a non-referential condition from the Focus character, each target gains that
condition (without the perma tag, if it had it.)
Sign of Life (2, Burnout)
Special: You may choose a character in Crisis State as the Focus character.
The Focus character regains 20 hit points.

Crest of the Wave


(Attack, Elemental, Focused, Water)
Action: Major
Range: Close Wave 3
Target: Creatures in Cross
Effect: 3d4 damage. Push targets 2 squares. If you chose a Focus character, that character may shift its
speed as a Reaction.
Forceful (X)
Increase the distance of the Push and the Shift by X.
Greater (2, Stackable)
Increase the size of the Wave by 2.
Tempestuous (2, Expend)
Create a Symbol of the Storm zone in the area of the wave. The Zone is Concealing Terrain that
fills the entire area of the wave.
Grand Deluge (0, Burnout)
The area of the Wave becomes Water terrain which is difficult terrain for creatures without the
Swimming property. If you chose a Focus character, that character gains the Swimming property
until the end of the encounter.

128
Wood Powers

Runic Roots
(Attack, Elemental, Focused, Wood)
Action: Major
Range: Close Wall 6
Target: Creatures in Wall
Effect: 3d4 damage. Targets are Slowed. If you chose a Focus character, as a Reaction the Focus
character may choose any creature within 3 squares of it and pull that creature 2 squares.
Stalwart (1)
The Focus character is immune to forced movement until the start of the next Hero Phase.
Greater (2, Stackable)
Increase the size of the Wall by 2.
Entangling (2, Expend)
Targets are Immobilized.
Sapling of the God-Tree (0, Burnout, Summon)
Conjure a large Sapling of the God-Tree in unoccupied squares, at least one of which is in the
area of the Wall. The Sapling is blocking terrain and completely fills its space. While you have a
Sapling of the God-Tree, roll an additional die for Runes at the start of each Hero Phase.

Sigil of Growth
(Attack, Elemental, Focused, Wood)
Action: Major
Range: Area Burst 1 within 5
Target: Creatures in Burst
Effect: 3d4 damage. If you chose a Focus character, they increase in size one step until the end of the
next Hero Phase. While their size is increased this way, all their attacks are Brutal.
Cancerous (2)
Targets are Mana-Locked.
Greater (2, Stackable)
Increase the size of the Burst by 1.
Enervating (2, Expend)
Targets are Sundered.
Font of Enormity (2, Burnout)
The size increase lasts until the end of the encounter.

129
Fire Powers

Lightning Glyph
(Attack, Elemental, Focused, Fire)
Action: Major
Range: Area Wall 5 within 7.
Target: Creatures in Wall.
Effect: 3d4 damage. Targets are Overwhelmed. If you chose a Focus character, that character gains 1
mana.
Ominous (1)
You may use the Invoke effect of up to 2 of your unused Runes.
Grand (2, Stackable)
Increase the size of the Wall by 2.
Shocking (3, Expend)
Targets are Dazed.
Power Signal (0, Burnout)
If you chose a Focus character, you take 5X damage, which cannot be prevented, and the Focus
character gains X mana. You cannot choose to take more damage than your current hit points.

Mark of Vengeance
(Attack, Elemental, Focused, Fire)
Action: Major
Range: Close Burst 2
Target: Creatures in Burst
Effect: 3d4 damage, targets are Marked. If you chose a Focus character, targets are marked by the
Focused character instead of by you. If you use the Shared universal technique, choose which targets
are marked by which Focus character.
Grand (2, Stackable)
Increase the size of the Burst by 1.
Searing (2)
Any target that violates the Mark before the start of the next Hero Turn takes 5 damage.
Branding (1, Expend)
Targets are Perma-Marked.
Omen of Doom (3, Burnout)
Choose one target. Until the end of the encounter, whenever you take damage, that creature
takes the same amount of damage.

130
Earth Powers

Earthwrack Emblem
(Attack, Elemental, Focused, Earth)
Action: Major
Range: Close Line 7
Target: Creatures in Line
Effect: 3d4 damage. Until the start of the next Hero turn, the area of the Line is difficult terrain. If you
chose a Focus character, that character may shift 1 square as a Reaction.
Unbalancing (1)
Targets are Staggered
Grand (2, Stackable)
Increase the size of the Line by 2.
Earthwalk (2, Expend)
Instead of shifting, the Focus character may Burrow their speed.
Four Directions Devastation (3, Burnout)
Range: Close Cross 7
Target: Creatures in Cross

Icon of Dust
(Attack, Elemental, Focused, Earth)
Action: Major
Range: Area Ring 2 within 6
Target: Creatures in Ring.
Effect: 3d4 damage. If you chose a Focus character, that character gains Concealment until the start of
the next Hero Phase.
Adaptive (2, Stackable)
Increase or Decrease the size of the Ring by 1.
Vanishing (2)
Focus character gains Invisibility instead of Concealment.
Blinding (2, Expend)
Targets are Blinded.
Sand Storm (2, Burnout)
At the end of this Phase, create a Sand Storm zone in the area of the Ring. The Sand Storm
zone is Concealing Terrain. For the rest of the combat, at the start of each of your turns, you may
do one of the following:
● Increase or Decrease the size of the Ring by 1
● Move the origin point of the Ring 1 square.
● Inflict the Blinded condition on all creatures in the zone.

131
Metal Powers

Diacritical Strike
(Attack, Elemental, Focused, Metal)
Action: Major
Range: Area Line 5 within 6
Target: Creatures in Line
Effect: 3d4 damage. If you chose a Focus character, attacks against creatures adjacent to a Focus
character are Brutal.
Punctuating (1)
Damage from this attack cannot be resisted.
Greater (2, Stackable)
Increase the size of the Line by 2.
Grave (2, Expend)
Targets are Perma-Harrowed.
Glottal Stop (3, Burnout)
Targets are Perma-Manalocked, and until the end of the encounter take double damage from the
Manalocked condition.

Domain Wheel
(Attack, Elemental, Focused, Metal)
Action: Major
Range: Close Ring 3
Target: Creatures in Ring
Effect: 3d4 damage. If you chose a Focus character, teleport that character to any square in the Ring.
Adaptive (2, Stackable)
Increase or decrease the size of the Ring by 1.
Evicting (X)
Push each target X squares.
Turning (0, Expend)
Teleport to any square in the Ring.
Domain of Eminence (3, Burnout)
Create a Domain of Eminence zone in the area that lasts until the end of the encounter. The first
time during its turn a creature enters the zone, it must either end the movement or take 20
damage.

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Defense:

You gain this power:

Rune of Protection
(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: Gain Resist 10 until the start of the next Hero Phase. The next time you Draw Runes, roll 2 extra
dice.
Empowering (0, Exclusive, Expend)
Effect: Gain 2 mana. The next time you Draw Runes, roll 2 extra dice.
Major (0, Expend)
Target: You or an ally is attacked.
Effect: All targets gain Resist 15 against the triggering attack.
Warding (0, Expend)
Effect: Ward all effects from the triggering attack against all targets.
Boon (1)
After the attack, roll a Rune at random. You may use that Rune’s Invoke effect, targeting any
creature in a Close Burst 5, or the attacker, regardless of distance.

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SKIN CHANGER
Vanadians speak of the great beasts only in riddles, and even dragons give them reverence. You hunted
them to the ends of the earth, these titans of monsterkind. You rode and wrestled them, and tore the
hides from their backs with your bare hands while they still lived and fought. Now you need only don what
you have claimed as battle garb, and their power is yours… no, their very being is yours. You are the
answer to the riddle and the object of reverence--until you no longer have need of that carcass.

COMBAT PROFILE
Hit Points: 70
Bloodied Value: 35
Speed: 6
Starting Mana: 1

Basic Attacks:
Your Melee Basic Attack deals 3d8 damage with a Range of Melee 1.

Your Ranged Basic Attack deals 3d6 damage with a Range of Ranged 3.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the
higher of the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Properties:

Many Skins, Many Forms: You have five Form powers, each allowing you to take the shape of a
different fantastic beast. You may not take powers from your Kin (but see the Birthday Suit power).

When you use a power with the Form keyword, you transform, gaining new properties and access to the
Followup techniques of that Form, and losing any abilities from your previous form.

When you Expend or Burnout one of your forms, you lose all properties of that power after resolving that
action. You are considered to not be using any Form until you activate another one. If that Form was
changing your size, you return to the normal size for your Kin.

At the start of each combat, choose a Form. You start the battle using that Form. (This doesn’t count as
changing forms, so you don’t get to perform any actions associated with using that Form power.)

Mercurial Power: Whenever you use a Form power to change Forms, gain 1 mana.

Expansion: Some Form powers will change your size. When you use a Form Power that increases your
size, your new space must include all the squares that you previously occupied and may not intersect with
any Blocking Terrain, but you may otherwise arrange yourself as you wish. You may occupy spaces

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including other Creatures. Any creatures whose spaces you enter in this way are Displaced. If there is no
such legal position for you to occupy, you are displaced.

When you use a Form Power that decreases your size, choose your new space from the space you
previously occupied.

If a Form specifies more than one Size, you may choose which Size to become when you use that power.

Crisis State
While you are in Crisis State, you lose your Form. On your turn, perform one of the following actions:
● Make a Melee 3 attack that deals 2d8 damage.
● Shift 1 square, then an adjacent ally gains 1 mana.
● Attach yourself to an adjacent ally. You enter that ally’s space. Until you leave Crisis State or use
this action again, whenever they move, you move with them, and vice versa. When you leave
Crisis State, you are Displaced.

Sample Skinchangers

Abeni Mumbi is a Human Skin Changer. She has a well-rounded selection of Forms. Her powers are
Angelfeather Cloak, Birthday Suit (granting her access to the Skillful Strike power), Sunbright Alicorn,
Titanwolf Pelt, Windtiger Fur, and Thick Skinned

Alastor the Liar is an Efreet who favors more complicated forms that allow him to show off his cunning in
battle. His powers are Elder Dragon Scale, Demonsoul Mask, Ouroborolith Shard, Protoslime Ectoplasm,
Treespirit Bark, and Thick Skinned

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Master of Battle:
The Skin Changer has a lot of utility and powerful effects, but they tend to be situational or expensive.
It’s important to plan for your next turn: if you stay in your form you can use one of your powerful Major
Action follow-ups, or you can change forms and gain an extra mana. If you stay in the same Form,
you’ll have lots of actions but little mana, and if you are shifting forms every turn, you’ll have more
mana, but won’t get to take your most effective actions.

Many of your forms grant you improved movement: Angelfeather Cloak and Elder Dragon Scale allow
you to fly, Windtiger Fur lets you jump great distances, Paradox Beast Hide lets you teleport short
distances, and Titanwolf Pelt lets you rampage through your enemies. Angelfeather Cloak and
Sunbright Alicorn also give you the ability to move your allies around. Conversely, Ouroborolith Shard
prevents you from moving, but you have the ability to interact with your allies at range. Protoslime
Carapace is also a slow and defensive form.

Demonsoul Mask and Windtiger Fur are greatly flexible Forms, and have the ability to remove
Conditions as well, which can be helpful. If you’re not sure what form to take, those can be good
options.

Your most offensive form is Titanwolf Pelt, but Elder Dragon Scale and Demonsoul Mask can also dish
out a lot of damage.

Treespirit Bark can summon a lot of Saplings. If you want to summon a lot of creatures, the longer you
stay in this form, the better.

The usefulness of Birthday Suit is going to depend a lot on what power you pair with it. What does your
Kin have to offer? A powerful attack, or a useful Utility?

In Crisis State, your unique ability to attach to an ally allows you greater mobility- otherwise you’re
limited to shifting a single square. Try to attach yourself to a melee character who will remain near the
front lines, or a character who can benefit from the extra shift and a free mana each turn.

Thick Skinned gives you a bit of extra defense. Use it when cornered by attacks on all sides, or use the
Skin in the Game technique to enable yourself to quickly shift into a new form and use one of its
followup techniques on the same turn. By the Skin of Your Teeth can make you completely immune to
an attack, at the cost of expending your Form.

Complex-o-Meter
11 (Very High)

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Form Powers
Select five of the following powers.

Angelfeather Cloak
(Form)
Action: Major
Effect: You take the Angel Form, becoming a Medium Angel. You may choose an ally anywhere on the
Battlefield and teleport it adjacent to you.

While in Angel form, you have the Flying property.

Followup Techniques:
Justice’s Demand (0, Major)
Range: Melee 1
Target: One Creature
Effect: 3d8 damage and the target is Marked and Slowed. An ally adjacent to the target may shift
2 squares.
Circular Logic (2, Major)
Range: Close Burst 1
Target: Each enemy in Burst
Effect: Xd10 damage, where X equals the number of targets. End your turn.
Phantom Wing (2, Move)
Effect: Shift your speed, then you may choose an ally anywhere on the Battlefield and teleport it
adjacent to you.
The Final Condemnation (2, Burnout)
Range: Melee 1
Target: One creature
Effect: Target takes 3d8 damage and is Perma-Harrowed.

Birthday Suit
(Form)
Special: When you select this power, choose either your Kin’s Attack Power or your Kin’s Utility Power.
You may change your choice of power during the Aftermath of an Adventure.

Action: Major
Effect: You take the Natural Form, becoming an exemplar of your Kin. Your size changes to the normal
size for your Kin. You may make a basic attack.

While you are in Natural Form, your Ranged Basic Attack has a Range of 5, and you may use your
selected Kin Power. If you Burn Out that power, Burn Out Birthday Suit.

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Demonsoul Mask
(Form)
Action: Major
Effect: You take the Demon Form, becoming a Medium Demon. You may end a Condition you are
suffering from. One enemy you can see gains that same Condition, without the Perma tag if it had it. If
you inflict a Condition in this way, you take 5 damage.

Whenever an enemy inflicts a Condition on you while you are in Demonsoul Mask form, it loses the
Perma-tag.

Followup Techniques:
Chaos Strike (0, Major)
Range: Melee 1
Target: One creature
Effect: 2d10 damage. After rolling, choose the number you rolled on one of the dice for an
additional effect:
1: Gain 1 Mana. 2: Target is Marked.
3: Teleport 3 spaces. 4: Target is Slowed.
5: Target is Perma-Wounded. 6: Target is Distracted.
7: Slide target 1 square. 8: Target is Cursed.
9: You and the target each take 10 damage. 10: Target is Dazed.
Chain Lightning (2, Major)
Range: Ranged 5
Target: One creature
Effect: 4d6 exploding damage that ignores Cover and Concealment.
If the dice explode, you must repeat the attack against the nearest creature that has yet to be
targeted by this attack, using the most recent target's space as the attack's origin point.
Invoke Chaos (0, Move)
Effect: Roll 2d6, and choose the number you rolled on one of those dice for an effect.
1: Slide an enemy within 5 squares 1 square.
2: Teleport 3 squares.
3: Regain 5 hit points.
4: Gain 1 mana.
5: Gain a Major action, which you may only use to activate a Form Power.
6: End a condition you are suffering from, and choose an enemy you can see to gain that
condition. The condition loses the Perma tag if it has it.
Unfettered Power (0, Move, Burnout)
Effect: Each Hero gains 2 mana. The DM gains 1 Threat point for each Hero.

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Elder Dragon Scale
(Form)
Action: Major
Effect: You take the Dragon Form, becoming a Medium or Large Dragon. You may make a Close Wave
3 attack that targets creatures in the wave, dealing 3d4 damage.

While in Dragon Form, you have the Flying property.

Followup Techniques:
Dragon’s Breath (1, Major)
Range: Close Wave 4
Target: Creatures in Wave
Effect: 3d6 damage.
Hoard Energy (1, Move)
Effect: Gain 2 mana and end your turn.
Ravenous Mauling (1, Major)
Range: Melee 1
Target: A bloodied creature.
Effect: 4d8 damage. If this Takes Out the target, gain 2 mana.
Dragonrage Howl (3, Major, Burnout)
Range: Close Burst 10
Target: Enemies in Burst
Effect: 3d6 damage, targets are Perma-Marked, Perma-Cursed, and Dazed.

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Ouroborolith Shard
(Form)
Action: Major
Effect: You take the Ouroborolith Form, becoming a Medium or Large Ouroborolith. Choose one ally
within 10 squares. That ally may move their speed.

While you are in the Ouroborolith Form, you gain Resist 5 to all non-melee attacks, are Pinned, and
cannot make basic attacks.

Followup Techniques:
Commanding Rune (0, Major)
Range: Close Burst 10
Target: One ally within burst.
Effect: The target may immediately make a Major Action attack.
Sky Glyph (0, Move)
Range: Close Burst 10
Target: One ally within burst.
Effect: The target may move their speed or shift 2 squares as a Move action.
Fearful Aura (1, Move)
Effect: Until the start of the next Hero Phase, whenever an enemy voluntarily moves adjacent
to you, that enemy becomes Perma-Weakened and Perma-Manalocked..
All Things Must Fall (4, Move, Burnout)
Range: Close Wave 3
Target: Creatures in Wave
Effect: 4d10 damage.

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Paradoxbeast Hide
(Form)
Action: Major
Effect: You take the Paradoxbeast Form, becoming a Medium Paradox beast. Teleport 1d6 squares and
then become Invisible until you attack or the start of the next Hero Phase.

While in Paradoxbeast Form, you have Concealment against creatures that are not adjacent to you, and
Cover against creatures that are four or more squares away from you. Your speed is reduced to 3, but
you may teleport your speed as a move action.

Followup Techniques:
Warp Lash (0, Major)
Range: Ranged 3
Target: One creature.
Effect: 2d8 damage. You may teleport the target 3 squares, or 6 squares if the attack was Brutal.
Hidden Mandibles (0, Major)
Range: Melee 1
Target: One creature.
Effect: 3d8 damage, or 3d10 damage if the attack is Brutal.
Entropic Pull (1, Move)
Target: One adjacent creature.
Effect: Teleport your speed, then teleport the target to a square adjacent to you.
Escape into Nonexistence (2, React, Burnout)
Trigger: You are targeted by an attack.
Effect: Become Immune to the triggering attack. Remove yourself from the Battlefield. At the start
of your next turn, place yourself anywhere on the Battlefield.

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Protoslime Ectoplasm
(Form)
Action: Major
Effect: You take the Protoslime form. You become a Medium, Large, or Huge Protoslime. Any creatures
you Displace are Slowed. You may deal 3d4 damage to one creature you Displace.

While in Protoslime form, your speed is reduced to 2 and you have Resist 5 to all damage. Other
creatures may move through your space, treating it as difficult terrain.

Followup Techniques:
Dissolving Pseudopod (0, Major)
Range: Ranged 3
Target: One creature
Effect: 3d6 damage. Conjure a Slime in one square of the target’s space. Slide the target 1
square, target is Slowed.

Other creatures treat Slimes as difficult terrain. While in Protoslime Form, you may use a Slime
as the origin square for attacks.
Engulfing Ooze (1, Major)
Range: Melee 1
Target: One creature of smaller size.
Effect: Target is Swallowed while you remain in Protoslime form.
Plasma Drill (3, Major)
Range: Melee 1
Effect: 3d8 damage, and the target is Perma-Sundered.
Rapid Reformation (0, Free, Burnout)
Effect: Gain 2 mana.

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Sunbright Alicorn
(Form)
Action: Major
Effect: You take the Unicorn Form, becoming a Medium or Large Unicorn. You may end a condition or
debuff on an adjacent ally.

When an allied creature that is your size or smaller moves into your space, it may gain the Riding Buff.
Creatures Riding you gain Resist 5.
Your speed is increased by 2. You may not make Ranged Basic attacks.

Followup Techniques:
Valiant Charge (0, Major)
Effect: Choose an enemy and move your speed, with each space moving you closer to that
enemy. At the end of the move, either you or one creature riding you may make a melee basic
attack against the chosen enemy.
Blood of the Unicorn (0, Move)
Range: Melee 1
Target: One ally.
Effect: Spend any number of hit points. Target regains that may hit points. For every full 20 hit
points you spend in this way, the target gains 1 Mana and may end one condition or debuff. If you
spend at least 20 hit points, you may target an ally in Crisis State.
Purifying Horn (1, Move)
Range: Melee 1
Target: One creature
Effect: Target loses all conditions on them. For each condition lost in this way, they take 5
damage.
Divine Solar Flare (2, Major, Burnout)
Target: Each enemy that has Line of Sight to you.
Effect: 3d6 damage, targets are blinded.

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Titanwolf Pelt
(Form)
Action: Major
Effect: You take the Titanwolf Form, becoming a Large or Huge Titanwolf. You may move your speed,
and may move through enemies’ spaces during this movement. Enemies you move through in this way
take 3d8 damage.

While you are in the Titanwolf Form, whenever you take a Move action you may move through enemies,
and enemies whose spaces you move through take 3d6 damage.
Your Melee Basic attack has a range of Melee 2.

Wall Breaker (2, Move)


Move 3 squares. You may enter Blocking terrain during this movement. Destroy any square of
blocking terrain you enter during this movement.
Devour Whole (4, Major)
Range: Melee 1
Target: A creature smaller than you.
Effect: 3d10 damage, and the target is Swallowed while you remain in Titanwolf Form.
Gigantic Claws (4, Major)
Range: Melee 2
Target: 1 or 2 creatures
Effect: 3d12 damage. If you only targeted one creature, that creature is Perma-Sundered.
Howl That Pulls The Moon (0, Move, Burnout)
Effect: Conjure a Huge Moon anywhere on the Battlefield that is not adjacent to Blocking
terrain. The Moon is blocking terrain and lasts until the end of the encounter. If a creature has
Concealment or Cover from The Moon, it has Concealment from all creatures.

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Treespirit Bark
(Form)
Action: Major
Effect: You take the Treespirit Form, becoming a Medium or Large Treespirit. You may summon a
Sapling in an empty space in a Close Burst 2, then one of your Saplings may make a melee attack with
range Melee 1 that deals 1d6 damage.

At the start of your turn, you may summon a Sapling in an empty space in a Close Burst 4.

Followup Techniques:
Entrancing Pollen (0, Major)
Effect: One of your Saplings makes the following attack:
Range: Melee 1
Target: One creature.
Effect: Target is Ensorcelled.
Treeheart Gate (0, Move)
Effect: Teleport from any square adjacent to a Sapling to another square adjacent to a Sapling.
Nature’s Wrath (1, Major)
Effect: Each of your Saplings makes the following attack:
Range: Melee 1
Target: One creature.
Effect: 3d4 damage.
A creature cannot be targeted by this power more than once.
Burn Down the Forest (2, Major, Burnout)
Range: Close Burst 1, centered on each of your Saplings.
Target: Creatures in Bursts.
Effect: 3d8 damage. All your Saplings are Taken Out.

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Windtiger Fur
(Form)
Action: Major
Effect: You take the Windtiger Form, becoming a Medium Windtiger. You may Shift or Jump your Speed
now. Before or after the movement, you may deal 2d4 damage to an adjacent creature.

While in the Windtiger Form, whenever you move, you may choose to Shift or Jump your speed.

Followup Techniques:
Lashing Claws (0, Major)
Range: Melee 1
Target: One creature.
Effect: 2d6 damage, and the target is Perma-Harrowed.
Freedom’s Price (2, Move)
Effect: Take 10 damage. Remove all Conditions and Debuffs from yourself.
Nimble Leap (2, Move)
Effect: Jump 10 squares. This action does not provoke opportunity attacks.
Eye of the Storm (4, Move, Burnout)
Effect: Jump 10 squares, then make the following attack:
Range: Melee 1
Target: One creature
Effect: 3d10 damage. Target loses the Flying property, and until the end of the encounter
cannot Fly or Jump. Target is Pinned as long as you remain adjacent to it.
Then, make the following attack:
Range: Close Burst 3
Target: Each enemy in burst that was not targeted by the original attack.
Effect: Targets are pushed 5 squares and Immobilized.

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Defense

You gain this power:

Thick Skinned
(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: Gain Resist 10 until the start of the next Hero Phase. Expend this power.
Save Your Skin (2)
After the attack, shift 3 squares.
No Skin Off My Back (0, Exclusive, Expend)
Effect: Ward all effects from the triggering attack. Gain Resist 10 against the triggering attack.
Skin in the Game (0, Exclusive, Expend)
Effect: Gain 1 mana. During the next Hero Phase, the first time you use a Form power, spend a
Move Action instead of a Major Action.
By the Skin of Your Teeth (0, Exclusive, Expend)
Effect: Expend your current Form power. You are Immune to the triggering attack.

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SOULBOUND
It can come to pass that two beings can share a single soul. This is the destiny of twins born under a full
moon, lovers whose true love transcends the ages, or the result of savage training to create the ultimate
warrior partners. For good or ill, the two of you are as one.

Combat Profile
Hit Points: 80
Bloodied: 40
Speed: 6
Starting Mana: 2

Basic Attacks:
Your Basic Melee attack deals 3d8 damage with a Range of Melee 1.

Your Basic Ranged attack deals 2d4 damage with a Range of Ranged 5.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the higher of
the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack..

Properties:

Soulbound: You control two characters, the Soulbound. Each occupies its own space on the Battlefield.

Whenever you move, you may move both Soulbound, unless the power you are using specifically says
otherwise. For example, if you use the Advance action, move both Soulbound up to your speed.

Whenever you take an attack action, choose which Soulbound takes the action. When you use one of
your Soulbound Class powers, both characters will perform some action.

The Soulbound share one pool of hit points. Any attack that would damage either Soulbound damages
you. If an attack would target both Soulbound, you only take the damage and effects once. If you are
reduced to 0 hp, both Soulbound enter Crisis State.

Any conditions, buffs, or debuffs that affect one Soulbound affects the other.

Fight as One: If both Soulbound are adjacent to a target you attack, the attack is Brutal.

Soul Power: At the end of your turn, gain 1 Mana if the Soulbound are adjacent to each other and started
the turn non adjacent, or gain 1 Mana if the Soulbound are at least 5 squares apart from each other and
started the turn adjacent.

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Crisis State:
While you are in a Crisis state, on your turn, each Soulbound takes one of the following actions:
● Move this character 3 squares.
● Deal 2d8 damage to an adjacent enemy.
The two Soulbound do not need to take the same action.

Sample Soulbound
Kleobis and Biton are a pair of Draconians, brothers hatched from the same egg. They have a variety of
straight forward but flexible powers: Formation Fighting, Soul Connection, Twin Strike, Soul Summons,
Wings of the Dragon (a Draconian power), and Resolute Defense. Note that the Soulbound property
applies to both the Wings of the Dragon power (allowing them each to fly), and to the Draconian Calm
property, giving each twin a shift 1 after their move actions while unbloodied.

Yana and Yuraq are a pair of Felinid assassin acrobats, who have developed a fighting style based on
cooperation, with a flair for the dramatic. Their powers are Dual Blitz, Fastball Special, Pincer and Tail,
Combined Advance, Special Delivery, and Resolute Defense.

Master of Battle:
The Soulbound have one of the highest hit point totals of any Calling, but they need it, since they are in
two places at once!

Your Soul Power encourages you to switch up your formation from turn to turn, grouping up to focus fire
one turn, and then spreading out to control the battlefield. Keep up this tempo and you’ll keep up your
mana creation.

Dual Blitz, and Soul Summons brings the Soulbound together, and Fastball Special separates them.
Combined Advance allows for flexible movement that can do either. Special Delivery can result in a lot
of movement very quickly, but can be difficult to set up.

Formation Fighting and Twin Strike are flexible powers, since they can both be used whether the
Soulbound are adjacent or farther apart. Soul Connection is best at a moderate distance.

The Soulbound has a subtheme of protecting one’s allies: Formation Fighting, Pincer and Tail, and
even Karmic Burden.

If you have an attack power from your Kin, remember that whenever you use it, only one character will
get to make the attack. However movement powers can be used by both characters at once, opening
up some very exciting options for customization. Take a look at what your Kin has to offer, and
consider how it might be altered with two of you on the Battlefield.

Resolute Defense offers a way to protect yourself or an ally from damage. The most unique thing
about it is the ability to be immune to a single attack that targets only one of the Soulbound- watch out
for high-impact single-target attacks to get the most out of this.

Complex-o-Meter
6 (Moderate)

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Attack Powers
Select three of the following powers.

Dual Blitz
(Attack)
Action: Major
Target: One enemy within line of sight of both Soulbound.
Effect: Move both Soulbound their speed towards the target, with each square of movement taking them
closer.to it.. If at least one Soulbound moves at least two squares and ends the move adjacent to the
target, make a melee basic attack against it.
Linchpin (1)
One Soulbound need not move.
Tactical (2)
After the attack each Soulbound may shift 2 squares.
Turbo (2, Expend)
Each Soulbound gains 4 additional Speed during the movement.
Blitzkrieg (0, Burnout)
Until the start of the next Hero Phase, whenever any ally Charges an enemy, that Charge does
not provoke opportunity attacks and is Brutal.

Fastball Special
(Attack)
Action: Major
Special: The Soulbound must be adjacent to each other.
Effect: One Soulbound throws the other 6 squares. If the thrown character is then adjacent to an enemy, it
makes a melee basic attack.
Hefty (2, Stackable)
Add 3 to the distance of the Throw.
Improvised (2)
Special: One Soulbound must be adjacent to an ally.
Effect: Throw an adjacent ally 6 squares. If the thrown character is then adjacent to an enemy, it
makes a melee basic attack as a Reaction.
Toppling (2, Kick-In, Expend)
When the throw ends, Immobilize all enemies adjacent to the thrown character.
Incoming! (0, Burnout, Exclusive)
Special: One Soulbound must be adjacent to an enemy.
Effect: Throw an adjacent enemy 6 squares. This forced movement cannot be modified by
reactions. If that enemy ends adjacent to the other Soulbound, make a melee basic attack
against that enemy.

150
Formation Fighting
(Attack)
Action: Major
Range: Close Burst 1, centered on each Soulbound.
Target: Enemies in either Burst
Effect: 3d4 damage. Choose an ally adjacent to one of the Soulbound, or yourself if the Soulbound are
adjacent to each other. Until the start of the next Hero Phase, the chosen creature has Resist 5 while it is
adjacent to one of the Soulbound.
Practiced (2, Stackable)
Add 5 to the Resist.
Stalwart (2)
While the target has Resist they are immune to Forced Movement.
Enduring (2, Expend)
The Chosen Creature has Resist 5 until it is no longer adjacent to one of the Soulbound.
Two Against The World (2, Burnout)
Requirement: Soulbound Twins must be adjacent.
Before the attack, pull all enemies in a Close Burst 10 of either Soulbound 3 squares. For the
rest of the encounter, the Soulbound are Pinned, and at the start of each of your turns, choose
one enemy in a Close Burst 10 of one Soulbound and pull it 3 squares.
End this effect when no enemies are adjacent to either Soulbound at the end of your turn.

Pincer and Tail


(Attack)
Action: Major
Range: Melee 1
Target: One Creature
Effect: 3d8 damage. For each Soulbound, choose one enemy adjacent to that character. Those enemies
are Marked.
Deadly (2)
Marked enemies are Perma-Wounded.
Demanding (2)
Marked enemies are Distracted.
Isolating (2, Expend)
If both Soulbound are adjacent to the target, that target is Perma-Marked and Perma-Cursed. Do
not Mark any other creatures.
Scorpion-Crocodile Strike (3, Burnout)
Each Marked enemy is Perma-Weakened.

151
Soul Connection
(Attack)
Action: Major
Range: Close Wall 7, which must start adjacent to one Soulbound and end adjacent to the other
Soulbound.
Target: Creatures in Wall
Effect: 3d6 damage.
Eerie (1)
Targets are Staggered.
Inseparable (2, Stackable)
Increase the area of the Wall by 5.
Soul Barrier (2, Expend)
Until the start of the next Hero Phase, unoccupied spaces in the wall count as Blocking
terrain.
Soul’s Summons (3, Burnout)
Deal 2 additional dice of damage. Targets are Slowed. After the attack, teleport one Soulbound
adjacent to the other.

Twin Strike
(Attack)
Action: Major
Range: Melee 1
Target: Two creatures, each adjacent to a different Soulbound, or one creature adjacent to both
Soulbound.
Effect: Against multiple targets, 3d6 damage. Against a single target, 3d8 damage and the target is
Staggered.
Distant (2)
If the Soulbound are at least 10 squares apart from each other, each attack inflicts 2 additional
dice of damage.
Pummeling (2)
Targets are Staggered. If this power had a single target, it is Immobilized instead.
Double Double Strike (3, Expend)
After the attack, each Soulbound shifts half their speed, and then repeat the base unaugmented
Twin Strike.
Soul-Cleaving Smite (3, Burnout)
Each target is Perma-Staggered and Perma-Sundered. If there is only one Target, it is
Perma-Overwhelmed.

Master of Lore:
When attacking a single target, Twin Strike is always Brutal, due to the Soulbounds’ Fight as One
ability.

152
Utility Powers
Select two of the following powers.

Combined Advance
(Utility)
Action: Move
Effect: One Soulbound Shifts 2 squares. The other Soulbound moves your speed. Do these in either
order. This power does not trigger your Soul Movement property.
Resolute (2)
Gain Resist 5 until the start of the next Hero Phase. If used with Threefold, the ally also gains the
Resist.
X-Strike (2, Kick-In)
Kick In this technique when both Soulbound end the move adjacent to the same Enemy. That
enemy is Marked and Sundered.
Threefold (1, Expend)
Before the movement, target an ally adjacent to either Soulbound. That ally may perform a Move
action as a Reaction.
By Land, Sea, and Air (0, Burnout)
The Soulbound may Burrow, Jump, or Swim for the movement.
If used with Threefold, the ally may also Burrow, Jump or Swim.

Karmic Burden
(Utility)
Action: Reaction
Trigger: You make a roll you dislike.
Effect: Change the die roll to the maximum possible value. Take 10 damage that can’t be Resisted.
Expend this Power.
Transcendent (0)
Gain X mana. Take 5X damage that can’t be Resisted. You may not choose an amount that
would put you into Crisis State.
Purifying (1)
Take 10 damage that can’t be Resisted. Remove all Conditions from yourself.
Shared (1)
Trigger: An ally makes a roll you dislike.
If you use other techniques, you take any damage, but the ally gains the benefits instead.
Hand of Fate (0, Burnout, Exclusive)
Take 10 additional damage that can’t be resisted, and add 2 more maximized dice to the roll.

153
Soul Summons
(Utility)
Action: Move
Effect: Teleport one Soulbound adjacent to the other.
Dazzling (1)
Enemies adjacent to either Soulbound before the teleport are Distracted.
Mutual (3)
Effect: Teleport each Soulbound X squares, ending the teleports adjacent to each other. X is the
smallest number required to allow them to teleport adjacent to each other.
Magnetic (2, Expend)
Before the teleport, target a creature adjacent to any of the Soulbound. After the teleport, teleport
target adjacent to either Soulbound.
Soul Construct (0, Burnout)
Before or after the teleport, create another Soulbound on the map, adjacent to either Soulbound.
Until the end of the encounter, you have three Soulbound.
(Read any Soulbound powers that say 'Both' as 'Two'.)

Special Delivery
(Utility)
Action: Move
Range: Melee 1
Target: One Soulbound
Effect: Throw the target 4 squares.
Freeform (1)
Target: One ally.
Rushing (X)
Shift Xd squares before resolving this power.
Chain Reaction (2, Expend, KickIn)
Kick in when the target ends the throw adjacent to an ally. The target may throw that ally 4
squares as a Reaction.
Doomstack (2, Burnout)
Before the throw, choose an ally adjacent to the target. After the throw, slide that ally adjacent to
you, then throw them adjacent to the target. The target may then throw that character 4 squares
as a Reaction.

154
Defense

You get this power:

Resolute Defense
(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: Gain Resist 10 until the start of the next Hero Turn. Expend this power.
Scattering (1)
After the attack each Soulbound may shift 2 squares.
Warding (2)
Ward all effects from the triggering attack.
Body Shield (0, Expend)
Trigger: An adjacent ally is attacked.
Effect: The attack now targets you instead. If you were already a target of the attack, you are still
only targeted once. Gain Resist 10 against the triggering attack.
Double or Nothing (3, Expend)
Trigger: Exactly one Soulbound is attacked.
Effect: You are immune to the triggering attack.

155
TITAN BLADE
When you started with your blade, you could barely lift it. Now, with a weapon made for a creature eight
times your size, you have attained reach and prowess others only dream of.

COMBAT PROFILE
Hit Points: 70
Bloodied Value: 35
Speed: 5
Starting Mana: 2

Basic Attacks:
Your Melee Basic Attack deals 3d8 damage with a Range of Melee 2.

Your Ranged Basic attack deals 2d6 damage with a Range of Ranged 5.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the
higher of the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack.

Properties:

Legendary Reach: You have Reach 2: you can make Opportunity Attacks against any creature within 2
squares of you.

Fearless Blade: At the start of the Hero Phase, if half or more of the heroes are in Crisis State but you
are not, gain 1 additional mana.

Victory’s Edge: Whenever a non-summon enemy is taken out, gain 1 mana. Gain 2 mana instead if it is
a Champion, or 5 if it is a boss monster.

Crisis State
While you are in Crisis State, on your turn you may perform one of the following actions:
● Move 3 squares.
● Make a Melee 2 attack that deals 3d6 damage.
● Choose a creature in a Close Burst 2, and slide it 3 squares.

Sample Titan Blades


Oakheart is an Arbori Titan Blade. Since Arborii are slower than other kin, they have made sure to have
some powers that give them a little extra movement. Their powers are Jump Strike, Kinetic Blade,
Spinning Cut, Ivy Step (an Arbori power), Grand Swing, and Titanic Parry.

156
Titannia may be just a Pixie, but don’t be deceived; she can swing a massive blade with the strongest of
them! Her powers are Faerie Charm (a Pixie power), Flat Strike, Impale Foe, Afterimage Slash,
Berserker Rage, and Titanic Parry.

Master of Battle:
The Titan Blade is about controlling the battlefield. By putting yourself in a key location, you control a
large area, threatening Opportunity Attacks against anyone go wants to get past you. Look for choke
points, areas of clear ground between otherwise inconvenient terrain, and anywhere you can stand that
demands the attention of your enemies. Your enemies will likely to decide that their best choice is to go
through you. Fortunately, you’ve got the hit points to soak up quite a bit of damage, and if they’re
targeting you, they aren’t targeting your weaker allies.

Many of your powers will help you get to where you need to go: Jump Strike, Kinetic Blade, and Sword
Surfing. Most of your options for extra movement do not involve a Shift, so expect to suffer an
Opportunity Attack of your own. Forced movement abilities like Flat Strike, Afterimage Slash, and a
number of your Techniques allow you to reposition enemies, giving you further control of the battlefield.
Grand Swing makes the area you can attack even bigger, and combos well with Spinning Cut to target
an even larger number of enemies.

If you’re ready to do a massive amount of damage, your massive sword is great for that too! You can
use Berserker Rage to close with an enemy (of the Gamemaster’s choice- watch out for Opportunity
Attacks) and make the attack Brutal. Impale Foe and Overhead Slice both do massive damage, but
come with heavy costs.

You have less ability to control your Mana generation than other Callings. Don’t worry about it too
much. As monsters get taken out, you’ll get bonus mana, and if the fight begins to go against you,
Fearless Blade helps even the odds.

Titanic Parry is best at protecting you from a single large damage attack, but has the option to add
extra Resist against a whole turn worth of attacks, ward off conditions, or even block the entire attack!

Complex-o-Meter
3 (Low)

157
Attack Powers
Select three of the following powers.

Flat Strike
(Attack)
Action: Major
Range: Melee 2
Target: One creature.
Effect: 2d8 damage and push the target 4 squares.
Merciful (0)
Action: Move
Effect: Push the target 4 squares.
Powerful (1, Stackable)
Push the target an additional 2 squares.
Low (2, Reaction, Expend)
Trigger: You would make an Opportunity Attack.
Effect: Use Flat Strike for the Opportunity Attack. Target is Immobilized.
Pinball (2, Exclusive, Burn Out)
Increase the distance of the push to 12. If this push ends with the target next to another creature,
that creature takes 2d8 damage, and you may slide the second creature 1 square for each
square less than 12 you pushed the target.

158
Impale Foe
(Attack)
Action: Major
Range: Melee 1
Target: One adjacent creature.
Effect: 2d10 damage and the target is Impaled until you or the target is Taken Out, or until this power is
Expended or Burnt Out.
While the creature is Impaled, you and the target cannot move or shift, and forced movement cannot
move you away from each other, and you cannot make attacks other than Impale Foe’s Follow-Up
techniques.

Followup techniques:
Blade Twist (0, Major)
Range: Melee 1
Target: Impaled creature
Effect: 3d10 damage.
Corpse Spin (1, Major)
Range: Melee 1
Target: Impaled Creature
Effect: Slide the Impaled creature to any space adjacent to you, then deal 3d8 damage to it and a
creature adjacent to it.
Hurl Foe (3, Major, Expend)
Range: Melee 1
Target: Impaled creature
Effect: 2d8 damage and target is Slowed. End the Impale effect, then throw the target 6 squares.
Cleave in Twain (4, Major, Burnout)
Range: Melee 1
Target: Impaled creature
Special: Target must be Bloodied.
Effect: Target is cut in half and dies instantly. If the target is a Champion or Boss Monster, deal
4d10 damage instead.

159
Jump Strike
(Attack)
Action: Major
Range: Close Burst 6
Target: One creature in Burst..
Effect: Jump 4 squares. Each square you move must take you closer to your target. After the Jump, make
a Melee Basic attack against the target.
Grounding (1)
Target loses and can’t gain the Flight Buff until the end of their next turn.
Headshot (3)
Target is Dazed.
Quick (2, Expend)
Action: Move
Grandiose Leap (2, Burnout)
Range: Unlimited
Target: One creature you can see.
Instead of jumping 4 squares, jump any number of squares.

Kinetic Blade
(Attack)
Action: Major
Range: Melee 2
Target: One Creature
Effect: 3d8 damage. Before or after the attack, move 2 or shift 1.
Dash (1)
Perform the movement both before and after the attack.
Hamstringing (2)
Target is Slowed.
Quick (2, Expend)
Action: Move
Lightspeed Strike (2, Burnout, Exclusive)
Action: Free
Effect: 3d8 damage. Before and after the attack, shift your speed.

160
Overhead Slice
(Attack)
Action: Major
Range: Melee 2
Target: One creature
Effect: 4d8 damage. End your turn. Skip your move action on your next turn.
Finale (2)
Effect: 7d8 damage. End your turn. Skip your next turn.
Sweeping (2, Exclusive)
Target: Two creatures in range.
Rapid (0, Expend, Exclusive)
Effect: 4d8 damage.
Worldsplitter Strike (0, Burnout)
After the attack, destroy all terrain in a Close Wall 7, replacing it with Bottomless Pit terrain.

Spinning Cut
(Attack)
Action: Major
Range: Close Burst 2
Target: Each creature in burst.
Effect: 4d4 damage.
Tidal (2)
Push each target 2 squares.
Careful (2)
Target: Each enemy in burst.
Rampaging (2, Expend)
After the attack, you may move your speed. If you end the movement at least 5 squares
away from the square you started in, you may repeat the basic Spinning Cut power..
Dizzying Display (3, Burnout)
Targets are Dazed.

161
Utility Powers
Select two of the following powers.

Afterimage Slash
(Utility)
Action: Move
Range: Close Line 5
Effect: Create an Afterimage Slash zone in the area that lasts until the start of the next Hero Phase.
Creatures in the Zone are Displaced.
Forced movement may not move creatures into the Afterimage Slash zone. The first time a creature
enters the Afterimage Slash zone, they take 2d8 damage and the zone ends.
Wind-Cleaving (1, Stackable)
Increase the size of the Line by 2.
Forceful (2)
Before displacing creatures in the Zone, slide each creature in the Zone 1 square.
Brilliant (2, Expend)
The Afterimage Slash zone lasts until a creature enters it.
Blinding Stroke (3, Burnout)
Creatures in the Line are Blinded.

Berserker Rage
(Utility)
Action: Move
Effect: The Gamemaster chooses an enemy within your movement range, including terrain, and makes
you move your speed, ending next to the enemy. Each square they move you must bring you closer to the
enemy.
The next attack you make this turn is Brutal.
Ironhide (1)
Gain Resist 5 until the start of the next Hero Phase.
Bloodlust (1)
Your move is increased by 2 for this movement.
Focused (0, Expend, Exclusive)
Requirement: You must be adjacent to a creature.
Effect: The next attack you make this turn is Brutal.
Eternal Rage (0, Burnout)
Until the end of the encounter, you must use an unmodified Berserker Rage at the start of each of
your turns as a Free action.

162
Grand Swing
(Utility)
Action: Move
Effect: Until the start of the next Hero Phase your Reach increases to 3, and the Range of your Titan
Blade attacks and Melee Basic attacks increase by 1.
Rebounding (2)
Jump 4 squares without provoking opportunity attacks.
Practiced (2)
Action: Free
Titan’s Grip (2, Expend)
Effect: Until the start of the next Hero Phase, your Reach increases to 4, and the Range of your
Titan Blade attacks and Melee Basic attacks increase by 2.
Ultimate Stance (2, Exclusive, Burnout)
Grand Swing’s effects last until the end of the encounter.

Sword Surfing
(Utility)
Action: Move
Effect: Until the start of the next Hero Phase, you lose your Reach, and your Titan Blade and Basic Melee
attacks can only target adjacent creatures.
Shift your Speed, ignoring Difficult Terrain and Slopes.
Powerslide (2, Stackable)
You may shift through a single creature during this move. If you do, deal 5 damage to them and
increase your shift by 2.
Trick (0, Expend, Exclusive)
In addition, gain 2 mana.
Radical (2, Expend)
Double the distance of the Shift.
Ricochet Flip (0, Burnout)
Once during the shift, choose a creature adjacent to you. That creature takes
damage equal to twice the number of squares you have shifted so far.

163
Defense:

You gain this power:

Titanic Parry
(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: Gain Resist 20 against the triggering attack.. Expend this power.
Guarded (1)
Gain Resist 10 until the start of the next Hero Phase.
Intervening (0, Exclusive, Expend)
Trigger: An ally within 2 squares is attacked.
Effect: The ally gains Resist 20 against the triggering attack.
Stalwart (2)
Ward all effects from the triggering attack. You are immune to forced movement until the start of
the next Hero Phase.
Ultimate (4, Expend)
Effect: Negate the triggering attack.

164
WARRIOR POET
Explosions? How trite. Violent blossoms.
Calmly I rise, my weapon I choose.
Wielder of rhyme, in puissance awesome,
I stride into battle. War is my muse.
Victors write history. So shalt thou fade.
Dost thou grasp my point? Do my words cut thee?
In one hand, my pen; the other, my blade;
Let us not argue which is more mighty.
Guns are for mages. Leave dragons their hoards.
Warrior Poet am I. Let us cross swords!

COMBAT PROFILE
Hit Points: 70
Bloodied Value: 35
Speed: 6
Starting Mana: 2

Basic Attacks:
Your Melee Basic Attack does 3d8 damage with a Range of Melee 1.

Your Ranged Basic attack deals 2d6 damage with a Range of Ranged 5.

Universal Techniques:

You gain the following Universal Techniques:

Accurate (2, Kick-In)


After making a damage roll, Kick In this Technique to reroll all the damage dice. Use the
higher of the two rolls.
Potent (2, Stackable)
Deal an additional die of damage with this attack..

165
Properties:

A Weapon Searches For Justice: Whenever you attack an enemy, Mark that enemy. When an
adjacent enemy Marked by you makes an attack that does not include you as a target, you may make an
opportunity attack against that enemy.

Blood Cries For Vengeance: The first time a monster attacks you each Monster Phase, gain 1 mana.

Crisis State
While you are in Crisis State, enemies that are adjacent to you are Marked by you. Enemies may target
you with attacks and include you in the area of effect of their attacks to avoid violating your Mark, though
those attacks have no effect against you.
While you are in Crisis State, on your turn, you may perform one of the following actions:
● Move 3 squares.
● Make a Melee 1 attack that deals 2d8 damage.
● An adjacent ally gains 1 mana.

Sample Warrior Poets


Harpe is a Vanadian Warrior Poet. She has a selection of direct easy to use but flexible powers: Blade
Explosion (a Vanadian power), Direct the River, Slice Through Illusions, Footsteps Like Petals, Strike
Without Striking, and Bend Like the Willow

Bardr is a Jötnarr, eager to charge into battle and toss smaller creatures around while composing poems
to mock them. His powers are Advance Like Lightning, Glacier Fist (a Jötnarr power), Swords Fall Like
Blossoms, Poetic Motion, A Dish Called Revenge, and Bend Like the Willow

Master of Battle:
The Warrior Poet strides directly into the center of the battlefield, demanding the attention of their foes.
Since you Mark any target you attack, if they attack anyone else, they will suffer a damage penalty, and
you will get an Opportunity Attack if you are adjacent to them. If they choose to attack you, you will get
extra mana from Blood Cries for Vengeance, and you have enough health and defensive abilities to
stand up to the toughest of foes.

Advance Like Lightning, Direct the River and Footsteps Like Petals let you get where you need to be
for maximum effectiveness, and All Things That Perish, Slice Through Illusions, and Sympathetic
Sword are formidable attacks that can’t be ignored. Swords Fall Like Blossoms is handy once in the
thick of things and surrounded by enemies, and Strike Without Striking lets you apply a number of
Conditions to an enemy in a single Move action.

Your attack abilities are straightforward but powerful. To truly master this Calling depends on clever
positioning, and knowing when to use your reactions for maximum impact.

Complex-o-Meter
1 (Very Low)

166
Attack Powers
Select three of the following powers.

Advance Like Lightning


(Attack)
Action: Major
Effect: Shift your speed in a straight or diagonal line. You may move through other creature’s spaces
during this movement. Any creature you move through during this movement takes 3d6 damage.
Conquering (1)
Creatures moved through are displaced from the area of the shift.
Soaring (1)
You Jump during the shift.
Splitting (2, Expend)
Creatures moved through are Perma-Sundered.
The Skies Crackle Over Earth / Thunder From Heaven (2, Burnout)
Action: Move
The next attack you make this turn is Brutal.

All Things Must Perish


(Attack)
Action: Major
Range: Melee 1
Target: One creature
Effect: 3d6 damage, target is Perma-Wounded.
Opportunistic (1)
If the target has any conditions, this attack is brutal.
Bloody (2)
Target is Perma-Harrowed instead of Perma-Wounded
Dooming (2, Expend)
Target is Perma-Sundered.
It is a Good Day to Die / Hell Beckons Us Both (2, Burnout)
You are Perma-Harrowed, which cannot be prevented or removed. Target is Perma-Harrowed
and Perma-Wounded, which cannot be prevented or removed.

167
Direct the River
(Attack)
Action: Major
Range: Melee 1
Target: One creature.
Effect: 3d8 damage. Slide target one square, then shift 1 into a square vacated by the target.
Nimble (1)
Ignore difficult terrain during the shift.
Treacherous (2, Stackable)
Add +1 to the slide and the shift.
Tumultuous (2, Expend)
Target is Overwhelmed, Slowed, and Staggered.
The River Takes to Heaven / The Fallen Rain Down (2, Exclusive, Burnout)
Instead of sliding the target, Throw the target 10 squares. Instead of shifting, Jump 10 squares to
a square adjacent to the target.

Slice Through Illusions


(Attack)
Action: Major
Range: Melee 1
Target: One creature
Effect: 3d8 damage, ignoring Resist.
Piercing (2)
Target is Sundered.
Counter the Counter (2, Kick-In, Stackable)
Kick-In this technique to cancel the effects of a Reaction used in response to this power.
Disenchanting (2, Expend)
End one Buff on the target.
Perseverance is Falsehood / The Sword Seeks the Truth (4, Burnout)
Until the end of the encounter, all your attacks ignore Resist, and the target cannot benefit from
Resist.

168
Swords Fall Like Blossoms
(Attack)
Action: Major
Range: Close Burst 1
Target: Enemies in Burst
Effect: 3d6 damage.
Beautiful (2)
Targets are Distracted.
Blooming (2)
Increase the area of the Burst by 1.
Beckoning (X, Exclusive, Expend)
Before the attack, pull all enemies in a Close Burst 5 X squares.
Kingdoms Rise, Empires Burn / Bear Heaven’s Bright Torch (3, Burnout)
Range: Close Burst 5
After the attack, teleport to any square in the burst.

Sympathetic Sword
(Attack)
Action: Major
Range: Melee 1
Target: One Creature
Effect: 3d8 damage. Choose one non-Referential Condition you are suffering. Inflict that Condition
(without the Perma tag) on the target.
Undeniable (2)
Add the Perma tag to the inflicted Condition.
Unleashed (2, Stackable, Exclusive)
Choose an additional non-Referential Condition you are suffering and inflict that Condition
(without the Perma tag) on the target.
Unfettered (1, Expend)
End the chosen condition on yourself.
All Who Witness Its Power / Are Forever Marked (3, Burnout)
Inflict the Condition on all enemies in a Close Burst 5.

169
Utility Powers
Select two of the following powers.

A Dish Called Revenge


(Utility)
Action: Reaction
Trigger: An enemy attacks you.
Effect: Target is Perma-Marked. This effect cannot be canceled or overridden by another Mark. Expend
this Power.
Intimidating (1)
While Marked by you, target is Cursed.
Poisoned (2)
While Marked by you, target is Wounded.
Deadly (2)
While Marked by you, your attacks against the target are Brutal.
Seven Thousand Chefs Agree / Nothing Is Sweeter (2, Burnout)
While Marked by you, whenever the target violates your mark, as a Reaction you may shift your
speed then make a melee basic attack against the target.

Footsteps Like Petals


(Utility)
Action: Move
Effect: Move your speed. Enemies that are Marked by you may not make opportunity attacks against
you during this movement. You must end the movement adjacent to an enemy Marked by you.
Fascinating (1, Stackable)
Choose an enemy you move away from during the move. That enemy is Staggered.
Weightless (1)
You have the Climb and Swim properties during the move.
Instant (2, Expend)
Action: Free
Impossible Grace and Poise / Step Between Raindrops (2, Burnout)
Until the end of the encounter, creatures Marked by you cannot make opportunity attacks against
you.

170
Poetic Motion
(Utility)
Action: Move
Effect: Move half your speed, rounded up. At the end of your turn, shift one square.
Frantic (2)
At the end of your turn, move your speed instead of shifting.
Unbound (2)
End the Immobilized, Slowed, or Pinned condition on yourself.
Graceful (2, Expend)
During the initial movement, shift your speed.
Found at the Start of All Things / And at Their Endings (4, Burnout)
Until the end of the encounter, at the start and end of each of your turns you may shift 1 square.

Strike Without Striking


(Utility)
Action: Move
Range: Melee 1
Target: One creature
Effect: Target is Marked, Overwhelmed, Staggered, and Cursed.
Absolute (2)
If target Violates the Mark before the end of its next turn, you deal 2 additional dice of damage on
your next attack against it before the end of the next Hero Phase.
Demoralizing (2)
Target is Distracted and Weakened.
Masterful (2, Expend, Exclusive)
Target is Perma-Marked, Perma-Overwhelmed, Perma-Staggered, and Perma-Cursed.
A Thousand Enemies Fall / The Swords are Silent (3, Burnout)
Range: Unlimited
Target: All enemies on the battlefield.
Effect: Deal 2d6 damage to each target.

171
Defense:

You get this power:

Bend Like The Willow


(Defense)
Action: Reaction
Trigger: You are attacked.
Effect: Gain Resist 10 until the start of the next Hero Phase. Expend this power.
Nimble (1)
After the attack, shift 3 squares.
Righteous (2)
Ward all effects from the triggering attack.
Sudden Parry (0, Exclusive, Expend)
Trigger: You or an adjacent ally is attacked.
Effect: You or one adjacent ally gains Resist 20 against the triggering attack.
Hard Yet Soft, Strong Yet Yielding / Iron Wrapped in Silk (4, Expend)
Effect: Negate the attack.

172
KIN
The people of the Exploding Kingdoms come in many shapes and sizes. It’s a pretty wild place, but there
are some types of creatures you may find yourself encountering frequently, on a more or less friendly
basis. These come in a variety of types, flavors, folk, or species, but most just call them the Kin. Some of
the Kin tend more towards adventurousness than others, but they all have the capacity for heroics or
villainy. A person’s Kin gives them a leg (or wing, or branch) up in the world, and special talents that their
Kin are known for. They say you can’t judge a book by it’s cover, unless you’ve got a special
cover-judging power, but those from the same Kin tend to hold some values and traits in common.
Whether that’s nature or nurture, who can say?

In your travels throughout the Exploding Kingdoms, you may have cause to meet and fight:
Majestic Arborii, defenders of nature.
Uncanny Chthonians, strangers from the depths, here to stay.
Proud Draconians, no less dangerous than their larger cousins.
Cunning Efreet, surging with arcane power.
Nimble Felinids, mighty hunters and warriors.
Earthen Golems, indomitable in spirit.
Passionate Humans, skilled and driven to excellence.
Glacial Jötnarr, towering over the other kin.
Vengeful Phantasms, driven to adventure, even after death.
Capricious Pixies, small but capable.
Mechanical Steel Centurions, rigid in purpose, adaptable in technique.
Razor-sharp Vanadians, as deadly as the swords they are made from.

173
ARBORII
The Trees that Walk, the Flower Folk, the Ivy Warriors. Arborii are plant life grown and woven into
humanoid shape, their feet roots, their muscles heartwood, their hair leaves and petals, their skin bark or
vine. Sometimes they stand still in quiet contemplation of the sun for hours or days. Sometimes they
stride forth and conquer kingdoms.

Roleplaying an Arbori:
It is Arboreal to
*Respect that which is ancient.
*Love the sun, the rain, and the soil.
*Stand firm and unyielding against needless destruction.

Properties

Sure of Root: Subtract 1 from your speed. When you shift, ignore difficult terrain.

Unyielding:
When you would be subjected to forced movement, or would gain the Immobilized or Pinned conditions,
you may instead become Slowed. While you are Slowed, you are immune to forced movement, and can
not gain the Immobilized or Pinned conditions.

Variety of Form: Arbori come in many different shapes and sizes. You may be Medium or Large size.
You may change your choice during the Aftermath of an adventure.

174
Arbori Powers

Bramble Summons
(Attack, Kin)
Action: Major
Range: Area Burst 1 within 5
Target: Creatures in Burst
Effect: 3d6 damage. Create a Bramble Zone in the affected squares that lasts until the end of the
encounter or until you use this power again. The Bramble Zone is completely filled with difficult terrain for
creatures other than you. Any creature other than you ending its turn in the Bramble Zone takes 10
damage.
Creeping (2)
Range: Area Wall 9 within 5.
Thorny (2, Stackable)
Increase the initial damage by +1 die, and the damage dealt to a creature ending its turn in the
zone by 5.
Harmonious (0, Expend)
Target: Enemies in Burst
Allies do not take damage from the zone or treat it as difficult terrain.
Nature's Wrath (4, Burnout)
Create three Bramble Zones instead of one. Increase the initial damage by 2 dice. Targets are
Immobilized. You may dismiss any or all of the zones at the start of each of your turns.

Ivy Step
(Utility, Kin)
Action: Move
Effect: Shift 2 squares.
Ethereal (1)
You have Phasing during the Shift.
Striding (2)
Shift your Speed instead.
Verdant (0, Expend)
Increase the distance of the Shift by 3. Squares you leave during the shift become difficult terrain
until the end of the encounter for creatures other than you.
Breath of Petals (2, Burnout, Exclusive)
Instead of moving, remove yourself from the battlefield. At the start of your next turn, place
yourself in any empty square in the battlefield.

175
CHTHONIANS
“Chthonic” means “from the depths.” These creatures arise from the waters, their skin slick and tough, in
shades of blue, green, or purple like the shadows on the ocean floor. Their long limbs and fingers
undulate like swaying anemones. The voices emanating from their tentacle-ringed mouths seem to echo
in the listener’s head, cold and unsettling.

Roleplaying a Chthonian:
It is Chthonic to…
*Boast in long monologues.
*View members of other races as useful tools, rather than equals.
*Have an affinity for the strange, the occult, and the paradoxical.

Properties

Aquatic: You have the Swimming property.

Dominating Mind: Once per turn when you reduce an enemy to 0 hit points, you may choose to force
that enemy to immediately take an action, using the same restrictions as the Ensorcelled condition. After
resolving this action, the enemy is Taken Out.

176
Chthonian Powers

Sanity Blast
(Attack, Kin)
Action: Major
Range: Close Wave 3
Target: Creatures in Wave.
Effect: 3d6 damage.
Disquieting (2)
Targets are Dazed.
Resounding (1, Stackable)
Add 1 to the size of the Wave.
Memetic (1, Expend)
Targets are Perma-Wounded.
Usurp the Minds Eye (X, Burnout)
X targets are Ensorcelled.

Impossible Angles
(Utility, Kin)
Action: Move
Effect: Teleport 2 squares. Then, make the following attack:
Range: Melee 3
Target: One Enemy
Effect: Target is Distracted.
Obtuse (X)
Add X to the distance teleported.
Paradoxical (2)
Target is Slowed.
Inchoate (0, Expend)
You do not need to have line of sight to your teleport destination.
Fractals Within Fractals (2, Burnout)
Additionally, after the teleport, target each creature that was within five squares of your starting or
ending space. Teleport those targets the same distance you teleported.

177
DRACONIANS
At first glance, you might mistake them for lizardfolk: scaly hides, tapered heads, a long tail extending
from the base of the spine, sharp teeth and claws. But your mistake would die, screaming, in fire, frost, or
lightning, as soon as one of these stalwart humanoids blew forth the power seething in their lungs.

Roleplaying a Draconian:
It is Draconian to…
*Store up wealth for the hoard.
*Fight with honor.
*Speak with majesty and arrogance.

Properties

Draconian Calm: While you are not Bloodied, whenever you take a Move Action during your turn, you
may Shift 1 as a Free Action immediately afterwards.

Bloodied Rage: While you are Bloodied, gain an additional mana at the start of each Hero Phase.

178
Draconian Powers

Dragon’s Breath
(Attack, Kin)
Action: Major
Range: Close Wave 3
Target: Creatures in Wave.
Effect: 3d6 damage.
Huge (2)
Add +2 to the size of the Wave, or +1 to the size of the Burst if combined with the Hurled
technique.
Hurled (2)
Range: Area Burst 1 within 5.
Sudden (3, Exclusive, Expend)
Action: Move
True Fury of the Dragon Revealed (4, Burnout)
Deal 2 additional dice of damage. Targets are pushed 3 squares and are Perma-Wounded.

Wings of the Dragon


(Utility, Kin)
Action: Move
Effect: Jump your speed.
Buffet (2)
Before the jump, push adjacent enemies 1 square.
Hover (Exclusive)
Effect: Gain the Flying property until the end of the next Hero Phase. Move your speed.
Airbrake (1, Exclusive, Expend, Reaction)
Trigger: You suffer forced movement.
Effect: After the forced movement, but before terrain effects are resolved, use this power as a
Reaction to Jump your speed, ignoring opportunity attacks.
Wing Gust (4, Exclusive, Burnout)
Effect: Gain the Flying Property. Move twice your speed, then target each creature in a Close
Wave 5. Push each target 5 squares.
At the start of your next turn, move twice your speed, then lose the Flying Property.

179
EFREET
The stories take many forms, but the subject is unmistakably constant. A creature, human-like in
appearance but with deep red skin; who revels in fire instead of fearing it; has unmatched arcane powers,
with which they tempt and trap lesser creatures; and whose purpose in life is to punish the wicked. Some
call them “devils” or “demons.” They call themselves the Efreet.

Master of Lore:
‘Efreet’ is the plural form. A male Efreet, such as myself, is called an ‘Efreeti’, whereas a female Efreet is
known as an ‘Efreeta’. ‘Efreet’ works fine as a non-specific singular for when you aren’t sure- and it’s
always best to avoid offending an Efreet.

Roleplaying an Efreet:
It is Efreet to…
*Offer power, at a price.
*Communicate by innuendo and implication.
*Wreak vengeance upon those who wrong you.

Properties

Gift of Power: As a Move action, spend one mana and choose an ally within 5 squares. That ally gains
one mana.

Reserves of Mana: Your starting mana is increased by 2.

180
Efreet Powers

Mystic Flames
(Attack, Kin)
Action: Major
Range: Ranged 5
Target: One Creature
Effect: 3d8 damage and target is Perma-Wounded..
Binding (2)
Target is Slowed.
Clinging (2)
Creatures adjacent to the target are Perma-Wounded.
Rebuke (2, Expend, Reaction)
Trigger: An enemy’s attack damages you.
Effect: Use this power as a Reaction, targeting that enemy. This does not provoke Opportunity
Attacks.
Meteor Swarm (2, Burnout, Stackable)
Range: Area Burst 1 within 10
Target: Creatures in Burst
Effect: 3d8 damage. The area of the burst is difficult terrain until the end of the encounter.

Each activation of this technique is a separate attack. A creature may not be targeted more than
once, even if it is in the area of multiple bursts.

Beguiling Tongue
(Utility, Kin)
Action: Move
Range: Close Burst 5
Target: One Creature in Burst.
Effect: Choose one:
● Target is Marked.
● Your next attack against the target this turn is Brutal
● Gain Resist 5 against attacks by the target until the start of the next Hero Phase.
Impassioned (1)
Before or after the effect, shift 2. Each square of movement must bring you closer to the target.
Nefarious (2, Exclusive)
Target: Two creatures in Burst.
Scathing (2, Expend)
Target is Weakened.
Whispers of Fealty (4, Burnout)
Perma-Ensorcell the target. If this is prevented with threat points, instead force the target to
immediately make a basic attack against the target of your choice, and expend this power instead
of burning it out.

181
FELINIDS
People from other lands often joke that if housecats were to develop opposable thumbs, they would rule
the world. In the Exploding Kingdoms the savage reality is tigers, jaguars, leopards, and even housecats
of every color, but with aptitude in weapons, magic, and artifice. Rulership of the world is no doubt not far
off.

Roleplaying a Felinid:
It is Feline to…
*Be vain and aloof.
*Display casual affection when at ease.
*Communicate with body language: ear, fang, and tail.

Properties

Supernatural Reflexes: During your first turn of combat, you may take an extra move action.

A Cat Always Lands on its Feet: You take no damage from Bottomless Pits or Slopes.

Flexible Defense: When you use a power with the Defense keyword, gain an additional Resist 5 until the
start of the next Hero Phase.

182
Felinid Powers

Pounce
(Attack, Kin)
Action: Major
Effect: Move up to your speed but at least one square, and then make a Melee 1 attack. Target takes
3d8 damage and is Staggered. End your turn.
Forceful (2)
Target is Immobilized.
Soaring (2)
Instead of moving your speed, Jump your speed.
Tackling (0, Expend)
Target is Pinned while you remain adjacent to it.
Rake and Rend (4, Burnout)
Deal 2 additional dice of damage. Target is Perma-Harrowed and Perma-Staggered.

Feline Grace
(Utility, Kin)
Action: Move Action
Effect: Move your speed. Gain Resist 5 to any opportunity attacks you provoke during this movement.
If you provoke at least one Opportunity Attack during this movement, your next attack this turn is
Accurate.
Adroit (1, Stackable)
Add 1 to your speed during the movement.
Scampering (2)
Instead of moving your speed, Shift your Speed.
Scratching (0, Expend)
The first time you move adjacent to each enemy during this movement, deal 5 damage to that
enemy.
Wildcat (2, Burnout)
Until the end of the encounter, add 2 to your speed, and all your attacks are Accurate.

183
GOLEMS
Golems’ bodies are made of stone, in any of the colors and textures found on or under the ground,
though the heroic Golems of the Exploding Kingdoms tend to represent sturdy minerals like granite or
basalt more often than sandstone or pumice. Their posture is like that of a great ape, their long thick arms
ending in mighty fists, and their voices sound like tectonic plates sliding.

Roleplaying a Golem:
It is Golemish to…
*Listen long before you speak, but speak with force and finality.
*Adorn yourself with gemstones, carvings, and vicious spikes.
*Laugh fit to shake the foundations of the earth.

Properties

Hardy: You have 10 additional hit points. (This increases your Bloodied value by 5.)

Burrow: As a Move action, you may Burrow 4 Squares, or 2 if you are Slowed.

184
Golem Powers

Fist of the Earth


(Attack, Summon, Kin)
Action: Major
Range:Close Burst 5
Effect: Summon a Large Fist of the Earth in a space within range. The Fist of the Earth makes a Melee 1
attack that deals 1d8 damage, and the target is Pinned while it is adjacent to the Fist of the Earth.
You may only have one Fist of the Earth summoned at a time.

Followup Techniques
Burrow (0, Followup, Move)
The Fist of the Earth Burrows 5 squares. It gains Resist 10 to any opportunity attacks provoked
by this action.
Grab (0, Followup, Major)
If the Fist of the Earth does not have a Pinned target, it repeats its initial attack against a different
creature adjacent to it.
Toss (2, Followup, Major)
Target: Creature Pinned by Fist of the Earth
End the Pinned condition on the target, then the Fist of the Earth Throws the target 5 squares.
Target takes 3d8 damage and is Immobilized.
Cold Tomb of Stone (4, Followup, Major, Burnout)
Target: Creature Pinned by Fist of the Earth.
Target takes 5d8 damage and is Perma-Swallowed by the Fist of the Earth. The Fist of the Earth
remains in play, but you may not assign it further followup actions.

Lifeblood of the Earth


(Utility, Kin)
Action: Move
Effect: End a temporary Condition on yourself, or remove the Perma tag from a condition on yourself.
Unyielding (2, Stackable)
Affect an additional Condition.
Diamond (2)
Gain Resist 10 until the start of the next Hero Phase.
Unbreakable (2, Expend)
Regain 20 hit points.
Body of the Mountain (2, Exclusive, Burnout)
End all Conditions and Debuffs affecting you. Until the start of the next Hero Phase, you cannot
gain Conditions or Debuffs.

185
HUMANS
Humans are a marvel of the Exploding Kingdoms. Their hair and skin come in all colors imaginable, and
despite their lack of natural armor or weapons, they manage to excel in all spheres of martial action.
Onlookers gape, wondering, “how do they do that?” Leave it to the other races to boast of “how.” Humans
just do.

Roleplaying a Human:
It is Human to…
*Seek greater power.
*Accept any challenge.
*Go to any length to do the right thing.

Properties

Athletic: You have the Climbing and Swimming properties..

Heroic Leap: When you use a power with the Defense keyword, you may Jump your speed. This does
not provoke opportunity attacks.

186
Human Powers

Skillful Strike
(Attack, Kin)
Action: Major
Range: Melee 1 or Ranged 5
Target: One Creature
Effect: 2d8 damage. Choose one of the following conditions: Staggered, Distracted, Cursed, or Marked.
Target gains that condition.
Nimble (1)
Before the attack, move 2 squares or shift 1 square.
Expertly (2)
Choose and inflict an additional condition on the target.
Inspiring (0, Expend)
Choose an ally who can see you. They gain Climbing and Swimming until the end of the
encounter..
Apotheosis of Skill (4, Burnout)
Action: Free

Bold Dash
(Utility, Kin)
Action: Move
Effect: Move your speed plus 2 squares..
Energetic (1, Stackable)
Add an additional 2 squares to the movement. Take 5 damage which cannot be resisted or
prevented.
Offensive (1)
Your next attack this turn is Accurate.
Defensive (0, Expend)
Gain Resist 5 until the start of the next Hero Phase.
Forbidden Technique (0, Exclusive, Burnout)
Deal 4 extra dice of damage on your next attack this turn, then take 20
damage after resolving the attack.

187
JÖTNARR
The Jötnarr, sometimes called Frost Giants, hail from the polar climes where few others could find shelter
and sustenance. Towering over the smaller kin, they cover great distances with each step and aim blows
with unstoppable momentum. Their skin tones range from stark white to deep midnight blue, their hair the
same, and ice crystals puff from their mouths and noses even in warm air.

Roleplaying a Jötun:
It is Jötun to…
*Find amusement in the struggles of the small and weak.
*Take comfort in chill, shade, and wind, and curse the sun and fire.
*Flout and boast of your might and grit.

Properties

Massive Frame: You are Large Sized.

Groundshaking Stride: Whenever you Charge, your target is Staggered.

Sturdy Footing: Subtract one from any forced movement you suffer.

188
Jötnarr Powers

Glacier Fist
(Attack, Kin)
Action: Major
Range: Melee 2
Target: One Creature
Effect: 3d8 damage, Push the target 2 squares.
Chilling (1)
Target is Slowed.
Double (2)
Target an additional creature within range.
Crushing (1, Expend)
Target is Immobilized.
Fee Fie Foe Fum (4, Burnout)
Instead of Pushing your target, Pull it adjacent to you, and then the target is Pinned as long as it
remains adjacent to you. Whenever you move, slide Pinned targets the same number of spaces,
keeping them adjacent to you. At the start of your turn, deal 3d8 damage to creatures Pinned by
this power.

Stormcall
(Utility, Kin)
Action: Move
Range: Close Burst 1
Effect: Create a Stormcall Zone in the area of the burst. Enemies treat the Zone as completely filled with
Difficult and Concealing terrain. The Zone lasts until the start of the next Hero Phase.
Blizzard (2, Stackable)
Add +1 to the size of the Burst.
Torrential (2)
Slide all creatures in the Zone 2 squares.
Freezing (2, Expend)
Enemies that end their turn in the Zone take 3d8 damage.
Become the Storm (4, Burnout)
The Zone lasts until the end of the encounter. Whenever you move, the Zone moves with you.
Gain Phasing until the end of the encounter.

189
PHANTASMS
Ghost. Specter. Shade. The living have so many names for the dead who linger or return, mourning the
pleasures of the flesh they can no longer experience, and tormenting those who betrayed, abandoned, or
murdered them. The Phantasms are all that and more, souls of the departed who come screaming back
to the mortal plane with the full arsenal of their might at their disposal.

Roleplaying a Phantasm:
It is Phantasmal to…
*Speak in hushed and sorrowful tones.
*Obsess over the lost, the broken, and the nostalgic.
*Repay wrongs a hundredfold in cruel misery.

Properties

Being of Spirit: When you would take a Permanent Condition, you may take 5 damage which cannot be
resisted to take that condition as a Temporary Condition instead.

Beyond Death’s Door: While in Crisis State, you may move two squares before or after taking your
Crisis Action.

190
Phantasm Powers

Poltergeist
(Attack, Kin)
Action: Major
Range: Melee 5
Target: One Creature
Effect: 3d8 damage and slide target 2 squares.
Cursing (2)
Target is Perma-Cursed.
Hurling (2)
Increase the slide distance to 5.
Siphoning (0, Expend, Exclusive)
Gain 2 mana.
Revenge of the Damned (4, Burnout)
Range: Close Burst 5
Target: Enemies in Burst
Deal 2 additional dice of damage. Targets are Perma-Slowed.

Ghostwalk
(Utility, Kin)
Action: Move
Effect: Move your Speed, with Phasing during the movement.
Floating (2)
Effect: Jump your speed, with Phasing during the movement.
Terrifying (2)
Enemies you end the movement adjacent to are Distracted.
Uncontainable (1, Expend)
Before the movement, you may end the Immobilized, Pinned, Slowed, or Marked condition on
yourself.
Pass On (0, Burnout)
Until the end of the encounter, you gain the Phasing Buff and your attacks are Brutal. If you enter
Crisis State, instead of moving two squares before or after your Crisis action, you may move your
full speed.

191
PIXIES
These “Wee Folk” take the form of moths, little winged humans, cherubic angels, or orbs of light without
weight or form. Whatever their individual features, they flit through the air without effort, and shine with a
warm radiance that pulses and twinkles. It is easy to underestimate or dismiss them, but their heroic
potential shines as brightly as their undying inner fires.

Roleplaying a Pixie:
It is Pixie to…
*Live in the now, without concern for past or future.
*Have a mischievous sense of humor.
*Be loyal to your friends, companions, and lords.

Properties

Tiny Form: You are Tiny sized, allowing you to occupy the same space as an ally and move through
enemies’ spaces, although you can not end your turn in an enemy’s space. While you occupy the same
space as an ally who is larger than you, you have Resist 5.

Pixie Wings: You have the Flying property.

192
Pixie Powers

Faerie Charm
(Attack, Kin)
Action: Major
Range: Ranged 5
Target: One Creature
Effect: 3d8 damage. Target is Overwhelmed.
Nimble (1)
Using this power does not provoke Opportunity Attacks.
Luring (2)
Slide the target 2 squares.
Pernicious (1, Expend)
Target is Perma-Overwhelmed instead.
Fae Command (4, Burnout)
Target is Perma-Ensorcelled. While they remain Ensorcelled by you, at the start of the
target’s turn, you may slide them 3 squares. If this effect is prevented, the power is Expended
instead, and the target is Ensorcelled.

Pixie Dust
(Utility, Kin)
Action: Move
Target: Self
Effect: Target gains Resist 5 until the start of the next Hero Phase.
Shared (1)
Target an adjacent ally instead of yourself.
Glamoured (2)
Target is Invisible until they attack or the start of the next Hero Phase.
Quick Sprinkle (2, Expend)
Action: Free
Dust Storm (X, Burnout)
Range: Close Burst X
Target: Self and allies in Burst.

193
STEEL CENTURIONS
Ages ago, during the Second Chromian-Vanadic War, the Chromians built a hundred mechanical warriors:
the Steel Century. The Chromians are long gone, but their legacy, the Steel Centurions remains:
clockwork soldiers, clad in armor, driven by newfound purpose. Their voices have a harsh, electric edge,
and they have a reputation for coldness. But those who befriend them know they are not as soulless as
they seem. And there's more than the original hundred: either the forges are still out there, or the
Centurions have figured out how to make more of themselves the old fashioned way.

Roleplaying a Steel Centurion:


It is Steely to…
*Conceal your emotions.
*Employ careful and uncompromising logic.
*Treat battle as a task to complete or a conundrum to solve, with maximum efficiency.

Properties

Mechanical Adaptability: At the end of each encounter, you may replace one of your Powers with a
different Power of the same type from your Kin or Calling. You may not swap out a Burned Out Power in
this way. When changing Powers during the aftermath of an adventure, you may replace any number of
Powers.

Overdrive: Once during each of your turns as a Free action you may take 5 damage to gain 1 mana.
This damage can not be resisted.

194
Steel Centurion Powers

Modular Armament Array


(Attack, Kin)
Action: Major
Range: Melee 1
Target: One Creature
Special: Before using this power, gain 1 mana.
Effect: 3d8 damage.
Detachable (1, Summon)
Summon a Drone in a space adjacent to you and the target, which makes the attack instead of
you. The Drone cannot Flank or make opportunity attacks. You may use the Drone as the origin
space for a Modular Armament Array attack.
Lobbed (1)
Range: Ranged 5
Telescoping (1, Expend, Stackable)
Add 2 to the Range of this attack. Pull target 2 squares.
Omega Weapon (2, Burnout)
The attack deals 2 additional dice of damage and the target is Perma-Sundered.

Reconfiguration
(Utility, Kin)
Action: Move
Effect: End a temporary Condition on yourself or remove the Perma tag from a Condition on yourself.
Tactical (1)
Shift 1 square.
Debugging (2, Stackable)
Affect an additional Condition.
Rapid (1, Exclusive, Expend)
Action: Free
Emergency Parts Jettison (X, Burnout, Exclusive, Major)
Action: Major
Affect up to X Conditions on yourself, then make the following attack:
Range: Close Burst 3
Target: Creatures in Burst
Effect: Xd6 damage. Choose X squares in Burst; those squares are difficult terrain until
the end of the encounter.

195
VANADIANS
Their limbs are katana and broadswords, their joints pommels. Their hands are scissors and their feet
cruel gripping scythes. Their hair stands up as fans of daggers or dangles as razors linked by chain. They
breathe forth grindstone dust, they bleed scabbard oil, and when they speak, it is sharpness itself upon
the ear. Some wield blades, aye, but every one is every blade.

Roleplaying a Vanadian:
It is Vanadic to...
*Search for a Worthy Cause to Lend Your Blades To
*Seek to Solve Problems Directly and Judiciously
*Describe Situations in Metaphors of Weaponry and Swordplay

Property

Made of Blades: Whenever another creature makes a Melee attack against you, they take 5 damage
that cannot be resisted.

196
Vanadian Powers

Blade Explosion
(Attack, Kin)
Action: Major
Range: Close Burst 1
Target: Creatures in Burst
Effect: 3d6 damage.
Massive (2)
Add 1 to the size of the burst.
Bladeshot (2, Exclusive)
Range: Ranged 5
Target: One Creature
Effect: 4d8 damage. You take 10 damage that cannot be resisted. Create a Hovering Blade
conjuration in the target’s space. Any enemy that ends its turn in a square containing the
Hovering Blade takes 10 damage. If you enter a square containing the Hovering Blade, you may
remove it from play and regain 10 hit points.
Death-Defying (2, Expend, Reaction)
Trigger: You would be Taken Out.
Effect: Before you are Taken Out, use this power as a Reaction.
Bladestorm (X, Burnout)
In addition, create X Blade Shard conjurations in a Close Burst X. Deal 2d6 damage to each
creature in a square with a Blade Shard. Any enemy that ends its turn in a square containing a
Blade Shard takes 10 damage.

Blade Meditation
(Utility, Kin)
Action: Move
Effect: Until the start of the next Hero Phase, attacks against you don’t gain Brutal from Flanking or you
being Distracted, and you gain Resist 5 against all non-melee attacks.
Grounded (0, Exclusive)
You are Pinned until the start of the next Hero Phase.
Dancing (2)
Conjure a Dancing Blade in a square adjacent to you. You may use the Dancing Blade as the
origin point for your powers. If you use a power with movement in this way, move the Dancing
Blade instead of yourself.
Dissipating (2, Exclusive, Expend)
Effect: Jump your speed with Phasing. Any creature you move through during this movement
takes 5 damage that cannot be resisted.
Riddle of Steel (4, Burnout)
The effects of this power last until the end of the encounter. As a Move action, you may spend 2
mana to use Dissipating as a Follow-Up Technique.

197
 

PART III 

STOR Y   

198
STORY SCENES

“There I was....”

Story Scenes are the most simple scenes in Heroes of the Exploding Kingdoms, but in a way they are
some of the most essential, elevating the game beyond just pure tactics. Story Scenes are a chance to
breathe life into the Heroes and the world around them.

A Story Scene always begins with the Gamemaster setting the stage for the scene: what is happening,
where is it, who is there, and what else is going on? This sets up the context for the actions to come.

The gamemaster might kick things off with an overture by a non-hero character, perhaps having a Friend
offer information about a potential adventure, a Foe showing up to taunt the Heroes, or introduce an
entirely new character. Or they might simply present a location or on-going situation, describing it in
enough detail to be interesting.

After that, each Hero should have a chance to say what they are doing. This might take the form of a
back and forth conversation, or the Heroes might take turns describing their actions. A Story Scene of a
village’s festival might involve the gamemaster describing the strange sights and sounds of the
celebration, and ask each Hero to describe how they participate. A conversation with a non-hero
character will likely be less structured, with everyone chiming in when they have something to say.

In a Story Scene, no dice are rolled and no powers are used, but Plot Twist cards can be played- this is
often the most meaningful time to play them! If a Hero wants to do something with an aspect of risk, this
will likely transition into a Challenge scene. The gamemaster has guidelines for resolving this, but it’s
important to note that a Story Scene doesn’t have to remain static - it can evolve into a Challenge Scene,
or even an improvised Combat Scene!

Structurally, Story Scenes tend to be interstitial, linking the other scenes together. A story scene starts
the adventure by providing the context, a story scene connects a Combat or Challenge scene to the next
encounter, and a story scene wraps up the events of the adventure before the aftermath.

199
CHALLENGE SCENES
The Heroes find themselves facing a locked door, inscribed with eldritch runes, growing with power.
Meanwhile, the ceiling begins lowering, inch by inch, as poisoned spikes emerge from the floor. Can they
escape the chamber before it’s too late?

Every Challenge Scene has two essential components: the Challenge itself, and the Danger associated
with that Challenge. The Challenge is the task that the Heroes are attempting to complete, or the barrier
or hazard that they are attempting to overcome. The Danger is what will happen if the Heroes fail to
conquer the Challenge. This usually takes the form of damage or a condition that will apply during the
next Combat Scene.

Example: The characters are navigating a labyrinth filled with restless ghosts. The GM decides the
Challenge is overcoming the maddening passages of the labyrinth itself, and the Danger is the constant
psychic assault by the ghosts, which will deal 10 damage and inflict the Perma-Cursed Condition in the
next encounter, unless the Challenge is overcome.

Each Hero may make one attempt to overcome the Challenge. If any Hero succeeds against a
Challenge, it is removed- no other Hero needs to try to overcome it. On the other hand, if one Hero tries
and fails, another Hero has to step up to give it a try.

There are four methods of trying to overcoming a Challenge:

Rely on Personal Skill:


The default method is for a Hero to rely on their own innate skills and talents. These are represented by
the Hero’s Epithets. If the Hero has more than one Epithet, they should choose their Epithet most
appropriate for the challenge.
The GM will judge how relevant the Epithet is for the challenge.
If the Hero has any relevant Epithet, they roll 2d6. If the Epithet is extremely relevant, they roll 3d6
instead. If none of the Hero’s epithets are relevant, they roll only 1d6.
Then, check the result of the single highest die:
On a 6, the Hero succeeds, and the Danger presents no further threat.
On a 4-5, the Hero succeeds, but is affected by the Danger.
On a 1-3, the Hero fails to remove the Challenge, and is affected by the danger.

Example: Dagrun the Runecaster is known as the Keeper of the Old Runes, and explains how the twisting
passages are like a rune, and her familiarity with them allows her to form a picture of the maze in her
mind as she travels through it. The gamemaster decides they like this explanation and grants Dagrun
three dice. She rolls a 2, a 4, and a 5. Since the 5 is the highest die, she successfully navigates the
labyrinth, but suffers the challenge’s danger.

Call on an Friend for Help or Use a Boon:


A Hero may decide to rely on the assistance of a Friend, or use the power of a Boon they have equipped.
The GM judges how relevant the Friend or Boon is for the task.
If the Friend or Boon is appropriate for the task, the Hero rolls 2d6. If the Friend or Boon is particularly
appropriate, they roll 3d6 instead. If the Friend or Boon isn’t really relevant, the roll is only 1d6.
Then, check the result of the single highest die:
On a 6: the assistance overcomes the Challenge, and the Danger presents no further threat.

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On a 4-5: the assistance overcomes the Challenge, but there is a setback. If a Friend was called upon for
help, they suffer some consequence. If a Boon was used, it is Burned Out for the rest of the adventure.
No Hero is affected by the Danger.
On a 1-3: the assistance overcomes the Challenge, but at great cost. The Friend is killed, captured,
trapped outside of time and space, or suffers a similar horrible fate. In any case, the Friend is lost. If a
Boon was used, it is Shattered. No character is affected by the Danger.

Example: Nyx the Blade Artiste doesn’t want to put themselves in harm’s way, so he calls upon a Friend
for help, the treasure hunter Seek, and describes how he invited Seek to join them on this expedition.
The Gamemaster decides that a treasure hunter is decently appropriate for navigating a ghost-filled
labyrinth, so Nyx rolls two dice, and gets a 1 and a 1. Snake eyes! Seek guides the Heroes out of the
maze… but when they have almost reached the exit they are caught in a horrible trap! That’s the last
anyone’s going to be seeing of Seek for a while.

Play a Plot Twist Card:


If a Hero possesses a Plot Twist Card that would logically allow them to remove, nullify, or overcome the
Challenge, then the card can be spent and the Challenge is completely overcome. The Plot Twist Card
has no further effects. No one suffers any Danger.

Example: Abeni Mumbi the Skinchanger has the Plot Twist card, Changing Battlefield, which is normally
used to add terrain during a combat encounter, however when one is trapped in a maze, a change of
scenery is exactly what’s needed! The gamemaster agrees and Abeni Mumbi describes how she
accidentally triggers a revolving wall that leads to a secret passage.

Overcharge Your Powers:


A Hero may use one of their own Powers to overcome a Challenge. They describe how the use of the
Power (perhaps amplified in some way) is able to defeat the Challenge. Then the Power is Burnt Out,
unusable for the rest of the adventure. No one suffers any Danger.

Example: Legatus Aurigarius the Mecha Jockey decides that if they can’t find the exit, then they are going
to use their Mecha to make their own exit. And what better way to do that then with their Mecha’s Drill
Mode? Drill Mode is Burnt Out and the challenge is overcome.

Failing a Challenge
If a Hero attempts to rely on their Personal Skill and fails, they may not attempt to defeat the Challenge
again, even with one of the other methods. They take the Danger, and then it is up to someone else to try
to overcome the Challenge.

If every Hero tests Personal Skill and still fails, the Heroes may only proceed by one of them
Overcharging a Power. If no one has a Power that isn’t Burned Out, the adventure is lost!

Example: One by one, each Hero tries to test their Epithet against the labyrinth, and no one manages to
roll above a three. If no one is willing or able to Burn Out one of their powers, then they must retreat,
hanging their heads in shame.

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Overcoming A Challenge
Once a Challenge is overcome, the Hero responsible should describe how it happened. If they Burned
Out a Power, they should describe an especially strong display of their Hero’s Power. If they relied upon
the aid of a Friend, they should describe what their Friend did to halep, as well as the consequences they
suffered. If they relied upon their own skills, they should describe the heroic feat they performed. If they
use a Boon, they should describe how its power helped. This is an opportunity for some creative and
entertaining descriptions and to show off how awesome you are!

Challenge Variants

Generally the Danger for a challenge is going to involve entering the next encounter suffering damage or
starting with a condition. However a Danger can include more complicated consequences, such as
adding an extra monster to the next encounter, or having the encounter start in an Ambush.

MoB: If a Danger results in a drastic change to the next encounter, consider pairing it with a smaller
consequence, so the Danger only occurs once if multiple Heroes attempt to overcome the Challenge.

A more difficult Challenge may require multiple linked Challenges. In order to proceed with the
adventure, all the linked Challenges must be overcome. Each step of the challenge should have its own
unique flavor, to allow different Heroes to shine with different approaches.

Challenges can also be incorporated into combat encounters, as a side objective that can be achieved.
These usually have smaller Dangers and may include multiple steps. A Hero that fails to overcome such
a Challenge may try again, since they must usually spend an action to make the attempt to overcome the
Challenge.

MoP: An example of such a challenge is present in the first encounter of the Against the Kraken
sample adventure.

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THE AFTERMATH
At the end of an adventure, if the adventure was successful, the Heroes accomplish whatever they set out
to do- they save the day, acquire the thing, or defeat the bad guy. It’s worthwhile to spend a few minutes
talking about the effects of this. What were the Heroes attempting to accomplish with this adventure?
What have they gained?

A successful adventure may bring with it rewards: magical Kin Stones or Calling Scrolls that allow Heroes
to change in drastic ways, or even powerful items known as Boons. Details of these can be found in the
Rewards chapter.

If the heroes failed an adventure, usually because they suffered a TPKO, then they failed to accomplish
the adventure’s goal. They didn’t save the day, get the thing, and the bad guys won. They can’t try to
accomplish this same goal again, unless the GM agrees that circumstances have significantly changed
(which will probably take another successful adventure...) Again, it’s worth discussing what the possible
ramifications of their failure were. Who profits from their loss? What is the impact of their failure?

During the Aftermath, players have the opportunity to make changes to their Heroes. If a Kin Stone or
Calling Scroll was obtained, this is when it can be used to change a character’s Kin or Calling. If the
Heroes have Boons available, they will choose which ones to bring on the next adventure. Additionally,
each Hero may change out a single one of their Powers for a different one.

MoB: Switching a power from session to session is a great way to try out new strategies!
MoL: Usually a Power is switched out for another of the same type, but some Callings with alternate
power schemes might have different requirements. You can’t swap out Powers in a way that would
result in an illegal character build.
MoP: If you’re playing a short campaign, your group might consider allowing more dramatic character
alterations from session to session, such as changing multiple powers.

Players should assess their Heroes other features: was a Drive achieved? Did their reputation change
significantly that their Epithet is no longer appropriate? Did someone make a new Ally, or a new Rival?
Make changes to these entries as appropriate.

Additionally, the Heroes get to decide their next adventure- they should choose a location and a goal,
based on what actions have been taken so far, and what they want to accomplish next.

The Heroes always tell the GM what the next session’s adventure’s location and goal is going to be. It’s
up to the GM to provide the enemies, and come up with any interesting twists and turns that might be
encountered along the way.

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PLOT TWISTS
Any Runecaster will tell you that destiny is only a suggestion from the Heavens, that those with the will to
do so can defy fate itself. But they also speak of threads in the skein of fate that are woven without
warning, and bind all of those they touch. In the Exploding Kingdoms, destiny itself can be a weapon to
be wielded.

Sometimes when you hear a story, you expect one thing to happen, and then to everyone’s surprise and
delight, something completely different happens. In Heroes of the Exploding Kingdoms, everyone is
contributing to the story, and Plot Twist cards give the Heroes the opportunity to add their own personal
touches to it.

Plot Twist cards can have a variety of effects, some of them simple, some of them game-altering. That’s
part of the fun. Some of them can be used for an advantage in combat, but most of them don’t give any
direct mechanical benefit. Rather, they are about moving the story in a new direction, and the impact that
has on the Heroes..

At the start of each session, shuffle the Plot Twist cards and deal each Hero two cards. They secretly
select one card to keep, and discard the other. That card can be played during the session for its effect.
Plot Twist cards cannot be saved from session to session- use them or lose them!

MoL: What is a Story? Who owns a Story? If you ask me - and you would be wise to do so - a story
belongs to everyone, becoming part of the collective consciousness as soon as it is told. And for those
stories yet untold, it is tempting for the Game Master to assume themselves to be the sole author of the
story. But stories of the Heroes of the Exploding Kingdoms are a special type of story, one where the
audience and the authors are one and the same, and everyone has a stake in ownership. Plot Twists
drive the story in unexpected directions, and keep things surprising for everyone, especially the Game
Master.

List of Plot Twist Cards

All According to Plan


Play during the Aftermath of the adventure. If you failed, say how you accomplished your goal anyway,
despite your apparent defeat. If you won, say how your actions furthered a plan of one of your enemies
or rivals.

Back From the Grave


Play to describe how someone who previously died during the campaign has returned to life.

Captured!
Play during the Aftermath of the Adventure. If the adventure was a success, describe how you capture
one of your enemies. If the adventure was a failure, describe how the heroes have been captured, and
the circumstance of your imprisonment.

Challenge Accepted
Describe and add a Challenge Scene to the adventure.

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Changing Battlefield
Play during a Combat Scene to add a new terrain feature to the battlefield. Describe how and/or why this
change occurs.

Collateral Damage
Play during a Combat Scene when you use a Burnout Power. Destroy terrain features of your choice in a
Burst 2, centered somewhere in the area of that power.

Driven to Distraction
Change your Hero’s Drive. What in a current or recent adventure has seized their attention? How do they
declare their new quest to the world?

Flashback
Describe something that already happened, but adding a detail that changes the meaning, or is now
suddenly important.

Forethought
Declare that you had planned ahead for the exact threat you are currently facing or about to face, no
matter how surprising it was. What stratagem have you or your allies put in motion?

Heroes are Like Natural Disasters


Play during the Aftermath of the adventure. Describe how the Heroes' actions have permanently (and
probably destructively) altered the location of the adventure.

Inevitable Betrayal
Declare that a friendly character has betrayed the party and is now a villain!

Legends Retold
Describe the current scene as it will be retold by future generations--possibly in song or verse! How do
the less heroic folk of the Exploding Kingdoms see what you're up to?

Love is a Battlefield
Declare that one character has fallen madly in love with another character.

Meanwhile…
Describe a short scene that features characters not featured in the current adventure.

New Territory
Add a new location to the world map. Select its position, and roll its name randomly or write it yourself.
What relevance does this place hold to the Heroes and the adventures they’ve had so far?

Tangled Backstory
Play to reveal a previously unknown relationship between two characters.

The Third Party


Play at the start of a Combat Scene. Add a basic Monster of your choice to the battlefield. That Monster
acts during the Hero Phase, controlled by you, AND during the Monster Phase, controlled by the GM.

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We Shall Meet Again!
Play during a Combat Scene. Choose an enemy. Name that enemy if it is unnamed, and that enemy
becomes a Foe for your Hero.

Uncertain Death
Play during the Aftermath of the adventure. Describe how a character who seemed to have died is really
alive, or a character who lived instead dies due to the events of the adventure.

Unexpected Consequences
Play during the Aftermath of the adventure. If the adventure was a success, describe how there are
unexpected negative consequences. If the adventure was a failure, describe what unexpected benefit
arises.

Winning Friends Through Superior Firepower


Play after a Combat Scene or during the Aftermath of the adventure. Choose a defeated enemy. Name
that enemy if it is unnamed, and that enemy becomes a Friend for your Hero.

Scope of Plot Twist Cards

Plot Twist cards are quite broad, and different groups may want to interpret them in different ways. For
example, the Love is a Battlefield card, as written, can make any character, Hero or otherwise, fall in
love with any other character. One group may decide that a player can only affect their own Hero with
this, but another group might favor a narrative free-for-all where anyone can play a card on anyone else!
By default, a Hero, their Friends, and their Foes can only be affected by cards played by that Hero’s
player, unless the group decides otherwise.

Another way to customize a group’s Plot Twist experience is whether to allow different cards to affect
Combat Scenes. By default, a card only can alter a Combat Scene if it says so, like the Changing
Battlefield card. However a group might decide that Forethought could allow a character to have
brought along a special piece of equipment that might grant a special movement mode or allow a
power-swap. If playing this way, the GM will have to make more on-the-spot improvised rulings, and the
gameplay will be more surprising. These options should be discussed as a group!

Your group might also make your own Plot Twist cards, featuring your favorite media tropes to customize
your Heroes of the Exploding Kingdoms experience!

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PART IV 

GAMEMASTER 

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GAMEMASTERING HEROES OF THE EXPLODING KINGDOMS
Without the Gamemaster, there's no adventure, no opposition... and no game! Being the Gamemaster is
a rewarding challenge. You get to come up with all the challenges the players will face. It's like being a
level designer, but your tools are limited only by your imagination.

As Gamemaster, you have three primary goals:

Challenge the Players


Make The World Awesome
Enforce the Rules

Challenge the Players

Your biggest goal is to provide your players with a worthy challenge. This means not pulling punches and
going easy on them if they're having a hard time of it. On the flip side, it also means not using your
authority to put them up against unbeatable challenges. Sometimes heroes fail in the Exploding
Kingdoms, but they live to fight another day, so it's okay for you to put the heroes against staggering
odds. And when the players emerge victorious, they will bask in glory, knowing that they have truly earned
it.

In many games, I’ve found that there is a tendency as a Gamemaster to pull one’s punches: after all, if
the bad guys win, the good guys all die, and then you have to start over, which is no fun for anyone.
Without the threat of failure, there can be no challenge, so Heroes of the Exploding Kingdoms allows you
to make failure fun, which means as the Gamemaster, you can play your absolute hardest.

Make the World Awesome

The Exploding Kingdoms are a fantastic land where epic and wondrous sights are to be expected, and
there is no everyday or commonplace. Look for ways to insert bits of awesomeness wherever you can.
The heroes are attacked by bandits? Maybe the bandits are robots and ride giant cats and the leader has
a laser gun. Always make things bigger, badder, and bolder. Incorporate things from your favorite movies
and video games. If you’re worried that things will get silly, don’t be- you’re too late. Take things that you
think are cool and turn them up to eleven.

Enforce the Rules

Someone's got to keep an eye on those rules. The Gamemaster is the guardian of the rules, making sure
that they are followed by everyone- especially yourself. Pay special attention to the Golden Rules. Often it
will be the Gamemaster who is called upon to make a ruling for the Awesome Rule or the Improvising
Rule. Remember that you are bound by the Transparency Rule just as much as the players are!

Gamemastering Techniques

To aid you in achieving your goals, use the following techniques.

Collaborate on the Setting

The Exploding Kingdoms don't just belong to you- they belong to everyone at your table. The campaign
generation rules have a procedure for getting everyone involved in creating the setting, but let everyone
speak up to add details. Sometimes you'll ask players direct questions about something they've created,
or an element related to their character. Sometimes someone will introduce a detail on their own. Honor
the contributions of others to the setting, and build on them to make them even more awesome.

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Make the Heroes Awesome

When roleplaying, take time to remind the players through your actions that their characters are
exceptional. Add occasional color details when they roll lots of damage, or take out a foe. NPCs should
always think highly of the player characters. Rivals and bitter enemies respect the heroes as worthy foes.
Even mighty Sorcerer-Kings and Gods take pause when Heroes are near, knowing that they pose a
credible threat.

Deputize the Players

You've got enough to keep track of. Find ways to let your players help- both to ease the load on yourself,
and to partner with them. If your group likes to use tokens for conditions, have a player be in charge of
putting condition markers on enemy. If someone has a huge minis collection, tell them before the game
telling what kind of minis you'll need. If you have a hard time remembering the ins and outs of all the
rules, have a rules deputy whose job it is to remember the fiddly bits so you don’t have to.
Doing this lets you focus on keeping the game awesome and challenging, and lets the players feel like
they have a larger role in playing the game.

Push Your Limits

Try to make each session a little more challenging than the one before it. If the heroes fail, you can ease
up a little on the intensity, and then keep pushing it up. As the players get more experience playing their
heroes, they will develop combat tactics and routines, and soon will be able to overcome challenges they
couldn't before.

Don’t just think of this in terms of mechanical numbers- push your creative limits too! Try to make the
stakes for each adventure just a little higher than the previous one. Make the settings more dramatic, the
foes more formidable, and the rewards larger. Make the encounter designs more interesting. Try to
one-up yourself each session.

Reincorporate

Whenever you can, reuse items from previous sessions, in new and interesting ways. Every adventure
should involve the Heroes' Allies, Rivals, and Drives, and these should be recurring features in the game.
Look for ways to bring back minor characters, and call back to the events of previous sessions- especially
those that came from a victorious adventure or a Plot Twist card, to remind the players that their
contributions matter.

Punching Things is Always an Option

In the Exploding Kingdoms, heroes resort to violence all the time- it’s pretty much the only tool they’ve got
to affect change. So remember, Punching Things is Always an Option. When in doubt, come up with a
vaguely plausible way that destroying something or beating someone up might have a useful effect. A
stated player goal should always be attainable through the right application of violence. In the Exploding
Kingdoms, violence is persuasive: the best way to earn someone’s respect might be to beat them in a fair
fight.

Finally, even though violence is common, murder is rare. Despite lugging around massively spiked
swords and slinging disintegration spells around, people rarely actually die as a result of fights in the
Exploding Kingdoms. Just like the Heroes, Bad guys usually retreat to fight another day- unless it’s the
final showdown.

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The Golden Rules, Revisited

The Precedence Rule: When a power or property contradicts the rules, the power or property takes
precedence.

In an exception-based game, this is mostly common sense, but it's a good reminder that powers do
things, and Heroes (and monsters) might have powers that seem to break the rules of the game. They do-
that's why those powers are fun!

The Awesome Rule: When in doubt, interpret the rules to be as entertaining as possible for everyone
involved.

Sometimes you'll need to make a judgement call about the rules. This might happen when two powers
interact in an unexpected way, or the wording of a power seems vague. The best way to adjudicate an
unclear situation is in the awesomest way possible: interpret powers generously, to make sure everyone
is having fun, instead of feeling shut down.

MoL: The Awesome Rule does not give you carte blanche to ignore the rules, to declare your own
outcomes ‘because it would be awesome.’ It is about being generous when making rulings, not
throwing the rules out the window in service to a story.

The Transparency Rule: All dice rolls are public knowledge, rolled out in the open in front of everyone.
The specific effects of any powers that are used are open knowledge as well. Powers that have yet to be
used may remain a secret.

This is mostly a rule to keep you honest. Since your damage rolls are out in the open, you can't fudge
your rolls to pull your punches or cheat to win. The players also have to have a clear understanding of
what they are dealing with, so once a monster uses a power, they can ask for the text of that power (or
you might read it aloud when resolving it). You don't have to share things like powers or properties that
haven't been used yet or the hit points of your monsters.

This goes both ways, by the way. The players do not have to tell you which powers they have equipped,
or how many hit points they have remaining!

The Improvising Rule: No game is perfect. There will be holes in these rules. If you encounter an area
where the rules are contradictory or missing, make a ruling as a group, document it, and keep playing.

Despite all our best efforts as designers, there may be things that we missed, or were less clear than we
liked, and it will be up to you and your players to decide what the rules are. Everyone should have a
chance to voice their opinion when these rulings get made, but it does come down to the gamemaster to
make the final say.
Often it is better to make a ruling on the spot than to spend time flipping through the rules if there is an
unusual situation that no one remembers the rules for. When this happens, its best to research it later,
and make a ruling now. If your ruling turns out to be incorrect, at the start of the next session let everyone
know how it's supposed to be played, and move forward from there.

The Exploding Social Contract

Everything that happens at the table when you play happens because you and the players agreed to it. If
people don't agree on what it is to play Heroes of the Exploding Kingdoms, you are going to have a bad
time. This means that you and your players should be up front about your expectations. Heroes of the
Exploding Kingdoms is a very tactical game, so if you have players who don't like that, maybe you should
play something else.

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Tone is an area that you will have to come to a consensus as a group during play. Where do you draw the
line between awesomely gonzo and too silly? What is your group's comfort level with violent descriptions?
Hazard resolution and Plot Twist cards have freeform elements- what's appropriate, and what's not?
These are questions that only you and your players can answer together. If someone says or does
something that you're uncomfortable with, the best thing to do is to pause the game and talk about it like
adults.

Your First Session

Before the first session, the GM should brainstorm 2-3 Campaign Pitches. As GM, don’t get too attached
to any of these ideas, but do come up with ideas you are excited about.

● A Campaign Pitch includes:


● An overarching goal or objective for the Heroes.
● An interesting Big Bad Guy(s)
● Any information about themes/subject matter you want to explore.
● House rules or setting tweaks you think might be important to the game.

MoP: “Why do I need things like Themes in my tactical game of explosions?” I hear you asking. Do not
fear, this is not advanced literature. A theme simply guides and informs the subject matter, adding
flavor to the game, the way that a mortal’s fear makes their brain more delicious.
MoB: Themes help tell you why you fight, and make the victory all the more meaningful!

Examples:

Against the Final Empress


Goal: Defeat the armies of the Final Empress
Enemy: The Final Empress, a Vanadium Warrior Queen from the Future
Themes: Time Travel, Tyranny
Tweaks: None

Kin City Lockdown


Goal: Your family has been accused of treason against the city! Fight to clear your name.
Enemy: A Traitor in your family, the city’s Justicars
Themes: Family Loyalty, Blind Justice
Tweaks: All the Heroes should be the same Kin. One or two Heroes can be adopted or allied characters
of a different Kin.

The Big Hunt Game


Goal: Slay all the monsters.
Enemy: Big fearsome beasts!
Themes: Hunting
Tweaks: Every session is a hunt for a ferocious beast. The players take turns being the GM and coming
up with scenarios.

The first thing you do as a group when you sit down to play should be to agree on which Campaign Pitch
you want to play. The whole group should be excited about the game.

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Second, get a rough idea of how many sessions you and players want the campaign to go. You can
revisit this question after a session or two if people aren’t sure. A Mini-Series might involve three
sessions leading up to a climactic battle. A long epic, with many sidequests could be ten sessions. Most
games will probably be somewhere in between.

Next, move on to character creation. During this, you’ll want to make a list of the story elements chosen
by the players. As a reminder, these are a Drive, an Epithet, an Ally, and a Rival.

If this is everyone’s first time playing, skip character creation and use the pregenerated characters. After
playing a session or two, everyone can choose to keep their character or make new ones.

The Mini-Adventure

Once everyone’s made characters, run an introductory combat. This shouldn’t involve anything too
complicated and challenging; this is an opportunity for everyone to roll some dice and try out their powers.
The Friendly Skirmish encounter in the Appendix is great for this.

To wrap everything up, have a Story Scene with an NPC interaction. Somebody wants the Heroes’ help;
the Heroes get wind of a rival’s scheme somewhere; a rival challenges the heroes, attacks, or otherwise
gets up in the Heroes’ business. Give the players three or so choices, rumors, or options about what to
do next, and then sit back and let them discuss their next move, and their plans for the next session.
Remember, the players always decide what the goal for the next session is. Once they’ve made up your
mind, you know where and why the next adventure is going to be, and you get to fill in the rest.

Designing an Explosive Adventure

A Heroes of the Exploding Kingdoms adventure involves three encounters, possibly some Hazards, in an
interesting location, featuring fun bad guys, opportunities for the players, and high stakes. What makes a
good adventure or a good encounter?

On the fictional side of things, it's important to make the setting of the adventure memorable. You should
never just be in “a dungeon” or “the wilderness.” Use the locations your group generated during campaign
setup, or come up with some new ones. Every location should be memorable and epic. Why fight in a
graveyard when you can fight in a dragon graveyard? Use these locations as a springboard for your
imagination to make the encounters themselves more interesting.

Setting up content between fights, whether that's a Challenge Scene, an interesting choice, or just a bit of
color can give the players a chance to exercise the creative portions of their brains, show off their
characters, and add the roleplay bits that make Heroes of the Exploding Kingdoms more than just a board
game.

The stakes of each adventure should always be clear, before the Heroes even reach the first encounter.
Why are the Heroes here? What do they hope to accomplish? The more clear this is, the more they'll
have invested in the fight. They won't just want to win- they'll need to win.

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Building an Explosive Encounter

A good encounter tests your players skills and gives them a worthy challenge. A great encounter gives
them a story to tell for years to come.

The first question is how many monsters to use, and what combination? If the number of monsters is
equal to the number of players, that's generally an easy encounter, good for the first combat of the night.
Add an additional monster and its usually still pretty easy for skilled players- they should be able to Take
Out a monster the first turn of combat. Larger groups will also be more powerful, so you may have to add
an extra monster to balance things out.

Once you are using two or three more monsters than the number of players, things tend to be very
challenging. You don't want to do this every adventure; instead have the encounters within the adventure
gradually increase in difficulty.

Bosses usually don't need any support. They should be badass enough to fight a whole group on their
own, especially since their combat effectiveness tends not to diminish as the fight goes on.

When picking monsters and using the composite creation method, pay attention to the advice given with
the monsters. Some monsters have better melee properties, others are better for ranged. Look for
synergies, and try to avoid parts that conflict with each other. As you play more, your skill at designing
encounters will increase, and you'll get a hang of what monsters go well together, what monsters favor
what kind of terrain, and what monsters have abilities that are strong against your players.

Terrain is key to a good encounter. The fight should never take place in a featureless room. Blocking
terrain serves to create different routes through the battlefield, and allow characters to exploit cover.
Narrow choke points let melee characters block enemies. Difficult terrain and slopes make it harder to get
at ranged characters, and makes them stronger. Hazardous terrain creates an area that players want to
avoid. Choosing terrain that complements your monsters makes the encounter more challenging, and
that's always a good thing.

When designing a map, pay attention to size. A 20 by 20 square is a good default size for a map. It isn’t
hard for most characters to cross that entire distance in two turns. It will bring the various combatants
together quickly, while allowing some room to maneuver and complex terrain. Most of the maps in the
sample adventures are this size. When considering alterations, think about what you want to achieve with
the encounter. A larger map size can support a more dynamic battle, if there’s reason for constant
movement.

The very best encounters have some memorable twist or gimmick. These might be an alternate victory
condition, a mini side-quest with a fringe benefit, or a temporary rule that changes how the game is
played.

Alternate victory conditions, side-quests, and gimmicks switch up the routine of combat, forcing the
players to consider new situations and make judgment calls. Even if the players don't choose to pursue
the alternate victory conditions, that is still a choice that they got to make.

At least one encounter each session should involve either a boss or a very memorable gimmick. Every
encounter should have some sort of interesting terrain or unique quality. Try to never have an encounter
that is just a bunch of monsters in a room; try to find some way to spice things up.

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Sample Encounter Gimmicks

Ambush! The monsters get to act first! Before the first full turn of the encounter, the GM gets to take a
Monster Phase. This is the gamemaster’s chance to start on the offensive.

Assassination The heroes win the encounter if they defeat a certain monster, but the encounter features
vastly more monsters than usual, and the target monster is trying to stay out of the fray.

Custom Terrain Invent a new type of terrain for this scenario. Doomstone that makes attacks against
those standing on it Brutal? Geysers that let anyone standing on them jump? Weighted tiles that
collapse into a Bottomless Pit whenever someone moves off of them?

Escape The Heroes win the encounter if they reach a certain area of the map. This can be paired with
Ambush for an encounter where the Heroes are trying to escape a powerful enemy, or you can combine it
with an area that needs to be unlocked (like the sealed doors in the sample adventures.)

King of the Hill There is an area on the map where one or both sides can win by being the only side to
have creatures in the area at the start of their side’s phase. The second encounter of Against the Kraken
has a King of the Hill effect.

Mini Challenge The encounter has a Challenge, usually with a small number of obstacles. This is used
in the first encounter of Against the Kraken as an optional objective, which provides a benefit in the
subsequent encounter.

Moving Platforms Portions of the battlefield move every round, like ice floes on a river or mechanical
platforms in a steampunk tower. Creatures standing on one of these platforms move with them each
round, and the battlefield changes over time.

Plot Pinata There is a terrain object that can be attacked and damaged, resulting in some effect when it
is destroyed, such as the door in the second encounter of Search for the Ancient War Machine.
Destroying the Plot Pinata might unlock a victory condition, or grant a bonus of some kind.

Time Limit Something bad happens if too many rounds pass… maybe the Heroes even lose the
encounter! The finale of the Against the Kraken features a Time Limit, though the Heroes can extend it
by taking some actions.

Token Rush There is an item or items on the battlefield that the Heroes need to collect. After they do,
they get a powerful benefit, or even win the encounter outright. In the first encounter of Search for the
Ancient War Machine, both Heroes and Monsters can get extra power by collecting these tokens.

Balancing Encounters from One Adventure to the Next

The default encounter has a number of monsters equal to the number of players. If you like, you can give
yourself a ‘budget’ for balancing encounters. The default budget for an adventure is three times N, where
N is your number of players. A normal monster costs one point, a Champion costs two, and a Boss
monster costs N.

During the game, pay attention to how often you are forcing characters into Crisis State- if you regularly
get a couple of KOs each encounter but the heroes prevail anyway, increase your budget by one for the
next session. If they breeze through the session with few or no KOs, increase it by two. On the other
hand, if they are defeated by a devastating TPKO, decrease your budget by two for the next time around.

This technique is optional- if you prefer, you can eyeball things to your preferences, but it is a good
guideline to use.

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Remember that two encounters with the same number of monsters might be drastically different in
difficulty, depending on tactics and how well the monster abilities work with each other. That’s okay, you’ll
develop the skill of picking monsters and hone your tactics, just as the players refine their strategies. Try
out different combinations, develop tactics and strategies, and show those players what for!

How Many Encounters Per Adventure?

Ideally, each adventure will include three encounters and be performed in a single session. However you
may find that as you are starting out and everyone is still learning the rules that your encounters take
longer.

If your group manages to tackle one encounter per session, then you can simply space out your
adventure over as many individual sessions as needed.

For groups that can tackle two encounters per session, there are a few possibilities to adapt to this. You
can reduce the number of encounters per adventure to two, making it so you can still complete an
adventure in a single game session. Heroes will have an advantage due to not needing to conserve their
Burnout powers as much, so respond by adding an extra monster to each encounter.

Another option would be to expand the adventure to four encounters. The extra encounter should default
to being an easy encounter, with one fewer monster than the number of players. If you do this, make
sure each encounter is still exciting enough to stand on its own.

Finally, you can choose to start with a two encounter session, and then have a single large encounter on
the second session. This works well with a Boss battle or other large encounters. You can also add a
Skill Challenge and extra Story scenes to the second session of each adventure. Experiment with what
works for your group.

Make the Game Your Own

Design your own monsters and bosses, boons, encounters, or even powers and classes. When
designing a new component for the game, look at what already exists, and try to keep things balanced- if
you make something stronger in one area, make it weaker in another. Making custom encounters is
probably the easiest to do- pick an area of the map, and come up with a special rule for it- maybe people
standing in it get a benefit, a penalty, or both. Once you’ve played a few sessions and understand how
the monsters work by mixing and matching the components, you’ll be able to spot where there’s a gap in
the rules that you want to fill. Custom Boons and Bosses are the next way to customize your game,
creating special powers and deadly opposition for your players.

Player Action During Story Scenes

Sometimes, a player might come up with a cool idea in the middle of an adventure that the GM never
thought of- “I want to crush the Blade God’s Phylactery!” “I want to convince the King to take me as his
Queen!” “This guy is pissing me off- I want to shoot him in the face!”

In these situations, the GM has three choices: Say Yes, Make it a Challenge, Make it an Adventure, or
Make it an Encounter

Saying Yes means that the GM sees no reason why that thing can’t totally happen right now. Maybe it
just fits into the story perfectly, or doesn’t seem like a challenging enough task to require an entire
adventure devoted to it. In that case, the player gets to do the thing they wanted. They destroy the
phylactery, fall in love, or kill the dude.

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Make it a Challenge means the hero can do the thing… if they can succeed at the given Challenge. Tell
them about the Danger. This follows the normal rules for Challenges - other heroes can try to overcome it
if they fail. However, if they fail, the adventure doesn’t stop.

You can use Dangers like ‘lose a boon’ or ‘lose an ally’ or even ‘lose a rival’ on this sort of hazard… if it
makes sense.

Make it an Adventure means the Hero can do the thing… they just have to go on an adventure to do the
thing. The GM gets to name the place and the challenge. If the players choose to go on an Adventure,
they will be able to accomplish that goal. For tasks like destroying a Phylactery or convincing a King to
marry you, an epic quest may be in order!

“First you must soak the Phylactery in a Banshee’s tears at the Sea of Torment.”
“The King believes you will be a worthy spouse… but tradition requires that you first slay a Dragon.
There’s one in the Crags of Madness.”
“It will take more than a shot to the face to kill me! Meet me in my secret volcano lair for the ultimate
showdown. I bid you good day.”

Make it an Encounter is usually used when a character wants to fight an NPC right away. If the players
were going to fight that character anyway this adventure, the GM should go ahead and run that
encounter. If they were a supporting character and the heroes are in the dungeon already, run the next
encounter, but swap out a monster for that character (or add them as an additional monster to the fight.)
If the situation really warrants it, like the characters are in a location not related to the rest of the
adventure, the GM can make an additional normal difficulty encounter and add it to the adventure. This
should never be done as a gotcha-type punishment, only to respect player agency when a player moves
the game in a surprising and exciting direction.

MoP: Should you be quick on the uptake, you may have noticed that ‘No’ is not one of the options.
Should a player propose a course of action or objective that you feel is truly inappropriate, you will have
to address this on a person to person level, and discuss your expectations for the game. Or kill them
and devour their brain. Either works.

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FORGING THE EXPLODING KINGDOMS
Looming obelisks, cathedrals to dead and terrible gods, soaring mountains, awful ruins, floating castles…
just some of the sights you can expect to see in the Exploding Kingdoms.

What does it mean for a Kingdom to explode? The bang and the boom and the fireball is part of it, to be
sure, but an Explosion means change, suddenly, full of energy. That describes the Kingdoms, all right,
wondrous sights, full of awesome potential, a powder keg, ready to… well, you know.

This section lets you randomly generate your own patch of the Exploding Kingdoms, filled with evocative
adventure sights. This is completely optional, but can be a lot of fun, especially for an ongoing campaign.

Just like creating a Hero, creating a Kingdom follows a series of steps. Unlike creating a Hero, creating a
Kingdom is a group activity. The form of your Kingdom will be recorded on the Campaign Map.

Step One: Gather Your Resources


Step Two: Location Drops
Step Three: Location Selection
Step Four: Finishing Touches

Step One: Gather Your Resources

You’ll need a paper for your Campaign Map. A blank piece of paper will do fine, but a blank grid or hex
map, ideally with one inch squares or hexes can be useful.

In addition, each person at the table is going to need two tokens. Each player’s tokens should be easily
identifiable, such as each person having a different color. You can use dice instead of tokens, as long as
it’s clear which belong to whom.

Step Two: Location Drops

Everyone should take their tokens and drop them onto the map, from a height of about a foot.

MoP: If you’re not playing in person, because you’re using mystical portals or some other method, you
can instead use a grid or hex map and randomly assign locations.

As needed, space the tokens out so they aren’t overlapping or clumped too much, and so each is clearly
in a single space. Leave them on campaign the map for now,

Step Three: Location Selection

For each token, that player randomly rolls on the tables to get two elements, a location and a descriptor,
and combines them, interpreting the results. You might come up with Wastes and Justice: are those the
Justice Wastes, or the Wastes of Justice? Are these wastes particularly just, or are they called wastes
because there is a lack of justice? It is up to the rolling player to decide.

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If you want to be more evocative, you can additionally roll on the color table for some additional
inspiration.

Step Four: Finishing Touches

Note each of these locations on the Campaign Map. If someone’s feeling artsy, they might draw a little
sketch. As a group, talk about how these locations might relate. Draw in a coastline, mountains, forests,
and other locations as needed. Start coming up with ideas for what villains and monsters might inhabit
these places, and what heroes they might have birthed.

Master of Portals
How long should this all take? If you spend more than an hour on this, you are most likely taxing your
puny brains by overthinking it. Allow the group to brainstorm and explore possibilities, and see what
the groupmind comes up with. Themes and connections will get suggested and rise to the surface, and
go with what resonates with people as a group.

On the other hand, should two locations per person prove insufficient for your group, perhaps because
they are few in number or have an inexhaustible appetite for setting creation, you can always agree as
a group to furnish each person with a third token. What delicious worlds await you.

Using the Campaign Map

The Campaign Map provides the Heroes and the Gamemaster with inspiration for future adventures, and
functions as a visual reminder of the exploits of the Heroes in your game. When the Heroes hear of new
places, add them to the Campaign Map. Do their adventures change the places they visit in some way?
Record it on the map!

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Locations, Roll 1d100

1 Archipelago 26 Crypts 51 Library 76 Ruins

2 Arena 27 Crevasse 52 Lighthouse 77 Sanctum

3 Armory 28 Crucible 53 Manor 78 Sands

4 Aviary 29 Desert 54 Marsh 79 Sea

5 Barrow Mound 30 Dungeon 55 Mausoleum 80 Shipwreck

6 Bayou 31 Field 56 Megalith 81 Shrine

7 Bazaar 32 Fjord 57 Menagerie 82 Sinkhole

8 Bog 33 Forest 58 Monastery 83 Spire

9 Bridge 34 Forge 59 Monolith 84 Standing Stones

10 Cairn 35 Fortress 60 Moors 85 Steppes

11 Canyon 36 Garden 61 Mountain 86 Summit

12 Castle 37 Gates 62 Oasis 87 Swamp

13 Catacombs 38 Graveyard 63 Ossuary 88 Tabernacle

14 Cathedral 39 Grotto 64 Palace 89 Temple

15 Cavern 40 Grove 65 Pass 90 Throne

16 Caves 41 Gulch 66 Peak 91 Tomb

17 Chapel 42 Hall 67 Pinnacle 92 Tower

18 Circle 43 Harbor 68 Plain 93 Tree

19 Citadel 44 Hills 69 Plinths 94 Tundra

20 City 45 Holdfast 70 Prison 95 Valley

21 Cliffs 46 Island 71 Quarry 96 Village

22 Coast 47 Jungle 72 Reef 97 Volcano

23 Colosseum 48 Kingdom 73 Reliquary 98 Wastes

24 Crag 49 Laboratory 74 Rift 99 Ziggurat

25 Crater 50 Labyrinth 75 River 100 Roll twice and combine.

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Descriptors: Roll 1d100

1 Acid 26 Fate 51 Lidless Eye 76 Soul

2 Ancients 27 Final Truth 52 Lost 77 Steps

3 Ash 28 Fire 53 Lotus 78 Stone

4 Banner 29 First 54 Madness 79 Summer

5 Blood 30 Flesh 55 Mana 80 Sun

6 Bones 31 Forbidden 56 Many-Faceted 81 Sundered

7 Broken Promises 32 From Beyond 57 Masters 82 Swords


Space and Time

8 Calendrical 33 Glass 58 Metal 83 Tentacles

9 Chaos 34 Gods 59 Midnight 84 Titans

10 Clocks 35 Hanged Men 60 Mirror 85 Torment

11 Cloud 36 Haunted 61 Mystic 86 Trapezohedron

12 Cursed 37 Heaven and Hell 62 Night 87 Treachery

13 Dawn of Time 38 Howl 63 Oblivion 88 Twilight

14 Death 39 Ice 64 Ouroborolith 89 Ultimate Darkness

15 Desolation 40 Imperial 65 Power 90 Unwelcome Prophecy

16 Despair 41 Indomitable 66 Primeval 91 Wandering

17 Dire Peril 42 Infernal 67 Razor 92 Warlord

18 Doom 43 Insanity 68 Ruin 93 Water

19 Dragon 44 Iron 69 Shadows 94 Wind

20 Earth 45 Judgment 70 Shard 95 Winter

21 Enlightenment 46 Justice 71 Sky 96 Without Kings

22 Evil 47 Kings 72 Sleepers 97 Woe

23 Exalted 48 Knights 73 Slime 98 Wood

24 Exploding 49 Labyrinthian 74 Smoke 99 Worms

25 Fallen Heroes 50 Last 75 Sorcerer-Queen 100 Roll twice and combine.

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Colors: Roll 1d20

1 Azure 11 Octarine

2 Black 12 Orange

3 Blue 13 Prismatic

4 Brown 14 Puce

5 Charcoal 15 Purple

6 Crimson 16 Red

7 Gamboge 17 Rust

8 Gold 18 Silver

9 Green 19 White

10 Malachite 20 Yellow

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REWARDS
Once upon a time, Yan the Merciless sought out the Master of Lore, and upon the completion of his
quest, was granted the boon of asking the Master any single question. “Oh great Master,” said Yan the
Merciless, “what is the greatest treasure in all of the Exploding Kingdoms?” “The greatest treasure,” said
the Master of Lore, “is the friends you make along the way.” Yan drew his deadly Devastating Vengeance
Seeking Sword, but as he prepared to strike at the Master of Lore, a dozen brave warriors leapt out from
the shadows and pummeled Yan with many blows. “Who are these fools?” demanded Yan. “The friends I
made along the way,” replied the Master of Lore.

Many treasures await those Heroes who explore the Exploding Kingdoms: from the simple treasures of a
new friend or a new reputation, magical gemstones and mystic scrolls that allow one to change their Kin
or Calling, to mighty magical weapons, and even Devastating Vengeance Seeking Swords.

MoB: Your Hero never ‘levels up’ in Heroes of the Exploding Kingdoms- you start out at the peak of
your power! Most of the rewards are about your character changing, getting to try out a new Kin or
Calling.
There is one way to get more powerful, and that’s with a Boon. But as you’ll see, the power of the
Boons is fleeting.

NEW ALLIES, EPITHETS, AND RIVALS

The simplest of Boons is also the easiest to acquire. At the end of an Adventure, the Gamemaster will tell
the Heroes that they have gotten a new Epithet, Friend, or Foe. This reward might belong to one Hero, or
to all of them- it’s up to the Gamemaster to determine what makes sense.

A group of Heroes who rescues a kidnapped Prince will gain him as an Friend, and might gain the
kidnapper as a Foe. Either of these characters might focus on the Hero who performed a particular action
during the rescue attempt, such as overcoming a particular challenge, or landing the final blow on an
enemy.

If the Heroes are seeking out a specific person with the adventure goal of making a Friend out of them,
that person may insist on fighting first, to see if the Heroes are worthy of their trust!

Whereas Friends and Foes are about who you know, an Epithet is about what people say about you, and
your past mighty deeds. An Epithet can be awarded by the Gamemaster for a particularly entertaining
feat, like a humorous narrative description, a creative use of a Plot Twist Card, or by snatching victory
from the jaws of defeat when the rest of the party is in Crisis State. For example, a Skin Changer who
uses their Ravenous Mauling technique to defeat a ghostly Boss enemy and describes eating it whole
might earn the Epithet “Devourer of Ghosts.”

KIN STONES AND CALLING SCROLLS

Two common rewards that can be acquired are Kin Stones and Calling Scrolls. These allow a Hero to
change their Kin or Calling during the Aftermath of an adventure.

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A Stone is always associated with a particular Kin: a Felinid Stone, a Golem Stone, a Vanadium Stone.
Likewise, a Scroll is always associated with a particular Calling: a Scroll of the Exalted Shield or a Scroll
of the Titan Blade.

During the Aftermath, a character can use a single Stone or Scroll, to change their character accordingly.
When they do so, they redesign their character as a member of the new Kin or Calling.

Example: Leshval the Felinid Gunmage finds a Scroll of the Mecha Jockey and decides to use it. Leshval
becomes a Felinid Mecha Jockey, and reassigns all their powers to fit. Leshval keeps their Drive, and
any accumulated Allies, Rivals, Epithets, and Boons. They’re still the same person, just with a shiny new
mecha!

MoB: Stones and Scrolls are a great way to try out new powers and strategies, without having to retire
and make a new Hero!

Stones and Scrolls are usually found as rewards after encountering a member of the relevant Kin or
Calling, or completing a thematically appropriate encounter.

MoL: It is said that Kin Stones are formed from the collective psychic energy of a people, which is why
they are often found in the possession of powerful members of that kin. And who doesn’t dream of
inscribing a treatise on the finer parts of their profession, such that others might take up your mantle?

BOONS

Boons are the most powerful reward available to Heroes of the Exploding Kingdoms. A Boon represents
a magical item or blessing that the character has access to. Each Boon is a Power that a Hero can equip,
granting them an additional Power beyond those from their Kin or Calling.

During the Aftermath of an adventure, the Heroes decide which Boons they will equip during the next
adventure. A Hero may have at most one Boon equipped at a time. Boons belong to the Heroes
collectively: a Boon used by a Hero in one adventure can be used by a different Hero in the next one.

A Boon power functions like normal powers, with an important distinction: most Boons have a Technique
with the Shatter keyword. Using a Shatter Technique is like a Burnout, but much more dramatic: the Boon
is permanently destroyed!

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SAMPLE BOONS

Amulet of Protection from the Outer Darkness


(Boon, Utility)
Action: Reaction
Trigger: You would suffer the Cursed or Mana Locked condition.
Effect: If the condition is temporary, end the condition. If it has the Perma-tag, downgrade it to a
temporary condition. Expend this power.
Chromatic (1)
Trigger: You would suffer any Condition.
Shielding (2, Stackable)
If the condition is caused by an attack, gain Resist 5 against that attack.
Radiant Reversal (X, Burnout)
If the condition is caused by an attack that dealt you damage, the attacker takes Xd6 damage.
Final Warding (2, Shatter)
If the condition is caused by an attack, become Immune to the triggering attack..

Devastating Vengeance Seeking Sword


(Boon, Attack)
Action: Major
Effect: Make a melee basic attack. Target is Marked.
Vengeful Strike (1)
If the target dealt damage to you since the end of the last Hero Phase, deal one additional die of
damage.
Devastating Strike (1, Expend)
Target is Perma-Sundered.
Vengeance Knows No Limits (1, React, Burnout)
Trigger: An enemy’s attack deals damage to you.
Effect: Teleport adjacent to that enemy, and attack that enemy with a melee basic attack.
Strike of Ultimate Vengeful Devastation (0, Shatter)
Instead of the normal damage for your attack, the target takes damage equal to the difference
between your maximum hit points and your current hit points. This damage cannot be prevented
or reduced.

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God Killing Spear
(Boon, Attack)
Action: Major
Range: Melee 3
Target: One creature.
Effect: 2d10 damage. You may use this attack instead of a melee basic attack when charging.
Sapping (2)
Target is Weakened.
Devastating (2, Expend)
Target is Perma-Sundered.
Soul Binding (2, Burnout)
Target is Perma-Manalocked. This effect cannot be prevented or removed.
Strike that Pins the Stars to the Firmament (2, Shatter)
Target is Perma-Pinned. This effect cannot be prevented or removed. Target takes an additional
2d10 damage.
The target gains the following ability while Pinned:
Action: Move
Effect: If there are no adjacent enemies to you, pull one enemy you can see 5 squares.

Heavenly Fist Style


(Boon, Utility)
Action: Move
Effect: Jump your speed. Until the start of your next turn, you may use Heavenly Fist Style's followup
techniques.
Hurricane Breath (1, Major)
Range: Close Wave 3.
Target: Creatures in Wave.
Effect: 3d6 damage, targets are Slowed.
Tsunami Fist (2, Major, Expend)
Range: Melee 1
Target: One creature
Effect: 3d6 damage, throw target 3 squares.
Eye of the Hurricane (2, Major, Burnout)
Range: Close Ring 2
Target: Creatures in Ring.
Effect: 3d6 damage, push targets 3 squares. Targets are slowed.
Bodhisattva's Palm (0, Major, Shatter)
Range: Melee 1
Target: One creature
Effect: 4d8 damage. Target is Dazed, Mana Locked, Slowed, Sundered, and Weakened. Push
target 3. The effects of this attack cannot be prevented.

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Horn of Heroes
(Boon, Utility)
Action: Move
Area: Close Wave 5
Target: Enemies in wave.
Effect: Targets are Staggered and Cursed.
Inspiring (2)
End a temporary condition on each ally in the Wave.
Trumpeting (2, Expend)
Targets are instead Perma-Staggered and Perma-Cursed.
Challenging Blast (0, Burnout.)
Targets are Perma-Marked by you.
Saga of the Unending Battle (0, Shatter)
Area: Close Wave 10
Allies in Wave regain 20 hit points, which can allow an ally to recover from Crisis State. Allies
who were in Crisis State gain 2 mana.

Keystone of Teleportation
(Boon, Utility)
Action: Move
Effect: Teleport 2 Squares
Intuitive Teleport (1)
You do not need to have line of sight to your destination square.
Farjump (X, Expend)
Add 2X squares to the Teleport
Portal Duel (0, Burnout, Exclusive)
Teleport anywhere on the Battlefield. Choose an enemy and teleport them adjacent to you. That
enemy is Immobilized and Marked.
Raise the Temple of Teleportation (2, Shatter)
Until the end of the encounter, you gain a Teleport speed of 6. If the Adventure is Successful,
add a new location on the campaign map, the Temple of Teleportation.

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Rune of Cleansing
(Boon, Utility)
Action: Move
Range: Close Burst 5
Effect: Choose one square in the Burst. All terrain elements in that square are removed, and replaced
with clear terrain.
Rebuking (1)
An enemy in the affected area is Displaced from that area.
Purifying (1, Expend)
End a debuff or condition on an ally in the affected area.
Elder Rune (2, Burnout)
Range: Area Burst 1 within 5.
All squares in the Burst are affected.
Ritual of Final Cleansing (0, Major, Shatter)
Action: Major
Target: One enemy in an affected square.
Effect: 4d8 damage. Choose a Buff or Property that enemy is benefiting from; they cannot use or
benefit from that Buff or Property again until the end of the encounter.

Steam Powered Rocket Harness


(Boon, Utility)
Action: Move
Effect: Jump your Speed.
Evasive Maneuvers (1)
Gain Resist 5 against any opportunity attacks you suffer during the movement.
Experimental Superjets (X, Expend)
Add Xd6 to the distance you jump.
Hover Jets (2, Burnout)
Until the end of the encounter, you gain the Flying property.
Retrorocket Reaction (0, Exclusive, Shatter)
Range: Melee 1
Target: One creature
Effect: Push the target 10 squares, and jump 10 squares. Each square of movement must take
you further away from that creature.

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Tablet of Madness
(Boon, Utility)
Action: Move
Range: Close Burst 5
Target: One Creature in Burst
Effect: Choose one: target is Cursed, Distracted, or Mana Locked.
Forbidden Lore (2)
Gain 1d4 mana.
Impossible Truths (1, Expend)
Instead inflict all three conditions on the target. Choose one of those to be a Perma-condition.
Shared Madness (0, Burnout)
Choose any number of conditions on an ally within the Burst. Those conditions on that ally end,
and you gain all those conditions. You cannot recover from those conditions this Hero Phase.
Gift of Prophecy (0, Shatter)
You may read the Gamemaster’s notes for the entire adventure.

Titan Gauntlet
(Boon, Attack)
Action: Major
Effect: Make a melee basic attack. If you augment this attack with a Universal Technique, gain 1 mana.
Hefty (2)
Push target 5 squares.
Inevitable Strike (1, Kick-In, Expend)
After rolling for damage, Kick In this Technique to reroll all the damage dice. Use the highest
available roll. (You may use this technique and Accurate on the same roll.)
Calamitous Crush (5, Burnout)
Your attack deals 6d10 damage instead. Target is Perma-Sundered. This effect cannot be
prevented or removed.
Punch the Cosmos (0, Exclusive, Shatter)
Instead, make the following attack:
Area; Close Burst 5
Target: Creatures in burst.
Effect: Each target takes Xd6 damage, where X is that target’s distance from you. Push each
target X squares.

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Transdimensional Trident
(Boon, Attack)
Action: Major
Range: Melee Exactly 3
Target: One creature.
Effect: 3d8 damage.
Thrown (1)
Range: Ranged Exactly 7
Indirect (0, Expend)
You do not need line of sight to your target. Ignore Cover and Concealing Terrain
Skewer the Spirit (1, Burnout)
Target is Pinned. Until the end of the encounter, the target cannot Teleport.
Wield the Infinite (2, Shatter)
Until the end of combat, at the start of each of your turns as a Free Action, make the following
attack:
Target: Any enemy on the Battlefield.
Effect: 3d8 damage.
If you are in Crisis State, you may perform that action as your action for the turn.

Violet Lotus Extract


(Boon, Utility)
Action: Move
Effect: The next Melee or Ranged attack you make this turn inflicts Perma-Wounded against the target.
Concentrated (2)
The attack inflicts Perma-Harrowed instead..
Splash Damage (0, Expend)
When you make the attack, apply the condition to all creatures adjacent to the target.
Enchanting Pollen (2, Burnout)
Target of that attack is also Ensorcelled.
The Violet Lotus Brings Only Death and Madness (2, Shatter, Exclusive)
Instead, the bonus applies to all Melee and Ranged attacks you make for the remainder of the
encounter, and effects from your attacks cannot be prevented with Threat Points.

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DESIGNING NEW BOONS

As a Gamemaster, making a new Boon can be a fun way to customize your Heroes of the Exploding
Kingdoms experience. Each one is a unique power, and making one for your players allows you to put
your own stamp on the game.

To make a new Boon, come up with a base power and four techniques.

The base power of a Boon is generally weaker than similar powers granted by a character’s Kin or
Calling. One of the big features of a Boon is flexibility: it grants the character who equips it an extra
option, and it can potentially be equipped by any character Calling, meaning it may give a character
access to a type of ability that their Calling doesn’t normally make available to them. Think carefully
before making these abilities too powerful!

Generally, a Boon has a reusable technique, an Expend technique, a Burnout technique, and a Shatter
technique. There’s no reason every Boon has to follow this formula, but it is a good guideline. Compare
the techniques to those on similar powers. Generally these should be slightly weaker or more expensive
than their equivalents from Callings, but the exception there should be the Shatter ability: whatever effect
a Shatter technique has should be powerful enough to justify destroying the item. These techniques are
generally very efficient in terms of mana expenditure: most of them are even free!

All of these Boons are non-specific in terms of character Kin or Calling, but there is no reason a Boon
can’t be made that is Kin or Calling specific, perhaps because it interacts specifically with that Calling’s
power scheme, such as a new Form, Mode, or Gun, for the Skinchanger, Mecha Jockey, or Gun Mage.
When making such a Boon, try to see if it can be made in such a way that it is usable by all Callings, but
interacts better with those for which it is a natural fit. Otherwise, you are making a Boon only one Hero
can use, and the other Heroes may feel left out.

The more Boons that are made available, and the more powerful those Boons are, means the more
powerful the Heroes will become. This is not a bad thing: more powerful heroes means getting to play
with more monsters! However if you introduce too many Boons too fast, especially while the Heroes are
still learning how to play their characters, you risk confusing them.

MoP: Is it possible to have too much power? Any Boon might have an unexpected combination with
another power and result in potentially game-breaking situations where the Heroes can crush any
threat that stands before them, or give one character effectiveness vastly beyond those of their
companions. Naturally, the only being I trust with that level of power is myself. Should you find
yourself in this position, you should either talk to your players as a group and discuss the situation and
find a solution together, or consume their brains before they become too powerful to challenge you.

230
MONSTERS
Cultists fill a Cathedral to a forbidden God, filling the air with their chanting, the leader singing a requiem
for the living. A hidden valley is filled with beasts thought to be extinct. Hideous guardians, no longer
alive, but not quite dead linger in an ancient tomb. These are some of the many monsters that the
Heroes of the Exploding Kingdoms might face.

READING THE MONSTER PROFILES

Each monster has a Combat Profile, consisting of its vital information. Each of these Profiles is divided
into two halves. The top-half contains the monster’s hit points, speed, basic attacks, and any special
movement abilities or properties the monster may have. The bottom-half contains special attacks that the
monster has access to. The profile does not specify the monster’s size; any monster can be Medium or
Large size, though some profiles allow the monster to be even bigger or smaller.

For ease of use during a combat encounter, anything that comes into play during the Hero Phase is on
the right-hand side of the monster profile. These are usually defensive properties or abilities with an
ongoing effect. During the Hero Phase, the GM can focus their attention on these few abilities.

RESKINNING MONSTERS

A Monster profile doesn’t just represent a single monster, it also represents a package of abilities. There
is no reason, for example, a monster using the Felinid stat block must be a member of that Kin- those
stats might be used for any large cat, or another creature with similar powers. Each monster profile
contains advice on other creatures that it might be used for. When Reskinning a monster, renaming
abilities can also go a long way to customize a creature’s feel, even if the mechanics are exactly the
same.

231
HYBRID MONSTERS

Each monster profile consists of a creature all it’s own, but the profiles can be mixed and matched for
greater customization: to create a new monster, simply take the top half of one monster and the bottom
half of another, and stick them together, resulting in a unique creation. These rules present fifty different
monsters, but when combining them in this way, an additional 2,450 monsters can be created.

When referring to a hybrid monster, it’s component parts are expressed as Top-Half/Bottom-Half.
Generally, the Top Half is the basic form of the creature, and the Bottom Half is the skills or specialization
of the creature. A Pixie/Sorcerer is functionally different from a Sorcerer/Pixie!

Here is a sample hybrid monster, a Wyvern. The top half comes from the Draconian monster profile, for
some clumsy fight and an enraged frenzy once the creature is Bloodied. For a Wyvern’s poison stinger,
this could be represented in a number of ways, using a power that deals negative conditions, but for this
we’ll use the Blood Fiend, which has Bloodletting Fury, which does a small amount of damage and the
Harrowed condition, and as a bonus, another power related to creatures being bloodied.

Wyvern (Draconian) Moderate Complexity


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Wyvern’s Wings - Move Action.


Effect: Jump your Speed.
● Wyvern’s Fury (2) - Free Action.
Effect: Make a Basic Attack.
Special: You may only use this power once per turn.

Wyvern (Blood Fiend) Moderate Complexity

● Poison Stinger - Major Action.


Range: Melee 1.
Target: One creature.
Effect: 1d8 damage, and the target is Perma-Harrowed.
● Blood-Drinker - Major Action.
Range: Melee 1.
Target: One Bloodied creature.
Effect: 3d8 damage, and you gain a Threat Point.

In addition, several of the abilities have been renamed to make them feel more Wyvern-like. The end
result is a brand new monster, ready to sic on the players.

232
ANGEL

Anyone who thinks an Angel is a creature of divine grace, beauty, and light is… correct, to a point. But an
Angel is first and foremost an emanation or servitor of a god, and gods have many purposes, some of
which are anything but soft. Genuflecting in their presence is a wise move for self-preservation; if (like
many heroes) you are too proud for such a gesture, be prepared for a battle fit to write of in the holy
books!

The Angel’s upper component is all about wings, and can thus be applied to any monster with majestic
plumage: rocs, dragons, and kaleidotrices. Their lower component evokes awe and might in close
combat, and thus works for paladins and burning ghosts as well as angels. Tactically, these templates are
straightforward, a solid choice for melee skirmishes of all flavors--though Ascending Flight shines
brightest when there are islands of firm ground among bottomless pits and other terrain hazards.

Angel Moderate Complexity


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 2d4 damage

● Ascending Flight - Property. At the start


of your turn, if you are not Flying, you may
gain the Flying Property until the end of
the next Monster Phase.
● Wing Buffet - Move Action.
Range: Melee 1.
Target: One creature.
Effect: Push target 5 squares.

Angel Low Complexity

● Blazing Sword - Major Action.


Range: Close Wall 2.
Target: Creatures in Wall
Effect: 3d8 damage.
● Rapture Strike - Major Action.
Range: Melee 1.
Target: One creature.
Effect: 3d8 damage, and the target is
Weakened or Dazed, their choice.

233
ARBORI

The Arborii are treefolk, both living in and a part of the forest. They are made of plant matter, be it vine,
wood, or petal, and all vegetation answers their commands. Many enough of them represent the passive
and peaceful flora we’re most accustomed to, but those Arborii don’t make history in the Exploding
Kingdoms. Those our heroes are likely to encounter, instead, are like enormous Venus flytraps. Or
humantraps, felinidtraps, etc.

Use Arbori components to represent members of that race, or for any manner of plant monster: treant,
Seymour, thing from the swamp, etc. These plant-themed powers would also suit a nature mage,
especially if you describe Brutal Toss as a blast of sorcerous wind rather than a physical throw. The upper
component’s Ivy Step makes an Arbori a good ally to a Blood Elemental or Trebuchthon. Include
bottomless pits and/or Warflingers in an encounter with the lower Arbori component for extra hilarity.

Arbori Moderate Complexity


60 HP, Speed 4
Basic Melee 1, 3d8 damage
Basic Ranged 5, 2d4 damage

● Ivy Step - Move Action. ● Unyielding - Property. When you would


Effect: Shift 2 squares or move your be subjected to forced movement, or
speed. During this movement, you ignore would gain the Immobilized condition, you
Difficult Terrain. may instead become Slowed. While you
are Slowed, you are immune to forced
movement, and cannot gain the
Immobilized condition.

Arbori High Complexity

● Brutal Toss - Major Action. ● Bramble Summons - Major Action.


Range: Melee 1. Range: Area Burst 1 within 5.
Target: One creature Target: Creatures in burst.
Effect: 3d6 damage, and create a
Effect: 2d8 damage and Throw target 6
Bramble Zone in the area. The Bramble
squares. Zone is Difficult Terrain. Any non-Arbori
Special: If you target an Ally, this power creature ending its turn in the Bramble
does no damage and uses a Move action. Zone takes 10 damage.

234
ARCANE ARROW

In the groves of the Arborii, the guildhalls of the Humans, the armories of the Vanadians, you may chance
to find a warrior immersed in meditation on the mysteries of the bow. They may ponder their subject for
days, months, years, in hopes of achieving the epiphany of the Arcane Arrow. It is a simple enough trick,
this channeling of Mana into a projectile, but in the fractal depths of that process of energy transfer lies
utter mastery of distant murder.

Arcane Arrow’s lower component is a quintessential “artillery” template: use it to add a Mana-powered
rocket launcher and/or freeze ray to any creature. Mount a cannon on a Tyrannosaur, grant a Human the
skill of elemental sorcery, and so on! The upper component, on the other hand, expresses a more specific
style, that of the warrior rapt in battle meditation, dodging attacks with deceptive ease. Martial artists,
Sentinel Ghouls, and pixie archers with eldritch elf-shot all fit the mold.

Arcane Arrow High Complexity


50 HP, Speed 4
Basic Melee 1, 2d6 damage
Basic Ranged 10, 3d8 damage

● Enchant Weapon - Move Action. ● Projectile Dodge - Reaction.


Effect: Gain an Arcane Arrow Token. Trigger: You are attacked with a
When you make an attack, remove all non-Melee attack.
Arcane Arrow Tokens, and for each token Effect: Either Ward all effects from the
removed, deal an extra die of damage. attack or gain Resist 10 against the
You cannot have more than three Arcane attack.
Arrow Tokens.. Special: Limit once per Hero Phase.

Arcane Arrow High Complexity

● Flameshot - Major Action.


Range: Area Burst 1 within 10
Target: Creatures in burst
Effect: 3d4 damage and targets are
Perma-Wounded.
● Iceshot - Major Action.
Range: Ranged 10
Target: One creature.
Effect: 3d6 Exploding damage. If at least
one die Explodes, the target is Slowed. If
at least two dice Explode, the target is
instead Immobilized.

235
ASSAULT MECHA

Some are born to power; some achieve power with grit, will, and training; others build power with scrap
metal and alchemy and strap it to their bodies. The Assault Mecha represents those of the final category.
These suits of armor, powered by steam, clockwork, Mana, and/or science ahead of their time, augment
their wearers’ abilities and allow them to do battle with heroes normally far beyond their ability to threaten.

Add Assault Mecha components to other monsters to represent critters wading into battle wearing
energized harnesses of steel or bone. The upper component could also represent a practitioner of an
esoteric yin-yang sorcerous art, with the capability of exhausting their spells to drive off harm in a cloud of
disruptive essence. The lower component is simpler and more versatile, adding mobility and a small area
attack; use it for swamp dragoons, firecrabs, and hoarfiends.

Assault Mecha High Complexity


40 HP, Speed 6 ● Setup Property - Choose to start in Light
Basic Melee 1, 3d8 damage. Mode or Dark Mode.
Basic Ranged 10, 3d8 damage.

● Twilight Engine - Property. At the start of


each Monster Phase, if you are in Light
Mode, change to Dark Mode, and if you
are in Dark Mode, change to Light Mode.
○ Light Mode: You have Resist 5 to
all non-Melee attacks.
○ Dark Mode: Your Melee and
Close attacks are Brutal.
● Jettison Shell - Reaction.
Trigger: You are attacked.
Effect: You are Immune to the triggering
attack..
Lose this ability and the Twilight Engine
property.

Assault Mecha Moderate Complexity

● Advance Charge - Major Action.


Range: Melee 1
Target: One creature
Effect: 3d8 damage. Before or after the
attack, you can shift 4 squares.
● Flamethrower - Major Action.
Range: Close Wave 2
Target: Creatures in Wave
Effect: 3d4 damage. Targets are
Perma-Wounded.

236
BATTLE CAPTAIN

A Battle Captain is a leader of its species, a front-lines commander barking (or shouting, or blorping, or
telepathically blasting) orders that, by sheer audacity or majesty, literally get their troops to move in
double time. And when it comes to the clash of arms, few Battle Captains are at all deficient in swinging
their own axes or firing their own bolts.

Promoting a monster to a Battle Captain with either component is a great way to turn a disorganized
horde into a fighting unit. Create the king of the trolls, the oversoul of the undead, or the burbling heart of
the ooze lagoon!

Battle Captain Moderate Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage.
Basic Ranged 5, 3d8 damage.

● Assign Quarry - Free Action.


Range: Unlimited
Target: Closest enemy you can see.
Effect: Target is Distracted until you use
this power again. If Target is Taken Out
while still Distracted from this Power, gain
1 Threat Point.
● Direct The Hunt - Move Action.
Range: Close Burst 10
Target: One Ally in Burst
Effect: Target may use a Move Action as a
Reaction

Battle Captain Moderate Complexity

● Signal The Attack - Major Action.


Range: Close Burst 5.
Target: One ally in burst
Effect: Target may make a basic attack or
use an attack power as a Reaction.
● Slicing Fury - Major.
Range: Close Burst 1.
Target: Creatures in burst.
Effect: 3d6 damage.

237
BLADE BRAVO

The heroes’ party might include a Blade Artiste, maestro of murder and conductor of carnage. The Blade
Bravo is a member of the Artiste’s orchestra, perhaps aspiring to such lofty bloody heights, or content to
play their part on a smaller scale. Despite their less awe-inspiring expertise, Bravos can still pose a
substantial threat, especially if they band together in numbers or with the aid of a Battle Captain.

Blade Bravo components deliver melee expertise at a cost, supplying powers that hit hard but also
shorten the lifespan of the creature invoking them. Use them, then, for self-sacrificing cultists, dead men
walking, Flagellation Fiends, and other bloody-minded masochists.

Blade Bravo High Complexity


50 HP, Speed 6
Basic Melee 1, 4d4 Exploding damage
Basic Ranged 5, 3d4 Exploding damage

● Crescendo of Violence - Property. Your


basic attacks deal Exploding damage.
Whenever you make an attack where at
least one die Explodes, you and one
target of the attack take 5 damage that
can’t be resisted.
● Bloody Ovation - Property. When an
adjacent enemy is Taken Out, gain 1
Threat Point.

Blade Bravo High Complexity

● Heedless Frenzy - Major Action.


Range: Melee 1.
Target: One creature.
Effect: 4d8 damage, and you take 5
damage that can not be Resisted.
● Deep Cut - Major Action.
Range: Melee 1.
Target: One creature.
Effect: 3d4 damage, and target is
Perma-Wounded

238
BLAST ADEPT

Blast Adepts put the “Exploding” in the Exploding Kingdoms. While lacking the might and versatility of the
Explodomancer, they are similar practitioners of the demolition arts, drawing upon the innate desire of all
matter to disintegrate into flame and shrapnel. They can ignite the air, themselves, or enemies with equal
ease, making them deadly assets on the field of battle.

If the Arcane Arrow is an elemental artillerist, the Blast Adept is pure kaboom. Add the upper component
to bombardiers who aren’t afraid to toss a grenade at their own feet if the need arises, whatever the
species. The lower component works for any explosive ranged device or magic-user, be it a skull mortar,
ballistic mecha, or mad warcaster.

Blast Adept High Complexity


50 HP, Speed 5
Basic Melee 1, 3d6 damage
Basic Ranged 10, 3d8 damage

● Point-Blank Detonation (2) - Move ● Imminent Explosion - Move Action.


Action. Range: Area Burst 2 within 15.
Range: Close Burst 1. Effect: Create an Imminent Explosion
Target: You and creatures in Burst. zone within the area. At the start of the
Effect: 3d6 damage. Jump your speed next Monster Phase, creatures in the
without provoking Opportunity Attacks. zone take 3d6 damage, then remove the
Damage from this attack can’t be resisted. zone.

Blast Adept High Complexity

● Explode Flesh (1) - Major Action.


Range: Ranged 10.
Target: One Creature.
Effect: 3d8 damage. Each creature
adjacent to the target takes 5 damage.
Damage from this attack can’t be resisted.
● Flaming Fireball - Major Action
Range: Area Burst 1 within 15.
Target: Creatures in Burst
Effect: 3d4 damage, and each target is
Perma-Wounded.

Master of Lore:Imminent Explosion is not an attack, since it does not target or deal damage at the time it
is used. However, as an action with an Area Range, it does provoke opportunity attacks when used. The
damage is an effect of the zone, not the Blast Adept, so taking out the Blast Adept won’t prevent the
explosion from happening. It also isn’t an attack, so it can’t be boosted by Potent or Accurate, and
doesn’t trigger Reactions that specifically respond to an attack.

239
BLOOD FIEND

Even the most ignorant of hedge-magi know that blood carries power. Whatever fluid runs through a
creature’s body, there is its life and an acute concentration of the magic it possesses. A Blood Fiend, be it
a literal demon or an unethical magical practitioner, has tasted of this power and grown obsessed with it.
And the most expedient way to obtain blood is to cut, and let it flow free…

Adding a Blood Fiend template to a monster allows it to capitalize upon heroes’ Bloodied status,
accelerating battles in your favor as you deal damage. Use it for ruthless mercenaries, Blood Elementals,
and cults practicing human sacrifice.

Blood Fiend Moderate Complexity


50 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 2d6 damage

● Blood Dancer - Move Action. ● Blood-Crazed - Property. Your attacks


Effect: Shift your speed, then deal 1d6 against Bloodied creatures are Brutal.
damage to a single creature you end the
shift adjacent to.
Special: You must be Bloodied to use this
action.

Blood Fiend Moderate Complexity

● Bloodletting Flurry - Major Action.


Range: Melee 1.
Target: One creature.
Effect: 1d8 damage, and the target is
Perma-Harrowed.
● Blood-Drinker - Major Action.
Range: Melee 1.
Target: One Bloodied creature.
Effect: 3d8 damage, and you gain a
Threat Point.

240
CHTHONIAN

The Chthonians are the scheming rulers of the deep, squid-like creatures walking upright and wielding
strange mental sorceries. Their resemblance to certain mighty elder gods may be due to lineage, or mere
coincidence, but Chthonian masterminds have taken advantage of the similarity to persuade cults to
worship them. If you see a Chthonian at work, and don’t think, “that’s a needlessly complex plan,” you
probably aren’t seeing the whole picture.

Use Chthonian templates to represent members of the species, or to create other creatures of psionic
power: beings from the space between dimensions, corrupt mentalists, and psychic vampires. The upper
component comes into its own in watery encounters and against heroes who like to rely on the Dazed
condition for action denial; the lower component needs only a group of monsters capable of dishing out
Conditions, and some others (perhaps Draconians or Demons Incarnate) with attacks to spend the Threat
Point harvest from Psychic Feeding.

Chthonian Moderate Complexity


60 HP, Speed 5(Swim)
Basic Melee 1, 3d8 damage
Basic Ranged 5, 2d6 damage

● Strange Waters - You have the ● Psychic Resilience - Property.


Swimming Property. When you take a Whenever you gain the Ensorcelled or
Move action to Advance, you may instead Dazed condition, you may gain the
Teleport your Speed by spending 1 Threat Staggered condition instead.
Point.

Chthonian Moderate Complexity

● Sanity Blast (2) - Major Action.


Range: Close Wave 3.
Target: Creatures in Wave
Effect: 3d6 damage, and targets are
Dazed.
● Psychic Feeding - Major Action.
Range: Melee 1.
Target: One creature affected by a
Condition.
Effect: 2d8 damage, and you gain a
Threat Point.

241
CORRUPTED ONE

Mana shapes its wielder, attuning spellcasters ever deeper to the elements they practice. That is why it is
so common to see a pyromancer with ember eyes or smoldering hair, or puffs of frost billowing from the
nostrils of a frost-attuned dinosaur. Moreover, the effect can be contagious; the friends, followers, and
familiars of powerful Mana-channelers take on similar traits to their companion. When the mage in
question is a necromancer or other adept of filth and disease, those who suffer under their influence are
known as Corrupted Ones.

Corrupted One templates make Conditions nastier by making them more difficult to get rid of. Use them in
conjunction with creatures that deal out effects that make heroes sweat, like Harrowed and Sundered.
Thematically, Corrupted One templates work well with Cultists, Demons, and Slimes, or any other source
of mystical wrongness.

Corrupted One High Complexity


60 HP, Speed 5
Basic Melee 1, 3d6 damage
Basic Ranged 5, 2d6 damage

● Final Corruption - Move Action. ● Spreading Taint (2) - Reaction.


Range: Close Burst 2 Trigger: The Corrupted One gains a
Target: Enemies in Burst non-referential Condition.
Effect: Add the Perma tag to Conditions of Effect: All creatures adjacent to the
targets. You are Taken Out. Corrupted One gain the same condition.

Corrupted One High Complexity

● Corrupt Mana (2) - Major Action.


Range: Melee 1.
Target: One creature.
Effect: 2d8 damage, target is Mana
Locked.
● Touch of Corruption (1) - Major Action.
Range: Melee 1.
Target: One creature.
Effect: 1d8 damage. Target is
Perma-Harrowed 10 Cursed.

242
CULTIST

What is a faith, and what is a cult? Few Cultists would call themselves such. But for most residents of the
Exploding Kingdoms, a Cultist is someone who worships something undeserving of worship: a mortal
demagogue, an Ouroborolith, a god whose works bring nothing but misery and chaos into the world, and
so on. Whatever their object of veneration, however, Cultists derive power from their zeal, and many a
hero has found that underestimating a fervent Cultist throng is a mistake.

Cultists are all about generating buckets of Threat Points: even one or two of them in a battle can help
ensure that costly powers are always available for use. Thus they work well with creatures that gain a lot
of benefit from Threat Points, such as Titanwolves and Demons Incarnate.

Cultist Low Complexity


50 HP, Speed 4
Basic Melee 1, 3d4 damage
Basic Ranged 5, 3d4 damage

● Devoted Sacrifice - Move Action. ● Rejoice in Victory - Property. When an


Effect: Gain 1 Threat Point, and you take adjacent Hero is Taken Out, gain 1 Threat
5 damage that can not be Resisted. Point.

Cultist Low Complexity

● Ritual Knife - Major Action.


Range: Melee 1.
Target: One creature.
Effect: 3d4 damage, and the target is
Distracted.
● Focus on Prayer - Major Action.
Effect: Gain 2 Threat Points.

243
DEMOLISHER

Enormous, slow, and destructive, “Demolisher” is the term used to describe a brute of a monster
employed for heavy labor and siegecraft. Typical Demolishers are elementals or nature spirits, captured
and infused with muscular Mana to bulk them up and dull their minds, but such creatures are also found
among dragons, demons, and Humans. They’re best used to wreck stationary targets--their slow reflexes
make them poor choices for engaging with agile infantry.

Demolisher templates are not subtle; they turn any creature into a lumbering monstrosity, slow and hard
to bring down. They’re good for emphasizing the hugeness of Jötnarr, Titanwolves, and dinosaurs.
Moreover, the ease of use of a Demolisher is good for keeping your turns quick and fast-paced--your
options are limited in running one, but that makes tactical decisions simple!

Demolisher Moderate Complexity


80 HP, Speed 6 ● Setup - You gain 3 Threat Points.
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d6 damage

● Lumbering - Property. You have a single


Major Action each turn, and no Move
Action.

Demolisher Moderate Complexity

● Full Attack - Major Action.


Special: Before the attack, shift 1 square.
Range: Melee 1
Target: One creature.
Effect: 4d8 damage. Lose your Move
action.
Special: This must be the first action
taken on your turn.
● Drastic Recovery - Major Action.
Remove all Conditions and Debuffs on
you.

244
DEMON INCARNATE

Demons in their natural state are beings of spirit, incorporeal and invisible, whispering perversities into the
minds of the weak-willed. When they attain physical form, however, they cast aside all subtlety and wreak
havoc across the Exploding Kingdoms, lashing out seemingly at random.

Demon Incarnate components add unpredictability to a monster, such that even the GM doesn’t know
exactly what will happen when they deploy a power. This makes the template appropriate for
chaos-addled mages, malfunctioning automata, and gibbering minions of elder gods. You’ll need to think
on your feet, but the randomness is fun for a change of pace!

Demon Incarnate High Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d6 damage

● Malign Destiny (1) - Move Action. ● Invoke Chaos - Move Action.


Range: Melee 1 Effect: Roll 2d4, choose one of the rolled
Target: One creature dice and gain an effect based on the
Effect: Remove a Condition from yourself, result:
and inflict the same Condition (without the ○ 1: Take 20 damage.
Perma tag) on target. ○ 2: At the end of your turn, gain the
Dazed condition.
○ 3: Regain 10 hit points.
○ 4: Gain a Threat Point.

Demon Incarnate High Complexity

● Chain Lightning (3) - Major Action. ● Chaos Strike - Major Action.


Range: Ranged 5. Range: Melee 1.
Target: One creature. Target: One creature.
Effect: 4d6 exploding damage that ignores Effect: 2d4 damage. Choose one of the
Resist. If the dice explode, you must rolled damage dice and gain an effect
repeat the attack against the nearest based on the result:
creature that has yet to be targeted by this ○ 1: Gain 1 Threat Point.
attack, using the current target's space as ○ 2: Teleport 5 squares.
the attack's origin point. ○ 3: Target is Dazed.
○ 4: Target is Perma-Harrowed.

245
DIRGESINGER

The souls of the dead need guidance, lest they return as Phantasms, Spiritbound, or worse. So any
funeral worth the price of the pyrewood employs a few Dirgesingers, to sing the lingering ghost on to its
rest. It so happens that it is not strictly necessary for the person to be dead to have their spirit shoved
upon, however, so some less discerning Dirgesingers are known to hire their services out for causing
death as well as commemorating it.

Dirgesinger components are quite a mix. The lower component is a very basic non-melee attack package,
while the upper component is heavily keyed to the monster’s theme. Use these templates in conjunction
with Cultists, Phantasms, and any sort of undead for encounters haunted start to finish!

Dirgesinger High Complexity


50 HP, Speed 4
Basic Melee 1, 3d8 damage
Basic Ranged 10, 3d8 damage

● Grim Preparation - Move Action. ● Funeral Rites - Reaction


Effect: The next time you attack this turn, Trigger: You are Taken Out during the
inflict the Staggered condition on each Hero Phase.
target. If the attack only targets a single Effect: Before the end of the current Hero
creature, instead Perma-Stagger the Phase, any Hero may choose to spend a
target. Major Action to eulogize the Dirgesinger.
If no Hero does so before the end of the
Hero Phase, gain 2 Threat Points.

Dirgesinger Moderate Complexity

● Haunting Hymn - Major Action.


Range: Close Burst 2.
Target: Creatures in Burst
Effect: 4d4 damage.
● Discordant Note - Major Action.
Range: Ranged 15.
Target: One Creature.
Effect: 3d6 damage and target is
Distracted.

246
DRACONIAN

A Draconian is a lizardlike humanoid with wings capable of short bursts of flight, and lungs capable of
short bursts of searing elemental projection. Whether by innate proclivity or conscious emulation of their
bestial cousins, Draconians tend toward love of majestic displays, be they boastful war cries or
ostentatious wealth.

The lower Draconian template component is extremely versatile, usable for any manner of creature that
emanates or hurls explosives: warcasters, practitioners of Inner Fire Kung Fu, Goblin Flamebelcher
Grenadiers, and so on. Their upper component’s mix of flight and multiple attacks works well applied to
fantastical flying beasts: manticores, couatl, starshrikes, and of course, dragons. Both components are
tactically straightforward--drop them in and watch the heroes burn!

Draconian Moderate Complexity


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Wings of the Dragon - Move Action.


Effect: Jump your Speed.
● Draconian Fury (2) - Free Action.
Effect: Make a Basic Attack.
Special: You may only use this power
once per turn.

Draconian Low Complexity

● Close Breath - Major Action


Range: Close Wave 3
Target: Creatures in Wave
Effect: 3d6 damage.
● Far Breath - Major Action
Range: Area Burst 1 within 8
Target: Creatures in Burst.
Effect: 3d6 damage.

247
DRAGON

When someone in the Exploding Kingdoms says “dragon,” this is the creature that comes to mind: a
fire-breathing lizard with an insatiable lust for coins, gems, power… valuables of any kind, tangible or
intangible. Battles with them make for some of the most popular stories and legends, and their heads
adorn the trophy halls of the Exploding Kingdoms’ most venerated heroes.

Dragon components make entire encounters more versatile and dangerous by increasing the GM’s
access to Threat Points. Therefore, they pair well with allied monsters that spend Threat Points for added
effect, such as Tyrannosaurs and Vanadiums. The lower component could also represent a vampire who
throws fireballs from his cloak, and the upper component would fit a wuxia artist who walks on air and
gathers chi in battle meditations.

Dragon High Complexity


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Hoard Energy - Move Action. ● Wing Beat - Move Action.


Effect: Gain 1 Threat Point, and end this Range: Close Burst 1
creature’s turn. Target: Creatures in Burst
Effect: Push each target 2 squares, then
Fly your Speed. Gain the Flying Property
until the start of the next Monster Phase.

Dragon High Complexity

● Dragon’s Breath - Major Action.


Range: Close Wave 3.
Target: Creatures in Wave
Effect: 3d6 damage.
● Ravenous Mauling (1) - Major Action.
Range: Melee 1.
Target: One bloodied creature.
Effect: 4d8 damage. If this Takes Out the
target, gain 2 Threat Points.

248
EFREET

The Efreet are beings of eldritch power expressed in one of its purest forms: fire. They smolder and
smoke, and offer that burning power to other creatures, each of them a Prometheus unto themselves. Not
all of them traffic in souls as currency for such exchanges, but those who do have built a fearsome
reputation for their people.

Efreet components emphasize both their propensity for incineration and their “power at a price” theme.
Those powers also fit slippery devilkin tricksters, ancient witches selling poisons and hurling curses at
those who treat them badly, or burning bushes and other incarnations of prophecy. The upper component
suggests an encounter including creatures with high hit points and costly Threat Point attacks to make
greatest use of Gift of Power. With the lower component, attack with Burning Whisper early in the Monster
Phase so Heroes won’t have Resist from a Defense power used earlier in the turn.

Efreet Moderate Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Gift of Power - Free Action.


Range: Close Burst 5
Target: One ally.
Effect: Gain 1 Threat Point, and target
takes 10 damage that can not be
Resisted.
Special: You can only use this power once
per turn.
● Lead Astray - Move Action.
Range: Melee 1
Target: One creature
Effect: Slide target 1 square, then Move
your speed.

Efreet Moderate Complexity

● Mystic Flames - Major Action.


Range: Ranged 5.
Target: One creature
Effect: 3d8 damage, and
Perma-Wounded.
● Burning Whisper - Major Action.
Range: Melee 1.
Target; One creature.
Effect: The target chooses one: They are
Ensorcelled and Cursed, or you deal 4d8
damage to them. They can not use
Reactions against this attack.

249
FELINID

Felinids are the cat-kin, with human stature and intelligence, and feline fur, claws, and teeth. They can be
stalwart and amiable friends, or fearsome and implacable enemies, and their capricious temperaments
mean they may turn from one to the other at any moment. The glint of almond-shaped eyes reflecting light
in the darkness is often the signal of their prey’s impending doom.

Their components work for any creature that is a cat or is cat-like: jaguars, ninja, sabregnus, and so on.
The Supernatural Reflexes property is easy to forget; consider deploying upper-component Felinids with a
token that indicates they have a bonus action to spend. In all cases, encounter maps with wide stretches
of open space make Felinids more entertaining and more powerful. A Felinid’s first turn might consist of
Advance, Advance, Pounce, for a total of 21 squares movement and an attack!

Felinid Moderate Complexity


50 HP, Speed 7
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Supernatural Reflexes - Property. On ● Nimble Dodge (1) - Reaction.


your first turn of combat, you have an Trigger: You are targeted by a Melee or
extra Move action. Close attack.
Effect: After the attack, Shift 2 squares.

Felinid Moderate Complexity

● Pounce - Major Action.


Special: Before the attack move up to
your speed, but at least one square.
Range: Melee 1
Target: One creature
Effect: 3d8 damage and target is
Staggered
● Cruel Advantage - Major Action.
Range: Melee 1.
Target: One creature
Effect: 3d8 damage, and if the attack is
Brutal the target is Immobilized.

250
GEMINI WARRIORS

Gemini Warriors are trained to battle in perfect unison, one fighter’s every movement timed to coincide
with a corresponding motion by their companion. Such synchrony provides unparalleled tactical fluidity,
the petty concerns of battlefield communication and coordination fading away. But the necessary unity of
mind for this technique has drawbacks: one Warrior feels the other’s pain, and any wound that cripples
one cripples the entire duo.

The upper Gemini Warrior template takes any creature you’re working with and doubles it! Use it to add
tactical chaos and a sense of grander scale to your combat. (What’s scarier than a Dragon? Two
Dragons!) The lower template is a set of useful melee attacks suitable for any tactically minded combatant
capable of getting into the midst of its foes, be it via teleportation, flight, or a trampling charge attack.

Gemini Warriors High Complexity


50 HP, Speed 6 ● Setup Property - Place two Gemini
Basic Melee 1, 3d8 damage. Warriors. They count as the same
monster.
Basic Ranged 5, 3d6 damage

● Gemini Offensive - Property. Whenever ● Gemini Defense - Property. Both Gemini


you make an attack, choose one: Warriors count as one monster. They
○ Both Gemini Warriors count as share the same pool of HP and actions,
making the attack. They both any effects that apply to one affect the
need to be in range, but the other. If they are both targeted by the
attack is Brutal. same attack, only take the damage once.
○ Only one Gemini Warrior counts Whenever you take a move action, you
as making the attack. Choose may take it with both Gemini Warriors.
which one, and make the attack
as normal.

Gemini Warriors Low Complexity

● Double Attack - Major Action ● Pincer Maneuver - Major Action


Effect: Make a basic attack, then make Range: Melee 1
another basic attack targeting a different Target: One creature
creature. Effect: 3d8 damage. Target is Distracted
and Marked.

Master of Lore: The Gemini Offensive ability is wordy, but its effects are quite simple: Could both of
the Gemini Warriors target this area from their current position? If yes, they can both count as
attacking, which makes the attack Brutal. For Ranged and Area attacks, this means that they both
provoke opportunity attacks. For complex areas of effect, this might be tricky!

Gemini Offensive applies separately to each attack. If you have an action that makes more than one
sequential attack, such as Double Attack, you may choose to have one Gemini Warrior make the first
attack, and then the other one make the second.

251
GOLEM

The Golems are creatures of earth, be it soil, clay, sand, or stone. They move through and breathe it as
easily as we do air, and the density of those elements lends force to their every attack. The might and
patience of Golems is so well known across the Exploding Kingdoms that experienced heroes tend to
regard any statue as a potential Golem warrior waiting to attack: better to be suspicious than squashed!

Golems’ upper component conveys their earthwalking power as well as a resistance to mundane
hindrances, so it works well on giant earthworms, tunneling machina, and the fearsome Wumpus. Their
lower component hurls heroes around or pins them in place, suiting foes who wield psychokinesis or
words of banishment and binding. Place them in arenas with lots of walls and pillars to walk through and
smash heroes into!

Golem Moderate Complexity


70 HP, Speed 4
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d4 damage

● Shift Earth - Move Action. Burrow your


Speed.
● Lifeblood of the Earth - Move Action.
End a Condition on yourself.

Golem High Complexity

● Heavy Shove - Major Action. ● Fist of Earth - Major Action.


Range: Melee 1. Effect: Summon a Large Fist of Earth
Target: One creature. within Close Burst 5. The Fist of Earth
makes the following attack:
Effect: Push the target 5 squares. If this
○ Range: Melee 1
push would move it into Blocking Terrain ○ Target: One creature
or another creature’s space, the target ○ Effect: 1d8 damage, and target is
takes 2d8 damage and is Staggered. Pinned until it is no longer
adjacent to the Fist of the Earth.
Special: You may only have one Fist of
Earth summoned at a time.

252
GRANDWIELDER

The only thing mightier than the sword is a BIGGER sword! At least, that’s the attitude espoused by the
Grandwielders, who train body and mind until muscle and Mana make them capable of swinging weapons
most fighters would have trouble even lifting. The sight of a blade taller and wider than oneself is enough
to make even a hardened soldier think twice about engaging.

Grandwielder templates give a melee creature the ability to strike at a range of 2, a dramatic upgrade to
their tactical capabilities. Use them in combination with dangerous terrain or as bodyguards for fragile
ranged combatants. Add them to already large creatures like Titanwolves to control huge swathes of the
battlefield with each figure!

Grandwielder Moderate Complexity


60 HP, Speed 4
Basic Melee 2, 3d8 damage
Basic Ranged 5, 2d4 damage

● Farwield - Property- Reach 2- You can


make Opportunity Attacks against
creatures within 2 squares.
● Wide Stance- Move Action.
Effect: Until the start of the next Monster
Phase, add one to your Reach, and the
range of your Melee and Close attacks.

Grandwielder Moderate Complexity

● Spinning Blade - Major Action


Range: Close Burst 2
Target: Creatures in Burst
Effect: 3d6 damage.
● Crushing Strike - Major Action
Range: Melee 2.
Target: One creature.
Effect: 3d10 damage, ignoring Resist, and
you lose your move action.
Special: This must be made as the first
action in a turn.

253
HUMAN

Colorful, frantic, driven, dangerous… the Humans of the Exploding Kingdoms don’t stay put long enough
to be boxed and labeled. Other species have physical adaptations and Mana innovations that let them
breathe underwater, climb walls, throw fire, and so on, but Humans do all these things and more without
any outward sign of their supernatural character. Surfing the shockwave of a concussive blast, using it to
launch over an enemy’s head, firing an arrow into the back of that head upside-down before a graceful
three-point landing… that is the Human way.

Add Human components to add flair and mobility to highly skilled, showoffy combatants of any species:
satyr duelists, Efreet pirate captains, and rebel godlings. The upper component lets monsters ignore or
evade a great deal of terrain that hampers the heroes--or boosts attacks if there’s no need to move. The
lower component is slanted toward melee combat with the addition of Challenging Strike, but overall,
Human monsters play equally well up close or at a distance.

Human High Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Light Step - Property. You have the


Climbing and Swimming properties.
● Focus Energy (1) - Move Action.
Effect: Move 2 squares. Gain Resist 5
until the start of the next Monster Phase.
Your next attack this turn is Accurate.

Human Moderate Complexity

● Leaping Strike - Major Action. ● Challenging Strike - Major Action.


Special: Jump 4 squares, then make the Range: Melee 1.
following attack: Target: One Creature
Range: Melee 1 or Ranged 5 Effect: 3d8 damage, and the target is
Target: One creature Marked and Staggered.
Effect: 3d8 damage.

254
JÖTUN

“Fee, fi, fo, fum!


I’m tall and strong, to punch the Sun!
And when She falls, you’ll hear the sound,
We’ll have a bonfire, gather ‘round!”

Most Jötnarr monsters should be Large or larger. If using their components for other purposes, note that
their powers call to mind a blizzard upon a glacier: slow, heavy, and cold, moving only as they please and
slowing down combatants around them. Add them to colossi whose footfalls throw up grit and dust, to
chained ghosts, and to any planets or asteroids the players should have cause to fight.

Jötun High Complexity


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 2d4 damage

● Sturdy Footing - Property. Subtract 1


from any forced movement you suffer.
● Stormcall - Move Action.
Range: Close Burst 1.
Effect: Create a Stormcall Zone in the
burst that lasts until the end of the next
Monster Phase.
Your allies in the zone gain Concealment,
and squares in the zone count as Difficult
Terrain for your enemies.

Jötun Moderate Complexity

● Glacier Fist - Major Action.


Range: Melee 1.
Target: One creature
Effect: 3d8 damage, target is Slowed.
● Groundshaking Charge - Major Action.
Use the Charge action, and make the
following attack instead of a Basic Melee
attack:
Range: Melee 1
Target: One Creature
Effect: 3d8 damage, target is Staggered.

255
MERFOLK

You have no doubt heard stories of alluring creatures of the deep, people (perhaps?) who laugh and sing
and invite sailors to come play with them in the water, a call so compelling that the poor fools don’t even
notice the water filling their lungs. They are the Merfolk, most dangerous at sea but capable of taking
shapes suited to battle and trickery on land as well.

Merfolk components bespeak blood and fire as well as rapture, so use them for plague prophets,
incubi/succubi, and evil viziers with leashed kings. It goes almost without saying that the upper
component loses some of its potential in an encounter without water features, so make sure to include
lakes or rivers or giant fountains for the Merfolk to benefit from their permanent Swim.

Merfolk Moderate Complexity


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Eternal Flow - Property. Merfolk have the


Swimming Property. When you take a
Move action to Advance, you may deal 5
damage to a Bloodied creature you end
the movement adjacent to.
● Foretell Doom(2) - Move Action.
Range: Melee 1
Target: One creature
Effect: Target is Cursed and Dazed.

Merfolk Moderate Complexity

● Call Storm - Major Action. ● Enticing Whispers - Major Action.


Range: Area Burst 2 within 5. Range: Melee 1.
Target: Creatures in Burst Target: One creature.
Effect: 3d4 damage. Effect: 1d8 damage, Target is
Ensorcelled.

256
OUROBOROLITH

These strange monoliths have existed for all of recorded history, appearing even in the cave paintings of
aboriginal sapients. They come in many shapes and sizes, sometimes simple blocks or pyramids,
sometimes statues of monstrous creatures never seen living. Their surfaces bristle with carvings and
adornments that look runic but match no known alphabet, terrestrial or divine. And sometimes, when their
territory is defiled (though it is anyone’s guess what counts as defilement), or simply when the stars are
right, they awaken, taking over the minds of nearby creatures and commanding them with a gift of
unnatural speed.

Use the Ouroborolith’s upper component for any high-profile stationary target, be it the central keep of a
fortress or the bones of a dead god; use its lower component for load-bearing bosses like Titanic Golem
Commanders and landsailing dreadnoughts. Build encounters around one or more Ouroboroliths--they
are designed to be placed in difficult-to-reach locations with allies to defend them and benefit from Sky
Glyph and Commanding Rune. Once a hero closes with the Ouroborolith, it’s highly vulnerable, so for
extra challenge, include monsters that pull, slide, or teleport heroes to peel them off!

Ouroborolith High Complexity


60 HP, Speed 0
Basic Ranged 10, 3d8 damage.

● Sky Glyph - Move Action. ● Grand Structure - You gain Resist 5 to all
Range: Close Burst 10. non-Melee attacks, and are immune to all
Target: One creature in burst. Forced Movement. Creatures in Crisis
Effect: Target may move their speed or State cannot target you.
shift 2 squares. You cannot move or target creatures
adjacent to you with Ranged or Area
attacks.

Ouroborolith High Complexity

● Commanding Rune - Major Action.


Range: Close Burst 10
Target: One ally in burst.
Effect: Target may make a basic attack or
use an Attack power as a Reaction.
● Structural Collapse - Major Action.
Range:Close Wave 3.
Target: Creatures in Burst
Effect: 3d10 damage, and targets are
Weakened and Manalocked. You take 30
damage.

257
PARADOXBEAST

A Paradoxbeast emerges when the laws of reality have been so twisted, so flagrantly violated, that the
Universe gives birth to an enforcer to punish the offenders. Unfortunately, these creatures themselves
tend to be maddened by the disturbance that occasioned them, and they are not terribly discriminate in
delivering their judgment to only the perpetrator.

Use the Paradoxbeast’s components to represent creatures that manipulate time and space:
chronomancers, wormhole wyrms, and sapient anomalies. It can be a tricky monster to employ, thus its
High Complexity. The upper component plays a harrying game, making heroes go to considerable effort
to close with it, then attacking with a highly damaging melee attack and teleporting away into invisibility.
The lower component works best with lots of allies to help it make Brutal attacks.

Paradoxbeast High Complexity


60 HP, Speed 3
Basic Melee 1, 3d8 damage.
Basic Ranged 3, 3d8 damage

● Paradox Hide - Property. You have


Concealment against creatures that are
not adjacent to you. Whenever you take
the Advance action, you may teleport your
speed instead.
● Entropic Shift (1) - Move Action
Effect: Teleport 1d6 squares, then
become Invisible until you attack or the
start of the next Monster Phase.

Paradoxbeast High Complexity

● Hidden Mandibles - Major Action.


Range: Melee 1.
Target: One creature
Effect: 3d8 damage, or 3d10 damage if
the attack is Brutal.
● Warp Lash - Major Action.
Range: Melee 3.
Target: One creature
Effect: 2d8 damage, and you teleport the
target 3 squares, or 6 squares if the attack
is Brutal.

258
PHANTASM

A soul of someone or something long dead, given new semisolid form and set free to wreak havoc among
the living. What is already dead cannot die: inflicting lethal harm to a Phantasm merely disperses it,
making it slow and weak until it can gather back its scattered soul-stuff.

Use the upper component with other monster templates to make a ghost version of whatever critter you
desire. It makes for a battle whose danger doesn’t ramp down as quickly as usual, since Phantasms have
a sort of Crisis State to work with. The lower component suits creatures with a flair for the strange and
mystical: witch-priests, mentalists, and Karmic Chameleons. It also tends to reduce heroes’ damage
output via the Cursed + Weakened combination.

Phantasm High Complexity


40 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 2d6 damage

● Ghostwalk - Move Action. Move your ● Eternal Death - Reaction


speed with Phasing. Trigger: You are Taken Out
Effect: Create a Phantasm conjuration in
your space. The Phantasm blocks
movement and line of sight, and can flank.
Each Monster Phase, the Phantasm can
move 3 squares or attack an adjacent
creature for 2d8 damage.

Phantasm Moderate Complexity

● Poltergeist - Major Action.


Range: Melee 5.
Target: One creature
Effect: 3d8 damage, and slide the target 2
squares.
● Dread Grasp (1) - Major Action.
Range: Melee 1.
Target: One creature
Effect: 3d8 damage, and the target is
Cursed and Weakened.

259
PIXIE

They’re cute, sparkly, and can stab you just as hard as something ten times their size! A Pixie
Grandwielder or Blast Adept is a sight to behold, with powers of mighty proportions originating from a tiny
mote of light.

Use the Pixie upper component to represent sneaky flying creatures like shadow bats and spiderflies.
Their lower component is more tactical and team-spirited; use it for battlefield commanders, vicious
nymphs, and half-resurrected, terror-eyed objects of cultist worship.

Pixie Moderate Complexity


50 HP, Speed 5
Basic Melee 1, 2d6 damage ● Setup Property - Pixies can be Small in
addition to the usual sizes.
Basic Ranged 5, 3d8 damage

● Pixie Wings - You have the Flying


Property.
● Pixie Dust - Move Action.
Range: Melee 1
Target: You or one ally.
Effect: Target gains Resist 5 until the start
of the next Monster Phase.

Pixie Moderate Complexity


● Setup Property - Pixies can be Small in
addition to the usual sizes.

● Faerie Charm - Major Action.


Range: Ranged 5.
Target: One creature
Effect: 3d8 damage, and the target is
Staggered.
● Goad Into Action - Major Action.
Range: Melee 1.
Target: One ally.
Effect: Target may use a Major Action as
a Reaction.

260
PROTOSLIME

Also known as “primordial ooze,” these globs of semisolid, semi-living matter desire only to absorb and
digest food, the more organically complex the better. They pursue that goal with a relentless hunger so
intense as to grant them a monstrous sort of intelligence; any hero who dismisses them as unable to
engage in tactical combat is in for an unfortunate surprise.

The Protoslime’s components are thick with its gloopy thematics, but by relabeling the powers, a GM
could make the upper component represent the Orgadian ground-fighting martial arts style, and the lower
component the abilities of a Colossal Soul-Conglomerate or swarm of devil bees. Its powers generate
difficult terrain in the form of figures on the battle map, giving players the unusual tactical option of
attacking impeding terrain in an attempt to clear it.

Protoslime High Complexity


50 HP, Speed 2
Basic Melee 1, 3d8 damage.
Basic Ranged 3, 3d6 damage.

● Expand- Move Action ● Liquid Form - Property. The Protoslime


Effect: The Protoslime increases one size has Resist 5 to all damage. Other
category. Any creature that would be creatures may move through the
displaced by this effect is Slowed instead. Protoslime’s space, treating it as difficult
terrain.

Protoslime High Complexity

● Engulfing Ooze - Major Action. ● Dissolving Pseudopod - Major Action.


Range: Melee 1. Range: Ranged 3.
Target: One creature Target: One creature
Effect: Target is Perma-Swallowed. Effect: 3d8 damage, Summon a Slimy
Pseudopod in any square of the target’s
space. Slide the target 1 square, and they
are Slowed.
Other creatures may move through Slimy
Pseudopods, treating its space as Difficult
Terrain. You may use your Slimy
Pseudopod as the origin space for your
attacks.

261
PUGILIST

From lofty mountaintop training grounds to seedy belowground brawling dens, fighters forsake the
advantage of steel or spell, preferring the innate powers of their empty hands. Where successful, they are
revered; where they fail, mocked. Those that survive and rise through the ranks of their martial
organizations are known as Pugilists, and they present a subtle threat to any hero: while they live, they
are never unarmed.

The upper component of the Pugilist is very fragile, but extraordinarily quick, both in its ability to cover
ground with its Speed 8 and its ability to make use of Move Actions to gain additional attack or defense.
The lower component, on the other hand, is all brute force, landing devastating attacks that will make any
hero flinch in pain. Use these templates to spice up any creature with a melee focus, and watch the fists
of fury fly!

Pugilist High Complexity


40 HP, Speed 8
Basic Melee 1, 3d8 damage
Basic Ranged 5, 2d4 damage

● Furious Flurry - Move Action. ● Iron Fists - Move Action.


Effect: Move your Speed or Shift 1, then Effect: Move your Speed or Shift 1, then
you may make the following attack gain Resist 5 until the start of the next
● Range: Melee 1. Monster Phase.
Target: One creature you have
attacked this turn.
Effect: 1d6 damage.

Pugilist High Complexity

● Palm Strike - Major Action.


Range: Melee 1.
Target: One creature.
Effect: Push target 3 squares. If this would
make the target enter a square of blocking
terrain or a creature’s space, they take
3d6 damage and are Slowed.
● Spiral Uppercut (2) - Major Action.
Range: Melee 1.
Target; One creature
Effect: 4d8 damage, and the target is
Dazed and Sundered.

262
SCRAPPER

It’s a rare soul that grows up in the Exploding Kingdoms without experiencing the odd brawl here or there.
Scrappers are those who have adopted the “hit and run” approach to surviving these little outbursts of
violence, and refined it to an art form. No matter how big and tough the brute, if it’s a Scrapper at heart, it
floats like a will-o-wisp and stings like a wyvern.

Both pieces of the Scrapper emphasize advantage in tactical positioning: due to their huge Shifts, they
seldom need to worry about Opportunity Attacks. Deploy them to give melee characters--especially those
with Reach--a hard time! Thanks to their Low Complexity, it’s easy to sprinkle Scrappers liberally about to
keep players on their toes (and make those with Immobilize and Pin powers shine).

Scrapper Low Complexity


50 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Quickstep - Property. At the start of your


turn, Shift 1 square.
● Martial Grace - Move Action. Shift 4
squares.

Scrapper Low Complexity

● Harrying Strike - Major Action.


Range: Melee 1.
Target; One creature
Effect: 3d6 damage, target is Slowed.
● Rapid Strike - Major Action.
Range: Melee 1.
Target: One creature
Effect: 3d8 damage, and you may Shift 4
squares.

263
SHADOW ASSASSIN

Anyone whose activities require an avoidance of unwanted attention comes to appreciate the shadows. In
the Exploding Kingdoms, that appreciation can become a relationship, the sneak giving unto the shadows
and receiving benefit in return. A Shadow Assassin is one whose commerce with the dark renders them
adept at killing unseen, a skill the shadows themselves often purchase the use of.

A Shadow Assassin is nothing if not slippery, striking at the heroes and then slipping away using a
combination of Teleportation and Invisibility. Playing one well requires a keen eye for positioning and a
battlefield featuring lots of places to flee to where heroes can’t easily reach. Add Shadow Assassin
components to Humans, Blade Bravos, and Scrappers to give a dramatic flair to their natural hit-and-run
tactics.

Shadow Assassin High Complexity


40 HP, Speed 6 ● Setup Property - Shadow Assassin is
Basic Melee 1, 3d8 damage Invisible until the start of the first Monster
Phase.
Basic Ranged 5, 3d6 damage

● Into Shadow - Property.


If you start your turn and are not adjacent
to any other creature, become Invisible
until the start of the next Monster Phase.
● Disengage - Move Action.
Effect: Shift 1 square, then move your
speed.

Shadow Assassin High Complexity

● Poison Strike - Major Action.


Range: Melee 1.
Target: One creature
Effect: Target is Perma-Wounded and
Perma-Harrowed. If this attack is Brutal,
this effect cannot be warded..
● Shadow Teleport - Major Action.
Range: Unlimited
Target: One creature not adjacent to any
other creature.
Effect: Teleport adjacent to the target. If
the target is an enemy, deal 1d8 damage.

264
SHIELDBEARER

It is a mistake to obsess so much over the sword that one forgets the versatile might of the shield. Or so
the Shieldbearers would caution the Grandwielders and Blade Bravos of the world. The shield is a boon
companion to one of these stalwart soldiers, functioning as armor, weapon, and even--in a pinch--an
impromptu mode of transport. An outfit that fields Shieldbearers is likely to outlast armies less stalwartly
girded, especially against fusillades of arrows or sorcery.

Shieldbearer monster components emphasize Resist, which combined with a solid number of HP make
for high-endurance foes. Players will go out of their way to make the Brutal attacks necessary to
circumvent a Shieldbearer’s React! Add the lower component to brutish monsters to represent hide so
tough that allies can take cover in its shadow; the upper component can represent a shield equipped on
any creature with the hands to carry it, or specialized defensive and evasive magic.

Shieldbearer High Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Shield Surfing - Move Action.


Effect: Shift your speed. You may not use
Reactions until the start of the next
Monster Phase.
● Interposing Shield - Reaction.
Trigger: You are targeted by a non-Brutal
attack during the Hero Phase.
Effect: Gain Resist 10 against the
triggering attack.
Special: Use this no more than once per
Hero Phase.

Shieldbearer High Complexity

● Shield Rush - Major Action. ● Phalanx Shield - Major Action.


Effect: Use the Charge action. You may Range: Close Burst 1
push the target a number of squares Target: Enemies in Burst
Effect: 1d8 damage. Until the end of the
equal to your unused movement from the
next Monster Phase, you and any allies
charge. For each square you push the adjacent to you have Resist 5.
target, you may shift one square, bringing
you closer to the target of the attack.

265
SORCERER

Blast Adepts, Explodomancers, Electrochannelers… the fine distinctions between methods of blowing
things up with Mana, and thus between the practitioners of those arts, are of grave importance to arcane
scholars of the Exploding Kingdoms. For most folks, however, it’s good enough to shout “Sorcerer!”, and
know that sensible people who hear you will seek the nearest large rock to take shelter under.

The Sorcerer template is what you reach for when you want a simple, direct ranged assault. Its Low
Complexity lets you choose your targets, roll damage, and move on to the next critter! Pair Sorcerers with
monsters that slide, push, daze, or immobilize to keep heroes clumped up and vulnerable to blasts of
darkness and starlight. The default powers channel Light and Darkness, but this is a purely cosmetic
choice: another Sorcerer might conjure Fire and Ice, Thunder and Lightning, or summon a brief storm of
blades.

Sorcerer Low Complexity


40 HP, Speed 4
Basic Melee 1, 3d4 damage
Basic Ranged 10, 3d8 damage

● Rapid Incantation - Move Action.


Range: Ranged 10
Target: One creature
Effect: 1d8 damage.
● Channel - Move Action.
Effect: Increase the Range of your next
Ranged or Area Burst attack this turn by
5.

Sorcerer Low Complexity

● Conjure Darkness - Major Action.


Range: Area Burst 2 within 10.
Target: Creatures in Burst.
Effect: 3d4 damage.
● Conjure Starlight - Major Action.
Range: Area Burst 1 within 10.
Target: Creatures in Burst
Effect: 3d6 damage, targets are
Staggered.

266
SOULGUARD

Much like a Dirgesinger, a Soulguard is trained in the manipulation of beings’ spiritual essence. Rather
than sing souls to their rest, however, these Guards attune to the souls of living or undead creatures to
become the ultimate bodyguards. By detecting hostile intent in the auras around them, they can anticipate
incoming attacks and interpose themselves between a blow and their charge; by pulling on enemies’
metaphysical centers, they can drag an assailant away from those in danger or vice versa. Going into
battle against one is an uncanny experience!

Soulguards are pure melee tactical controllers, repositioning figures on the battlefield and encouraging
attacks to target them before other monsters. Pair these templates with Shieldbearer and Sunbright
Unicorn components for extra defensive synergy! Played well, a Soulguard can extend the life of another
monster for an extra round or more, allowing heavy hitters to fire off more salvos of punishment.

Soulguard Moderate Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 2d4 damage

● Ferry Soul (2) - Move Action. ● Guardian’s Protection - Reaction.


Range: Melee 1 Trigger: An ally adjacent to you is targeted
Target: One ally by an attack that does not include you as
Effect: Slide target 8 squares. the target.
Effect: The attack targets you instead of
that ally.

Soulguard Moderate Complexity

● Soul’s Demand (1) - Major Action. ● Guardian Strike - Major Action.


Range: Close Burst 3. Range: Melee 1.
Target: Enemies in burst. Target: One creature
Effect: 3d8 damage, and the target is
Effect: 2d8 damage, and pull each target
Marked.
2 squares. Special: You may use this in place of an
Opportunity Attack.

267
SPIRITBOUND

“Spiritbound” is a term used for a creature mystically tied to a specific location. Some Phantasms haunt
the place where they died; Demons summoned up and bound to the service of a Sorcerer sometimes
have their Mana painfully nailed to the floor of the Sorcerer’s sanctum; Treespirits may be “rooted” in a
metaphysical as well as physical sense. Such beings exhibit supernatural resilience in the defense of their
homes, but in exchange, feel agony whenever that home is vandalized.

The upper Spiritbound template is the heart and soul of the concept: this is what you’d add to a
Phantasm, Treespirit, etc. to evoke the situation described above. The lower template is a tactical
component focused on splitting the party--use it to wreak havoc with characters that like to fight
shoulder-to-shoulder, like the Exalted Shield. These templates pair well with scenarios where a central
location is important, such as “king of the hill” or “capture the flag” style battles.

Spiritbound High Complexity


50 HP, Speed 6
Basic Melee 1, 3d8 damage ● Setup Property:
At the start of combat, place a Bound
Basic Ranged 5, 3d4 damage
zone in any square of the Spiritbound’s
space. Attacks may target the
Spiritbound as if it was in the Bound zone.
Such attacks are Brutal.

● Reinforced Soul - Reaction.


Trigger: You take damage.
Effect: Gain Resist 15 against that
damage, and then teleport to your Bound
zone.
Special: You cannot use this if any
creature is occupying your Bound zone.

Spiritbound High Complexity

● Isolating Strike - Major Action.


Range: Melee 1.
Target: One creature.
Effect: 2d8 damage, teleport the target 5
squares, then teleport adjacent to them.
● Soul-Binding Strike (2) - Major Action
Range: Melee 1.
Target: One creature adjacent to no other
creature than you.
Effect: 3d8 damage, and the target is
Ensorcelled.

268
STEEL CENTURION

These metallic people are often mistaken for automatons, but their silvered, mechanical appearance
overlays all the skill and intellect of any of the Exploding Kingdoms’ sapient races. Knowledge of their own
mechanical anatomy allows them to integrate tools and weapons into their bodies in ways that would be
excruciating or impossible for fleshier beings.

Steel Centurion monster templates can represent members of that kin, or any other versatile and resilient
creature. Their upper half suggests the grit and acumen of a seasoned tactician, while their lower half can
represent any creature with great reach and an ablative carapace: a mechanized suit of armor, perhaps,
or a Plastique Turtle who keeps fighting even once its shell has exploded into a thousand fragments.
Don’t be misled by Jettison Parts’ Condition negation; it’s a powerful area attack in its own right, so don’t
hesitate to use it even when a Centurion is unscathed, if you can catch two or three heroes in the burst.

Steel Centurion Low Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d4 damage

● Reconfiguration - Move Action.


Effect: End a Condition on yourself.
● Tactical Shift - Property. After attacking a
creature during your turn, Shift 1 square.

Steel Centurion Low Complexity

● Power Grab - Major Action.


Range: Melee 5.
Target; One creature.
Effect: 2d8 damage, and pull the target 4
squares.
● Jettison Parts (1) - Major Action.
Range: Close Burst 3.
Target: Creatures in burst.
Effect: 7d4 damage. You take 15 damage
and remove all Conditions.

269
SUNBRIGHT UNICORN

Ah! The majestic unicorn! Beloved of all that is pure and good! Children’s fancy and virgin’s prize! Its horn
cures any known ailment, and… oh dear. It can also impale a foe rather readily, can’t it?

The Riding Beast and Valiant Charge powers are common to all manner of mounts, be they fanciful as the
Sunbright, or mundane as a trusty warhorse. The monster components here include much about healing
as well as mounted combat, so put them to use for mobile surgical units, moss-covered behemoths aiding
an Arbori army, or octopedal dream-eaters.

Sunbright Unicorn High Complexity


60 HP, Speed 8
Basic Melee 1, 3d8 damage
Basic Ranged 10, 2d6 damage

● Sunbright Alicorn (1) - Move Action. ● Riding Beast - Property. Allies equal to or
Effect: Move your speed, then remove a smaller than your size can move into your
condition from an adjacent ally. space to ride you. Allies riding you gain
Resist 5, and when you move, they move
with you.

Sunbright Unicorn High Complexity

● Valiant Charge - Major Action.


Choose an enemy, then move your
speed, with each space moving you
closer to that enemy. At the end of the
movement, target one ally adjacent to
you, which may use a Reaction to make a
melee basic attack targeting that enemy.
● Blood-purifying Horn - Major Action.
Range: Melee 1
Target: One creature.
Effect: Take up to 30 damage. Target
either regains that much hit points or
takes that much damage. Remove all
conditions from the target. If you dealt
damage to the target, deal 5 additional
damage for each condition lost this way.
Damage dealt by this power cannot be
resisted.

270
TIME ASSASSIN

The first impulse of any heroic-minded magic-user who unlocks the secret of time travel is to go back in
time and assassinate great villains before they have the chance to commit their atrocities. Time Assassins
have dedicated themselves to that very purpose. Unfortunately for adventurers of the Exploding
Kingdoms, what constitutes a “villain” varies from one Time Assassin to the next.

Time Assassins are hard-hitting and fragile, but difficult to draw a bead on. With their Setup Property and
Phase Shift, you can deliver damage with little risk of counterattack. Use the top component in
combination with Paradoxbeasts and Phantasms to give the feel of a creature that shifts in and out of
physical reality; add the bottom component to sluggers like Demolishers and Golems to create brutal
blow-for-blow exchanges of punishment between heroes and monsters.

Time Assassin Low Complexity


40 HP, Speed 5 ● Setup Property -
Basic Melee 1, 3d8 damage Do not place the Time Assassin during
initial Setup.
Basic Ranged 10, 2d6 damage
At the start of each Monster Phase when
the Time Assassin is not on the
Battlefield, place it anywhere on the
Battlefield.
While not on the Battlefield, this monster
counts as Taken Out for purposes of
victory conditions.

● Phase Shift - Major Action.


Effect: Remove yourself from the
Battlefield
Special: This must be your first action of a
turn.

Time Assassin Low Complexity

● Accelerated Barrage - Major Action.


Range: Melee 1
Target: One Creature
Effect: 5d8 damage.
Special: This action provokes opportunity
attacks.
● Timestop - Major Action.
Range: Melee 1
Target: One Creature
Effect: 1d8 damage, target is Immobilized
and Dazed.

271
TITANWOLF

The rule of monster size may have exceptions, but is basically thus: the older the creature, the larger it is.
A dinosaur, shaking the earth since before Humanity arose, will much outweigh its modern cousins the
salamanders and basilisks. The sabre toothed tiger could contain several of today’s leopards within its
bulk. And so it is supposed that the Titanwolf, who eclipses the prehistoric direwolf as the world eclipses
the moon, may be as ancient as the Ouroboroliths. A pack of them is a sight that would give even a Jötun
pause to marvel!

Titanwolf components are versatile; use them to represent the might and ferocity of any enormous,
city-stomping creature. Turn a Dragon into a kaiju, a Jötun into an icy colossus, a Pixie into a Battle Sun.
The lower component chews up Threat Points, so consider including Threat generators like Cultists and
Blood Fiends in Titanwolf-dominated battles.

Titanwolf High Complexity


60 HP, Speed 6 ● Setup Property - The Titanwolf may be
Basic Melee 2, 3d8 damage. Huge size in addition to the usual sizes.
Basic Ranged 4, 2d4 damage

● Wall Breaker - Move Action.


Effect: Move 3 squares with Phasing.
Destroy any squares of Blocking Terrain
you enter and replace them with Clear
Ground.
● Rampage - Move Action.
Effect: Move your speed with Phasing.
Deal 3d8 damage to each creature whose
space you move through.

Titanwolf High Complexity


● Setup Property - The Titanwolf may be
Huge size in addition to the usual sizes.

● Devour Whole (2) - Major Action.


Range: Melee 1.
Target: One creature
Effect: 3d10 damage, and target is
Perma-Swallowed.
● Gigantic Claws (2) - Major Action.
Range: Melee 2
Target: One or two creatures.
Effect: 6d6 damage.

272
TOMB GUARDIAN

Given the numerous reasons that Cultists, Sorcerers, and other rabble might have to plunder the corpse
of a powerful being, it is common practice in the Exploding Kingdoms for dying demigods and magisters
to erect heavily fortified tombs for their senescent days. The Tomb Guardian is a mainstay of these
defenses: an unliving (elemental, undead, or constructed, depending on the creator’s propensities)
creature with an intrinsic imperative to deter would-be grave robbers. Given that there is no one around to
feel remorse for their actions, Tomb Guardians’ programming can be as brutal as the imagination allows.

A Tomb Guardian’s upper component is slow, but can give up its punishing death-curse to duck away
somewhere on the map it’s difficult for heroes to reach. It’s best deployed in narrow corridors and
mazes--like tombs, of course! The lower component affords tactical control, sliding and pinning heroes to
attack with abandon. Pair Tomb Guardians with Blade Bravos, Felinids, and other monsters that get extra
mileage out of melee flanking.

Tomb Guardian High Complexity


50 HP, Speed 3
Basic Melee 1, 3d8 damage
Basic Ranged 3, 2d6 damage

● One With Earth - Move Action.


Effect: Move 6 squares with Burrow. Until
the end of the next Monster Phase, you
cannot use Reactions..
● Guardian’s Curse - Reaction.
Trigger: You are Taken Out.
Effect: The attacker is Perma-Staggered,
Perma-Cursed, and Perma-Weakened.

Tomb Guardian High Complexity

● Brutal Claw - Major Action. ● Drag Away - Major Action.


Range: Melee 1. Range: Melee 1.
Target: One creature Target: One creature
Effect: 2d8 damage, and the target is
Effect: 3d8 damage, and you slide the
Immobilized and Weakened while you
target 2 squares. remain adjacent to it. As long as it is
Immobilized, you do not provoke
Opportunity Attacks from it, and for each
square you move, you may slide the
target 1 space into a square adjacent to
you. This movement does not remove the
Immobilized and Weakened conditions
unless the target is not adjacent to you at
the end of the movement.

273
TREBUCTHON

Any army in the Exploding Kingdoms worth its boot leather needs siege weaponry, for cracking the mighty
fortifications of castles and sky citadels. Armies of the undead are no different. Enter the Trebucthon, the
overland equivalent of the ghost ship. These shimmering ectoplasmic war machines materialize from the
gloom, hurl corporeal boulders or blasts of soulstuff, then disappear as mysteriously as they arrived.
Facing them has fueled many a defending commander’s nightmares!

The upper component of the Trebucthon reduces its maneuverability in exchange for an extreme-distance
Basic Ranged attack. It’s thus best used with sniper- or artillery-style monster templates such as Blast
Adept and Arcane Arrow. The lower component plays to that approach as well. It’s right at home in siege
scenarios, of course, but don’t underestimate its potential as a hazard in a traditional dungeon: Soulshot
is particularly dangerous in narrow spaces, and Arcing Rubble can make it hard for opponents to close
upon whatever position it’s fortifying.

Trebucthon Moderate Complexity


60 HP, Speed 4
Basic Melee 1, 3d6 damage
Basic Ranged 20, 3d8 damage

● Heavy Load - Property. You cannot make


attacks except for Basic Melee attacks.
You may spend a Move Action to remove
this restriction until the end of your turn.
● Grim Mirage - Free Action.
Effect: Take 20 damage that can’t be
resisted, and Teleport 15 squares.

Trebucthon Moderate Complexity

● Soulshot - Major Action.


Range: Close Line 15.
Target: Creatures in line.
Effect: 3d4 damage and targets are
Perma-Wounded.
● Arcing Rubble - Major Action.
Range: Area Burst 1 within 10.
Target: Creatures in Burst
Effect: 3d6. Create a Rubble Zone that is
difficult terrain in the area of the burst.

274
TREESPIRIT

When the soil of a woodland is drenched in Mana, or the blood of heroes, or the tears of alchemical
constructs who want to be real children, a curious consciousness awakens in the heartwood of the trees,
and Treespirits are born. They uproot themselves and venture outward, their eternal imperative to “grow!”
supplemented with new desires to “battle!” and “quest!” Saplings burst forth from the rocks and waters
and the corpses of their enemies, with knots like eyes and mouths open wide in wonder at this new world
they have discovered.

Treespirit components are useful for any monster with a theme of growth or reproduction: behemoth
fungus, garden gnomes, etc. They provide greater control of the battlefield than most monsters manage
on their own, by increasing the size of allies and adding summoned creatures to the map, so they pair
well with narrow spaces bounded by bottomless pits and other hazards.

Treespirit High Complexity


60 HP, Speed 4
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d6 damage

● Cause Growth - Move Action.


Range: Unlimited
Target: One ally
Effect: Target increases in size one
category and gains Resist 5 until the start
of the next Monster Phase.
● Treeheart Gate (2) - Move Action.
Effect: Teleport from a space adjacent to
an ally to any space adjacent to another
ally.

Treespirit High Complexity

● Summon Sapling - Major Action.


Range: Close Burst 4.
Effect: Summon a Sapling in a square in
the burst, then each Sapling may make
the following attack:
○ Range: Melee 1
○ Target: One creature
○ Effect: 3d4 damage.
● Entrancing Pollen - Major Action.
Range: Close Burst 4.
Effect: Summon a Sapling in a square in
the burst, then each Sapling may make
the following attack:
○ Range: Melee 1
○ Target: One creature
○ Effect: Target is Ensorcelled.

275
TRICERATOPS

With thick scaly hide, an armored head, impressive size, and three vicious goring horns, the Triceratops
makes an excellent war mount for an ambitious cavalry leader. Capturing one is a mark of prowess in
itself, and taming one for the ride, a masterwork. Take caution, however: sitting astride such a ponderous
beast inevitably results in shocks and bruises to the rider!

The upper component of the Triceratops makes a fine template for any armored land mount, be it a
warhorse with plate barding or a clockwork personnel carrier. Its lower component suggests great bulk
and a tripartite attack: use it for three-headed hydra, Groundpounder Mecha, and Mana-mutated gargant
toads.

Triceratops Moderate Complexity


70 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 2d4 damage

● Frill Defense - Property. Gain Resist 5 to


all non-Brutal attacks..
● Riding Beast - Property. Allies equal or
smaller to your size can move into your
space to gain the Ride buff. Allies riding
you gain Resist 5..

Triceratops Moderate Complexity

● Triceracharge - Major Action.


Perform the charge action. Instead of a
melee basic attack, make the following
attack:
○ Range: Melee 2
○ Target: Up to three creatures.
○ Effect: 3d8 damage.
● Aetherquake Stomp - Major Action
Range: Close Burst 5.
Target: Creatures in Burst
Effect: 3d4 damage. A non-Immobilized
target may gain the Immobilized condition
to reduce this damage to 0.

276
TYRANNOSAURUS

This towering nightmare of a lizard is frequently mistaken for some manner of dragon at first look. If the
person doing the looking is not inclined to immediately flee from such a creature, however, they notice the
lack of wings, its inability to belch forth any manner of elemental magic, and its oddly undersized upper
limbs. Then they get eaten, because it’s a Tyrannosaurus, and they should’ve run away after all.

A Tyrannosaurus’s upper component has a curious combination of distractibility and devouring the weak;
a GM might put it to use for a newly-dead ghost, distraught at its abrupt state of not-living and desperate
to feed upon the energies of other dead or dying beings. Its lower component is a delight of giant monster
carnage, useful for hungry kaiju, Fleshrender Titans, and Arcanovores.

Tyrannosaurus Low Complexity


80 HP, Speed 5 ● Setup Property - The Tyrannosaurus
Basic Melee 1, 3d8 damage may be Huge size in addition to the usual
sizes.
Basic Ranged 5, 1d4 damage

● Mauling Bite - Free Action. ● Tiny Arms - Property. The


Range: Melee 1 Tyrannosaurus always has the
Target: One Hero in Crisis State Perma-Distracted condition.
Effect: Gain 1 Threat Point
Special: Use this power only once per
turn.

Tyrannosaurus Moderate Complexity


● Setup Property - The Tyrannosaurus
may be Huge size in addition to usual
sizes.

● Giant Headbutt (2) - Major Action ● Gorging Feast - Major Action


Range: Melee 1 Range; Melee 1
Target: One creature Target: One creature
Effect: 5d8 Exploding damage. For each
Effect: 3d8 damage, push target 2
die that explodes, heal 1 hit point. You are
squares and target is slowed. Sundered and Distracted. Do not remove
Special: Whenever you would make a these conditions at the end of this turn.
melee basic attack, you can use this
power instead.

277
VANADIAN

Vanadians are the sword-kin, razor-folk, blade-people. They are made entirely of edged weaponry, fused
and interlocked and mobile in humanoid or bestial shapes, making them singularly well adapted to the
world of martial power and violence that is the Exploding Kingdoms. Some of them are personable
enough despite their dangerous exterior, but you would be well advised to use caution when shaking
hands with or embracing one!

Vanadian monster components involve blades, blades, blades. Use them as-is to equip behemoths with
vorpal hides and integrated grapeshot cannons, or replace the word “Blade” with “Flame,” “Lightning,”
“Gamma Radiation”, etc. to build elementals made of any manner of hazardous substance.

Vanadian Moderate Complexity


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d6 damage

● Made of Blades - Property. When


targeted by a Melee attack, the attacker
takes 5 damage that cannot be Resisted.
● Blades of Death (2) - Reaction.
Trigger: You are Taken Out
Range: Close Burst 2
Target: Creatures in Burst
Effect: 3d6 damage.

Vanadian High Complexity

● Blade Explosion (1) - Major Action, ● Bladeshot - Major Action


Range: Close Burst 2 Range: Ranged 5
Target: Creatures in Burst Target: One creature.
Effect: 4d8 damage, you take 10 damage.
Effect:, 3d6 damage
Conjure a Hovering Blade zone in one
square of the target’s space. Whenever
an enemy ends their turn in the Hovering
Blade’s square, they take 10 damage.
When you or an allied Vanadian enters
that Hovering Blade’s space, remove the
Hovering Blade and the Vanadian heals
10 HP.

278
VINDICATOR

In the Exploding Kingdoms, where loyalties follow might more than goals or ideology, it is crucial for any
powerful group to have Vindicators. These elite warriors represent their armies, cults, and countries in
duels against the champions of rival groups, proving their cohorts’ worth by proxy. When engaged in
battle alongside the rank and file, they seek out their opposition’s greatest warriors and seek to isolate
them in one-on-one combat, a microcosm of the greater melee.

Vindicator templates focus on marking opponents and forcing them to engage with you. Use them for
bodyguards, right-hand lieutenants, and bounty hunters, paired with dangerous but fragile creatures to
protect, like Battle Captains and Blast Adepts.

Vindicator Low Complexity


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 1d4 damage

● Call of Challenge - Move Action. ● Quick Reflexes - Property


Effect: Gain 2 Threat Points. Any enemy Creatures that shift while adjacent to you
without the Marked condition may use a provoke opportunity attacks.
Reaction to become Perma-Marked by
you to prevent this effect.
Requirement: There must be at least one
enemy without the Marked condition.

Vindicator Low Complexity

● Marking Strike - Major Action.


Range: Melee 1.
Target: One creature
Effect: 3d8 damage, target is
Perma-Marked
● Hounding Rush - Major Action.
Effect: Shift your Speed. If you end the
Shift adjacent to a creature Marked by
you, you may make a melee basic attack
targeting that creature.

279
WARFLINGER

“What is war?” asked Thrungask.


“It is a bloody contest, won by whoever has the greatest might of arms!” said Jann.
“Thrungask has mighty arms,” said Thrungask, and demonstrated.
Jann said something else, but Thrungask did not hear, for he had flung Jann over the horizon.

The Warflinger template is a fun variation on the artillery style. Its upper template burns the candle at both
ends; between Deathspin and Staggered, it won’t last long on the battlefield, but while it’s there it’ll output
a lot of damage! Its lower template is best deployed with sturdy melee allies, or creatures with Close Burst
or Wave attacks that need close-up positioning for full effect: use Toss Ally to get them where they need
to be, and/or Hurl Enemy to put their targets in harm’s way. For mix-and-match operations, add Warflinger
components to other artillery templates for fusillade action, or to meaty melee monsters for the Thrungask
feel. A Warflinger can represent any enemy capable of launching friend and foe across the battlefield:
animated catapults, telekinetic masterminds, or elastimotes.

Warflinger Moderate Complexity


50 HP, Speed 5
Basic Melee 1, 3d6 damage
Basic Ranged 10, 3d6 damage

● Deathspin - Property. Once during each


of your turns, after you make an attack
you may take 10 damage that cannot be
resisted to make a ranged basic attack as
a free action.
● Staggered - Property. You cannot shift.

Warflinger Moderate Complexity

● Toss Ally - Major Action.


Range: Melee 1
Target: One ally.
Effect: Throw target 15 squares. If you
throw the target at least 10 squares, deal
3d8 damage to one creature adjacent to
the target.
● Hurl Enemy - Major Action.
Range: Melee 1
Target: One creature
Effect: Throw target 5 squares. If it ends
the throw adjacent to another creature,
target and that creature both take 3d6
damage.

280
WIND DANCER

It is only natural to envy the birds, the butterflies, and the dragons as they take to the air. Most landbound
folk leave it at that, a wistful impossibility. If you wish hard enough, however--and pour Mana into that
wish--perhaps the air will take you up as one of its own, and transform you into a Wind Dancer. Then the
world and all its wonders will be open to you without boundaries, and you can take in the sights, steal
what you like, kill without care…

Dropping a Wind Dancer onto the battlefield is an opportunity to flex your tactical muscles. With the upper
template you can flit about the map with Aerial Dance (an excellent combination with ranged or area
attacks of any kind), and with the lower you can yank heroes into compromising positions using Ferrying
Strike. Add pitfalls and hazards to the map for maximum entertainment.

Wind Dancer Moderate Complexity


50 HP, Speed 7
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Aerial Dance (1) - Free Action.


Effect: Gain the Flying property until the
start of the next Monster Phase.
● Soaring High - Property. While you are
Flying, creatures without the Flying
property cannot target you with melee or
close attacks.

Wind Dancer Moderate Complexity

● Wind Dance - Major Action. ● Ferrying Strike - Major Action.


Range: Close Burst 1. Range: Melee 1.
Target: Creatures in Burst Target: One creature
Effect: 2d6 damage and you may shift Effect: 2d8 damage, and shift 1 square.
your Speed. At the end of your turn Teleport the target
adjacent to you.

281
WINDTIGER

The Windtiger is one example of a general type found throughout the Exploding Kingdoms: a
Mana-infused animal, like the Flamescorpion, Woodlion, or Voidemu. Such creatures, via sorcerous
meddling or environmental exposure, take on paranormal traits, most commonly of a classical or celestial
elemental nature. In the Windtiger’s case, an otherwise ordinary (and quite dangerous enough) tiger
gains prodigious speed and reflexes, moving at times too fast to see, much less catch. Such altered
beasts quickly rise to the top of their pecking orders, and some see much sport in hunting heroes.

The upper component of the Windtiger expresses its elemental nature, the lower its animal. Use the
upper component, then, to create all manner of air elementals, quicklings, and speed demons. The lower
component is brutal and simple, usable for lions, bears, and sasquatch just as easily as tigers.

Windtiger High Complexity


50 HP, Speed 6
Basic Melee 1, 3d6 damage.
Basic Ranged 3, 2d6 damage

● Acceleration - Move Action. ● Nimble Leap - Reaction.


Effect: Take 5 damage, then shift your Trigger: You take 20 or more damage.
speed. Before or after the shift, make the Effect: Jump your speed. This movement
following attack: does not provoke opportunity attacks.
○ Range; Melee 1
○ Target: One creature
○ Effect: 2d4 damage.

Windtiger Moderate Complexity

● Lashing Claws - Major Action.


Range: Melee 1
Target: One creature
Effect: 2d4 damage, and the target is
Perma-Harrowed.
● Gripping Fangs - Major Action.
Range: Melee 1
Target: One creature
Effect: 2d8 damage. Target is Pinned as
long as you remain adjacent to them.

282
CHAMPIONS AND BOSSES
A monstrous brute towers over the battlefield, far more dangerous than its companions. A unit of
mercenaries is led by a battle-sorcerer, veteran of a dozen wars. A creature exposed to strange magical
energies manifests a unique power. Each of these is a champion monster. Yet there are creatures and
villains even more dangerous...

BIGGER, BADDER MONSTERS

The rules for Champions and Bosses allow the Gamemaster to create monsters that are more dangerous.
A Champion monster generally serves as a leader in a battle, a mini-boss, or a particularly fearsome
member of its type. These paragons of monsterhood are not encountered alone, rather they are
deployed as part of an encounter with other monsters.

Boss Monsters are the true badasses of the Exploding Kingdoms. A Boss Monster is tough enough to
stand up to an entire party of Heroes and give them a fight they’ll remember. Boss Monsters are
generally encountered by themselves, but a tough encounter might have a Boss Monster accompanied by
some weaker monsters.

CHAMPION MONSTERS

A Champion monster is created by combining one top-half, and two bottom halves. A Champion monster
gains 60 extra hit points, and has two Major actions a turn, but cannot use them on the same power, other
than generic actions, such as Basic Attack or Advance. A Champion monster may be Huge size.

When designing an encounter, a Champion monster counts as two monsters.

BOSS MONSTERS

A Boss monster is a unique creation, but some guidelines apply. A Boss Monster has hit points equal to
the number of Heroes times 60, and gets one Major action per Hero, and like a Champion cannot use
them on the same power. A Boss monster can be any size the GM wants. Frequently Boss monsters
make use of special rules or exceptions to make the encounter feel truly unique.

One way to make a Boss monster is to take two, three, or even more Monster profiles and combine them,
and then tinker with the abilities as needed. Add damage, status effects, or extra targets as desired.
Designing a boss monster is an opportunity for the GM to be creative and really challenge the players. In
Heroes of the Exploding Kingdoms, every Boss Monster is unique.

MoL: Don’t forget that Champion Monsters get two Major actions, but they can’t use the same power
twice. And Bosses get more actions the more players there are, so with five players, a Boss gets five
Major actions. This is an essential part of making Champions and Bosses credible threats!

283
SAMPLE CHAMPION MONSTERS

Each of these Champion Monsters was created using the rules described above: one Top-Half base, with
the powers and abilities of two Bottom-Halves. Remember that a Champion Monster’s hit points are
determined by those of its Top-Half form, plus 60.

Note that for space reasons, most of these monsters have some powers that would normally be listed on
the left side of the profile moved to the right side.

HOARD DRAGON

This is a fairly basic Champion monster, using the basic Dragon profile, and adding the lower-half of the
Titanwolf for some powerful attacks, taking advantage of the Dragon’s Hoard energy. With its extra
action, the Hoard Dragon can downgrade a major action to Wing Beat, Hoard Energy, and use a massive
attack like Devour Whole or Gigantic Claws in one turn, or start with a Ravenous Mauling, and follow that
up with another huge attack if it Takes Out the target.
Taking a monster stat block and adding an extra bottom half is an easy way to get a Champion, resulting
in a familiar monster, but with some new tricks.

Hoard Dragon (Dragon) High Complexity


120 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Hoard Energy - Move Action. ● Wing Beat - Move Action.


Effect: Gain 1 Threat Point, and end this Range: Close Burst 1
creature’s turn. Target: Creatures in Burst
Effect: Push each target 2 squares, then
Fly your Speed. Gain the Flying Property
until the start of the Monster Turn.

Hoard Dragon (Dragon, Titanwolf) High Complexity

● Dragon’s Breath - Major Action. ● Devour Whole (2) - Major Action.


Range: Close Wave 3. Range: Melee 1.
Target: Creatures in Wave Target: One creature
Effect: 3d6 damage. Effect: 3d10 damage, and target is
● Ravenous Mauling (1) - Major Action. Perma-Swallowed.
Range: Melee 1. ● Gigantic Claws (2) - Major Action.
Target: One bloodied creature. Range: Melee 2
Effect: 4d8 damage. If this Takes Out the Target: One or two creatures.
target, gain 2 Threat Points. Effect: 6d6 damage.

284
SPELL CAPTAIN

An experienced spellcaster, commanding a unit of mercenaries, the Spell Captain is a terrifying opponent.
Using Direct the Hunt to pull an ally into position, the Spell Captain can Distract an enemy, Toss the Ally
into position, and then toss a brutal Flaming Fireball at the enemy.

The Spell Captain uses components from three different monster stat blocks: you don’t have to just take
one monster and add an additional set of attacks; parts can be used from multiple monsters to make a
completely new combination.

Spell Captain (Battle Captain) Moderate Complexity


120 HP, Speed 6
Basic Melee 1, 3d8 damage.
Basic Ranged 5, 3d8 damage.

● Assign Quarry - Free Action.


Range: Unlimited
Target: Closest enemy you can see.
Effect: Target is Distracted until you use
this power again. If Target is Taken Out
while still Distracted from this Power, gain
1 Threat Point.
● Direct The Hunt - Move Action.
Range: Close Burst 10
Target: One Ally in Burst
Effect: Target may use a Move Action as a
Reaction

Spell Captain (Blast Adept/Warflinger) Moderatel/High Complexity

● Explode Flesh (1) - Major Action. ● Toss Ally - Major Action.


Range: Ranged 10. Range: Melee 1
Target: One Creature. Target: One ally.
Effect: 3d8 damage. Each creature Effect: Throw target 15 squares. If you
adjacent to the target takes 5 damage. throw the target at least 10 squares, deal
Damage from this attack can’t be resisted. 3d8 damage to one creature adjacent to
● Flaming Fireball - Major Action the target.
Range: Area Burst 1 within 15. ● Hurl Enemy - Major Action.
Target: Creatures in Burst Range: Melee 1
Effect: 3d4 damage, and each target is Target: One creature
Perma-Wounded. Effect: Throw target 5 squares. If it ends
the throw adjacent to another creature,
target and that creature both take 3d6
damage.

285
Ghost Chorus

A haunting consisting of multiple ghosts, all of them wailing in despair, adding more haunts and growing in
size, until they are unstoppable.

This is an example of looking at a monster ability and using it creatively- here the top half represents not
an expanding liquid ooze, but an expanding haunting. The larger the haunt gets, the bigger the area of its
Burst Attacks- and they also hit creatures in the Ghost Chorus’s space.

The area of Haunting Hymn gets bigger and bigger each turn, and an Ensnaring Visage can be used to
pull an enemy into the area. Once enough targets are in place, a Horrid Scream can be used for a
massive attack.

In this case, the Protoslime’s Liquid Form, and the Steel Centurion’s attacks have been renamed to better
suit the creature.

Ghost Chorus (Protoslime) High Complexity


110 HP, Speed 2
Basic Melee 1, 3d8 damage.
Basic Ranged 3, 3d6 damage.

● Expand- Move Action ● Ghostly Form - Property. The Ghost


Effect: The Ghost Chorus increases one Chorus has Resist 5 to all damage. Other
size category. Any creature that would be creatures may move through the Ghost
displaced by this effect is Slowed instead. Chorus’s space, treating it as difficult
terrain.

Ghost Chorus (Dirgesinger/Steel Centurion) Moderate/Low Complexity

● Haunting Hymn - Major Action. ● Ensnaring Visage - Major Action.


Range: Close Burst 2. Range: Melee 5.
Target: Creatures in Burst Target; One creature.
Effect: 4d4 damage. Effect: 2d8 damage, and pull the target 4
● Discordant Note - Major Action. squares.
Range: Ranged 15. ● Horrid Scream (1) - Major Action.
Target: One Creature. Range: Close Burst 3.
Effect: 3d6 damage and target is Target: Creatures in burst.
Distracted. Effect: 7d4 damage. You take 15 damage
and remove all Conditions.

MoB: As you play, look for monster abilities from different stat blocks that seem to combine well with
each other, then while designing an encounter, make a Champion that has those powers.

286
SAMPLE BOSS MONSTERS

There’s no hard and fast rules for making a Boss Monster. Hit points equal 60 times the number of
players, and a Boss gets one Major Action per player, but even those are guidelines and can be altered
as needed. These Bosses can serve as a template for making your own: use them as written, reskin
them, adjust numbers up and down as needed.

The Final Empress was designed as an End Boss for the Against the Final Empress campaign. She is a
straightforward, but powerful Boss Monster. Her top half incorporates elements of the Steel Centurion
and Vanadian profiles, and her bottom half incorporates a variety of potent attacks. Upon being bloodied,
she transforms into a Dragon, gaining a number of abilities from that profile.

The Fist of the Empress was designed as a Mid Boss for the Against the Final Empress campaign. His
top half incorporates elements of the Steel Centurion and Grandwielder profiles, and his bottom half
involves a variety of attacks. He is not as powerful as his liege, but includes an optional encounter
framework for a mega-encounter.

A Giant Dragon Statue With Laser Eyes might guard a temple, or the eyes themselves might be a
valuable enough target to attract a heist. While those Laser Eyes can dish out a lot of damage,
fortunately it features a way for the Heroes to disable them, utilizing the Challenge rules.

The Godblood Swarm is composed of individual droplets of Godblood, each of them the size of a
person. The flow of blood is never ending, with each destroyed droplet quickly replaced. Instead of the
normal number of actions for a Boss Monster, the Godblood Swarm summons an ever increasing number
of Godblood. This can be adapted for other encounters against a never-ending flood of enemies, like a
plague of giant locusts or ninjas. (Not giant ninjas, just normal sized ones, but that would be pretty cool
too.)

That Which Lurks Below is the sort of ancient horribleness that a group of Heroes might encounter while
delving into ancient ruins or deep caverns. It was designed as a monster to escape from; pair it with
terrain that is challenging to traverse, and an alternate victory condition to escape from it. They’ll have a
choice: stand their ground and fight, or put effort into fleeing. The boss’s increased hit points and
movement denial can give even the most mobile of groups a challenge.

In addition, the Kraken’s Maw can be found in the Against the Kraken sample adventure, and the
Two-Headed Demon Dragon can be found in the Ruined Castle of the Demon Dragon sample
adventure.

287
The Final Empress Medium Size Boss Monster
60 HP/Player
Speed 6
Basic Melee 1, 3d8 damage (Melee 2 while
bloodied)
Basic Ranged 5, 3d8 damage

● Ultimate Reconfiguration - Move Action ● Made of Blades - Property. When


Effect: Remove a Condition or Debuff targeted by a Melee attack, the attacker
from yourself. takes 5 damage that cannot be Resisted.
● Tactical Shift - Property - After attacking ● Blades of Death (2) - Reaction.
a creature on your turn, shift 1 square. Trigger: You are Bloodied or Taken Out
Range: Close Burst 2
Target: Creatures in Burst
Effect: 3d6 damage.
● Final Form - Property - When the Final
Empress becomes bloodied, she turns
into a Huge Dragon. Creatures and
objects in her new space are displaced.
● Wing Beat - Move Action.
Range: Close Burst 1
Target: Creatures in Burst
Effect: Push each target 2 squares, then
Fly your Speed. Gain the Flying Property
until the start of the Monster Turn.
Requirement: You must be bloodied.

● Imperious Majesty - Major Action. ● Demand Obedience (1)- Major Action.


Close Burst 10. Range: Melee 5
Target: Enemies in Burst Target; One creature.
Effect: 3d4 damage. Effect: The target chooses one: They are
● Power Grab - Major Action. Ensorcelled and Cursed, or you deal 4d8
Range: Melee 5. damage to them. They can not use
Target; One creature. Reactions against this attack.
Effect: 2d8 damage, and pull the target 4 ● Dragon’s Breath - Major Action.
squares. Range: Close Wave 3.
● Glory Strike - Major Action. Target: Creatures in Wave
Range: Melee 1 (Melee 2 while Bloodied)
Effect: 3d6 damage.
Target: One creature.
● Ravenous Mauling (1) - Major Action.
Effect: 3d8 damage, and the target is
Range: Melee 1.
Weakened or Dazed, their choice.
Target: One bloodied creature.
● Slicing Fury- Major Action
Effect: 4d8 damage. If this Takes Out the
Range: Close Burst 1 (Close Burst 2 while
Bloodied) target, gain 2 Threat Points.
Target: Creatures in Burst
Effect: 3d6 damage

288
The Fist of the Empress Medium Size Boss Monster
60 HP/Player
Speed 6
Melee Basic 2, 3d8
Ranged Basic 5, 3d8

● Reconfiguration - Move Action. ● Farwield - Property- Reach 2- You can


Effect: End a Condition on yourself. make Opportunity Attacks against
● Rocket Jump - Move Action. creatures within 2 squares.
Effect: Jump 4 squares. ● Wide Stance- Move Action.
Effect: Until the start of the next monster
turn, add one to your Reach, and the
range of your Melee and Close attacks.

● Rocket Charge (2) Major Action ● Crushing Fist (2) Major Action
Effect: Shift 6 squares in a straight line. Range: Melee 1
You may enter enemy squares during the Target: One creature
shift. Any creature whose space you Effect: 3d10 damage, target is Weakened
move through during the shift takes 3d6 and all attacks against it are Brutal until
damage and is Slowed.. the end of the Monster Turn.
● Power Grab - Major Action. ● Spear Flourish - Major Action
Range: Melee 5. Range: Close Burst 1.
Target; One creature. Target: Creatures in Burst
Effect: 3d6 damage.
Effect: 2d8 damage, and pull the target 4
● Formation Breaker (2) Major Action
squares. Range: Close Burst 2.
● Power Punch- Major Action Target: Creatures in Burst
Range: Melee 1 Effect: 3d6 damage, push targets 3
Target: One Creature squares.
Effect: 2d8 damage, push target 5 ● Deadly Thrust - Major Action
squares. Range: Melee 2
● Jettison Parts (1) - Major Action. Target: One Creature
Range: Close Burst 3. Effect: 3d6 damage, target is
Target: Creatures in burst. Perma-Wounded.
Effect: 7d4 damage. You take 15 damage
and remove all Conditions.

Optional Encounter Framework: When the Fist of the Empress becomes bloodied, remove him from play.
Each Hero regains half their hit points (this can remove a Hero from Crisis State) and recovers an
expended power. Place the following enemies on the edge of the map, one per player: Futureblade (Time
Assassin/Grand Wielder), Imperial Guard (Soulguard/Vanadium), Metal Justicar (Steel
Centurion/Vindicator). (The Futureblades set up off the map, as per their Setup property.)
When these enemies are defeated, each Hero regains half their hit points (this can remove a Hero from
Crisis state) and recovers two expended powers, then return the Fist of the Empress to play, with hit
points equal to his Bloodied value.
This counts as two encounters for scenario planning.

289
Giant Dragon Statue with Laser Eyes Huge Boss Monster
60 HP/Player
Speed 5
Basic Melee 2, 3d8 damage

● Rampage - Move Action-


Effect: Move 5 squares with Phasing.
Destroy any squares of Blocking Terrain
you enter and replace them with Clear
Ground. Enemies moved into during this
movement take 3d8 damage and are
Displaced.

● Laser Eye- Major Action. ● Go For the Eyes! - The Giant Dragon
Range: Area Burst 1 between 4 and 8. Statue With Laser Eyes can be Ridden by
Target: Creatures in Burst the Heroes. An adjacent character can
Effect: 3d8 damage. Ride the Dragon by spending a move
Special: This action does not provoke action, and a flying or teleporting character
opportunity attacks. This ability may be may move into the Dragon’s space and
used twice per round, but no creature begin Riding it. The Hero gains the Riding
may be targeted more than once. buff. While Riding the Dragon, the Dragon
● Corrosive Breath (1) Major Action can only target the Hero with its melee
Range: Close Wave 5 basic attack. Only one Hero can Ride the
Target: Creatures in Wave Dragon at a time.
Effect: 3d4 damage, targets are ● A Hero Riding the Dragon may attempt a
Perma-Harrowed. Challenge as a Major Action to disable
● Mighty Grab- Major Action one of the Laser Eyes. The Danger is that
Range: Melee 2 the character is ripped off of the Dragon,
Target: One Creature taking 3d8 damage and is Thrown 5
Effect: 3d6 damage. Pull target 1 square; squares. On any success, one of the
target is Pinned while adjacent to the Laser Eyes is disabled, the Riding buff
Giant Dragon Statue With Laser Eyes. ends, and the Hero is displaced.
● Tail Lash- Major Action ● When the first Laser Eye is removed, the
Range: Close Wave 3 Laser Eye ability may no longer be used
Target: Creatures in Burst more than once per round. When the
Effect: 3d4 damage, targets are Dazed. second Laser Eye is removed, the Laser
● Blind Frenzy- Major Action, use only Eye ability may no longer be used.
Range: Close Burst 2 ● Once both Eyes are removed, the Giant
Target: Creatures in Burst Dragon Statue is Perma-Blinded (this
Effect: 4d8 damage, targets are pushed 2 Condition cannot be removed), can no
squares and Immobilized. longer be Ridden, and all attacks against it
are Brutal.

290
MoL: Wow, that’s a lot of text. Let’s break it down. Heroes can get on top of the Dragon Statue, either
by climbing up on it while adjacent, or using flight or a teleport to get on top of it. Once that happens,
the Hero is riding it, so if the Dragon Statue moves around, the Hero moves with it. While up there, it’s
particularly hard for the Dragon to attack the Heroes- it can only use its melee basic attack.
While a Hero is up there, there’s no reason they can’t use any of their attacks to just stab the Dragon in
the back of the head, but they can also attempt to pry one of those Laser Eyes loose. Doing so is a
Challenge; refer to the section on those rules if you’re unfamiliar with them. A Hero will have to rely on
their Epithet, a Boon, or some other resource. They can possibly rely on an Ally, but only if it seems
appropriate, such as the Ally has already been featured in the adventure. If they pass the Challenge
successfully, one of the Eyes is removed. If they suffer the Danger (because they relied on their own
skill and either failed the Challenge or got a ‘mixed’ result), they are thrown off. Succeed or fail, the
Hero isn’t going to be on top of the Dragon Statue anymore; someone’s going to have to get back on
top of it to get at that other Eye. Now the good news: getting rid of those Eyes disables a particularly
nasty attack, and getting both of them makes the Dragon Statue particularly vulnerable.

You should also let the players know the first three bullet points, so they understand the options that
are available to them, and the benefits of doing so. The final bullet point, permanently blinding the
Giant Dragon Statue, is a pleasant surprise.

291
Godblood Swarm Swarm of Medium Boss Monsters
60 HP/Player ● Setup: At the start of the encounter,
Speed 6 designate an area where summoned
Basic Melee 1, 3d6 Godbloods will appear. Summon a
Basic Ranged 5, 3d6 number of Godbloods equal to the
number of Heroes minus 2.

● Swarm of Blood- Property -The ● Unending Blood - Property - At the start


Godblood Swarm is made of individual of each Monster turn, Summon all
Godbloods. Each Godblood takes one Godbloods that were removed due to
move and one major action. (You still damage, plus one new Godblood.
cannot use the same power more than ● Tides of Blood - Property - Whenever a
once.) Godblood takes damage, remove it from
● Bloodwalk - Property - Godbloods ignore the battlefield and create a Pool of Blood
difficult terrain from Pools of Blood. in the square it occupied. Pools of Blood
are difficult terrain.

● Blood Letting Strike - Major Action ● Soul Sapping Curse- Major Action
Range: Melee 1 Range: Ranged 10
Target: One Creature Target: One cursed enemy
Effect: 3d6 damage, target is Effect: 3d6 damage, target is Weakened.
Perma-Wounded. ● Word of Isolation- Major Action
● Slippery Strike - Major Action Range: Ranged 5
Range: Melee 1 Target: One creature
Target: One creature Effect: 3d6 damage, target is Cursed and
Effect: 2d8 damage, slide target 1 square. Mana-Locked.
● Clinging Darkness (2) Major Action
Range: Close Burst 1
Target: One Creature
Effect: 3d6 damage, targets are Blinded.

MoB: Boss Monsters flip the normal encounter script on their head: normally an encounter gets easier
as monsters are defeated, but a Boss Monster might get even more dangerous when Bloodied! The
Godblood Swarm in particular starts off with a certain number of Godbloods, but it keeps increasing by
one each round. Instead of the normal set of Boss Monster actions, each Godblood gets a move action
and a major action. The longer the combat lasts, the more actions the Godbloods get, and the more
damage they’ll do each round. Look for ways to have multiple Godbloods attack the same hero,
starting with a Word of Isolation and then having another one use Soul Sapping Curse, or use Slippery
Strike to put Heroes into spots for flanking.

MoL: The Godbloods are Summons: an attack that targets more than one of them does damage only
once, but removes them all. (Once the Heroes figure this out, they’ll likely want to avoid multi-target
attacks.) Normally an attack that removes Summons does not damage the summoner, but Tides of
Blood says otherwise, and the Precedence Rule says a power or property overrides the normal rules.
If a Hero applies a Condition or Debuff through an attack that does damage, removing the affected
Godbloods ends that effect- however a Condition or Debuff applied through an effect that does not deal
damage will affect the entire Godblood Swarm!

292
That Which Lurks Below Huge Size Boss Monster
75 Hit Points/Player
Speed 5 ● Setup Property: Ambush!
Melee 3, 3d8 damage. Before the first Hero Turn, take a Monster
Turn.

● Slime Climb - Property ● Slimy Trail - Property. Every square you


You have the Climbing property. enter becomes Slimy Terrain, in addition
● Slime Slide - Move Action to any other terrain types. Slimy Terrain is
Effect: Shift 8 squares, moving only difficult terrain for all creatures other than
through Slimy Terrain. you.
● Unstoppable - Property. You are immune
to forced movement.
● Writhing Tentacles - Property- Reach 3-
You can make Opportunity Attacks
against creatures within 3 squares.

● Corrosive Spittle (1) – Major Action ● Mucus Barrage – Major Action


Range: Ranged 8 Effect: Area Burst 1 within 8
Target: One creature Target: Creatures in Burst
Effect: 3d8 damage, target is Effect: 3d6 damage, and the area of burst
Perma-Wounded. becomes Slimy Terrain.
● Tentacle Snare (2) – Major Action ● Gaping Maw of Doom (2) –Major Action
Range: Melee 8 Range: Melee 1
Target; One Creature Target: One Creature
Effect: 3d8 damage, pull target 5 squares. Effect: 2d12 damage, target is
● Tentacle Frenzy- Major Action Perma-Swallowed. While it is swallowed,
Range: Close Burst 3 the creature takes 15 damage at the end
Target: Creatures in Burst of each of its turns, instead of 10.
Effect: 3d6 damage.
● Tentacle Lash – Major Action
Range: Melee 5
Target: One creature
Effect: 2d8 damage, target is Immobilized.
● Sonic Burst (2) - Major Action
Range: Area Burst 1 within 12
Target: Creatures in Burst
Effect: 1d6 damage and targets are
Slowed.

Alternate Victory Condition: All Heroes are in the Exit Zone at the end of the Hero Turn.

MoB: Make sure the Battlefield is sufficiently difficult to navigate, with the Exit Zone faraway from
where the Heroes start. When setting up, That Which Lurks Below should be hot on their trails, able to
start with several attacks that make it difficult to flee, like a Mucus Barrage, Tentacle Lash, and even
Gaping Maw of Doom. Get right up near the Heroes and put pressure on them! This is a tough fight,
but escaping to safety also requires careful use of movement powers and recovering from Conditions.
If you can focus fire and take out a character quickly, the Heroes will probably have to stand and fight
unless they have a means of recovering from Crisis State. Beware, this is a very dangerous monster!

293
 

PART V 

ADVENTURE 

294
A FRIENDLY SKIRMISH
AN INTRODUCTORY ENCOUNTER

This is a single encounter, designed to be used to help teach the game. This can be run as a single
session to help everyone learn the rules.

Background

A bunch of cyborg gladiators have challenged you to a fight!

Setup

Copy the provided 20x20 map. Make sure the terrain elements are clearly denoted. There are Pillars
(Blocking Terrain), a giant spear trap (Hazardous Terrain), and a very unsafe pit (Bottomless Pit). Don’t
set up your monsters yet.

Point out the 5x5 area in the corner to the Hero players, and ask them to place their minis in the area.
Make sure everyone has a mini of the correct size for their character.

After the Heroes setup, place your own monsters on the battlefield. There should be one monster for
each player. For every player fewer than five, remove a Cyborg Gladiator from the battlefield. Make sure
to mention the Mechasaurus Rex’s Tiny Arms property.

Terrain

The Pillars are blocking terrain, which prevents movement, but remember that it can also provide cover or
block line of sight.

The Bottomless Pit harms anyone who would fall into it (they hurt themselves managing not to fall into it.)
When a creature’s movement, or a forced movement effect that applies to it puts it in the pit, it is
displaced back to solid ground and takes 5 damage per square of displacement. This will usually be 5
damage, but it will be 10 if someone ends up in the very center of the pit. Remember that large and huge
creatures (like Mechasaurus Rex can have up to half of their space in a Pit without penalty.)

Anyone entering a square of the Spear Trap during their turn takes 5 damage, for each square. Anyone
who ends their turn in the Spear Trap takes 5 damage. Forced movement that moves someone into the
Spear Trap doesn’t do any extra damage, but the creature will probably take damage on their next turn.

MoP: Normally the text of these encounters will have advice on how to run them as tough as possible,
but this encounter is quite different, since it is designed to educate, not challenge. Remember that you
have to do the hard work of fattening up your players’ brains now, so you can feast on them when they
are ripe.

295
The First Round

Make sure everyone has their starting Mana. Now the Hero Phase starts. Each Hero gains another
Mana, and you collect Threat Tokens.

If you are teaching the game, go over some of the options available. In particular, you should
demonstrate an Advance plus Ranged Basic Attack, Advance plus Charge, and Double Advance.
Remind the Heroes that they have powers that can be used as an action, such as better movement
options or more powerful attacks. Don’t specifically suggest any particular action, just show some of the
possibilities. If anyone asks any questions about terminology on their character sheet, answer them.

If someone makes an attack, let them know about Potent and Accurate, but remind them they can also
save their mana for later. If anyone asks about their techniques, answer their questions, but otherwise
don’t go into techniques too much for now.

After all the Heroes have acted, you get to take your Monster Phase. Try to do as many of the following
as you can:

● Attack from a flank (this demonstrates flanking and brutal)


● Attack with Mechasaurus Rex’s Flamethrower power (you may have to spend threat points to get
an extra move, but this is helpful because it demonstrates three things at once: threat points, area
attacks, and conditions.)
● Attack someone using the Cyborg Gladiator’s Power Grab ability (this demonstrates forced
movement. Bonus points if you can use this to set up a flank or pull someone into one of the trap
areas.
● Spend about half of your threat points. If you don’t have to give Rex a bonus move, put them into
attacks.
● Try to not have all your monsters gang up on one Hero. Unless one person charged way ahead
of everyone else, then you should totally gang up on that Hero.

When you use abilities like the Cyborg Gladiator’s Power Grab (or even its start of turn Quickstep), make
sure to announce the power and what it does.

The Second Round

At this point, some of the Heroes are likely to be adjacent to enemies. This is a good opportunity to point
out Opportunity Attacks and the actions that trigger them. Mention the Shift action. If no one has used a
Reaction yet, point out that there are other types of actions, like the Defense powers that Heroes have.

If anyone was hit by the Flamethrower attack, now is a good time to mention conditions again. (You might
bring up the Mechasaurus Rex’s Tiny Arms, as another example of a condition. If it is adjacent to a Hero,
mention that this means everyone else’s attacks will be Brutal.) Mention the Recover action, and how it
can help end conditions.

Encourage the Heroes to try using one of their powers, and try using a technique. Explain what Expend
and Burnout techniques are.

It’s likely that one or more monsters will be bloodied or defeated this round. Call attention to this when it
happens. Ask if any of the Heroes are bloodied.

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On your turn, do as much damage as you can. The first time you attack a Hero, ask them if they want to
use a Reaction. Gang up on Bloodied Heroes. Try to put someone in Crisis State if you can. Shift with a
Cyborg Gladiator, and point out how it doesn’t provoke opportunity attacks. Consider having one of your
Gladiators use Martial Grace to get in the middle of a large group of Heroes and use Jettison Parts
(especially if it has any conditions.) Note that the (1) in the power description of Jettison Parts means that
it costs 1 Threat Point just to use… but you can still spend more threat points on it for extra damage dice,
which can be well worth it if you target enough Heroes at once.

Third Round, and Forward

If you’ve managed to get someone into Crisis State, now is a good opportunity to discuss what that
means. Otherwise continue onward with play. Suggest to the Heroes that they try using an Expend or
Burnout technique this round.

During the Monster Phase, if you have any Gladiators left, have them use their Jettison Parts power,
getting as many Heroes as possible in the Bursts. Try to put as many Heroes into Crisis State as you
can. If Mechasaurus Rex is still alive, look for an opportunity to use its Ravenoug Mauling (the shift effect
of Advance Charge might help). Spend all of your threat points every turn.

The combat is unlikely to last much longer, especially with your Cyborg Gladiators doing damage to
themselves. One way or another, the combat is likely to wrap up.

Aftermath

Afterwards, talk about the Heroes about the characters they played and their abilities. Ask if they have
any questions about powers or properties they didn’t get a chance to use.

This is a good chance to discuss if people want to make their own characters, tweak or customize the
character they played, or try a different pregenerated character. You can go over the list of Callings and
the characters that weren’t played.

If you haven’t yet, do Kingdom creation. Talk with the Heroes about what adventure they want to pursue.
If you are running a campaign, remember that the Heroes always choose what adventure they wish to go
on. If nothing jumps out, you can always suggest that the Cyborg Gladiators mention a rumor of a certain
Ancient War Machine...

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A FRIENDLY SKIRMISH

X X X

X X X

X X X C M

Light Shaded Area: Hero Setup Area


Dark Shaded Area: Blocking Terrain
Fully Shaded Area: Bottomless Pits
X: Hazardous Terrain
C: Cyborg Gladiator
M: Mechasaurus Rex

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Cyborg Gladiators (Scrapper/Steel Centurion)
50 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Quickstep - Property. At the start of your turn, Shift 1 square.


● Martial Grace - Move Action. Shift 4 squares.

● Power Grab - Major Action.


Range: Melee 5.
Target; One creature.
Effect: 2d8 damage, and pull the target 4 squares.
● Jettison Parts (1) - Major Action.
Range: Close Burst 3.
Target: Creatures in burst.
Effect: 7d4 damage. You take 15 damage and remove all
Conditions.

Mechasaurus Rex (Tyrannosaurus/Assault


Mecha) ● Setup Property - The Tyrannosaurus
80 HP, Speed 5 may be Huge size in addition to the usual
sizes.
Basic Melee 1, 3d8 damage
Basic Ranged 5, 1d4 damage

● Mauling Bite - Free Action. ● Tiny Arms - Property. The


Range: Melee 1 Tyrannosaurus always has the
Target: One Hero in Crisis State Perma-Distracted condition.
Effect: Gain 1 Threat Point
Special: Use this power only once per
turn.

● Advance Charge - Major Action.


Range: Melee 1
Target: One creature
Effect: 3d8 damage. Before or after the
attack, you can shift 4 squares.
● Flamethrower - Major Action.
Range: Close Wave 2
Target: Creatures in Wave
Effect: 3d4 damage. Targets are
Perma-Wounded.

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SEARCH FOR THE ANCIENT WAR MACHINE
A BEGINNER ADVENTURE

Background:

The heroes have learned of an ancient artifact of great power. With that in mind, they have decided to
follow the rumors and seek it out.

Running The Adventure

This adventure is designed as a relatively straightforward but interesting tutorial to the game. It can be
used as an introductory one-shot, or as the first full session of a campaign. It does not incorporate any
Challenge scenes. It is not necessary to use the Plot Twist cards with this adventure.

Encounter One: The Ancient Battlefield

In which the Heroes search an Ancient Battlefield for clues as to where the Ancient War Machine might
lay hidden.

Setup

Use the provided map or create your own. In the map provided there are several clumps of ruins,
consisting of blocking terrain (solid black squares) and difficult terrain (marked by an x). The center of the
map is clear terrain, making it easy to traverse and simple to fight in. The ruins themselves will present
some difficulty and tactical opportunities. Remember the rules for cover, and that characters cannot move
diagonally across a hard corner.

Designate a 4 x 4 area of the map as the setup area for the Heroes. It should be on the edge or corner of
the map, and have a direct route into the center of the map. On the provided map this is the grey shaded
area.

Then set up the enemies. Pair the enemies up closely if you can, and place them behind ruins, about ten
squares away from the players, but put these groups on opposite sides of the map. It should be possible
for a player to make a move action and then a ranged attack on their first turn. On the sample map, these
set up areas are noted as A and B.

This encounter uses three types of monsters: a Golem, a Golem Earthfist, and a Mighty Golem. For three
Heroes, use one of each. For each additional Hero, add a second version of one of those monsters of
your choice. The Mighty Golem is a good choice, as it is an easy monster to use, but packs a solid
punch.

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Mana Stones

After all the creatures are set up, place some Mana Stones on the map, 5 per Hero. (With four players,
you will place 20 Mana Stones on the map.) You should use tokens for these that are noticeably different
than any tokens you are using to denote conditions or other status effects, and should be scattered all
about, creating an exciting scavenger hunt. Any creature that ends its movement in a space containing a
Mana Stone picks it up. A Player Character who does so gains 1 Mana, a Monster gains 1 Threat Point.

Encounter One: The Ancient Battlefield

x ? x x x x ? x

A x

x ?

x ? ? ? x ?

x x ? x x

? x x

x x ? ? ? x

? x ?

x x ?

? x x

x x x ? ? x

? B x x

Solid Black Squares: Blocking Terrain


Grey Squares: Hero Setup Area
x: Difficult Terrain
A & B: Monster Setup Area
?: Mana Stone location. (20 stones, for four players.)

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Victory Conditions

Players: Defeat all monsters OR collect (3 per Hero) Mana Stones.


Monsters: Defeat all the Heroes!

Tell the Heroes the effects of the Tokens, and also their alternate victory condition. Even if they choose to
simply engage the enemy in combat, knowing about the Mana Stones allows them to make an informed
decision.

Tactics

Golems are slow, but their ability to Burrow makes it easy for them to navigate under terrain that would
give others pause. Maneuver them behind blocking or difficult terrain to make it difficult for melee
characters to get to them, and then have them pop up behind cover to attack ranged characters who are
hiding. Their Lifeblood of the Earth ability allows them to quickly remove dangerous conditions, such as
Harrowed or Ensorcelled. You will want to have the bulk of your forces engage the Heroes in melee,
while one or two head off to start collecting Mana Stones, gathering extra Threat Points for you.
Damaged monsters might want to use a shift or push ability and then a burrow to escape from melee, get
behind cover, and maybe even get a Mana Stone in the process.

Your basic Golem is a tough but slow bruiser. Heavy Shove lets it push a single target away, and with
ample blocking terrain around it is likely to do damage. If it is in melee with a single target, it can push it
away and then move without triggering an opportunity attack. Fist of Earth generates a Summon that can
Pin one Hero in place. The Golem will take any damage dealt to it, so if it takes a particularly large hit
you can choose to let the Golem be destroyed instead.

The Golem Earthfist’s Palm Strike ability is similar to the Golem’s Heavy Shove, with smaller range but
more damage. Spiral Uppercut is a very dangerous ability, and can create a 1-2 punch if after the
Earthfist uses it a second monster is able to move into a flanking position, getting an extra brutal die from
the Sundered condition. You might ask the Hero after the first attack if they wish to use their Block power.
(Once they are Dazed, they cannot use reactions, including Block, but Block can be used on the attack
that would Daze them.)

The Bladed Golem can do a large amount of damage with Heedless Frenzy, at the cost of injuring itself in
the process. This is a great attack to use when flanking, because you can do a massive 5d8 damage.
Deep Cut is best used in the first few turns of combat, since it doesn’t do much damage on its own, but
the damage from Wounded can add up over time.

Other Notes

This is designed as a “standard difficulty” encounter, with one monster per Hero. With the added benefit
of the Mana Stones, this encounter should be pretty easy for the players, and a chance to experiment
with their abilities.

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Story Scene: Traveling through the Desert of Vastness

The clues found in the ruins tell the Heroes they must go to the Temple of War, located in the harsh
Desert of Vastness. Take a moment to describe the sweeping vistas of the Desert of Vastness. Ask each
Hero to provide a detail about how they cope with the long and arduous journey. This can be a good
opportunity for some scenery chewing, and talking about their intentions for the Ancient War Machine.

You can expand this scene by including an interaction with the Golems. They are a group of scavengers,
who were simply searching the ruins for any relics they could find. They might grumble a little bit about
not getting what they were after, but they won’t hold a grudge against the Heroes.

Encounter One Monsters

Golem (Golem/Golem) Medium Size


70 HP, Speed 4
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d4 damage

● Shift Earth - Move Action. Burrow your


Speed.
● Lifeblood of the Earth - Move Action.
End a Condition on yourself.

● Heavy Shove - Major Action. ● Fist of Earth - Major Action.


Range: Melee 1. Effect: Summon a Large Fist of Earth
Target: One creature. within Close Burst 5. The Fist of Earth
makes the following attack:
Effect: Push the target 5 squares. If this
○ Range: Melee 1
push would move it into Blocking Terrain ○ Target: One creature
or another creature’s space, the target ○ Effect: 1d8 damage, and target is
takes 2d8 damage and is Staggered. Pinned until it is no longer
adjacent to the Fist of the Earth.
Special: You may only have one Fist of
Earth summoned at a time.

303
Bladed Golem (Golem/Blade Bravo) Medium Size
70 HP, Speed 4
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d4 damage

● Shift Earth - Move Action. Burrow your Speed.


● Lifeblood of the Earth - Move Action. End a Condition on yourself.

● Heedless Frenzy - Major Action.


Range: Melee 1.
Target: One creature.
Effect: 4d8 damage, and you take 5 damage that can not be Resisted.
● Deep Cut - Major Action.
Range: Melee 1.
Target: One creature.
Effect: 3d4 damage, and target is Perma-Wounded.

Golem Earthfist (Golem/Pugilist) Medium Size


70 HP, Speed 4
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d4 damage

● Shift Earth - Move Action. Burrow your Speed.


● Lifeblood of the Earth - Move Action. End a Condition on yourself.

● Palm Strike - Major Action.


Range: Melee 1.
Target: One creature.
Effect: Push target 3 squares. If this would make the target enter a square
of blocking terrain or a creature’s space, they take 3d6 damage and are
Slowed.
● Spiral Uppercut (2) - Major Action.
Range: Melee 1.
Target; One creature
Effect: 4d8 damage, and the target is Dazed and Sundered.

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Encounter Two: The Desert Canyon
Studying the ancient relics discovered in the ruins, the Heroes have determined the location of the
Ancient War Machine. They travel through the Desert of Vastness, until they final reach the gates of the
Temple of War, only to find that they are not alone...

Setup

Use the provided map or create your own with a winding path through a canyon. Following the winding
path means traveling further, but characters that can climb, fly, or jump can ignore the canyon walls and
forge their own path.

At one end of the map have a Sealed Door, perhaps set into a wall or a trapdoor in the floor.

Designate a 4x4 area on the side of the map opposite the Sealed Door as the setup area for the Heroes.

After the Heroes set up, place the monsters. Set up your Young Dragons on the path, preferably far
enough away so it's difficult for the Heroes to attack them on the first round of combat. Set up your Desert
Dragon majestically on one of the plateaus, preferably about 10 to 15 squares away from the Heroes.
Place your Pixie Sorcerers behind the Dragon.

With three Heroes, use the Desert Dragon, one Pixie Sorcerer, and one Young Dragon. For each
additional Hero, add either another Pixie Sorcerer or Young Dragon.

The Sealed Door

The Sealed Door can be attacked, just like a monster. It has 15 hit points, times the number of Heroes
(so it has 60 hit points with four Heroes.)

Canyon Walls

The Canyon Walls are slopes, each wall has an upper side and a lower side. The arrow in each square
points towards the lower side. Creatures cannot enter the slopes from the three squares on the lower
side. Remember that a creature that ends its turn on a Slope will be displaced, as will a creature that
suffers forced movement that puts them on a slope. Flying and climbing creatures can safely ignore
slopes.

Victory Conditions

Players: Defeat all the monsters OR Open the Sealed Door by defeating it, and having any character
move into its space.

Again, the Heroes should be made aware that they can defeat the encounter simply by forcing the door
open (by dealing enough damage to it), and moving a character into it. They don’t need to know how
many hit points the Sealed Door has, but you might let them know when it is below half hit points.

Monsters: Defeat all the Heroes!

305
Encounter Two: The Desert Canyon

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306
Map Notes
Dark Grey Squares: Hero Setup Area
Light Grey Squares: Slopes (Arrows show direction)
A: Young Dragon Setup
B: Desert Dragon Setup
C: Pixie Sorcerer Setup
!: Sealed Door

Tactics

Your biggest threat is the Desert Dragon, with its higher pool of hit points and additional major action. To
close with Heroes from a distance, use a Wing Beat action to gain flying, then charge or use a major
action to advance. Wing Beat is a very useful power, also allowing you to escape if you are surrounded
by melee characters, push Heroes off ledges, or into formation so you can get multiple Heroes in a
Dragon’s Breath attack. Brutal Claw allows you to do similar tricks with more control, clumping up Heroes
for a Dragon’s Breath or giving you room to maneuver. Ravenous Mauling is an excellent power to use
against a badly damaged target. Drag Away is an interesting one, allowing you to potentially isolate a
single Hero, dragging them out of formation and into range of your other monsters.

The Young Dragons are a good example of a reskinned monster: here we use the Draconian monster
template to represent a smaller dragon. Their powers encourage starting at medium range then leaping
into the fray. Start by moving into position with Wings of the Dragon to use Far Breath to attack two or
more Heroes, then when cornered in melee use Close Breath and Draconian Fury to make multiple
attacks.

Your Pixie Sorcerers are long range damage dealers. Keep them behind allies, and attack as many
targets as possible from far away. Conjure Starlight does more damage, but Conjure Darkness can target
a huge area. These are both good candidates for spending threat points to increase damage, putting
pressure on multiple Heroes.

Other Notes

Slopes can be a weird puzzle for the Heroes, encouraging them to think about the best way for them to
move around the map. However it doesn’t block any kind of line of sight, so ranged attacks become a
question of getting close enough, not finding line of sight. All your monsters can fly, so you don’t have to
worry about it as much, but forced movement can cause your monsters to take a tumble.

This encounter should be a little harder than the last one, due to the presence of the Desert Dragon, a
Champion Monster. The Desert Dragon has more hit points, and gets two major actions on each of its
turns, making it a harder threat. However if the Heroes can cross the map quickly and focus fire on the
door, they can defeat this scenario much more quickly than if they had to defeat all of the monsters.

307
Encounter Two Monsters

Desert Dragon (Dragon/Dragon-Tomb Large or Huge (2x2 or 3x3)


Guardian) Champion Monster
120 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Hoard Energy - Move Action. ● Wing Beat - Move Action.


Effect: Gain 1 Threat Point, and end this Range: Close Burst 1
creature’s turn. Target: Creatures in Burst
Effect: Push each target 2 squares, then
Fly your Speed. Gain the Flying Property
until the start of the next Monster Phase.

● Dragon’s Breath - Major Action. ● Drag Away - Major Action.


Range: Close Wave 3. Range: Melee 1.
Target: Creatures in Wave Target: One creature
Effect: 2d8 damage, and the target is
Effect: 3d6 damage.
Immobilized and Weakened while you
● Ravenous Mauling (1) - Major Action. remain adjacent to it. As long as it is
Range: Melee 1. Immobilized, you do not provoke
Target: One bloodied creature. Opportunity Attacks from it, and for each
Effect: 4d8 damage. If this Takes Out the square you move, you may slide the
target, gain 2 Threat Points. target 1 space into a square adjacent to
● Brutal Claw - Major Action. you. This movement does not remove the
Immobilized and Weakened conditions
Range: Melee 1.
unless the target is not adjacent to you at
Target: One creature the end of the movement.
Effect: 3d8 damage, and you slide the
target 2 squares.

308
Young Dragons (Draconian/Draconian) Medium Size
60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Wings of the Dragon - Move Action.


Effect: Jump your Speed.
● Draconian Fury (2) - Free Action.
Effect: Make a Basic Attack.
Special: You may only use this power
once per turn.

● Close Breath - Major Action


Range: Close Wave 3
Target: Creatures in Wave
Effect: 3d6 damage.
● Far Breath - Major Action
Range: Area Burst 1 within 8
Target: Creatures in Burst.
Effect: 3d6 damage.

Pixie Sorcerer (Pixie/Sorcerer) Small Size (Can share a space with an Ally, and
50 HP, Speed 5 gains Concealment while sharing a space with an
Basic Melee 1, 2d6 damage Ally.)
Basic Ranged 5, 3d8 damage

● Pixie Wings - You have the Flying


Property.
● Pixie Dust - Move Action.
Range: Melee 1
Target: You or one ally.
Effect: Target gains Resist 5 until the start
of the next Monster Phase.

● Conjure Darkness - Major Action.


Range: Area Burst 2 within 10.
Target: Creatures in Burst.
Effect: 3d4 damage.
● Conjure Starlight - Major Action.
Range: Area Burst 1 within 10.
Target: Creatures in Burst
Effect: 3d6 damage, targets are
Staggered.

309
Final Encounter: The Ancient War Machine
Descending into the depths of the Temple of War, the Heroes find both relics and threats from an ancient
time…

Setup

Use the provided map or create your own of a dungeon environment, with a network of chambers and
tunnels. You will want a central area about 5 x 5 squares, several other chambers, and tunnels
connecting them. From the central area, there should be sight lines to many portions of the map, but
there should also be plenty of areas to hide that do not have line of sight to the center of the map, and a
path that circles the main chamber.

There should be scattered areas of difficult terrain, especially in some of the rooms on the edges.

Designate a 4 x 4 area in one of the corners of the map as the setup area for the Heroes. This area
should not have a direct line of sight to the center area of the map, and there should be multiple routes
the Heroes could choose to take.

Place the Ancient War Machine in the center area of the map, where it has advantageous sight lines
down the tunnels. Place the Spirit Bound and a Tombstone Marker in a space in the center area. Place
the Tomb Assassins near the center area. Tell the players that the Tombstone can be attacked.

With four Heroes, use the Ancient War Machine, one Spirit Bound, and two Tomb Assassins. For each
additional Hero, add either another Spirit Bound (and another Tombstone) or another Tomb Assassin.
If you feel the Heroes have had a tough time so far (you’ve been getting a lot of knock-outs in the
encounters, or they’ve Burned Out a lot of their powers), you can remove one Tomb Assassin.

Ancient Relics

For each Hero, place two Ancient Relic tokens on the map, placing them in nooks and crannies that are
difficult to reach. About half of the Ancient Relics should be in direct line of sight of the Ancient War
Machine.

Any Hero ending an action on an Ancient Relic takes that token and gains 1 mana. (Unlike the Mana
Stones in the first encounter, Monsters cannot pick up the Ancient Relics.)

Victory Conditions

Players: Defeat all the monsters, OR collect all the Ancient Relics.
Monsters: Defeat all the Heroes!

Tactics

Played correctly, this can be a very challenging encounter for the Heroes.

The Ancient War Machine is a very tough monster, and has access to long range attacks. While it cannot
move, its range of 10 allows it to fire down the long hallways connected to the central chamber. While the
Heroes maintain their distance, your main strategy should be to perform an Iceshot each round, paired
with a Flameshot or Arcing Rubble. These are well worth investing Threat Points for extra damage. A

310
boosted Iceshot is devastating to a single Hero, potentially inflicting Slowed or Immobilized and ensuring
the Hero is open for attacks the next turn, and a boosted Flameshot or Arcing Rubble can damage
multiple Heroes at once. Arcing Rubble can slow the Hero’s advance, but Flameshot can put pressure on
multiple Heroes by applying the Wounded condition.
Because of the Grand Structure property, the Ancient War Machine is resistant to all non-Melee attacks.
You will want to delay the Heroes entering melee as long as possible, because once they do, the only
attack you can use against them is your Soul Shot. Remember that as a Grand Structure, the Ancient
War Machine cannot target adjacent Heroes with its ranged or area attacks. Sky Glyph is the last power
the Ancient War Machine has available, allowing it to use its move action to position another monster,
which can set up flanking or allow a monster to cross the battlefield quickly.

Your Spiritbound and Tomb Assassins are there to harry the Heroes. The Spiritbound’s Reinforced Soul
ability allows them to prevent a large amount of damage, and returns it to the center of the map where it
can help protect the Ancient War Machine. Isolating Strike is great for breaking up enemy formations or
bringing Heroes into line of sight of the Ancient War Machine, or forcing them farther away from it. Soul
Binding Strike is very dangerous but only works against an isolated target.

The Tomb Assassin’s One With the Earth allows them to bypass the walls and terrain, letting them attack
just about anywhere. Be careful to use this when they are damaged, because the Guardian’s Curse
ability is very hindering to the Hero that takes out your Assassin. Shadow Teleport lets the Guardian
show up almost anywhere, but does little damage. What you really hope to do with the Tomb Assassin is
its Poison Strike ability, which will do damage turn after turn unless dealt with.

Combined, the Heroes should feel that they are attacked from all sides, and in a desperate battle… which
is exactly what you want. As noted above, this encounter uses one more monster than the standard
difficulty of one monster per Hero (with the Champion counting for two monsters.) If you feel things have
been too difficult so far, with multiple Heroes entering Crisis State each encounter, you can remove one
monster to help even things out. Ideally encounter this will be a climactic and challenging conclusion to
the adventure!

Aftermath

If the Heroes were successful (either by defeating the monsters, or collecting all the relics), they have
looted the Temple of War. If they were defeated in any encounter, they must instead retreat to delve
another day. As long as they were successful in at least one encounter they gain Rewards as follows:

Encounter One: Golem Stone (perhaps a gift from the Golems, perhaps a trophy.)
Encounter Two: Pixie Stone or Poltergeist Stone (if you already have one of these Kin in your group, pick
the other one, otherwise pick whichever one you think one of your Heroes would enjoy playing.
Encounter Three: Scroll of the Mecha Jockey (blueprints and scavenged parts from the Temple of War).
At your option, give the Heroes a Boon from the Rewards section. The Keystone of
Teleportation or the Titan Gauntlet are good choices.

311
Encounter Three: The Ancient War Machine

? x x x x ?

x x x x

x x x x x x x

x x

B x x

? x x x x

A A x x

A A x

x ?

x C

x x ?

x x x x ?

x x x x

? ?

Solid Black Squares: Blocking Terrain, fills the entire space.


Grey Shaded Squares: Hero Setup Area
A: Ancient War Machine
B: Spiritbound and Tombstone
C: Tomb Assassins
?: Ancient Relics (8, for 4 players)
x: Difficult terrain

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Encounter Three Monsters

Ancient War Machine (Ouroborolith/Arcane Large Size (2x2) or Huge Size (3x3)
Arrow-Trebucthon) Champion Monster
120 HP, Speed 0
Basic Ranged 10, 3d8 damage.

● Sky Glyph - Move Action. ● Grand Structure - You gain


Range: Close Burst 10. Resist 5 to all non-Melee
Target: One creature in burst. attacks, and are immune to all
Effect: Target may move their speed or shift 2 Forced Movement. Creatures
squares. in Crisis State cannot target
you.
You cannot move or target
creatures adjacent to you with
Ranged or Area attacks.

● Flameshot - Major Action.


Range: Area Burst 1 within 10
Target: Creatures in burst
Effect: 3d4 damage and targets are Perma-Wounded.
● Iceshot - Major Action.
Range: Ranged 10
Target: One creature.
Effect: 3d6 Exploding damage. If at least one die
Explodes, the target is Slowed. If at least two dice
Explode, the target is instead Immobilized.
● Soulshot - Major Action.
Range: Close Line 15.
Target: Creatures in line.
Effect: 3d4 damage and targets are Perma-Wounded.
● Arcing Rubble - Major Action.
Range: Area Burst 1 within 10.
Target: Creatures in Burst
Effect: 3d6. Create a Rubble Zone that is difficult
terrain in the area of the burst.

MoL: This is a great example of ‘reskinning,’ using components from one monster to make something
completely different. One might expect an Ancient War Machine to use components from the Assault
Mecha, but it certainly doesn’t need to. The Ouroborolith top half represents the War Machine’s
toughness, as well as its ruined and immobile nature. The bottom halves represent a variety of attacks
suitable for this destructive creation.
You do not have to tell the Heroes the components of your monsters, but you do need to let them know
the powers that are used when they use them. Let them know that the Grand Structure ability doesn’t
provide Resist to melee attacks, and when you use a power, announce its range.

313
Spiritbound (Spiritbound/Spiritbound) Medium Size
50 HP, Speed 6
Basic Melee 1, 3d8 damage ● Setup Property:
At the start of combat, place a Bound
Basic Ranged 5, 3d4 damage
zone in any square of the Spiritbound’s
space. Attacks may target the Spiritbound
as if it was in the Bound zone. Such
attacks are Brutal.

● Isolating Strike - Major Action. ● Reinforced Soul - Reaction.


Range: Melee 1. Trigger: You take damage.
Target: One creature. Effect: Gain Resist 15 against that
damage, and then teleport to your Bound
Effect: 2d8 damage, teleport the target 5
zone.
squares, then teleport adjacent to them. Special: You cannot use this if any
● Soul-Binding Strike (2) - Major Action creature is occupying your Bound zone.
Range: Melee 1.
Target: One creature adjacent to no other
creature than you.
Effect: 3d8 damage, and the target is
Ensorcelled.

Tomb Assassin (Tomb Guardian/Shadow Medium Size


Assassin)
50 HP, Speed 3
Basic Melee 1, 3d8 damage
Basic Ranged 3, 2d6 damage

● Poison Strike - Major Action. ● One With Earth - Move Action.


Range: Melee 1. Effect: Move 6 squares with Burrow. Until
Target: One creature the end of the next Monster Phase, you
cannot use Reactions..
Effect: Target is Perma-Harrowed and
● Guardian’s Curse - Reaction.
Perma-Wounded. If this attack is Brutal, Trigger: You are Taken Out.
this effect cannot be warded.. Effect: The attacker is Perma-Staggered,
● Shadow Teleport - Major Action. Perma-Cursed, and Perma-Weakened.
Range: Unlimited
Target: One creature not adjacent to any
other creature.
Effect: Teleport adjacent to the target. If
the target is an enemy, deal 1d8 damage

314
THE RUINED CASTLE OF THE DEMON DRAGON
AN INTERMEDIATE ADVENTURE

Background

Once there was a mighty castle, situated in a pleasant valley. Then the Demon Dragon came, destroyed
it, and made its lair in the caverns beneath the castle. Now the site is a nexus of evil, a blight on the land.
Your mission is to slay the Demon Dragon and bring peace to the valley once more.

Running the Adventure

This adventure is Intermediate in scope. It is more challenging than the Search for the Ancient War
Machine, and introduces new rules concepts, such as Challenge Scenes and a Boss Monster. It will likely
challenge both Heroes and Game Master more than the initial adventure.

To incorporate this adventure into an ongoing campaign, have one of the Heroes’ Allies mention the story
of the Demon Dragon to the Heroes, and then add the Ruined Castle to the campaign map, or place it as
ruins under an existing location. See if you can adapt the Demon Incarnate or the Twin Archers to
represent one of the Heroes’ Rivals, or replace them with a new Champion monster of your own creation.

To run this adventure as a one-shot, have everyone pick a pregenerated character, and then have them
create a Drive specifically related to the Ruined Castle. Why do they desire to delve into this ruin and
slay the monstrous Demon Dragon? When the Heroes design Allies tell them that their Ally should be
someone who will benefit from them slaying this Demon Dragon. For Rivals, tell them that in addition to
the Demon Dragon itself, they will face a powerful Demon and a pair of Twin Archers, who might be
Rivals for some of the characters. These foes are not given proper names in the adventure, allowing the
Heroes to fill in the details of who they are, and why they are here in the Ruined Castle.

A Story Scene: Exploring the Castle and Entering the Catacombs

The portion of the castle above ground is a smoking ruin, however the Heroes will easily find the way
down to the Castle's Catacombs. The Heroes might poke around, but don't let them waste too much time
here- paint a picture of absolute devastation and move on. Exploring below, they will find the Catacombs.
Here lurks a Demon, a minion of the Demon Dragon. You can have a short scene where the Demon
taunts the Heroes, especially if one of the Heroes is its Rival.

315
Encounter One: The Catacombs
Exploring underneath the castle ruins, the Heroes encounter a maze of catacombs, filled with undead
guardians, and a much more sinister foe…

Setup

Use the provided map or create your own. The catacombs are a maze of twisty passages, with a central
chamber (6x6) and a few smaller rooms to fight in. Getting from one chamber to the next should involve
navigating the tunnels, and movement abilities like Burrow and Phasing are particularly useful here.

In the center of the map, place an Eldritch Circle, a 2x2 area.

The Heroes set up first. Pick a chamber along the edge of the map, and the Heroes set up in that area.
After the heroes set up, position your monsters so they cannot be reached in one turn, if possible. Start
with a Crypt Stalker already standing in the Eldritch Circle. Place the large Demon Incarnate as far away
from the heroes as you can, making sure it has a clear path to the central chamber. Position the Ghost
Warriors so they can reach the central chamber using their Phasing speed.

With four Heroes, use the Demon Incarnate, a Crypt Stalker, and two Ghost Warriors. With three Heroes,
remove a Ghost Warrior, for each additional Hero, add another Crypt Stalker or Ghost Warrior.

The Eldritch Circle

Any creature starting its turn in the Eldritch Circle gains 1 Mana (if it is a Hero), or 1 Threat Point (if it is a
Monster.)

Victory Conditions

Players: Defeat all the monsters


Monsters: Defeat all the Heroes!

Tactics

Hold the Demon Incarnate back the first few turns, using its Invoke Chaos ability to attempt to gain Threat
Points, slowly advancing it towards the Eldritch Circle. When it gets closer to the Heroes, look for
opportunities to use Chain Lightning to hit two or more Heroes. If one Hero is a Rival to the Demon, have
it prioritize attacking that character.

The Ghost Warriors can phase through the Catacomb Walls, so put them where they can do the most
damage by blocking corridors the Heroes wish to use, and place them where they can set up flanking
attacks for their allies. Crypt Stalkers will want those flanking positions for Brutal attacks, and scurry
about being as annoying as possible.

Make sure that the Heroes understand how the Crypt Stalker’s Invisibility power works, and that they still
know where it is: they just can’t target it with Melee or Ranged attacks. However it can still be attacked
with Close and Area powers. Remember that it starts the encounter Invisible! Use the mobility offered by
its disengage power to keep your distance, then use Pounce to get back into the fray. Cruel Advantage is
especially cruel, since while Invisible your attacks are automatically Brutal.

316
Encounter One: The Catacombs

! !

! !B

A A

A A

Solid Black Squares: Blocking Terrain, fills the entire space.


Grey Shaded Squares: Hero Setup Area
A: Demon Incarnate
B: Crypt Stalker
C: Ghost Warrior
!: The Eldritch Circle

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Encounter One Monsters

Demon Incarnate Large Size


60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d6 damage

● Malign Destiny (1) - Move Action. Remove a Condition from yourself, and place
the same Condition on an adjacent Hero. The condition loses the Perma tag if it
has it.
● Invoke Chaos - Move Action. Roll 2d4, choose one of the d4 and gain an effect:
○ 1: Take 20 damage.
○ 2: Gain the Dazed condition. Do not remove this condition at the end of
this turn.
○ 3: Gain 10 HP.
○ 4: Gain a Threat Point.

● Chaos Strike - Major Action. Melee 1. 2d4 damage. Choose one of the damage
dice for an additional effect:
○ 1: Gain 1 Threat Point.
○ 2: Teleport 5 squares.
○ 3: Target is Dazed.
○ 4: Target is Perma-Harrowed.
● Chain Lightning (3) - Major Action. Ranged 5. 4d6 exploding damage that ignores
Resist. If the dice explode, you must repeat the attack against the nearest
creature that has yet to be targeted by this attack, using the current target's space
as the attack's origin point.

Ghost Warrior (Phantasm/Angel) Medium Size


40 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 3, 2d6 damage

● Ghostwalk - Move Action. Move your ● Eternal Death - Reaction


speed with the Phasing Buff. Trigger: You are Taken Out
Effect: Create a Phantasm conjuration in
your space. The Phantasm blocks
movement and line of sight, and can flank.
Each Monster Phase, the Phantasm can
move 3 squares or attack an adjacent
creature for 2d8 damage.

● Blazing Sword - Major Action. Close Wall


2. 3d8 damage.
● Rapture Strike - Major Action. Melee 1.
3d8 damage, and the target is Weakened
or Dazed, their choice.

318
Crypt Stalker (Shadow Assassin/Felinid) Medium Size
40 HP, Speed 6 ● Setup Property - Shadow
Basic Melee 1, 3d8 damage Assassin has the Invisible
buff until the start of the first
Basic Ranged 5, 3d6 damage
Monster Phase.

● Into Shadow - Free Action. If you start your turn and


are not adjacent to any other creature, gain the
Invisible buff until the start of the next Monster Phase.
● Disengage - Move Action. Shift 1 square, then move
your speed.

● Pounce - Major Action.


Special: Before the attack move up to your speed, but
at least one square.
Range: Melee 1
Target: One creature
Effect: 3d8 damage and target is Staggered
● Cruel Advantage - Major Action.
Range: Melee 1.
Target: One creature
Effect: 3d8 damage, and if the attack is Brutal the
target is Immobilized.

319
Challenge: The Tunnels of the Dead
The Heroes encounter a maze of tunnels, filled with the hungry dead. To make matters worse, some of
the tunnels are caved in, and others are flooded. How will the Heroes manage to find their goal.

This scene features a series of Challenges, one per Hero. Make sure that everyone has a chance to
contribute, ideally everyone will get to face at least one Challenge.

Some possible Challenges:


● A horde of ravenous undead attacks the Heroes
● A twisty network of caved-in tunnels defies navigation
● The way forward is blocked by a massive iron door
● A vampire lord makes his lair here, how will the Heroes get past?
● Flooded tunnels, filled with a deadly current
● A floating skull asks the Heroes befuddling riddles

Remember that if the Hero fails to overcome the challenge, another Hero must try to overcome it. If all
the Heroes fail, they continue the adventure- they just all suffer the consequences.

In each case the Danger is to take 10 damage at the start of the next encounter.

Particularly relevant Epithets are likely to be those related to fighting the undead, exploring, mining, or
stealth.

320
Encounter Two: The Flooded Cathedral
Far beneath the foundations of the castle lie ancient ruins, with pillars carved in the visage of strange
aquatic beings. A strange shrine is set up here, attended to by cloaked figures…

Setup

Use the provided map or create your own. The Cathedral is more open, but has several irregular pillars,
which are blocking terrain that completely fills the space. There should be a large area of Water terrain in
the middle of the map: this is Difficult Terrain, except for creatures with a Swim Speed (like the
Chthonians.) At one edge of the map, designate a Locked Door.

Designate a 4x4 area on the edge of the map, far away from the Locked Door for the Heroes to set up.
After they set up, place your monsters wherever you like, but as far away from the Heroes as possible is a
good idea. The Merfolk love the water, but the Dragon Cultists and the Deadly Assassin Twins might
prefer a dry patch.

With four Heroes, use the Deadly Assassin Twins, two Chthonians, and a Dragon Cultist. For each
additional player, add another Dragon Cultist or a Chthonian.

The Locked Door

Tell the Heroes that one of the Deadly Assassin Twins has the key to the door. When the Twins are
defeated, place a Key token in one of their spaces. (Your choice). Any creature that moves into the same
square as the Key can pick it up. If a Hero holding the key moves adjacent to the Locked Door, they
unlock it. If a creature holding the Key is reduced to 0 hit points, they drop the Key in their space.

Victory Conditions

Players: Defeat all the monsters OR Get the key and Unlock the Locked Door
Monsters: Defeat all the Heroes!
The Heroes take the first turn.

Tactics

Hold your forces back and make the Heroes come to you. The Chthonians should stay in the water as
much as possible so they can put their Swim speed to good use, but good tactical positioning is more
important, if it means getting multiple targets for a Sanity Blast or setting up for a flank. Many of the
attacks used by your other monsters inflict conditions, allowing Psychic Feeding to be a source of extra
Threat Points. Keep the Dragon Cultists back; should start by generating Threat Points, and then launch
long range Eerie Note attacks.

The Deadly Assassin Twins should always attempt to attack a target within range of both of them to get
Brutal if possible. If both Twins are adjacent to the target, using Ferrying Strike allows both Twins to shift
1 square. When using Wind Dance, to get Brutal and allow both Twins to shift, all targets must be within
a Close Burst 1 of both Twins.

Once the Deadly Assassin Twins are defeated, everyone is going to be after that Key. Monsters should
focus fire on any Heroes who get their hands on that key, and remember that your Monsters can even
pick the key up and move away if they get to it first!

321
Map Notes

Light shaded area: Hero setup area


Dark shaded area: Water terrain
Black areas: Blocking terrain
A: Possible Deadly Assassin Twins setup area
B: Possible Chthonian setup area
C: Possible Dragon Cultist setup area
!!: Locked door.

Story Scenes

If the Deadly Assassin Twins were the Rivals of one or more Heroes, you can feature a Story Scene
before and/or after to give the Heroes an opportunity to engage in some banter. Even if they are new
characters, you can use this opportunity to introduce a new colorful villain to your story.

322
Encounter Two Map

!!

323
Encounter Two Monsters

Deadly Assassin Twins (Gemini Medium Size


Warriors/Gemini Warriors-Wind Dancer) Champion Monster
110 HP, Speed 6 ● Setup Property - Place two Gemini
Warriors. They count as the same
Basic Melee 1, 3d8 damage.
monster.
Basic Ranged 5, 3d6 damage

● Gemini Offensive - Property. Whenever ● Gemini Defense - Property. Both Gemini


you make an attack, choose one: Warriors count as one monster. They
○ Both Gemini Warriors count as share the same pool of HP and actions,
making the attack. They both any effects that apply to one affect the
need to be in range, but the other. If they are both targeted by the
attack is Brutal. same attack, only take the damage once.
○ Only one Gemini Warrior counts Whenever you take a move action, you
as making the attack. Choose may take it with both Gemini Warriors.
which one, and make the attack
as normal.

● Double Attack - Major Action ● Pincer Maneuver - Major Action


Effect: Make a basic attack, then make Range: Melee 1
another basic attack targeting a different Target: One creature
creature. Effect: 3d8 damage. Target is Distracted
● Wind Dance - Major Action. and Marked.
Range: Close Burst 1. ● Ferrying Strike - Major Action.
Target: Creatures in Burst Range: Melee 1.
Effect: 2d6 damage and you may shift Target: One creature
your Speed. Effect: 2d8 damage, and shift 1 square.
At the end of your turn Teleport the target
adjacent to you.

324
Chthonian Medium Size
60 HP, Speed 5(Swim)
Basic Melee 1, 3d8 damage
Basic Ranged 5, 2d6 damage

● Strange Waters - You have the ● Psychic Resilience - Property.


Swimming Property. When you take a Whenever you gain the Ensorcelled or
Move action to Advance, you may instead Dazed condition, you may gain the
Teleport your Speed by spending 1 Threat Staggered condition instead.
Point.

● Sanity Blast (2) - Major Action.


Range: Close Wave 3.
Target: Creatures in Wave
Effect: 3d6 damage, and targets are
Dazed.
● Psychic Feeding - Major Action.
Range: Melee 1.
Target: One creature affected by a
Condition.
Effect: 2d8 damage, and you gain a
Threat Point.

Dragon Cultist (Cultist/Dirge Singer) Medium Size


50 HP, Speed 4
Basic Melee 1, 3d4 damage
Basic Ranged 5, 3d4 damage

● Devoted Sacrifice - Move Action. Gain 1 ● Rejoice in Victory - Property. When an


Threat Point, and you take 5 damage that adjacent Hero is Taken Out, gain 1 Threat
can not be Resisted. Point.

● Haunting Hymn - Major Action. Close


Burst 2. Each target takes 4d4 damage.
● Eerie Note - Major Action. Ranged 15.
Target takes 3d6 damage and is
Distracted.

325
Encounter Three: The Demon Dragon’s Lair
As you delve deeper, the tunnels get hotter and hotter, and finally they open up into a huge cavern, filled
with pools of lava. As you get your bearings, you see your quarry, the monstrous Two Headed Demon
Dragon!

Setup

This should be your largest map, and with the most detail. The far side of the cavern should feature a
large pool of Lava, and there should be Lava pools through the cavern. The other main feature is the
Pillars that hold up the cavern ceiling: there should be six of them, scattered throughout the map.

Set up the Two Headed Demon Dragon right in the middle of that giant lake of Lava. Designate an area
for the Heroes to set up in at the edge of the map.

Lava Pools

Lava is Difficult Terrain (creatures with a Swim speed can ignore this), and Hazardous Terrain: any
creature entering a square of Lava during its own turn takes 5 damage per square, and takes an
additional 5 damage if it ends its turn in a Lava space. Creatures with a Swim speed do not get to ignore
the damage from lava!

Pillars

Any creature adjacent to a Pillar may make use the following action:

Collapse Pillar
Action: Major
Range: Close Wave 4, containing the Pillar.
Target: Creatures in Wave
Effect: 3d6 damage. Destroy the Pillar. The area of the attack is Difficult Terrain until the end of the
encounter.

Once the final Pillar is collapsed, the entire battlefield is Difficult Terrain for all creatures for the rest of the
encounter. The ceiling is about to cave in!

Victory Conditions

Players: Defeat the Demon Dragon!


Monsters: Defeat all the Heroes!
The Heroes take the first turn.

326
Encounter Three Map

! !

! !

! !

D D D D

D D D D

D D D D

D D D D

327
Map Notes

Solid Black Squares: Blocking Terrain


Light Grey Squares (A): Hero Setup Area
Dark Bordered Grey Squares (!) Pillars
Grey Squares: Lava Pools
D: Two-Headed Demon Dragon Setup

Tactics

Get in there and throw your two-headed weight around! You can move through the Lava and they can’t,
so make use of it and camp those Lava spaces. All of your attacks are Melee or Close, so use multiple
actions to get up to the Heroes if you have to (don’t forget about Rampage!) Fire Spittle is good to use
against characters who like to spend their Move Actions doing something other than moving, and Tail
Sweep is great for pushing Melee characters away so you can safely retreat back into the Lava.

Remember that characters only take damage for moving through Lava during their own turn… but if you
push them into the middle of Lava, they’ll have to take it no matter what!

And more importantly, remember that as a Boss Monster, the Two-Headed Demon Dragon gets one
Major action per Hero: if you have five Heroes, it gets five actions! Normally a Boss Monster can’t use the
same action twice in a single turn, but since it is Two Headed, it can repeat most of its powers- each head
just has to attack a different Hero!

328
TWO-HEADED DEMON DRAGON Huge or Gargantuan Size (3x3 or Larger!) Boss
60 HP/Hero Monster
Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d6 damage

● Lava Walker - Property - Ignore the ● Dragonfury Roar - Reaction


Terrain effects of Lava. Trigger: The Two Headed Demon Dragon
● Rampage - Move Action. is Bloodied.
Effect: Move your speed. At any point Range: Close Burst 5.
during this move, you may take the Targets: Creatures in Burst
Collapse Pillar action as a Free Action.. Effects: Targets are Dazed and
● Two-Headed - Property: You may use Manalocked. If this is triggered during the
Firebreath, Fire Spittle, and Ravenous Hero Phase, the active Hero cannot
Mauling each twice during your turns, but recover from those Conditions this turn.
may not target a creature twice with the
same power.

● Dragon’s Breath - Major Action ● Fire Spittle - Major Action


Range: Close Wave 3 Range: Ranged 5
Target: Creatures in Wave Target: One creature
Effect: 3d6 damage. Create a Lava Pool
Effect: 3d6 damage.
in one square of the target’s space.
● Ravenous Mauling (1) - Major Action.
Range: Melee 1
Target: One Creature
Effect:4d8 damage. If this Takes Out the
target, gain 2 Threat Points.
Requirement: You may only use this
attack against a Bloodied creature.
Tail Sweep - Major Action
Range: Close Burst 2
Target: Creatures in Burst
Effect: 3d4 damage, Push targets 2
squares.

329
Aftermath

If all the Pillars were collapsed, make sure to describe the Heroes escaping in the nick of time!

If this was part of a campaign, think about what Rewards you will want to give out.

Some possibilities for the first encounter would be a Phantasm Stone or Scroll of the Myth Caller. Did
someone do something extremely clever or cool during the Challenge scene? Perhaps they deserve a
new Epithet. Did they encounter the Vampire Lord? Maybe they’ve gained a Rival (or an Ally!). For the
second encounter, a Scroll of the Soulbound is likely appropriate. Did you decide on a Kin for the Deadly
Assassin Twins? You can reward the players with a relevant Kin Stone. If the Demon and the Deadly
Assassin Twins weren’t already someone’s Rival, they probably are now, for whoever dealt the final blow
or made a particularly memorable attack against them.

Defeating the Two-Headed Demon Dragon definitely deserves a Boon, either one from the Boons chapter
or of your own creation. Perhaps the Heroes found a Devastating Vengeance Seeking Sword or a Horn
of Heroes in the Dragon’s treasure trove.

What is to come of the ruined castle now? Will the Heroes or one of their Allies move into it? If not,
perhaps a few sessions down the road they will hear rumors that someone or something else has taken
up residence.

If the Dragon defeated the Heroes, think about how it will retaliate. Will it burn down some villages? If
the Pillars were all collapsed and its lair destroyed, it might take over a location on the map for its new
lair. How will the Demon Dragon alter this site to meet its needs? What minions will it attract? Sooner or
later, the Heroes may wish to take another try at that Dragon...

330
AGAINST THE KRAKEN
AN ADVANCED ADVENTURE

Sealed away beneath the waves lies the slumbering Kraken, an ancient monstrosity of unknown origin.
Coastal villages have reported high waves and the ground shaking, and the signs and portents all point to
the same thing: someone is trying to release the Kraken.

Running the Adventure

This adventure is Intermediate in scope. It is not significantly more challenging than the beginner
adventure, but utilizes more rules concepts than the beginner adventure. It can be run as a one-shot, and
even as an introduction to the game, especially if the Heroes are already familiar with tactical rpgs.

This adventure is advanced, both for the Gamemaster and the players. It assumes that you and the
Heroes are familiar with the rules. While the encounters are not significantly more difficult than the other
two adventures, they are generally more complex, and it incorporates all the rules that Heroes of the
Exploding Kingdoms has to offer.

This adventure can easily be incorporated into an existing campaign: simply have an Ally of one of the
Heroes tell them about the threat posed by the Kraken, and add the Kraken’s Maelstrom to the campaign
map (preferably in the middle of an ocean). When the Heroes are ready, they will seek it out.

A Story Scene: Arrival

The Heroes arrive at a small island near the edge of the Kraken’s Maelstrom. There’s already a squad of
Legionnaires here, guarding the area. There also is a cage with a mechanical mechanism attached to it,
with a Chthonian inside. Some of the Legionnaires are interrogating their prisoner.

The leader of the Legion squad might talk to the Heroes, telling them that they are here to stop anyone
from meddling with the Kraken- they believe that attempting to slay it will just make matters worse. If
anyone asks about the Chthonian, they say that it is a spy they caught snooping around.

The Legionnaires are suspicious of others, so they probably won’t be much for conversation. Once the
Heroes make it clear they are here to stop the Kraken, they attack, and activate the execution mechanism
on the Imprisonment Chamber. To arms!

MoL: Who are these Legion guys anyway? What do they want? I could go on at great length, but
instead I will leave it up to you. There are many groups in the Exploding Kingdoms with agendas of
their own, and plenty of them are even big and organized enough to deploy armies. If you’re playing in
a campaign, you can tie these into one of the Hero’s rivals, or even replace them entirely with another
group. The monster profiles here work well for a group of generic bad guys even if you change their
uniforms and name tags.

331
Encounter One: Islands on the Edge of the Maelstrom

Having reached the edge of the Maelstrom, a squad of Legionnaires refuses to let the Heroes continue.
This can only be resolved, as is usually the case in the Exploding Kingdoms, with a contest of arms.

Setup

Use the provided map, or create your own of a group of islands arranged in a circle. Each island should
be between 3 to 6 squares in each dimension, and 3 to 5 squares from the closest island. Between each
set of adjacent islands, draw a bridge connecting them, one square wide. (If you have seven islands, you
should have seven bridges.)

Have the Heroes choose one of the islands; they set up on that island. Pick an island two bridges away,
and put the Imprisonment Chamber in the middle of the island, along with the Legion Squad Leader and
the Legion Thug.

On the bridge to the island with the Imprisonment Chamber, place the Legion Vanguard. On the island on
the other side of the heroes, place the Legion Scout.

(Example: You have seven islands, arranged in a circle, numbered 1-7. The Heroes choose to set up on
island 3. You can place the Imprisonment Chamber on Island 1 or Island 5. If you put it on Island 1,
place the Vanguard so it is guarding the bridge between islands 1 and 2. Put the scout on Island 4.)

With four Heroes, use one monster of each type. For each additional hero, add another Scout or
Vanguard, on any unoccupied islands you like.

Water and Bridges

The area between the islands is water. It is difficult terrain for any creatures without a Swim speed. The
bridges are clear ground, and can be moved across easily.

The Imprisonment Chamber

The Imprisonment Chamber itself is blocking terrain.

At the start of the combat, place four tokens next to the Imprisonment Chamber. Explain the following:
At the end of each Hero Phase (including the first one), remove a token. When the last token is removed,
the Chthonian inside is killed by the chamber’s mechanisms.

Any Hero next to the Chamber can attempt to disable the Chamber as a Move Action. (See the
Challenge Rules). The Imprisonment Chamber has some countermeasures: the Danger is that the
character becomes Perma-Wounded.

Two challenges must be overcome to free the Chthonian: Disabling the Locks, and Breaking the Bars. If
neither challenge has been overcome, the Hero may choose which they are attempting to resolve.

If both Challenges are overcome, the Chthonian is freed, remove the Imprisonment Chamber from the
map.
When the encounter ends, if there are still tokens on the Imprisonment Chamber, each Hero may make

332
one attempt to disable the Chamber. If the Challenge is still not overcome by that point, the Chthonian is
killed.

MoB: If your players are really experienced, or if there are five or more of them, consider putting three
tokens out instead. They’ll really have to hustle if they want to get the cage open

.Victory Conditions

Players: Defeat all the monsters


Monsters: Defeat all the Heroes!
The Heroes take the first turn.

Tactics

Defend the Imprisonment Chamber! The Vanguards are there to draw aggro from the other monsters.
Put them where people need to get by them. Use Call of Challenge to get Threat Points, and Marking
Strike to draw the attention of the Heroes.

The Thugs are slow but tough. If someone gets close to them, use a Full Attack, otherwise look for
opportunities to charge. If you can’t do either, keep them next to their allies.

The Scrappers want to dart in and out of combat, daring the Heroes to pull away from their other
objectives. The ideal turn is to use Quickstep to get adjacent to an enemy, use Harrying Strike, and then
use Martial Grace to move the full four squares away.

The combination of Squad Leader plus Thug is a powerful one: the Squad Leader can use Direct the
Hunt to move the Thug into combat range, then order a Thug to use a Full Attack… which the Thug can
do again on their own turn. Otherwise, keep the Squad Leader back, where you can use their command
abilities to your best advantage.

Other Notes

This is a standard encounter, in terms of monsters, and the monsters themselves are all very
straightforward. However the presence of the Imprisonment Chamber puts pressure on the Heroes to
rescue the captive. It will probably take two turns for a Hero to just get to the Chamber, unless aided by
powers. Some groups may choose to ignore the captive and focus on attacking the enemies, and this is
their choice.

Story Scene: The Rescued Chthonian

If the Heroes rescued the Chthonian, they explain that their name is Phlthblth, but they can call them ‘Phil’
for short. Phlthblth is an alchemist and was gathering ingredients for various potions. As thanks, they will
give the Heroes an Aquatic Potion. One Hero can use it to gain a Swim speed for the remainder of the
adventure.
Phlthblth can be questioned about the Kraken; they don’t know much, but they do know that the Kraken is
bad news, and that the Merfolk in these waters worship the Kraken as their god.

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Encounter One: Islands on the Edge of the Maelstrom

2 3

6 5

Shaded Areas: Water (Difficult Terrain)


Numbered Islands: See setup notes.

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Encounter One Monsters

Legion Squad Leader (Battle Captain) Medium


60 HP, Speed 6 Size
Basic Melee 1, 3d8 damage.
Basic Ranged 5, 3d8 damage.

● Assign Quarry - Free Action.


Range: Unlimited
Target: Closest enemy you can see.
Effect: Target is Distracted until you use this power again. If Target is Taken Out
while still Distracted from this Power, gain 1 Threat Point.
● Direct The Hunt - Move Action.
Range: Close Burst 10
Target: One Ally in Burst
Effect: Target may use a Move Action as a Reaction

● Signal The Attack - Major Action.


Range: Close Burst 5.
Target: One ally in burst
Effect: Target may make a basic attack or use an attack power as a Reaction.
● Slicing Fury - Major.
Range: Close Burst 1.
Target: Creatures in burst.
Effect: 3d6 damage.

Legion Scout (Scrapper) Medium


50 HP, Speed 6 Size
Basic Melee 1, 3d8 damage
Basic Ranged 3, 3d6 damage

● Quickstep - Property. At the start of your turn, Shift 1 square.


● Martial Grace - Move Action. Shift 4 squares.

● Harrying Strike - Major Action.


Range: Melee 1.
Target; One creature
Effect: 3d6 damage, target is Slowed.
● Rapid Strike - Major Action.
Range: Melee 1.
Target: One creature
Effect: 3d8 damage, and you may Shift 4 squares.

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Legion Vanguard (Vindicator) Medium Size
60 HP, Speed 6
Basic Melee 1, 3d8 damage
Basic Ranged 5, 1d4 damage

● Call of Challenge - Move Action. ● Quick Reflexes - Property


Effect: Gain 2 Threat Points. Any enemy Creatures that shift while adjacent to you
without the Marked condition may use a provoke opportunity attacks.
Reaction to become Perma-Marked by
you to prevent this effect.
Requirement: There must be at least one
enemy without the Marked condition.

● Marking Strike - Major Action.


Range: Melee 1.
Target: One creature
Effect: 3d8 damage, target is
Perma-Marked
● Hounding Rush - Major Action.
Effect: Shift your Speed. If you end the
Shift adjacent to a creature Marked by
you, you may make a melee basic attack
targeting that creature.

Legion Thug (Demolisher) Medium Size


80 HP, Speed 6 ● Setup - You gain 3
Basic Melee 1, 3d8 damage Threat Points.
Basic Ranged 5, 3d6 damage

● Lumbering - Property. You have a single Major Action each


turn, and no Move Action.

● Full Attack - Major Action.


Special: Before the attack, shift 1 square.
Range: Melee 1
Target: One creature.
Effect: 4d8 damage. Lose your Move action.
Special: This must be the first action taken on your turn.
● Drastic Recovery - Major Action. Remove all Conditions and
Debuffs on you.

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Encounter Two: Beneath the Waves
The churning of the Kraken’s tentacles has caused a pathway of air bubbles leading down to the cavern
where it is chained. Ahead of you is the mystic teleportation glyph, but between you and it is the Merfolk
who worship the dire Kraken.

Setup
Select or draw an underwater map. Designate a number of Air Bubbles on the map. Most Air Bubbles
should be 2x2 in area, but you should put a 4x4 one in one corner. Each Air Bubble should have no more
than 3 squares of distance between it and the closest Air Bubble. The trail of Air Bubbles should lead to
the opposite corner, where there is a large platform (4x4 or 5x5), featuring the Mystic Glyph, also in a
large air Bubble..

The Heroes set up inside the large Air Bubble opposite the Mystic Glyph, then set up the monsters
wherever you like. Place at least one Merfolk Kraken Cultist on the Mystic Glyph.

With four heroes, use one monster of each type. For each additional Hero, add another Merfolk or
Merfolk Bloodhunter.

Water and Air Bubbles

The Water is difficult terrain for creatures without a Swim speed. The Air Bubbles are clear terrain, and
offer protection from the Kraken’s tentacles.

The Kraken’s Tentacles

At the start of each Monster Phase, gain a Tentacle Token, and then make a number of Lashing Tentacle
attacks equal to the number of Tentacle Tokens you have. You cannot attack the same target more than
once each turn.

Lashing Tentacle
Target: Any Hero
Effect: 2d6 damage and slide target 1 square. This attack is Brutal against targets in the water.

Victory Conditions

Heroes: Defeat all the monsters OR End the Monster Phase with at least one Hero and no Monsters on
the Mystic Glyph.
Monsters: Defeat all the Heroes!

Tactics

Start by building pressure with ranged attacks from the Merfolk, staying in the water so it is difficult for the
Heroes to reach you. Alternatively, draw ranged Heroes into the water, and then surround them. The
Slide from a Lashing Tentacle can help you move Heroes into spots where they are more vulnerable, or
away from your Merfolk so they can use ranged attacks and move away effectively. When Heroes start to
get close to the Mystic Rune, try to keep as many Merfolk as possible nearby to it so you can lock it
down.
The basic Merfolk is great for a wide area attack, but its damage output is fairly weak. Hit as many
enemies as you can with Call Storm, or use a basic ranged attack if there isn’t a better opening. Once

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enemies become bloodied, you can move up to them with Eternal Flow to do extra damage. If you use
Enticing Whispers on a Hero, you can force them to use their best attack against an ally (or have them
Charge, if nothing else). Foretell Doom is expensive, but can be the prelude to all your Merfolk attacking
a Hero; once they are Cursed their allies will not be able to help them with heals or other buffs, and Daze
will make it hard for them to escape.

Merfolk Bloodhunters can do a great deal of damage in a single turn to a Bloodied target. Once Heroes
start to get bloodied, send in these guys with the Eternal Flow and Blood-Drinker combination. Focus fire
on one Hero if possible to get them into Crisis State.

The Kraken Cultist can stay back and generate threat points for you, which you can use to augment
multitarget Call Storm attacks or your attacks against the bloodied Heroes. Once Heroes get closer, it
can use Blood-Letting against heroes who still have a lot of hit points, or use Eternal Flow and basic
attacks to strike at bloodied heroes.

With the Flamecaller, you want to hit heroes with Mystic Flames early on to set up some ongoing damage
from the Wounded condition, and then use Burning Whisper to force tough decisions. Like the Kraken
Cultist, the Flamecaller can switch to using a Melee Basic attack, especially against Bloodied Heroes.

Don’t extend yourself too much: make sure you can retreat to the Mystic Glyph to prevent the Heroes
from getting a free victory. If a Hero is standing on the edge of the Mystic Glyph, you can always use a
tentacle to push them back into the water.

Other Notes

Despite the standard encounter budget, this can be a challenging encounter, since you get extra attacks
from the Lashing Tentacles that the Heroes can’t do much to prevent. Merfolk are great for ganging up on
a single target and bringing them down to 0 hit points quickly, and that’s exactly what you should aim to
do. The Heroes will have to rely on smart positioning and tactics to defeat this encounter.

MoB: Don’t feel bad about focusing fire on bloodied heroes- after all, they probably do it to the
monsters every encounter! Even if a Hero is reduced to 0 hit points, they still get to take actions in
Crisis State, so no one is ever forced out of the game. This game is about challenge, and you’d better
give it to them. A victory without hardship is no victory at all!

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Encounter Two: Beneath the Waves

! !

! !

White Areas: Air Bubbles


Grey Areas: Open Water
!: Mystic Glyph
A: Hero Setup Area

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Encounter Two Monsters

Merfolk (Merfolk/Merfolk) Medium Size


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Eternal Flow - Property. Merfolk have the


Swim buff at all times. When they take a
Move action to Advance, they may deal 5
damage to a Bloodied enemy they end
their move adjacent to.
● Foretell Doom(3) - Move Action. An
adjacent creature is Cursed and Dazed.

● Call Storm - Major Action. Area Burst 2 ● Enticing Whispers - Major Action. Melee
within 5. 3d4 damage. 1. Target is Ensorcelled.

Merfolk Kraken Cultist (Merfolk/Cultist) Medium Size


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Eternal Flow - Property. Merfolk have the Swim buff at all times. When
they take a Move action to Advance, they may deal 5 damage to a
Bloodied enemy they end their move adjacent to.
● Foretell Doom(3) - Move Action. An adjacent creature is Cursed and
Dazed.

● Distracting Strike - Major Action. Melee 1. 3d4 damage, and the target
is Distracted.
● Focus on Prayer - Major Action. Gain 2 Threat Points.

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Merfolk Bloodhunter (Merfolk/Bloodfiend) Medium Size
60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Eternal Flow - Property. Merfolk have the Swim buff at all times. When
they take a Move action to Advance, they may deal 5 damage to a
Bloodied enemy they end their move adjacent to.
● Foretell Doom(3) - Move Action. An adjacent creature is Cursed and
Dazed.

● Bloodletting Flurry - Major Action. Melee 1. 1d8 damage, and the target is
Perma-Harrowed.
● Blood-Drinker - Major Action. Melee 1. 3d8 damage, and you gain a Threat
Point. You can only use this attack against Bloodied creatures.

Merfolk Flamewarden (Merfolk/Efreet) Medium Size


60 HP, Speed 5
Basic Melee 1, 3d8 damage
Basic Ranged 5, 3d8 damage

● Eternal Flow - Property. Merfolk have the Swim buff at all times. When
they take a Move action to Advance, they may deal 5 damage to a
Bloodied enemy they end their move adjacent to.
● Foretell Doom(3) - Move Action. An adjacent creature is Cursed and
Dazed.

● Mystic Flames - Major Action. Ranged 5. 3d8 damage, and .


Perma-Wounded.
● Burning Whisper - Major Action. Melee 1. The target chooses one: They
are Ensorcelled and Cursed, or you deal 4d8 damage to them. They can
not activate reactions against this attack.

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Encounter Three: The Chained Kraken
Arriving at the chamber of the Kraken, the Heroes see that the Kraken has awakened, and has broken
free of three of the chains that bind it! Just a few more chains broken, and the Kraken will be free to
escape and wreak havoc!

Setup
Select or draw a map with a large cavern, with a lake in the center. The lake should be roughly 10x10 in
size, but can be a bit wider at the widest point. A larger lake will result in a more challenging encounter.
Place a Mystic Rune 5x5 in size about 5 squares from the lake.

Place the Kraken’s Maw in the middle of the lake, and put five Chains at the edge of the lake, spaced
roughly equally around the lake. The two farthest chains from the Mystic Rune are Strong Chains, and
the three closest chains are Weak Chains.

The players set up anywhere on the Mystic Rune.

The Lake
The Lake is difficult terrain for creatures without a Swim speed.

The Mystic Rune


A Hero standing on the Mystic Rune can use its magic to freeze the Lake. This requires a Major Action.
The Lake becomes frozen until the start of the next Hero Phase, and is no longer difficult terrain for the
Heroes, but becomes difficult terrain for the Kraken’s Maw.
The first time this is done, it does not cost any mana, but each additional use costs 1 more mana (1 mana
next time it is used, then 2, then 3, etc.)

The Chains
At the end of each Monster Phase, the Kraken struggles at its chains, replace one Strong Chain of your
choice with a Weak Chain.

A Hero next to a Weak Chain may spend a Move Action to fortify it, and replace it with a Strong Chain.

Victory Conditions
Heroes: Defeat the Kraken!
Monsters: Defeat all the Heroes OR Weaken all five chains.
The Heroes take the first turn.

Tactics
You have many options at your disposal. The most obvious one is Grasping Tentacles, which creates a
barrier that can isolate Heroes and block paths to the chains. A single tentacle can often hit two or more
creatures, and you can use Crashing Wave to clump Heroes up. You can make a whole bunch of
Tentacles one turn, and then use Tentacle Frenzy the next to do a whole lot of damage.

Look for Heroes that are bunched up to strike with your Crashing Wave, Eye of Madness, or Grasping
Tentacle. Against a single target, the 4d6 damage from the Tentacle is usually higher than the 2d10 from
your basic attack, but the 2d10 scales better with threat points. Of course, spending threat points is
usually better on multiple target attacks. Don’t forget that as a Boss Monster, the Kraken’s Maw gets one
action per Hero, and gets another one while bloodied!

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Other Notes
This encounter is basically a damage race for the Heroes- can they do enough damage to the Kraken
before it breaks its chains or smashes them all with its tentacles? With tentacles everywhere, it is easy to
get attacks in on it, but the Maw is obviously the weak spot. Expect the Heroes to use any Burnout
powers they have left- these can do a surprising amount of damage in short order.

The Kraken’s Maw Gargantuan Boss Monster (4x4)


60 HP/Player
Speed 4 (Swim)
Basic Melee Attack: Melee 1, 2d10 damage
Basic Ranged Attack: None

● Kraken’s Rage - Property - While ● Indomitable - Property - The Kraken’s


Bloodied, the Kraken’s Maw takes an Maw never provokes opportunity attacks.
extra Major action each turn. Forced movement cannot move it outside
the area of the Lake.

● Tentacle Frenzy - Major Action ● Grasping Tentacle: Major Action.


Range: Melee Special Range: Area Wall 8, origin square may be
Target: Each enemy adjacent to a any square in the lake.
Grasping Tentacle. Target: Creatures in Wall
Effect: 4d6 damage and targets are Effect: 4d6 damage, targets are displaced
Immobilized. from the wall. Summon a Grasping
Special: This may only be used as your Tentacle in the area of the Wall until the
first action of a turn. end of the next Monster Phase. The
● All Consuming Maw - Major Action. Tentacles have Resist 5 and attacks
Range: Melee 1 against them are never Brutal. An attack
Target: One creature. that targets only the tentacles cannot
Effect: 2d10 damage and target is inflict conditions on the Kraken, and the
Perma-Swallowed. tentacles are immune to forced
● Crashing Wave - Major Action movement. The Tentacle’s space fills the
Range: Area Burst 2, origin square may entire area of the wall.
be any square in the lake. Special: This ability can be used any
Target: Enemies in Burst number of times in a turn. The area of
Effect: 3d4 damage, slide targets 2 the tentacles cannot overlap, and no
squares. square of a tentacle can be adjacent to
● Eye of Madness - Major Action any other tentacle.
Range: Close Wave 5.
Target: Enemies in Wave.
Effect: Targets must choose and gain one
of the following conditions: Dazed,
Ensorcelled, or Blinded.

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Aftermath
If the heroes were successful, you can have a Story Scene where they bask in their victory… and if they
fail, make sure you describe the devastation that the Kraken will inflict. What are the repercussions for
the Exploding Kingdoms? How will existing characters and locations be affected?

If the Heroes rescued Phlthblth in the first encounter, they will become an Ally for their rescuer, and give
the Heroes a Chthonian Stone.

For defeating the Kraken, you might award the Heroes with a Boon of your choice, from the Rewards
chapter or of your own creation. Perhaps the Merfolk Cultists were studying the Tablet of Madness, or a
Swallowed Hero found a weapon like the God Killing Spear stuck in the Kraken’s gut, left there by the last
warrior to be swallowed by the Kraken.

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Encounter Three: The Chained Kraken

B B B B

C B B B B

B B B B

B B B B

Grey Squares: The Lake


A: Mystic Runes and Hero Setup Area
B: The Kraken
C: Strong Chains
D: Weak Chains

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PART VI 

APPENDICES   

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GLOSSARY OF TERMS
“Master,” said the student, “what is the difference between a Space and a Square?”
“Ah,” replied the Master of Lore, “you have come to the right place.”

[ ]: The Meteor Soul can use their Major Actions as a Move Action instead. When they do so, the effect is
reduced, and denoted in brackets.

Ability: Any Power or Property a Creature possesses that changes its combat prowess.

Accurate (Technique):A Universal Technique. Accurate can be Kicked In after a damage roll to reroll the
damage dice, and use the better result.

Action: (1) A time management resource; each character gets a Move Action and a Major Action during
their turn, which must be spent to perform certain maneuvers.
(2) The expenditure of said resource, “taking an action.”

Advance: A Move Action. When a creature takes the Advance action, it may move a number of squares
up to its Speed.

Adventure: A series of linked encounters, containing three Combat Scenes, various interstitial Story and
Challenge Scenes, and concluded with an Aftermath.

Ally: Another participant in battle on your side, other than yourself.

Aftermath: The end of an Adventure, during which the results of the Adventure are interpreted, Rewards
are granted, and the Heroes plan their next Adventure.

Area (Range): Indicates that an attack can affect one or more squares on the battlefield. Is always
coupled with a specific indicator: Area Burst, Area Line, etc. Area Attacks provoke Opportunity Attacks.

Area Burst X within Y (Range): The attacker chooses an origin point within Y squares. Targets all
creatures within X squares of the origin point. This provokes opportunity attacks.

Area Cross X within Y (Range): The attacker chooses an origin point within Y squares. Targets all
creatures in the origin point, and in a Line X in each direction from the origin point. Provokes opportunity
attacks.

Area Line X within Y (Range): The attacker chooses X contiguous squares in a straight line, all of which
are within Y squares. Targets all creatures in the Area. This provokes opportunity attacks.

Area Ring X within Y (Range): The attacker chooses an origin point within Y squares. Targets all
creatures exactly X squares away from the origin point. This provokes opportunity attacks.

Area Wall X within Y (Range): The attacker chooses X contiguous squares, all of which are within Y
squares. Each one must be orthogonally adjacent to at least one other square in the wall. Targets all
creatures in the area. This provokes opportunity attacks.

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Area of Effect: The spatial area affected by a power.

Attack: Any action that targets and damages another creature.

Attack (Keyword): Designates that a Power makes an attack, and is an Attack Power.

Attack of Opportunity: See Opportunity Attack.

Attack Power: A type of Power. Most Callings provide three Attack Powers.

Awesome Rule: One of the Golden Rules. “When in doubt, interpret the rules to be as entertaining as
possible for everyone involved.”

Basic Attack: An Attack that is always available to the creature. Comes in two varieties: Melee Basic
Attack, and Ranged Basic Attack.

Battlefield: The tactical space in which Combat occurs, divided into Squares.

Blind (Condition): A Blinded creature cannot make Ranged or Area attacks.

Blocking Terrain (Terrain): Blocking Terrain cannot be moved through and blocks Line of Sight.

Bloodied (Status): A creature is Bloodied if it has half or fewer of its hit points remaining.

Boon: A Boon is a special Power that is gained as a reward, and provides the Hero with an extra ability in
combat.

Boss Monster: A Monster tough enough to fight all of the Heroes at once. A Boss Monster gets one
Major Action per Hero in the Encounter.

Bottomless Pit (Terrain): Any character occupying a Bottomless Pit is Displaced, and takes 5 damage for
each space they must move during the Displacement.

Brutal: A Brutal attack does an extra die of damage. Most commonly caused by Flanking. Multiple
sources of Brutal do not stack.

Buff: Any effect that gives a creature a lingering bonus.

Burnout (Keyword): A technique with the Burnout keyword causes the Power to be unusable for the
remainder of the Adventure.

Burn Out: Burning Out a Power makes it unusable for the remainder of the adventure.

Burnout (Keyword): A technique with the Burnout keyword automatically Burns Out the associated Power
when used.

Burst (Range): See Area Burst, Close Burst.

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Burrow (Movement): Beginning a Burrow action provokes opportunity attacks, but further squares of
movement do not. Then the creature moves its speed, ignoring all terrain and creatures except for
Bottomless Pits. At the end of the movement, the creature is Displaced if you are inside Blocking Terrain
or another creature’s space.

Calling: A Hero’s profession or combat style.

Calling Scroll: A Calling Scroll allows a Hero to change their Calling during the Aftermath of an
Adventure.

Campaign: A series of linked Adventures.

Campaign Map: A record of the locations present in the Campaign’s Kingdom.

Challenge: A game mechanic whereby a Hero attempts to overcome some obstacle without resorting to
combat.

Challenge Scene: A scene of the Adventure focused on resolving one or more Challenges.

Champion: An extra tough Monster. Champion Monsters get an extra Major Action each turn.

Character: Any entity in the Exploding Kingdoms. Generally used to denote Heroes and sapient NPCs.
When used in mechanical terms, is interchangeable with Creature.

Charge (Action): First, the character designates the target of its charge, and then moves up to its speed,
but at least 2 squares. Each square the creature moves must decrease the total distance between them
and their target. If the movement brings the creature adjacent to their target, they may make a Melee
Basic Attack against it. After resolving a Charge action, a creature’s turn ends.

Clear Ground (Terrain): Clear Ground does not offer any penalties to movement or line of sight.

Climb (Movement): Climbing allows a creature to easily climb walls and ignore changes to elevation.
Climbing characters ignore Slopes.

Close (Range): Indicates that an attack targets one or more squares on the Battlefield, starting near the
creature. Is always coupled with a specific indicator: Close Burst, Close Wave, etc.

Close Burst X (Range): Targets all creatures within X squares of the attacker.

Close Cross X (Range): Targets all creatures in a Close Line X in each direction from the attacker.

Close Line X (Range): The attacker chooses X contiguous squares in a straight orthogonal line, starting in
a square orthogonally adjacent to the attacker. Targets all creatures in the area.

Close Ring X (Range): Targets all creatures exactly X squares away from the attacker.

Close Wall X (Range): The attacker chooses X contiguous squares. Each square must be orthogonally
adjacent to at least one other square in the wall. At least one square must be orthogonally adjacent to the
attacking creature. Targets all creatures in the area.

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Close Wave X (Range): The attacker selects an area X by X squares. At least one square in the area
must be adjacent to the attacker. Targets all creatures in the area.

Creature: Any entity in the Exploding Kingdoms. Generally specifically refers to participants in Combat.
When used in mechanical terms, is interchangeable with Character.

Combat: A test of martial prowess between the Heroes and Monsters, taking place on the Battlefield.
Takes place during a Combat Scene.

Combat Profile: A Combat Profile is basic information about a Hero, or Monster. This information
includes information like the creature’s Hit Points, Speed, and Basic Attacks. For a Hero, this information
comes from their Calling and includes their starting mana as well.

Combat Scene: A scene of the Adventure resolving a Combat Encounter.

Completely Fill: Terrain that completely fills a square affects flying creatures.

Complex-o-Meter: A scale from 1 to 10, indicating how complex a Calling is to play.

Concealing Terrain (Terrain): All attacks that trace their line of sight through Concealing Terrain or target a
creature within it have Concealment.

Concealment: Concealment grants the target of an attack Resist 5. It most often comes from Concealing
Terrain.

Condition: A negative effect that can afflict a creature.

Conditional Duration: An effect that lasts as long as a certain requirement is met, such as “while adjacent
to…,” as opposed to a fixed duration or having the Perma tag.

Conjuration: A Conjuration is a single item or effect created by a power that is placed on the map. The
power will indicate where it can be placed, what the duration of it is, and if the Conjuration blocks line of
sight or movement. It cannot be attacked unless a Power specifically says so.Conjurations are not
creatures and do not flank or make opportunity attacks unless the power specifies otherwise.

Cover: If the line from any point of the attacker’s space to the center of the defender's space goes
through Blocking terrain or an enemy’s space, the target has Cover and has Resist 10 to the triggering
attack.

Crisis State: When a Hero is reduced to 0 hit points, they enter Crisis State, in which they do not
generate mana or have access to their Properties, and have a limited choice of actions available to them
each of their turns.

Cursed (Condition): A Cursed creature cannot benefit from the powers and properties of its allies, its
allies do not gain any benefits from its powers and properties. They cannot Flank or cause others to
Flank.

Danger: The consequence faced by a Hero for performing poorly in resolving a Challenge.

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Dazed (Condition): A Dazed creature loses its move action on its turn, and may not perform Reactions,
including Opportunity Attacks. A Champion or Boss Monster loses a major action instead of a move
action.

Debuff: Any lingering negative effect that afflicts a creature.

Defense (Keyword): Designates a Power that helps defend from harm, granted by a Hero’s calling.
Typically a Reaction that expends when used.

Difficult Terrain (Terrain): Entering a space of Difficult Terrain costs two squares of movement instead of
one.

Displaced: Forced movement where the creature moves itself to the closest unoccupied square.
Displacement cannot be prevented in any way.

Displacement: The act of being Displaced.

Distracted (Condition): When a Distracted creature is attacked, the attack is Brutal if the attacker has an
ally adjacent to the target creature.

Drive: A Hero’s motivation for adventure.

Elemental (Keyword): The Mecha Jockey and Runecaster Powers have the Elemental Keyword,
indicating that they are associated with a particular Element. Both of these Callings choose one Power of
each available Element, rather than dividing their Powers into Attack and Utility Powers.

Emblem (Keyword): The Runecaster increases their maximum hit points for each power they have with
the Emblem Keyword.

Encounter: A single Combat.

Ensorcelled (Condition, Referential) At the start of an Ensorcelled creature’s turn, the Ensorcelling
character may force it to take any one single action.

Epithet: A description of a Hero’s deeds or skills, used in the Challenge rules.

Exclusive (Keyword): A technique with the Exclusive keyword cannot be combined with any other
techniques.

Expend (Keyword): A technique with the Expend keyword is unusable for the remainder of the encounter.

Expend: A Power that is Expended is unusable for the remainder of the encounter.

Exploding (Damage): When rolling for Exploding Damage, whenever you roll the maximum value on a
damage die, pick another die of that type, add it to your pool and roll it. You can roll a potentially unlimited
number of dice in this way.

Exploding Kingdoms: The fictional world in which Heroes of the Exploding Kingdoms takes place.

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Flanking: Flanking causes an Attack to become Brutal. A creature is Flanking if it is making a melee
attack and both the attacker and an allied creature are on adjacent to the enemy and on opposite sides,
or are on directly opposite corners.

Flight (Movement): When a creature Flies, it ignores all terrain,except that which completely fills its
space.

Foe: A character that opposes a Hero that the Hero can expect to meet on the field of battle.

Followup (Technique): A Technique for a Power used on a separate action, after the initial Power is used.

Forced Movement: An effect that allows a creature to move another creature on the Battlefield.

Form (Keyword): A keyword on a Skin Changer power, indicating that it allows the character to take the
form of another creature.

Free (Keyword): A Technique that allows a Power to be used as a Free action. instead of the normal
action required.

Free Action: An action that a creature can perform during their turn, without having to expend a Move or
Major Action.

Friend: A character who is allied to a Hero, and can be relied upon to provide aid.

Gamemaster: One of the Players, who takes the role of the opposition, and provides challenges for the
Heroes.

Gargantuan (Size) A creature that takes up ten or more squares on the Battlefield.

Golden Rules: Four rules to help interpret the other rules of Heroes of the Exploding Kingdoms. The
Precedence Rule, the Awesome Rule, the Transparency Rule, and the Improvising Rule.

Gun (Keyword): A Gun power modifies the range and area of the character’s ranged attacks, and may
have additional follow-up techniques. When you use a new Gun power, you lose the benefits and
techniques of your previously equipped Gun.

Harrowed (Condition): A Harrowed creature takes 10 damage at the end of each of its turns.

Hazardous Terrain (Terrain): Hazardous Terrain deals damage to creatures that enter it. The terrain deals
a certain amount of damage to any creature that enters the Hazardous Terrain during its turn, or that ends
its turn in the Hazardous Terrain.

Hindering Terrain (Terrain): Hindering Terrain inflicts Conditions or debuffs to creatures that enter it or
occupy it. This is a wide category of effects, such as a spider’s web that inflicts the Slowed condition on
those that enter it, or a slippery floor that makes attacks against those standing on it Brutal.

Healing: When a creature receives a Healing effect it regains hit points equal to the amount healed. This
may not increase its hit points above its starting hit points.
At the end of each encounter, each Hero recovers to full hit points, and regains all expended powers.

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Hero: A Character controlled by a Player.

Hero Phase: During the Hero Phase, each Hero takes a Turn, in whatever order the Heroes desire.

Hit Points: A measure of how difficult a creature is to defeat. Damage is subtracted from a creature’s hit
points.

Huge (Size): A Huge creature takes up a 3x3 space on the battlefield.

Immobilized (Condition): An Immobilized creature may not voluntarily move.

Immune: Some powers will grant a character Immunity to an attack. A character that is Immune does not
suffer any damage or effects from the attack.

Improvising Rule: One of the Golden Rules. “No game is perfect. There will be holes in these rules. If you
encounter an area where the rules are contradictory or missing, make a ruling as a group, document it,
and keep playing.”

Invisible: A Buff. An Invisible Creature cannot be targeted by Melee or Ranged attacks, and its attacks
are Brutal.

Jump (Movement): When a creature Jumps, it Flies that many squares, then at the end of the movement,
is no longer flying.

Keyword: A word applied to a power or technique that indicates some property about that ability.

Kick-In (Action): The act of using a Kick-In technique.

Kick-In (Keyword): A technique that can be used after the initial power selection is determined and effects
are rolled or otherwise determined.

Kin: A character’s species or physical form, which imbues them with certain special abilities.

Kin Stone: A Kin Stone allows a Hero to change their Kin during the Aftermath of an Adventure.

Kingdom: An area of the Exploding Kingdoms, specific to an individual campaign.

Large (Size): A large creature occupies a 2x2 area on the battlefield.

Line (Range): See Area Line, Close Line.

Line of Sight: If a straight line can be drawn from any point of the attacking creature’s space to any point
of an enemy figure’s space, without being interrupted by blocking terrain, the attacking character has line
of sight.

Location: An individual area on the Campaign Map.

Major (Keyword): A Technique that when used changes the required Action to a Major Action.

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Major Action: One of the available Actions that can be spent. Most attacks require a Major Action.

Mana: A resource used by Heroes to pay for using their most powerful techniques.

Mana Locked (Condition): Whenever a Mana Locked character spends Mana or a Threat Point, it takes 5
damage per Mana or Threat point spent.

Mark: The act of applying the Marked Condition to a target.

Marked (Referential Condition): When a Marked creature makes an attack that does not include the
Marking enemy as a target, the attack does -1 die of damage, and the attack is considered to Violate the
Mark, which may trigger other abilities. This can’t reduce an attack below one die of damage.

Medium (Size): A Medium Size creature occupies a single square on the battlemap.

Melee (Range): A Melee X attack targets a creature within X squares.

Melee Basic Attack: A melee attack that is always available to a creature, and can be used as a Major
Action.

Mode (Keyword): A Mecha Jockey Power, denoting that it is associated with a specific element on the
Mode Wheel.

Mode Wheel: A feature of the Mecha Jockey Calling, the five Celestial elements in their natural order.
(Water-Wood-Fire-Earth-Metal). The Mecha Jockey’s current Mode advances from one Mode to the next
on the Mode Wheel.

Monster: A Creature controlled by the Gamemaster in Combat, regardless of its inherent monstrousness
or lack thereof.

Monster Phase: During the Monster Phase, each Monster takes a Turn, in whatever order the
Gamemaster desires.

Move (Keyword): A Technique that when used changes the required Action to a Move Action.

Move Action: One of the available actions that can be spent. A Move action is generally used to move
around the battlefield.

Movement Mode: An ability to move around the battlefield in a way that may bypass or interact differently
with terrain, such as Climbing, Flying, or Swimming.

Mount: A Mount is a creature that another creature is Riding. When the Mount moves, the Riding
character also moves, and vice versa.

Negate: Prevent the effects of an attack, including all damage and effects.

Non Player Character. A character controlled by the Gamemaster, such as a Friend or Foe.

Ongoing Effect: A lingering effect after a power is used.

354
Opportunity Attack: An attack that can be taken as a Reaction when another creature performs an action
that Provokes an Opportunity Attack.

Overwhelmed (Condition): An Overwhelmed character cannot make Opportunity Attacks.

Perma-: A prefix added to a Condition to indicate that the Condition is not removed at the end of the
creature’s turn: Perma-Blinded, Perma-Cursed, Perma-Slowed, etc.

Permanent: A Permanent Condition is not removed at the end of a creature’s turn.

Phase (Time): One half of each Round in combat, either the Hero Phase or the Monster Phase.

Phasing (Movement): Phasing allows a creature to move through blocking terrain as if it was not there.
While a creature moves with phasing, it additionally has Concealment during the move. If a Phasing
creature ends its turn completely in Blocking Terrain, it is Displaced.

Pinned (Condition): A Pinned character may not voluntarily move, and is immune to all forced movement.

Player: One of the actual real-world people who plays the game. One of them is the Gamemaster, and
the others take the roles of Heroes.

Plot Twist: The effect from a Plot Twist Card, played by a Hero that causes a change to the game.

Plot Twist Card: A card given to the player of a Hero, which allows them to cause a Plot Twist during the
session.

Potent (Technique): A Universal Technique available to most heroes, which allows them to add extra dice
to an attack. Potent is Stackable.

Power: An ability possessed by a creature that allows it to perform some feat as an action.

Precedence Rule: One of the Golden Rules. “When a power or property contradicts the rules, the power
or property takes precedence.”

Property: A constant ability or benefit a creature possesses.

Pull: Forced movement that moves the target closer to the triggering creature. Each individual square of
the Pull must decrease the total distance between the triggering creature and the target.

Push: Forced movement that moves the target away from the triggering creature. Each individual square
of the Push must increase the total distance between the triggering creature and the target.

Range: (1) The distance from an attacker to the target of an attack. (2) On a power, the determination of
how far away a character can attack, and the shape of the area of effect.

Ranged (Range): A Ranged X attack targets a creature within X squares. This provokes attacks of
opportunity.

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Ranged Basic Attack: A Ranged attack that is always available to a creature, and can be used as a Major
Action.

Reach: A creature with Reach X can make Opportunity Attacks against Creatures within X squares.

Reaction: An action that can be used by a creature during another creature’s turn. No actions are spent
to use a reaction, and each reaction will say when it can be used. A creature can use Reactions during
its own turn.

Reaction (Keyword): The Reaction keyword denotes that a Technique or Power can be used as a
Reaction.

Recover (Action): When a creature takes the Recover action, they choose one Permanent duration
Condition on themselves or an adjacent ally. That Condition is downgraded to temporary status.

Referential Condition: A Condition, such as Ensorcelled, Marked, or Swallowed, that is explicitly applied
by a specific creature to another creature. If the same condition would be applied to the creature again,
the original effect ends, regardless of duration.
A creature can only apply a Referential Condition to its enemies, never an Ally or itself.
If a creature is Taken Out, any Referential Condition it has applied to its enemies end.

Resist: An effect that causes a Character to take less damage from an Attack. The value of Resist is
subtracted from any damage taken, to a minimum of 1 damage being dealt.
Resist from multiple sources is not cumulative, only the highest source of Resist applies.

Reskinning: Changing the narrative flavor of a character or monster without changing the mechanical
attributes.

Reward: A benefit granted to a Character, such as a Boon, a Calling Scroll, or a Kin Stone, after the
completion of an Encounter or Adventure.

Riding: A Buff. Whenever a creature moves into the space of an allied Mount of the same size or larger,
they may choose to gain the Riding buff. A creature with the Riding buff uses its Mount’s space instead of
its own, and whenever a creature with the Riding buff moves, including forced movement, it may move its
mount instead. Whenever the Mount moves, any creatures Riding it move with it. When the Riding buff
ends, the Riding character is Displaced.

Ring (Range): See Area Ring, Close Ring

Round: The entire set of turns for all combatants in a combat, including the full Hero Phase and Monster
Phase.

Scene: A discrete unit of play, consisting of related game actions. Comes in three flavors: Challenge
Scenes, Combat Scenes, and Story Scenes.

Scroll: A Calling Scroll allows a Hero to change their Calling during the Aftermath of an Adventure.

Shift (Action): The Shift action allows a character to Shift 1 square.

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Shift (Movement): A Shift is a move that does not provoke opportunity attacks. A character benefiting
from Climbing, Swimming, Phasing, or Flying may use those abilities while Shifting.

Size: The area a creature takes up on the battlefield: Tiny, Medium, Large, Huge, or Gargantuan.

Slide: Forced movement that moves the target in any direction. Each individual space moves the target to
any adjacent square.

Slowed (Condition): A Slowed character’s Speed is reduced to 2.

Space: The area on the Battlefield that a Creature occupies.

Special Terrain (Terrain): A catch-all for unique Terrain effects.

Speed: A measurement of how far a creature can move on the Battlefield.

Sprint (Action): The Sprint Action allows a Hero to spend 3 mana to gain an extra Move Action during
their turn.

Square: A unit of measurement on the Battlefield, as well as the individual Squares themselves.

Stackable (Keyword): A technique that can be activated multiple times for the same power.

Staggered (Condition): A Staggered character cannot shift.

Stance (Keyword): You can only benefit from one Stance at a time. If you use a new power or technique
with the Stance keyword, gain only the benefits from the most recently used Stance. You do not get
Stance benefits while in Crisis State, but you retain them if you later recover from Crisis State.

Start of Round: The beginning of a full Round, when certain effects occur.

Start of Turn: The beginning of a creature’s turn, when certain effects occur.

Status: A state that a creature can be in that is not a buff, debuff, or condition, such as Bloodied.

Stone: A Kin Stone allows a Hero to change their Kin during the Aftermath of an Adventure.

Story Scene: A Scene in which the Heroes engage in dialogue with other Characters and narrate their
actions.

Summon (Keyword): Indicates a power or technique that creates a Summoned creature.

Summoned Creature: A temporary creature created and controlled by another creature. For a
Summoned Creature to take an action, the summoner must typically spend the required action. If a
Summoned Creature is attacked or would take damage, the Summoner has two choices: destroy the
summoned creature; or take all damage and effects from the attack, except forced movement, which is
applied to the Summoned Creature instead.

Summoner: The creature that has created and controls a summoned creature.

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Sundered (Condition): All Brutal attacks against Sundered characters deal an extra die of damage (for a
total of +2 dice).

Swallowed (Referential Condition) A Swallowed creature is removed from play, and is inside the
Swallower’s stomach! A Swallowed creature does not have line of sight to any creature other than the
Swallower, and no creature has line of sight to the Swallowed creature. The Swallowed creature’s
distance to the Swallower is always 1. At the end of a Swallowed creature’s turn (before removing
conditions), it takes 10 damage, which cannot be resisted.
If the Swallowed condition ends, the creature is displaced from the Swallower’s space.

Swim (Movement): Swimming ignores Difficult or Unstable Terrain from Water. Water Terrain that is
Hazardous often has reduced effects for Swimming creatures.

Taken Out: Reduced to 0 hit points. Heroes reduced to 0 hit points enter Crisis State, monsters reduced
to 0 hit points are removed from the Battlefield.

Target: The subject of an attack or power, which effects will be applied to.

Technique: A modifier to a Hero’s power, that can be optionally activated by spending Mana.

Teleport (Forced Movement): A type of forced movement that moves the target any number of squares,
through intervening obstacles and creatures, to an unoccupied square the triggering character can see
within range.

Teleport (Movement Mode): A teleport allows a creature to move to any square within range that it can
see. Unlike other sources of movement, the creature does not traverse the intermediary spaces, so does
not suffer any attacks of opportunity or trigger terrain or other effects.

Temporary: A temporary condition ends at the end of the afflicted creature’s turn.

Terrain: A feature of the Battlefield that restricts or otherwise changes the activities of the creatures in the
encounter.

Threat Point: A resource used and spent by the Gamemaster, similar to Mana used by Heroes.

Throw: A type of Forced Movement. First, the triggering character may Slide the target to any square
adjacent to their space. Then, each individual square of the Throw moves the target further away from
the triggering character. During a Throw, the target is flying, and can ignore any terrain that a flying
character would..

Tiny (Size): A Tiny creature occupies a single square on the Battlefield, but can share its space with allies,
and gains Resist 5 while doing so. A Tiny creature can move through enemies' spaces.

Token: Some effects give a creature a token, which can be spent later to gain some effect.

TPKO: Total Party Knock Out. Achieved by reducing all the Heroes to 0 hit points. The standard victory
condition for the Gamemaster.

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Transparency Rule: One of the Golden Rules. “All dice rolls are public knowledge, rolled out in the open
in front of everyone. The specific effects of any powers that are used are open knowledge as well.
Powers that have yet to be used may remain a secret.”

Trigger: An in-game event that must happen before another ability can be used. Usually in the context of
a Kick-In or Reaction ability.

Turn: An individual creature’s set of actions.

Universal Technique: A Technique a character has access to that may be applied to any of their powers.
For most characters, these are the Accurate and Potent techniques.

Use a Power (Action): The Use a Power Action allows a creature to activate one of its Powers. The
action required is dependent on the Power.

Utility Power: A Power a Hero has that grants some effect other than a direct attack. Most Callings allow
a Hero to have two Utility Powers.

Violate Mark: A Marked creature that makes an attack that does not include the creature Marking it as a
target is considered to be Violating the Mark; some properties may allow the Marking creature to react in
some way.

Wall (Range): See Area Wall, Close Wall

Ward: To prevent conditions, forced movement and debuffs from an attack.

Water (Terrain): Water is usually Difficult Terrain for creatures without a Swim Speed, but may be paired
with other Terrain types as well.

Wave (Range): See Close Wave

Weakened (Condition): A Weakened creature’s attacks deal -1 die of damage. This can’t reduce an attack
below one die of damage.

Wounded (Condition): A Wounded creature takes 5 damage at the end of each of its turns.

Zone: A temporary area created by a power, in which some special rule applies. The creating power will
specify the area of the zone, its effects, and duration.

359
MEDIOGRAPHY
Following are works that inspired us to write Heroes of the Exploding Kingdoms.

Books
Bridge of Birds, Barry Hughart
Conan series, Robert E. Howard
Dark Tower series, Stephen King
Perdido Street Station, China Mieville
Romance of the Three Kingdoms, Luo Guanzhong, Moss Roberts Translation

Games, Card and Board


BattleCon
Descent
Dungeons and Dragons Adventure System
Magic: The Gathering
Peasant Dungeon
Shadowfist
Super Dungeon Explore

Games, Roleplaying
Apocalypse World
Dungeons and Dragons, various editions
Exalted
Feng Shui
Gamma World
Weapons of the Gods/Legends of the Wulin

Games, Electronic
Borderlands series
Chrono Trigger
Darksiders
Dark Souls series
Disgaea: Hour of Darkness
Dynasty Warriors series (especially 3 and 4)
Final Fantasy series (especially 6, 7, 8, 10, and Tactics)
Guild Wars
Guilty Gear series
League of Legends
Prince of Persia
Street Fighter series

Movies
300 series
Brotherhood of the Wolf
Hellboy series
Hero
Lord of the Rings Trilogy

360
Kill Bill
Kung Fu Hustle
Man with the Iron Fists
Marvel Cinematic Universe
Pirates of the Caribbean
Ran
Swordsman II

Music
Dio
Dragonforce
Hammerfall
Manowar
Metallica
Nightwish
Nobuo Uematsu

Television
Adventure Time
Avatar: The Last Airbender / Avatar: Legend of Korra
Hercules
Puella Magi Madoka Magica
Xena, Warrior Princess

361
HEROES OF THE EXPLODING KINGDOM COMBAT REFERENCE SHEET

START OF BATTLE COMMON MAJOR ACTIONS


● GM sets up Battlefield
● GM announces any special terrain BASIC ATTACK
features or optional victory conditions. Use your Melee or Ranged basic attack.
● Heroes set up.
● GM Sets up Monsters CHARGE
● Activate any start of Battle features. Move your speed towards a target. (Each space
you move must bring you closer to that target),
START OF ROUND then make a melee basic attack against it. You
Each Hero not in Crisis State gains 1 mana. must move at least 2 squares. After the attack,
The GM gains one Threat Point for each Hero. your turn ends.

HERO PHASE COMMON MOVE ACTIONS


Heroes take their turns in whatever order they
wish. ADVANCE
Move your speed.
MONSTER PHASE
GM takes each Monster’s turn in whatever order SHIFT
they wish. Move one square. Shifting does not provoke
opportunity attacks.
START OF TURN
Resolve all start of turn effects in the order of your RECOVER
choice. Choose a Perma Condition on yourself or an
If you are Ensorcelled, that effect triggers now. adjacent ally. Remove the Perma tag from that
condition.
ON YOUR TURN
Spend one Major Action and one Move Action. SPRINT: BONUS MOVE ACTION
You may spend your Major Action to gain a Once per turn, spend 3 mana to gain an extra
second Move Action. Move Action.
Use any number of Free Actions.
USEFUL RULES
END OF YOUR TURN
Resolve any end of turn effects that deal damage, Cover: If any line from any corner of the
such as the Harrowed or Wounded Conditions. attacker’s square to the center of the defender's
Then, resolve any other ‘at end of turn’ effects in space goes through Blocking terrain, or if another
the order of your choice. enemy's space is along that line, the target has
Then end any effects that have a duration of ‘until Cover and has Resist 10 to the triggering attack.
the end of your next turn,’ such as non-Perma
Conditions. Flanking: Flanking causes a melee attack to
become Brutal. A creature is Flanking if it and an
NOT YOUR TURN allied creature are adjacent to the target and are
You can use Reactions and Opportunity Attacks. on opposite sides or corners of it.
If an enemy moves out of a square without shifting
or activates a Ranged or Area power, you may Line of Sight: If a straight line can be drawn from
make an Opportunity Attack against it as a any corner of the attacking creature’s space to
Reaction. You may make any number of any part of an enemy figure’s space without being
Opportunity Attacks per round, but no more than interrupted by blocking terrain, the attacking
one against a given target per round. character has line of sight.

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HEROES OF THE EXPLODING KINGDOMS: CONDITIONS REFERENCE SHEET

CONDITIONS

Blinded: A Blinded creature cannot make Ranged Slowed: A Slowed character’s Speed is reduced
or Area attacks. to 2.

Cursed: A Cursed creature cannot benefit from Staggered: A Staggered character cannot shift.
the powers and properties of its allies, its allies do
not gain any benefits from its powers and Sundered: All Brutal attacks against Sundered
properties. They cannot Flank or cause others to characters deal an extra die of damage (for a total
Flank. of two additional dice).

Dazed: A Dazed creature loses its move action Swallowed: (Referential) A Swallowed creature
on its turn, and may not perform Reactions, is removed from play, and is inside the
including Opportunity Attacks. A Champion or Swallower’s stomach! A Swallowed creature does
not have line of sight to any creature other than
Boss Monster loses a major action instead of a
the Swallower, and no creature has line of sight to
move action. the Swallowed creature, and it loses its move
action each turn. The Swallowed creature’s
Distracted: When a Distracted creature is distance to the Swallower is always 1. At the end
attacked, the attack is Brutal if the attacker has an of a Swallowed creature’s turn (before removing
ally adjacent to the target creature. conditions), it takes 10 damage, which cannot be
resisted.
Ensorcelled: (Referential) At the start of an If the Swallowed condition ends, the creature is
Ensorcelled creature’s turn, the Ensorcelling displaced from the Swallower’s space.
character may force it to take any one single
action. Weakened: A Weakened creature’s attacks deal
one fewer die of damage. This can’t reduce an
Harrowed: A Harrowed creature takes 10 attack below one die of damage.
damage at the end of each of its turns
Wounded: A Wounded creature takes 5 damage
Immobilized: An Immobilized creature may not
at the end of each of its turns.
voluntarily move.
USEFUL TERMS
Mana Locked: Whenever a Mana Locked
character spends Mana or a Threat Point, it takes
Brutal: A Brutal attack inflicts an additional die of
5 damage per Mana or Threat point spent.
damage.
Marked: (Referential) When a Marked creature
Burnout: When a power is Burned Out, if cannot
makes an attack that does not include the Marking
be used for the remainder of the adventure.
enemy as a target, the attack does one fewer die
of damage, and the attack is considered to Violate
Expend: When a power is expended, it cannot be
the Mark, which may trigger other abilities. This
used for the remainder of the encounter.
can’t reduce an attack below one die of damage.
Exploding Damage: When rolling for Exploding
Overwhelmed: An Overwhelmed character
Damage, whenever you roll the maximum value
cannot make Opportunity Attacks.
on a damage die, pick another die of that type,
add it to your pool and roll it. You can roll a
Pinned: A Pinned character may not voluntarily
potentially unlimited number of dice in this way
move, and is immune to all forced movement.

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HEROES OF THE EXPLODING KINGDOMS GAMEMASTER REFERENCE SHEET

THE GOLDEN RULES RESOLVING CHALLENGE SCENES

The Precedence Rule Determine Obstacle: What is preventing the


Specific overrides general. Heroes from continuing?
The Awesome Rule
Interpret the rules as awesomely as possible. Determine Danger: Usually suffered at the start of
The Transparency Rule the next encounter.
Die rolls are in the open, explain your powers.
The Improvising Rule Sample Dangers:
When in doubt, make a ruling as a group. Take Damage, Take a Condition, Add an Extra
Monster to the next Encounter, Add a complication
GAMEMASTER PRIMARY GOALS to the next Encounter

Challenge The Players PERSONAL SKILL


Make the World Awesome Choose Epithet. Roll 2d6, +1 die if especially
Enforce the Rules relevant, -1 die if no relevant Epithet.
Check highest die:
GAMEMASTERING TECHNIQUES 6: Challenge is overcome.
4-5: Challenge is overcome, but Hero suffers
Collaborate on the Setting Danger.
Make the Heroes Awesome 1-3: Hero fails to overcome challenge, and suffers
Deputize the Players the danger.
Push Your Limits
Reincorporate CALL ON ALLY OR BOON
Punching Things is Always an Option Roll 2d6, +1 die if especially relevant, -1 die if not
relevant.
MONSTER THREAT POINT COSTS Check highest die:
6: Assistance overcomes Challenge.
Perma (1, Stackable) One Condition inflicted by 4-5: Assistance overcomes Challenge. Ally
this power is Perma against all targets. suffers a minor consequence or Boon is Burned
Out.
Potent (1, Stackable) - Deal an additional die of 1-3: Assistance overcomes Challenge. Ally
damage with this attack. Maximum of two uses on suffers terrible fate or Boon is Sacrificed.
each attack.
PLOT TWIST CARD
Accurate (2, Kick-In) - Kick-In to Reroll a single Play relevant Plot Twist Card to overcome the
monster’s damage roll after the attack. challenge.

Sprint (2) - A monster gains an additional move OVERCHARGE POWER


action. Limit of once per monster per turn. Burnout Power to overcome the challenge.

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HEROES OF THE EXPLODING KINGDOMS CHARACTER SHEET

Name: Hit Points:


Kin: Bloodied Value:
Calling:
Speed
Basic Melee Attack
Starting Mana
Basic Ranged Attack
Size

Basic Techniques Epithets


Accurate (2, Kick-In)
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls.
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.

Foes

Properties Crisis State

Powers

Defense Power

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Name: ABENI MUMBI Hit Points: 70
Kin: Human Bloodied Value: 35
Calling: Skinchanger
Speed 6
Basic Melee Attack
3d8 damage, Melee 1 Starting Mana 1
Basic Ranged Attack
3d6 damage, Ranged 3 Size Medium*

Basic Techniques Epithets


Accurate (2, Kick-In) The Reborn
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. To Hunt the Greatest of Beasts
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.

Foes

Properties Crisis State


● Athletic: Gain Climb and Swim Speed Lose access to your form in Crisis State.
● Heroic Leap: Jump after using Block On your turn, do one of the following.
● Make a Melee 3 attack that deals 2d8
● Many Skins, Many Forms
Use Form powers instead of damage.
Attack/Utility. At the start of Battle, ● Shift 1 square, then an adjacent ally
choose one Form power to start gains 1 mana.
active. ● Attach yourself to an adjacent ally.
● Mercurial Forms: Gain 1 mana when You enter that ally’s space. Until you
changing forms. leave crisis state or use this action
● Expansion
again, whenever they move, you
Powers move with them, and vice versa.
Skin Powers When you leave Crisis State, you are
● Angelfeather Cloak Displaced.
● Birthday Suit (Skillful Strike)
● Sunbright Alicorn
● Titanwolf Pelt
● Windtiger Fur
Defense Power
● Thick Skinned

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Name: DAGRUN Hit Points: 60
Kin: Jötun Bloodied Value: 30
Calling: Runecaster
Speed 5
Basic Melee Attack
3d6 Damage, Melee 1 Starting Mana 3
Basic Ranged Attack
3d6 Damage, Ranged 5 Size Large

Basic Techniques Epithets


Accurate (2, Kick-In) Keeper of the Old Runes
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. To Find the Lost Futhark
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.
Shared (2, Exclusive)
● Choose an additional Focus Foes
character.

Properties Crisis State


● Massive Frame: Large Size While you are in Crisis State, continue to draw
● Groundshaking Stride: Charge Runes as normal.
staggers. During your turn, you may use the Charm of one
● Sturdy Footing: -1 from Forced Rune you drew this turn without paying Mana.
Movement. Then, do one of the following:
● Make a Ranged 5 attack that deals 2d6
● Draw Runes: Roll for two random damage.
Runes each turn, use them to gain ● Move two squares.
Mana or activate Runes.
● Focused Divination: Your powers
select a Focus character, who isn’t Runes
targeted by the rest of the power but 1. Water Rune Target may remove a
gains a benefit. Condition without the Perma tag or
● remove the
Powers Perma tag from a Condition.
Runic Powers 2. Wood Rune Pull the target adjacent to
● Cleansing Insignia (Water) you.
● Runic Roots (Wood) 3. Fire Rune Target is Wounded.
● Lightning Glyph (Fire) 4. Earth Rune Target gains Resist 5 until the
start of the next Hero Turn.
● Icon of Dust (Earth)
5. Metal Rune: Slide the target 2 squares.
● Stormcall (Metal, from Jötun) 6. Void Rune Target is Mana-Locked.
Defense Power
● Rune of Protection

367
Name: HARPE Hit Points: 70
Kin: Vanadian Bloodied Value: 35
Calling: Warrior Poet
Speed 6
Basic Melee Attack
3d8 Damage, Melee 1 Starting Mana 2
Basic Ranged Attack
2d6 Damage, Ranged 5 Size Medium

Basic Techniques Epithets


Accurate (2, Kick-In) The Sage of Swords
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. To Find the Legendary Sword Harp
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.

Foes

Properties Crisis State


● Made of Blades: Melee attackers take While you are in Crisis State, enemies that
5 damage. are adjacent to you are Marked by you.
● A Weapon Searches for Justice: Mark Enemies may target you with attacks and
enemies you attack, opportunity
attacks against Marked enemies. include you in the area of effect of their
● Blood Cries for Vengeance: Gain 1 attacks to avoid violating your Mark, though
mana when attacked, 1/monster turn. those attacks have no effect against you.
On your turn, perform one of the following
Powers actions:
● Move 3 squares.
Attack Powers
● Deal 2d8 damage to an adjacent
● Blade Explosion (from Vanadian)
enemy.
● Direct the River
● An adjacent ally gains 1 mana.
● Slice Through Illusions
Utility Powers
● Footsteps Like Petals
● Strike Without Striking
Defense Power
● Bend Like the Willow

368
Name: IGNOX Hit Points: 70
Kin: Golem Bloodied Value: 35
Calling: Meteor Soul
Speed 6
Basic Melee Attack
3d6 [3d4] Damage, Melee 1 Starting Mana 3
Basic Ranged Attack
3d4 Damage, Ranged 5 Size Medium

Basic Techniques Epithets


Accurate (2, Kick-In) Heart of Magma
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. To Punch the Mountain from Space
Shift 1 square after making the attack.
Potent (2, Stackable) Friends
● Deal an additional die of damage with
this attack. You may shift 1 square
before making the attack. Foes

Properties Crisis State


● Hardy: +10 Hit Points While you are in Crisis State, you have a
● Burrow: Burrow Speed of 4 single Move action each turn, which can be
● Burning Spirit: 1 mana for attacking used on any of your powers. You may not
the same target twice.
● Charged Combo: Powers can be used spend mana.
as Major or Move actions.
● Martial Adept: Augments Basic
Techniques

Powers
Attack Powers
● Eternity Grasp
● Fist of the Earth (from Golem)
● Flaming Uppercut
● Overdrive Strike
● Shattering Point
Defense Power
● Eclipsing Block

369
Name: KLEOBIS AND BITON Hit Points: 80
Kin: Draconian Bloodied Value: 40
Calling: Soulbound
Speed 6
Basic Melee Attack
3d8 Damage, Melee 1 Starting Mana 2
Basic Ranged Attack
2d4 Damage, Ranged 5 Size Medium

Basic Techniques Epithets


Accurate (2, Kick-In) The Twin Blades
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. Restore the Honor of their Family
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.
Foes

Properties Crisis State


● Draconian Calm: When not bloodied, While you are in a Crisis state, on your turn,
Shift 1 after Move Action. each Soulbound takes one of the following
● Bloodied Rage: When bloodied, +1 actions:
mana each turn.
● Move this character 3 squares.
● Soulbound: Two characters, one soul.
● Fight As One: If both Soulbound are ● Deal 2d8 damage to an adjacent
adjacent to the target of the attack, it enemy.
is Brutal. The two Soulbound do not need to take the
● Soul Power: Gain mana for switching same action.
distance between Soulbound
Soul Power: At the end of your turn, gain 1
Powers
Mana if the Soulbound are adjacent to each
Attack Powers other and started the turn non adjacent, or
● Formation Fighting gain 1 Mana if the Soulbound are at least 5
● Soul Connection squares apart from each other and started
● Twin Strike the turn adjacent.

Utility Powers
● Soul Summons
● Wings of the Dragon (from Draconian)

Defense Power
● Resolute Defense

370
Name: LADY RIVA Hit Points: 80
Kin: Phantasm Bloodied Value: 40
Calling: Exalted Shield
Speed 6
Basic Melee Attack
3d8 Damage, Melee 1 Starting Mana 2
Basic Ranged Attack
2d4 Damage, Ranged 5 Size Medium

Basic Techniques Epithets


Accurate (2, Kick-In) The Knight of the Endless Vigil
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. To Get Revenge on those who Murdered Me
Potent (2, Stackable) and My Liege
● Deal an additional die of damage with
this attack. Friends

Foes

Properties Crisis State


● Being of Spirit: When taking a Perma Wrathful Soul
condition, may take 5 damage to While you are in Crisis State, you retain your
downgrade it to a temporary condition. Wrathful Word property. The creature
● Beyond Death’s Door: When in Crisis
State, move 2 before or after taking targeted by your Holy Word is Marked by you.
Crisis State action. On each of your turns, you may use one of
● Wrathful Word: Place Holy Word on the following effects.
enemy as a Reaction after they ● Pull the creature targeted by your
damage an ally. Once per turn, gain 1 Holy Word 5 squares.
mana when you damage that enemy. ● An ally adjacent to the creature
targeted by your Holy Word gains 1
Powers
mana.
Attack Powers ● Make a Melee 1 attack targeting the
● Battle Summons creature targeted by your Holy Word
● Holy Avenger that deals 3d8 damage.
● Shield Rush
Utility Powers
● Ghostwalk (from Phantasm)
● Stand and Deliver
Defense Power
● Divine Intervention

371
Name: LEGATUS AURIGARIUS Hit Points: 70
Kin: Steel Centurion Bloodied Value: 35
Calling: Mecha Jockey
Speed 6
Basic Melee Attack
3d8 Damage, Melee 1 Starting Mana 2
Basic Ranged Attack
2d8 Damage, Ranged 5 Size Large*

Basic Techniques Epithets


Accurate (2, Kick-In) Pilot of the Doom Chariot
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. Win the Kingdom Cup in the War Races
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.
Foes

Properties Crisis State


● Mechanical Adaptability: Swap out While you are in a Crisis State, you do not change
Powers between Encounters. Modes, and you can take one of the following
● Overdrive: Take 5 damage for 1 actions each turn:
mana. ● Mana Leak: An adjacent ally gains 1
● All That’s Left: Get Centurion powers mana.
when Mecha Jockey powers are ● Emergency Missile: Make a Ranged 5
burned out. attack that deals 2d8 damage.
● Power Redirection: Gain 2 power ● Emergency Power Redirection: Burnout
when Burnout a Mode Power.
your current Mode and advance to the
● Mecha Wheel: Advance one or two
next Mode along the Mode Wheel, and
spaces on the mode wheel each turn
then take a full turn as normal. You are
for free, +1 space per mana spent.
immune to damage during this turn. At
the end of the turn, return to Crisis State.
Powers
Mode Powers
All That’s Left Crisis State
● Aquatic Assault Mode (Water)
● Desperate Strike: Move 2 squares. Then
● Spider Mode (Wood)
you may make a Melee 1 attack that deals
● Incinerator Mode (Fire) 2d8 damage.
● Seismic Mode (Earth)
● Drill Mode (Metal) Modes
Water * Wood * Fire * Earth * Metal
Defense Power
● Armor Plating

372
Name: LESHVAL Hit Points: 50
Kin: Felinid Bloodied Value: 25
Calling: Gun Mage
Speed 6
Basic Melee Attack
2d6 damage, Melee 1 Starting Mana 4
Basic Ranged Attack
3d6 damage, variable range. Size Medium

Basic Techniques Epithets


Accurate (2, Kick-In) Fastest Gun in the Kingdoms
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. Bring Outlaws to Justice
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.

Foes

Properties Crisis State


● Supernatural Reflexes: Extra When you enter Crisis State, gain a
movement action on your first turn. Vengeance token.
● A Cat Always Lands on Its Feet: No While you are in Crisis State, on your turn,
damage from bottomless pits or
slopes.. you may move one square, then perform one
● Flexible Defense: Gain an additional of the following actions:
Resist 5 from Defense power. ● Gain 2 Vengeance tokens.
● Guns, Guns, Guns: Gun powers. ● Make a Ranged X attack that deals
● On Target: Gain 1 mana for attacking 3d6 damage, where X is the number
Target, may move Target at end of of Vengeance tokens you have.
turn to a creature you attacked. Move
● Make a Close Burst X attack that
it for free when your target is Taken
Out. deals Xd6 damage, where X is the
Powers number of Vengeance tokens you
Attack Powers have. Remove all your Vengeance
● Cupid Shot tokens.
● Lightning Shot
● Magnetic Shot When you recover from Crisis State, remove
Gun Powers all your Vengeance tokens.
● Dual Revolvers
● Gatling Gun
Defense Power
● Dive for Cover

373
Name: NYX Hit Points: 60
Kin: Pixie Bloodied Value: 30
Calling: Blade Artiste
Speed 7
Basic Melee Attack
4d4 Exploding Damage, Melee 1 Starting Mana 2
Basic Ranged Attack
4d4 Exploding Damage, Ranged 5 Size Tiny

Basic Techniques Epithets


Accurate (2, Kick-In) The Death of a Thousand Cuts
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. Make the Proud into Fools
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.

Foes

Properties Crisis State


● Tiny Form: Tiny sized, move through While you are in Crisis State, allies’ attacks
allies and enemies, Resist 5 in ally’s against enemies adjacent to you are Brutal.
space. In addition, on each of your turns, take one of
● Pixie Wings: Flight
● Brutal Mastery: Roll 2 dice for Brutal. the following actions:
● Bloody Ovation: Gain 1 mana when ● Make a Melee 1 attack that deals 4d4
enemy is bloodied, 2 for Champion, 5 Exploding damage. You can flank on
for Boss. this attack normally.
● Stances: Use once Stance at a time. ● Make a Ranged 5 attack that deals
3d4 Exploding damage.
Powers
● Choose an ally within 5 squares of
Attack Powers you. All damage dealt on the next
● Cyclone of Knives attack they make this Hero Turn is
● Deep Cut Exploding.
● Hamstring ● Move 3 squares.
Utility Powers
● Pixie Dust (Pixie)
● Practiced Footwork
Defense Power
● A Close Shave

374
Name: OAKHEART Hit Points: 70
Kin: Arbori Bloodied Value: 35
Calling: Titan Blade
Speed 4
Basic Melee Attack
3d8 damage, Melee 2 Starting Mana 2
Basic Ranged Attack
2d6 damage, Ranged 5 Size Large*

Basic Techniques Epithets


Accurate (2, Kick-In) Guardian of the Sword Tree
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. To Protect the Sword Tree
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.

Foes

Properties Crisis State


● Sure of Root: When you shift ignore While you are in Crisis State, on your turn,
difficult terrain. perform one of the following actions:
● Unyielding: You may become Slowed ● Move 3 squares.
to prevent forced movement,
● 3d6 damage to a creature within
Immobilized, or Pinned.
● Variety of Form: May be Large sized. Melee 2.
● Legendary Reach: Reach 2 ● Choose a creature in a Close Burst 2,
● Fearless Blade: If half of heroes are in and slide it 3 squares.
Crisis State at start of turn, gain 1
mana.
● Victory’s Edge: Gain 1 mana when
enemy is taken out, 2 for Champions,
5 for Bosses.

Powers
Attack Powers
● Jump Strike
● Kinetic Blade
● Spinning Cut
Utility Powers
● Ivy Step (Arbori)
● Grand Swing
Defense Power
● Titanic Parry

375
Name: SHULA IZDIHAR Hit Points: 50
Kin: Efreeta Bloodied Value: 25
Calling: Explodomancer
Speed 6
Basic Melee Attack
3d6 damage, Melee 1 Starting Mana 4
Basic Ranged Attack
3d6 damage, Ranged 8 Size Medium

Basic Techniques Epithets


Accurate (2, Kick-In) She Who is Wreathed in Her Own Flames
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. Climb the Efreeti Social Hierarchy
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.
Explodifying (X, Kick-In)
● After making a damage roll, Kick-In Foes
this Technique to make that attack’s
damage Explode. X is the number of
dice that rolled the maximum amount.

Properties Crisis State


● Gift of Power: Move action to give When you are in Crisis State, take one of the
mana to ally within 5. following actions on each of your turns:
● Reserves of Mana: +2 starting mana. ● Make an Area Burst 1 attack within 5
● Gathering Power: At the start of your
turn, gain a Charge token or spend all that deals 2d6 damage.
Charge tokens to gain that much ● Make a Ranged 8 attack that deals
mana. 2d6 damage.
● Friendlier Fire: When your attacks ●
target one or more allies, they gain ●
Resist 5
Powers
Attack Powers
● Inferno
● Mystic Flames (Efreet)
● Unstable Evocation
Utility Powers
● Energy Barrier
● Rune of Explosions
Defense Power
● Kinetic Shield

376
Name: XYXLPLYTHL Hit Points: 50
Kin: Chthonian Bloodied Value: 25
Calling: Myth Caller
Speed 5
Basic Melee Attack
2d4 damage, Melee 1 Starting Mana 1
Basic Ranged Attack
3d8 damage, Ranged 3 Size Medium

Basic Techniques Epithets


Accurate (2, Kick-In) The Inscrutable
● After making a damage roll, Kick In
this Technique to reroll all the damage Drive
dice. Use the higher of the two rolls. Seek the Forbidden Apocrypha
Potent (2, Stackable)
● Deal an additional die of damage with Friends
this attack.
Foes

Properties Crisis State


● Aquatic: Swimming speed. While you are in Crisis State, your Summons
● Dominating Mind: Enemies you take do not take their normal Free or Opportunity
out are reduced to 1 hp and actions.
Ensorcelled for 1 turn.
● Siphon Energy: At the start of your On your turn, perform one of the following
turn, you may take out one of your actions:
summons to gain 1 mana. ● Have one of your Summons perform a
● Piercing Strikes: Potent and Accurate non-Burnout Follow-Up action without
attacks ignore Resist. paying the Mana cost, then destroy it.
● Armored Summons: Your Summons ● Slide any creature 1 Square.
have Resist 5.
● Choose one ally not in Crisis State.
● Conjured Myths: Summon Powers.
That ally takes 3 damage that can’t be
Powers Resisted, and gains 1 Mana.

Summon Powers Overflowing Power: Instead of gaining 1


● Summon Blood Angel Mana at the start of the Hero Phase, you gain
● Summon Celestial Arbalest mana based on how many Summons you
● Summon Chaos Avatar have in play:
Utility Powers 0-1 Summons: 2 Mana
● Dark Order 2-3 Summons: 1 Mana
● Impossible Angles (Chthonian) 4+ Summons: 0 Mana
Defense Power
● Persistence of Memory

377

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