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Array of Champions

Core Rules & Player’s


Handbook

Copyright © 2022 Legendary Games Studios

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Author’s Preface Setting Introduction
Hello! I want to begin by thanking you for Ten thousand years ago the sentient races of the
reading this book. Array of Champions has been material planes; banded together for the third
a work of love. Words cannot express how and final time in recorded history. Collectively
deeply moving it is to have it out in the world known as the Santerrans. They presented a
and in the (virtual) hands of people. unified force and defeated the bane of existence,
the Atlasians.
Conceptualized in January 2022, the creation
process that led to the current form of ‘Array of While many fought bravely, victory would not
Champions’ was an adventure in of itself. The have been possible if it were not for the
core rules were rewritten a dozen times over, Champions. Individuals who had awoken their
alongside the first two paths of the game. D6 inner heroic spirit. A traumatising event. The
dice pools, dice-based proficiency and the strength of the heroic spirit sears the mind and
traditional D20 were among the many ideas soul of their host, extinguishing all skills that the
entertained. Finally, settling on the D100 system heroic spirit deemed unnecessary. In exchange,
before you. the heroic spirit grants the Champion great
power. If cultivated, this power can surpass that
It’s unlikely that Array of Champions is your first
of any other being on the material plane.
tabletop roleplaying game. However, it is with
great hope that what AoC has to offer, will set it Time is oft the death of wisdom, and even the
apart from the other games you’ve played. long lived and immortal races grow arrogant.
Holding as special of a place in your heart as it Content that should the Atlasians return in force
has had in mine. they will be repelled for a fourth time.

Cheers to your upcoming legendary adventures,


The web of intrigue between nations grows, wars
fantastic champions, and the stories you’ll make
are more common and sightings of Atlasians
together.
grow. To combat the growing chaos, the world
will need more than a mere hero. It will need an
Array of Champions.

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Cunning Hero Abilities: .........................................18
Table of Contents
Valorous Hero ............................................................ 20
Author’s Preface ............................................................ 2 Valorous Hero Abilities: ....................................... 20
Setting Introduction .................................................... 2 Inexplicable Hero ....................................................... 21
Table of Contents ......................................................... 3 Inexplicable Hero Abilities: ................................. 21
Chapter One - Introduction ...................................... 5 Chapter Five- Paths ................................................... 23
Why Play Array of Champions? ........................... 5 Inspirational Paths ..................................................... 23
How to Play? ............................................................... 5 Bard ............................................................................. 23
What is a Champion? ............................................... 5 Priest ........................................................................... 27
Chapter Two – Character Creation ........................ 6 Pain Cultist ................................................................ 31
Key Terms and Concepts ........................................... 6 Cunning Paths: ............................................................ 34
Character Choices ..................................................... 6 Swashbuckler ........................................................... 34
Offensive Statistics ....................................................7 Assassin ...................................................................... 38
Defensive Statistics ....................................................7 Poisoner ..................................................................... 42
Non-Combat Statistics .............................................7 Valorous Paths ............................................................. 46
Basic Statistics ............................................................ 8 Chaos Knight ............................................................ 46
Class Vs. Path ................................................................. 8 Eldritch Archer ........................................................ 50
Levelling Up ................................................................... 8 Void Knight .............................................................. 53
Create Your Champion ............................................... 9 Inexplicable Paths: ..................................................... 56
Step 1 Choose your Basic Class ............................. 9 Wizard ........................................................................ 56
Step 2: Choose a Path .............................................. 9 Time Weaver .......................................................... 60
Step 3: Choose a Race .............................................. 9 Juxtapositionist ........................................................ 64
Step 4: Select Equipment........................................ 9 Chapter Six - Races .................................................... 69
Step 5: Alignment, Personality and Backstory . 9 Angels ......................................................................... 69
Chapter Three - Combat ........................................... 11 Centaurs ...................................................................... 71
Combat Terms ............................................................. 11 Chapter Seven - Equipment ................................... 73
Opposition Tests ...................................................... 11 Weapons ........................................................................ 73
Combat Round ......................................................... 11 One Handed Weapons .......................................... 73
Modular Rules.......................................................... 13 Two Handed Weapons ......................................... 74
Death .......................................................................... 13 Ranged Weapons .................................................... 74
Resurrection ..............................................................14 Weapon Ability List ............................................... 75
Narrative Vs. Mechanical.......................................15 Armor: .............................................................................81
Chapter Four – Basic Classes .................................. 16 Light Armor: .............................................................81
Inspirational Hero ...................................................... 16 Medium Armor: .......................................................81
Inspirational Hero Abilities: ................................ 16 Heavy Armor: ...........................................................81
Cunning Hero .............................................................. 18
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Shields: ....................................................................... 82
Chapter Eight - Actions ............................................ 83
Chapter Nine - Conditions ...................................... 87
Chapter Ten – Misc. Tips ........................................ 88

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Chapter One - Introduction
Why Play Array of Champions? with all actions being resolved by the D100.
Damage dice and effects though can vary even
Array of Champions is a high fantasy RPG with
with a basic ‘martial’ character, hence the need
three goals that are missing in today's RPG
for D4’s, D6’s, D8’s, D10’s and D12’s. It’s also
landscape.
recommended that you fill out a reference sheet,
I. Engaging tactical combat. either one you’ve made from scratch or a copy
of the one within this book
A 6-phase combat round, unlike any other
roleplaying game. Enabling a variety of unique,
flavorful, and interesting actions for players to
What is a Champion?
perform. The initiative system minimizes Champions are not only the avatars of player
downtime. Players perform their actions at the characters and how they interact with the world.
same time each phase, in an epic back and forth Champions are walking legends through virtue
with their enemies! of awakening their heroic spirit! Every
individual in the world has the ability to awaken
II. The sensation of being heroic. their heroic spirit. However, the odds of
This is not a game based around low fantasy or awakening are low, the conditions and timing of
low magic. Champions are larger than life - awakening are wildly inconsistent.
slashing through mountains, stopping time, and
Furthermore, awakening is a traumatizing event.
being in all places at once - but the villains have
The heroic spirit destroys your previous skills
access to the same tricks, and are as vile as the
and abilities, replacing them with the ones that it
champions are heroic...
values most. Allowing for an in-game
III. A high fantasy setting explanation as to why the wise powerful Wizard
Facilitating adventure unlike any other. Your who fought in three wars is so "weak".
vampire neighbor needs protection from the
However, the peak power of a character with a
scary monsters? The local tavern proprietor is a
heroic spirit far exceeds the peak of one without
banshee (make sure you pay off your tab). Be
a heroic spirit. So, while there may be an NPC
warned though! The Atlasians are a tangible
with ten levels of Ninja, they are not the same as
threat to this peaceful coexistence!
a Cunning Hero on the path of the Ninja.
And don't worry about the setting. The setting
Lastly, levelling up is simply deepening your
does provide a form of grounding, but Array of
awakening to your heroic spirit. Therefore, the
Champions is flexible. Adaptable to your favorite
GM can be modular with level progression.
setting, or even making your own!
Perhaps it’ll take many sessions and in game
years before the party advances one level.
Perhaps the in-game time will be a mere six
How to Play? months before the party goes from first level
All Champions need to play is the book you have heroes to demigods. The pacing is in the hands
before you, your character sheet and a variety of of the GM and the GMs playgroup to what they
different types of dice, namely the D4, D6, D8, think is fun. You have the full support of the
D10, D12 and D100 (a combination of 2D10’s rulebook and the setting of Santerra to
where one indicates the tens column and the determine your own fun.
other the 1’s column). The system is a D100 one

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Chapter Two – Character Creation
A ‘Good’ Champion is one who in any given
Key Terms and Concepts situation will typically seek the most just
solution, even if this comes at their own expense.
Character Choices In other words, a ‘Good’ Champion has a
Character Name predisposition towards selflessness. ‘Evil’
Part of the fun of a roleplaying game is to be Champion will seek solutions that benefit them
someone else. An evocative name different from most, even at the expense of others. A
your own helps with immersion. For more than predisposition towards selfishness characterizes
a few people this is certainly the hardest part of a ‘Evil’ Champion. Those who do not lean
character creation! strongly in one direction of this paradigm are
‘Neutral’. A rare breed of Champion, equally
Basic Class prone to selfishness as they are to selflessness.
Array of Champions has 4 basic classes to choose
from. The Inspirational Hero, the Cunning Hero, ‘Lawful’ Champions are those who follow the
the Valorous Hero and the Inexplicable Hero. rule and spirit of the law. Believing the law to be
Each Basic Class specializes in one of the games the best path to accomplishing their goals. They
6 phases of combat. Your Basic Class also work within the system of the nations they
determines your starting statistics. reside in to create a tomorrow that aligns with
their beliefs. ‘Chaotic’ Champions have no faith
Path in any form of system, believing that their values
Each ‘Basic Class’ splinters off into one of thirty are the only laws that matter. ‘Chaotic
paths, for a total of 120 paths. These paths each Champions’ will only work within the system
have their own abilities that distinguish them when it benefits them.
from one another. Providing a strong gameplay
‘Neutral’ Champions hold no particularly strong
and narrative difference between characters of
beliefs about the Law. They are easily swept into
the same Basic Class.
the dynamics of the company they keep.
Race Champions who are neutral in both moral
Your character's physical appearance, genetic paradigms are referred to as ‘True Neutral.’
makeup and life span are all determined by your
Personality
race. Races have their own level progression
A section to record the way your character
separate from your Basic Class and Path. Making
thinks, their mannerisms and the way that they
your choice of race a gameplay one as much as it
present themself. More effort in this section
is a narrative one. The character-building section
translates into a stronger understanding of who
as well as ‘Race’ chapter will further elaborate on
your character is as a person. As a result roleplay
this.
will be easier, more fun and more impactful on
Alignment your fellow players. Your champions Race, Basic
A simple two-word description of the morality Class and Path can be used as foundational tools.
of your character. The foundational star in the Enhancing the understanding of your character's
construction of your character's personality. personality. However, beware of an inability to
However, don’t let your character's alignment describe who your character is without
stifle your creativity and nuance. Alignment in mentioning their race or class. This indicates a
Array of Champions is the inner moral struggle lack of perspective and a need for deeper
between Good vs. Evil and Lawful vs. Chaotic. thought on who your Champion is.

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Backstory Constitution Defence
While effort in the personality section will Governs a character’s ability to resist toxins,
translate into you better embodying your poisons and the most foul attacks an enemy can
character, effort into the backstory section will throw at you.
translate into your GM making the world around
your character livelier. Creating ‘plot hooks’ for Mental Defence:
the GM to use to engage you into the story in a Governs a character’s ability to enforce their will
meaningful way. Don’t be offended if the GM to stop the effects of the supernatural from
isn’t utilizing your backstory. If you feel strong manipulating them.
enough about it, then have an open discussion
with them about how it could be fun for the Non-Combat Statistics
whole table! Trickery
Governs stealth, lock picking and disarming
Offensive Statistics traps.
Weapon Attack
Knowledge
A measure of one’s skill with their weapons. One
Governs the information a character can access
of the three offensive statistics. Many actions use
about the foes they face. Knowledge also governs
Weapon Attack to determine if they hit. The
the character's ability to identify and dispel
most common use is during ‘Strike’ conflict
magic.
action attack rolls.
Nature
Supernatural Attack
Governs treating diseases, poisons, wounds,
A measure of one's ability to leverage the
foraging and tracking.
Supernatural. ‘Inexplicable Hero’ paths are
characterized by their variety of Supernatural
Perception
Attack Conflict actions.
Spot subtle details about the environment and
people.
Unexpected Attack
A measure of one's ability to fight dirty. For
Size
example, backstabbing or tripping. The ‘Cunning
Determines the number of 5ft x 5ft squares a
Hero’ path action ‘Sneak Attack’ is the most
creature occupies. Medium and small creatures
common use of Unexpected Attack.
occupy one square. Tiny creatures are within
one square but do not ‘occupy’ it. Tiny creatures
Defensive Statistics can move into squares with other creatures.
Physical Defence Likewise, other creatures can move into the
Governs a character’s ability to deflect direct squares that they’re in. Large creatures occupy
blows. Protecting yourself from the ‘Strike’ 2x2 5ft squares. Huge creatures occupy 3x3 5ft
action is the most common use of Physical squares. Immense creatures occupy 4x4 5 ft
Defence. squares and Titanic creatures 5x5 5ft squares.
Your size determines which Size Abilities you
AOE Defence have.
Governs a character's ability to avoid attacks that
govern a large area such as a fireball as well as Reach
one’s ability to avoid the unexpected, like a trip Melee ‘Strike’ actions among other conflict
attempt. actions can only be performed within reach
range. Tiny characters do not have any reach
and must be within the same square as the

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creature they wish to hit. Small and medium
characters have 5 ft of reach. Reach increases as
Class Vs. Path
character size increases.
There are four basic classes in Array of
Threat: 5ft squares within reach are considered
Champions. Each branches off into thirty
threatened. Any who move through a threatened
different paths. Every odd level from 1st to 19th
area may be subject to Threat Attacks.
provides you with abilities based on your chosen
Critical Hits class and path. Your class determines your
Conflict actions in which a natural 1 is rolled starting statistics. Your path will determine how
inflict maximum damage. your statistics grow at each level (including first).
Keep reading for a specific breakdown!
Basic Statistics
Fate Points Levelling Up
A metaphysical representation of the life of your
character. Damage suffered from foes can cause Your character starts at first level and gains power
characters to enter different states. ‘Injured’ as the game progresses. Game Masters choose the
implies the beginning of actual damage method of level up. For example, narrative
milestones or wealth by level, in order to pace the
appearing on the character. A drop of blood
campaign in a way that they desire. A deeper
running down the cheek, bruising and other light
discussion on the options present for levelling up
forms of damage characterize the appearance of
can be found in the GM and Magic Items Guide. If
a character in the ‘Injured’ state. ‘Bloodied’
you have a preference, do speak to your GM about
characters have large visible wounds. Sheer it; but be forgiving if your GM decides against this
determination, a hearty constitution, or any preference.
number of factors make these wounds
insufficient in hindering the character. ‘Broken’
characters have suffered severe damage,
fractures, and broken bones. Their wounds are
too severe to ignore. A character in the ‘Broken’
condition has all of their statistics reduced by
20%. To reach zero fate points is to open your
character up to death or unconsciousness. They
are submitting to the damage they have suffered.

Movement
How far a character can move in a single combat
round. Potential movement values that players
have access to are their Ground movement
speed. Representing the use of their body to
traverse terrain. Flight speed is their ability to
traverse the sky via either biological or magical
means. Burrow speed, which is their ability to
dig through the ground itself and create new
paths. Movement speeds stack with each other.
For example, if you have a 60ft fly speed from
one ability and a 40ft fly speed from another
then your total flight movement speed is 100ft.

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Create Your Champion Step 3: Choose a Race
There are 24 races to pick from in the base rule
set. These races have their own statistic
Step 1: Choose your Basic Class
progression. Even level-ups (2, 4, 6, 8 etc.) will
It’s recommended to discuss beforehand which
have your character use the statistic progression
player will play what basic class. AoC can be
from their race. Even level-ups will also provide
played with an imbalanced party. However, the
additional abilities. After picking Race, record
game is meant for a 4-player party with each
your races signature ability and size abilities on
player playing as a different basic class. That
your reference sheet.
said, this is just a book, if your group is going to
have more fun playing all Maids, then who is the To Metaphorically reveal what’s behind the
book to stop you? Be patient with your GM curtain. A racial and path statistic growth of 70
adjusting to imbalance. Record your basic class, per two levels will keep pace with the base
starting statistics and max ‘Fate Points’ on your ‘Strong’ defensive and offensive statistics of
character sheet. Then record your first-level enemies. A racial and path statistic growth of 60
ability on your reference sheet. Every odd level per two levels will keep pace with the base
up (3, 5, 7, 9 etc.) you gain your basic classes' next ‘normal’ defensive and offensive statistics of
ability as well as more max ‘Fate Points’. enemies. Lastly, a racial and path statistic growth
of 50 per two levels will keep pace with the base
The ‘Inspirational Hero’ ‘weak’ defensive and offensive statistics of
Dominates the premovement phase. Buffing enemies.
allies and saving them from certain doom.
Step 4: Select Equipment
The ‘Cunning Hero’
Choose a weapon to begin play with as well as a
Flanks foes, wreaking havoc in conjunction with
set of armor that matches the proficiency of
the party front liners.
your basic class. Your character starts with
The ‘Valorous Hero’ enough rations to have two weeks of meals,
Overwhelms the enemy with their abundance of camping supplies, a set of clothing and 50 gold
Maneuvers. pieces. The core rules of Array of Champions are
not meant to be a survival simulator. It may feel
The ‘Inexplicable Hero’ limiting that for the most part currency will be
Clears the way with a variety of conflict actions. spent on magic items, food and lodging.
Annihilating mobs of lesser foes and utilizing However, a tacked-on survival system would be
their reactions to great effect. a disservice both to the game and to you. I hope
you will look forward to when an expansion
Step 2: Choose a Path tackles survival in a fun and meaningful way. In
Each ‘Basic Class’ has 30 ‘Paths’ to choose from. the meantime, I hope you enjoy the heroic,
Allowing for great diversity within the same adventurous and focused system before you.
basic class! After selecting your ‘Path’, change the
statistics on your character sheet. These Step 5: Alignment, Personality
"growths" are outlined in your path. Then record and Backstory
your paths ‘Signature Ability’ and ‘First Level
The narrative details that flesh out your
Abilities’ on your reference sheets. Odd level ups
character. Transform your character from a set
(3, 5, 7, 9, etc.) use your path for statistic
of numbers into a real living and breathing
progression and unlock more path abilities.
person. For more details refer to the earlier
discussion of these concepts in the ‘Key Terms
and Concepts’ section.

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Congratulations! Your Champion is ready to
roleplay and engage in combat! Make friends,
enemies and most importantly, memories!

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Chapter Three - Combat
Initiative
Combat Terms The turn order, at the start of each combat
round, all players roll a D6. If the player's
Opposition Tests combined roll total is 14 or higher, then the
The vast majority of interaction can be defined players decide if they would like to go first in
as an opposed test. Two statistics, the player every phase or second in every phase. If they roll
characters and an enemies or objects are being under a 14 the GM decides if the enemy
compared. For example, a 1st level Barbarian combatants will go first or second in each.
Champion may be performing a ‘Strike’ action Everyone must have a turn in a phase (even just
against a bear. A first level human barbarian has passing) before moving on to the next phase.
115 Weapon Attack. The bears Physical Defence
is 50. The barbarian rolls a D100 with a Premovement
Opposition Value (OV) of 65 (115 weapon attack - This phase of combat is characterized by buffing
50 Physical Defence). On a 65 or lower the actions, healing and preparation. Premovement
‘Strike’ succeeds and the Barbarian may roll actions may be used in this phase.
weapon damage on a 66 or higher the ‘Strike’
fails. To reiterate, all actions in the game are a Buffs
test with which the players are rolling against the These increase the statistics, damage or available
OV. A Bear performing a ‘Strike’ against that abilities of a character. Buffs with different
same Barbarian would prompt a Physical names stack with one another. Buffs with the
Defence Opposition Test. This test would have same name do not stack with themselves unless
an OV of 37 (90 Physical Defence - 53 Weapon explicitly stated to do so.
Attack). The Barbarian needs to roll a 37 or less
to avoid the ‘Strike’. If the OV is 100 or more,
Movement
actions automatically succeed if the OV is under Characters may move a distance equal to their
1, they fail. movement value. This can include upwards and
downwards if they have flight or burrow speeds.
Rounding and Targeting
Unless the ability states which direction to Maneuver
round, assume that rounding is in favor of the This phase is comprised of actions that modify
ability user. Abilities that target ‘allies’ may be conflict actions. A Champion may declare the
used on yourself. preparation of their Maneuvers and expend
them in the conflict phase. To modify multiple
Wording conflict actions with the same Maneuver, then
Pay close attention to the wording of each prepare multiple instances of the same
ability; ex. ‘may target each enemy once per Maneuver.
combat’ vs. “may target an enemy once per
combat’’! Furthermore, abilities that reference Conflict
level are referring to path or racial level, not This phase is comprised of actions that deal
character level. The exception is when an ability damage. Before rolling to hit, conflict actions
explicitly states the character's level. may be modified by any number of uniquely
named Maneuver actions. This expends the
Combat Round preparation of that Maneuver. Conflict actions
The combat round consists of 7 phases. They are crit on a natural 1, dealing maximum damage.
in order:

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Reaction
This phase is all about actions that have specific
triggers from earlier phases. The most common
one is the use of a specific conflict action. For
example, lighting a foe aflame who was hit by a
conflict action that dealt fire damage. Damage
from the Conflict phase resolves at the end of
Reaction.

Gambit
This phase is characterised primarily by debuffs
as well as the majority of actions that last more
than a single combat round.

Debuffs
These abilities reduce the statistics, damage or
capabilities of Champions and NPCs. Debuffs
with different names that do the same thing
stack with one another. However, debuffs with
the same name do not stack with themselves
unless explicitly stated to do so.

Gameplay Note:
All abilities fall under one of the
aforementioned phases and within combat
may only be used during these phases. Do not
move to the next phase until all participants,
both allied and enemy end their turn. Abilities
may be freely used out of combat, though their
use may initiate combat.

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Modular Rules Not all groups will reach a consensus in how they
wish to utilise the rules. Compromise and
Different gaming groups will have different ways
negotiation are the best tools to reaching a result
of interacting with their game. Array of
that will leave everyone at some level of
Champions reflects the diverse groups of people
satisfaction with the result. Lastly, if there are
that play tabletop roleplaying games by making
certain aspects that the group has agreed to, but
certain aspects of the game customizable. One of
you have reservations on, take it as an
the first tasks before playing should be a group
opportunity to exit your comfort zone!
discussion on the way you want to play Array of
Champions.

Death
Status Description Pros and Cons
Merciful When reduced to zero fate Pros: Eliminates the chances of unexpected character
points you are knocked death derailing the plot. Easier to get emotionally
unconscious, you can only be attached to your character.
slain if the party is defeated.
The GM does not necessarily Cons: The decreased danger can result in reckless
need to kill and could have actions that derail the game. The improbability of
other consequences. death can bore players.
Forgiving When reduced to zero fate Pros: Most of the benefits of ‘Merciful’, with a low
points you’re knocked chance of being slain when you get knocked out (6.25%
unconscious and at the start of chance) and as long as there’s one nearby ally alive, an
each combat round must roll easy way to mitigate that risk.
a D100. On a 50 or lower you
stabilize and will no longer be Cons: This option is most likely to be picked by those
at risk of death. who love story but want a hint of danger and
therefore are the group most prone to
Each combat round, allies disappointment when a character dies.
within 5ft may sacrifice their
premovement phase to
stabilize you. After four failed
attempts you’re slain.
Unforgiving As forgiving, except each Pros: Each combat has a more tangible threat of death,
following combat round the and the increased stakes can make combat feel more
stabilise check becomes more meaningful
difficult, requiring a 40 or
lower, followed by 30, then a Cons: Can be too much pressure for some players
20. After failing the 20 OV, looking for something more lighthearted.
the character is slain.

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Status Description Pros and Cons
Hostile Upon reaching zero fate Pros: Overcoming overwhelming odds can feel really
points your champion is slain. gratifying. Each combat can become a real adrenaline
rush!

Cons: Character death can be so common that


roleplaying suffers. Your ability to connect with the
characters you make and see them as more than a stat
block suffers. A string of bad luck feels worse in
Hostile. Narratives can be difficult to keep together.

Resurrection
Common Everywhere that's home to any form of Pros: Character death can be mitigated
civilization has a practitioner of easily without breaking the flow of the
resurrection. campaign

Resurrection can be performed on Cons: Can feel like you’re robbing the
anyone with even a scrap of their body purpose of even having character death be
remaining; as long as they didn’t die of present in your campaign.
natural causes.
Uncommon Major bastions of civilization such as Pros: Death is still mitigated fairly easily,
cities and fortresses have a practitioner but now has a consequence attached to it.
of resurrection. Resurrection has a Cons: Same as common. Additionally, it
material cost, between the cost and can feel bad being broke from too many
service fee costing the party 1000 gold deaths.
per level of the slain character.
Common limitations still apply.
Rare Practitioners of resurrection are few Pros: Death can still be overcome but is
and far between. now a real challenge to the party.
You’re more likely to find a rare
resurrection item than a practitioner. Cons: You may have to prematurely say
Cost of resurrection is greatly goodbye to characters you love and adore.
increased.
Extraordinary Resurrection is reserved for powerful Pros: Death is meaningful and matters.
artefacts and one time use rituals; if it’s
even an option at all. Cons: Death is meaningful and matters.

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Narrative Vs. Mechanical
Full Every action the players and Pros: Roleplay takes center stage and each combat
Narrative monsters make can have an added can feel like a story rather than just a set of dice
bit of fluff. For example, “I aim rolls.
my Strike and try to pierce the
Cyclops eye”. Cons: Combat can be greatly slowed down by the
sheer amount of roleplaying, this may grind some
The GM rules how the Champions peoples gears. Inconsistent rulings are expected,
and Monsters narrative actions and some may not appreciate that.
translate into mechanical
advantage. Remember to tie your
roleplay directly to a mechanical
action.
Partial Once per combat round each Pros: Get an element of the feel of ‘Full Narrative’
Narrative player and the GM may narrate without committing to it. Less creative burden on
one of their actions as in ‘Full the players and especially the GM.
Narrative’ with the GM ruling on
the result of the players narration. Cons: Same as full narrative, but with faster
combat. Creative players will be pining for Full
Narrative.
Mostly Once per combat each player and Pros: Playing mostly by the rules puts everyone on
Mechanical the GM may narrate one of their an even playing field that doesn’t rely on
actions as in ‘Full Narrative’ with creativity.
the GM ruling on the result of the
players narration. Cons: The Narrative aspect of combat and the
mechanical aspect of it become further separated.
Creativity isn’t rewarded as often and it's possible
for combat to lose roleplay.
Full Roleplaying in combat is strictly Pros: The most balanced version of the game, the
Mechanical flavor and does not translate into playing field is perfectly even. Combat is at its
any meaningful mechanical fastest.
advantage.
Cons: It becomes easy for the narrative to become
fully divorced from combat. Combat may be less
engaging if the players abandon roleplay. Creative
players may feel unrewarded for their efforts.

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Chapter Four – Basic Classes
Inspirational Hero has a bonus conflict action
Inspirational Hero during the conflict phase

The Inspirational Hero’s base statistics are Level 4: Divided they Fall (Maneuver)
An Inspirational Hero may modify their melee
Weapon Attack 50
weapons ‘Strike’ action to forcibly move a target
Supernatural Attack 50 fifteen feet upon a success or modify their
Unexpected Attack 50 ranged weapons ‘Strike’ action to move a target
Non-attack Physical 50 five feet upon success.
Physical Defence 50
AOE Defence: 50
Level 5: Beloved Reward (Passive)
An Inspirational Hero will always receive a small
Constitution Defence 50
non-material bonus reward from a completed
Mental Defence 50
quest.
Trickery 50
Knowledge 50 Level 6: Sympathy for the Dead (Reaction,
Nature 50 Passive)
Perception 50 If an enemy within 30ft is slain during the
Fate points 8 per level conflict phase An Inspirational Hero may gain or
give to an ally within 30ft fate points equal to the
An Inspirational Hero may wear light armor. Inspirational Hero’s level. An Inspirational Hero
has a bonus conflict action during the conflict
phase

Inspirational Hero Abilities: Level 7: Attuned to Allies (Gambit)


Level 1: Inspiration (Premovement) Once per combat An Inspirational Hero may
An Inspirational Hero may declare target ally embolden their allies providing each ally within
within five feet their target of inspiration. An 60ft their choice of an additional Gambit,
Inspirational Hero may add five times their class Premovement, Maneuver or Reaction action in
level times as a bonus to any one statistic of that the following combat round.
ally until the end of the combat round.
Level 8: Attuned to Others (Passive)
Level 2: Compassionate Thought (Passive) An Inspirational Hero always wins a perception
An Inspirational Hero may make a number of check against living beings.
unique Premovement actions equal to their
Inspirational Hero level per combat round. Level 9: Favored Hero (Passive)
An Inspirational Hero has a bonus action during
Level 3: Fates Reward (Premovement, the conflict phase. In addition, the Inspirational
Passive) Hero always finds the time to help people, much
Fate wants to see your compassionate ambitions to their gratitude. Every 24 hours An
reach fruition. Restore fate points of target ally Inspirational Hero generates a favor in target
within 60ft by an amount equal to the area; even if it would seem impossible for them
Inspirational Hero’s nature or knowledge statistic to have done so. An Inspirational Hero may call
divided by ten. An ally may only benefit from in their favors in ways the GM agrees to.
‘Fate’s Reward’ once per combat. An

16
Level 10: Legendary Tears (Passive)
The Empathy of An Inspirational Hero and their
remarkable character is so strong it forces itself
into the core personality of their foes. Anyone of
questionable or good morality will seek an
agreeable end to conflict with An Inspirational
Hero and those who lack morality or possess a
conviction that leaves no possible path to peace
with An Inspirational Hero must make a Mental
Defence save against An Inspirational Hero’s
supernatural or Unexpected Attack, on failure
they miss their first turn.

17
Level 3: Create Opportunity (Gambit,
Cunning Hero Passive)
The Cunning Hero may declare an enemy
The Cunning Hero’s base statistics are
within 60ft there target of opportunity. Roll
Weapon Attack 50 trickery and record the result. Whenever target
Supernatural Attack 35 attacks you, you may expend your opportunity
Unexpected Attack 65 to reduce the result by your recorded roll. This
reduction can be done after you roll your result.
Non-attack Physical 60
You may only have one opportunity created per
Physical Defence 50
enemy. If the enemy survives combat, the
AOE Defence: 65 Cunning Hero may make a new opportunity
Constitution Defence 35 against them twenty-four hours later.
Mental Defence 50 Additionally, the Cunning Hero has a bonus
Trickery 65 conflict action during the conflict phase
Knowledge 50
Level 4: Twist the Blade (Reaction)
Nature 35
If a Cunning Hero successfully attacked an
Perception 65
enemy with a melee weapon in the conflict
Fate points 10 per level
phase, then as a Reaction they may roll a damage
A Cunning Hero may wear medium armor. die per character level three sizes lower (min
1d2) than their current weapon and reduce the
enemies fate points by the amount rolled.

Cunning Hero Abilities: Level 5: Perfectly Aware (Passive)


Level 1: I Know You (Gambit) A Cunning Hero will always recognize an
ambush is about to occur at least thirty seconds
The Cunning Hero may target an enemy that
before it does. This does not avoid ambush
they have attacked in the round's conflict phase
rounds but does give prep time.
and roll ‘Recall Knowledge’. If they succeed, then
they learn everything they want to know about
Level 6: Aimed Strike (Maneuver, Passive)
the monster instead of one piece of information.
The Cunning Hero may take an extra action
Level 2: I Know Myself (Passive) during their conflict phase.
The Cunning Hero may perform a number of Additionally, Aimed Strike may modify a ‘Strike’
unique Gambits per turn equal to their cunning action to be aiming for a particular part of the
hero level. body. Aimed strikes that target different parts of
the body stack with itself.

Target On a successful hit, reduce the enemy…


Head Mental Defence by 5 per cunning hero
level until the end of combat.

Torso Constitution Defence by 5 per cunning


hero level until the end of combat.
Physical Defence by 5 per cunning
Arms
hero level until the end of combat.
AOE Defence by 5 per cunning hero
Legs
level until the end of combat.

18
Level 7: Legendary Reflexes (Passive)
The Cunning Hero is attuned to their own senses
and may reroll any one die per combat round.

Level 8: Create Weakness (Premovement)


The Cunning Hero may target an enemy within
thirty feet. Declare one damage type. All damage
dice of that type are boosted by one size (D3>
D4> D6> D8 > D10 > D12) when targeting that foe
until end of combat round.

Level 9: Counter Ambusher (Passive)


A Cunning Hero may take an extra action during
their conflict phase. Additionally, a cunning hero
always ambushes anyone attempting to ambush
them, no matter how improbable. Therefore, the
Cunning hero goes first during the ambush
round.

Level 10: Impossible Plans (Passive)


A Cunning Hero always planned ahead of time,
regardless of how surprising the situation. Every
enemy in combat begins combat with an aimed
strike penalty. Legendary reflexes now applies
an auto success rather than a reroll. Every enemy
begins combat with a created weakness and
cunning heroes may now do Gambits in the
movement phase – in exchange for moving in
the Gambit phase.

19
Level 4: Taunt (Gambit)
Valorous Hero The Valorous Hero can roll the attack statistic of
their choice against an enemies Mental Defence.
The Valorous Hero’s base statistics are
Upon success, in the following combat round
Weapon Attack 65 during the conflict phase, the enemy is forced to
target them, or suffer a damage die size penalty
Supernatural Attack 35
on all attack actions for the remainder of the
Unexpected Attack 50
combat round.
Non-attack Physical 65
Physical Defence 65 Level 5: Rise to Greatness (Passive)
AOE Defence: 50 The Valorous Hero will now be known and
Constitution Defence 50 treated with trust and respect in any settlement.
Mental Defence 35
Level 6: Cleaving Kill (Reaction, Passive)
Trickery 50
If the Valorous Hero killed an enemy during the
Knowledge 35 conflict phase, they may perform a ‘Strike’
Nature 65 against an enemy within their threat range.
Perception 65 ‘Cleaving Kill’ may only be performed once per
Fate points 12 per level Reaction phase. Additionally, The Valorous Hero
has an additional action in the conflict phase.
A Valorous Hero may wear heavy armor.
Level 7: Legendary Body (Passive,
Premovement)
Valorous Hero Abilities: ‘Jump’ results are now multiplied by ten.
Additionally, the Valorous Hero may make an
Level 1: Shatter Defenses (Maneuver)
additional move during the Premovement phase
A Valorous Hero may manipulate the defense
at the cost of a Premovement action.
statistic that their ‘Strike’ actions target. Doing so
robs the ‘Strike’ of some its bite, reducing the Level 8: Prestige (Passive)
damage the ‘Strike’ deals by 50% (rounded up). The Valorous Hero now has an overwhelming
presence and should now be treated as a force of
Level 2: Maneuver Master (Passive)
nature by anyone they meet, even if they haven’t
A Valorous Hero may perform a number of
heard of them.
unique Maneuver actions per turn equal to their
Valorous Hero level. Level 9: Never alone (Passive)
The Valorous Hero has enough devoted
Level 3: My Body is My Shield (Passive)
followers to start their own hamlet with a
Once per combat round, a Valorous Hero can
population of two hundred. Even if the Valorous
use the defensive statistic of their choice against
Hero does not wish to be involved in this hamlet
one conflict action per enemy in combat. The
it will still honor them, welcome them and never
Valorous hero must have a Reaction available to
charge the Valorous Hero for a good or service it
activate ‘My Body is My Shield’. Using this
can provide. Additionally, The Valorous Hero
ability reduces the Valorous Hero’s number of
has an additional action in the conflict phase.
available Reactions by 1 for this combat round.
Additionally, The Valorous Hero has an Level 10: Living Legend (Passive)
additional action in the conflict phase. Once per year if a Valorous Hero would be
brought to zero fate points instead the Valorous
Hero recovers 75% of their maximum fate points.

20
expended to maintain it. Inexplicable heroes
Inexplicable Hero have an additional conflict action.

The Inexplicable Hero’s base statistics are Level 4: Unconventional travel


(Premovement).
Weapon Attack 35
An Inexplicable hero may tap into their powers
Supernatural Attack 65
to allow them to move in a way that their
Unexpected Attack 50
opponents struggle to react to. Target ally within
Non-attack Physical 35 30ft may only move at half of their maximum
Physical Defence 35 speed and in exchange will not trigger threat
AOE Defence: 50 attacks.
Constitution Defence 50
Level 5: Learn reality (Passive)
Mental Defence 65
An Inexplicable hero learns the nature of
Trickery 50
everything and everyone’s existence in more
Knowledge 65 intimate detail. When thinking about a particular
Nature 65 subject, an Inexplicable hero should be supplied
Perception 35 some details about it. The exception to this, is if
Fate points 6 per level the information being so readily available
actively harms the session the GM has prepared.
The Inexplicable Hero may not wear armor.
In which case the GM is encouraged to throw
some sort of hint instead.

Level 6: Overtuned Body (Gambit, Passive).


Inexplicable Hero Abilities:
An Inexplicable Hero may take an additional
Level 1: Inexplicable Momentum conflict action this combat; but loses two conflict
(Reaction) actions in the following combat round.
If an Inexplicable Hero landed a Supernatural Inexplicable heroes have an additional conflict
Attack in the conflict phase, then the action.
Inexplicable hero may add 1 to all future
Supernatural Attack rolls. This bonus lasts until Level 7: Legendary Existence (Passive).
the Inexplicable Hero fails to land any attacks in You’re an expert in the supernatural, as well as
a conflict phase or combat ends. Inexplicable unlocking the supernatural talents of others. A
Momentum stacks with itself. supernatural circle, school, cult or pact of at least
a dozen individuals is formed in your name.
Level 2: Unnatural Reactions (Passive) Even should you choose to not engage with your
An Inexplicable hero may make as many unique followers, they will aid you in procuring any
Reactions per combat round as their Inexplicable artifact or tome of knowledge.
Hero level.
Level 8: Imbue Weapon (Maneuver)
Level 3: Despair (Reaction, Passive). An Inexplicable hero may modify one ‘Strike’
If an enemy is killed by an Inexplicable l hero, action to use their Supernatural Attack instead of
then as a Reaction an Inexplicable Hero may their Weapon Attack. ‘Imbue Weapon’ may only
lower all enemy statistics within thirty feet of the be used once per combat round.
killed target by 1. This stacks with itself but,
cannot be applied by multiple Inexplicable Level 9: Open Book Reality (Passive)
Heroes. Despair wears off at the start of the Inexplicable heroes gain an additional conflict
following combat round if a Reaction is not action. Additionally, they understand their
existence and the existence of others in such

21
intimate detail that there are few things that the Level 10: Unleashed Blessings (Passive)
hero can’t offer insight on if they think about it. An Inexplicable Hero’s power has become
When thinking about a particular subject, the irresistible, all enemies lose and cannot gain
supernatural hero should be supplied with all resistance to conflict actions from an
information about it, in great detail. The Inexplicable hero.
exception to this, is if the information being so
readily available actively harms the session the
GM has prepared. In which case the GM is
encouraged to provide two hints instead.

22
Chapter Five- Paths
enemy takes 1d6 sonic damage per Bard level.
Inspirational Paths Roll a second Supernatural Attack roll if the first
succeeded. On success the targets ears suffer
Bard immense pain, lowering Physical Defence by 1
per two Bard levels (min 1) until the end of
Signature Ability – Performance combat. Ear Piercing Scream stacks with itself.
When a Bard uses ‘Inspiration’ the range
increases by 5 feet per Bard level, for every 2 Quip and Conflict (Maneuver)
Bard levels ‘Inspiration’ may affect one A Bard may say a joke or a barb. If the Bard says
additional statistic of the target and for every 3 a joke, the Bard may modify a ‘Strike’ action to
Bard levels a Bard possesses, one extra ally may have an additional 3 Weapon Attack per Bard
be targeted. level. If the Bard says a barb, then the Bard may
modify a ‘Strike’ action to on hit afflict the
Statistic Growths enemy with a debuff reducing their Physical
Weapon Attack 35 per level Defence by 3 Physical Defence per Bard level
Supernatural Attack 25 per level until the end of the following combat round. At
Unexpected Attack 15 per level fifth level the Bard may do a joke and a barb at
the same time, allowing one ‘Strike’ to be
Non-attack Physical 15 per level
modified by both actions.
Physical Defence 15 per level
AOE Defence: 35 per level Second Level Abilities:
Constitution Defence 25 per level Charm Person (Premovement)
Mental Defence 25 per level A Bard may attempt to take control of target
Trickery 35 per level humanoid of equal character level or lower. Roll
Knowledge 35 per level Supernatural Attack against the Mental Defence
Nature 15 per level of an enemy within 60ft. On success you may
Perception play your targets turn, however after each action
25 per level
you take with the target roll an additional
First Level Abilities: Supernatural Attack roll against the targets
Mental Defence, on a failure the target breaks
Auditory Hallucination (Gambit, Out of
free. If no actions are taken in a combat phase,
Combat)
you must still reapply ‘Charm Person’ with a
Roll Supernatural Attack against the Mental
successful Supernatural Attack. Enemies may
Defence of target within 30ft. On success the
only be charmed once per day.
target is distracted by an imagined sound; when
performed in combat ‘Auditory Hallucination’ is Comprehend Languages (Passive)
a Gambit action, on success the target loses half The Bard speaks all languages.
of their Premovement actions in the following
combat round. Out of combat, the target is left Cure Light Wounds (Premovement)
momentarily unaware and vulnerable to A Bard may target an ally within five feet and
ambush, further action such as investigating the restore fate points equal to 1d4 per character
noise is left to GM discretion. level. Each ally may only benefit from ‘Cure
Light Wounds’ once per combat round. ‘Cure
Ear Piercing Scream (Conflict) Light Wounds’ provokes threat attacks.
Roll Supernatural Attack against Mental Defence
of target enemy within 30ft. On success the

23
Third Level Abilities: Cure Moderate Wounds (Passive)
Failing Upwards (Reaction) ‘Cure Light Wounds’ now heals for 1D6 per
If the Bard failed any roll in the preceding character level. Additionally, the range increases
conflict phase, then the Bard may as a Reaction to 10ft.
turn it into an embarrassing blunder, provoking
Invisibility (Premovement)
threat attacks. Anyone who makes a threat attack
The Bard is invisible until the end of the
then feels compelled to embarrass themselves in
following combat round until the Bard performs
the same way, provoking threat attacks.
any action other than movement. ‘Invisibility’
Fumbletongue (Premovement) may only be used once per combat.
Roll Supernatural Attack against the Mental
Defence of target enemy within 60ft. On success
Fifth Level Abilities:
for the next hour per Bard level target loses the Charm Monster (Premovement):
ability to speak intelligibly, no matter how hard The Bard may attempt to take control of a target
they try. non-humanoid equal to the Bards character level
or lower. Roll Supernatural Attack against the
Distracting Cacophony (Premovement) Mental Defence of an enemy within 60ft. On
The Bards may initiate a Distracting Cacophony success you may play your targets turn, however
as a Premovement action to modify their after each action you take with the target, roll an
‘Inspiration’ ability. Until the end of the combat additional Supernatural Attack roll or the target
round, the Bard’s antics make it difficult for any breaks free. Targets may only be charmed once
enemy within ‘Inspiration’ range to cast. When per day.
enemies affected by Distracting Cacophony
make a conflict action that uses Supernatural Lullaby (Premovement):
Attack the Bard may roll a d10 and on a 10 the The Bard may attempt to lure target enemy to
action does not resolve. If the action is an attack slumber. Roll Supernatural Attack against the
that uses Weapon Attack or Unexpected Attack, Mental Defence of an enemy within 60ft. On
then the Bard may roll a d100 and on a 100 the success the target falls asleep for 1d6 rounds and
action does not resolve. However, the Bard's may make no actions unless woken by an action
performance loses the ability to positively affect that deals damage.
anyone except the Bard with ‘Inspiration’ for as
long as distracting cacophony is active. Detect Anxieties (Passive)
Distracting Cacophony may only be used if the The Bard is able to detect everything that makes
Bard has not yet performed an ‘Inspiration’ target anxious.
action this combat round.
Sixth Level Abilities:
Fourth Level Abilities: Eagle's Splendor (Gambit)
Enshroud Thoughts and Read Surface Target ally within 100ft, for a number of rounds
Thoughts (Passive) equal to the Bards level the target gains a fly
The Bards thoughts may no longer be read by speed of 30ft.
enemies of the same character level as the Bard
Crushing Despair (Premovement)
or lower. Additionally, a Bard may read surface
Roll Supernatural Attack against target enemy
level thoughts of targets within 60ft, ‘hearing’
within 60 feets Mental Defence. On success all of
their immediate thoughts, such as “This
target’s statistics are lowered by ten (cannot be
performance is entertaining.” or “I hope this
reduced below 1).
ends quickly so I can go home.”.

24
Spare a Coin? (Passive) sounds perfectly right - as long as the Bard is still
A Bard always gets paid a little extra for talking.
everything they do. Additionally, the favors they
generate at Inspirational Hero level 9 may Ninth Level Abilities:
always be cashed in for money. Irresistible Dance (Premovement)
Target enemy within 60ft may not make any
Seventh Level Abilities: Maneuver actions or Reactions for one combat
Cure Serious Wounds (Passive) round, at the end of the combat round the Bard
‘Cure Light Wounds’ now heals for 1D8 per may roll Supernatural Attack against Mental
character level. Additionally, the range increases Defence to prevent further Maneuvers or
to 15ft. Reactions for the next combat round. Each
enemy may only be targeted by irresistible
Discordant Blast (Conflict) dance once per day.
Roll Supernatural Attack against the AOE
Defence of targets within a fifteen feet cone. Touch of Slumber (Passive)
Successful rolls deal 10d8 damage. Discordant A target who is not hostile to the Bard may be
blast may only be used once per combat round. put to sleep for eight hours by your touch. They
are then immune to ‘Touch of Slumber’ for one
Echolocation (Premovement) week.
Target ally within 5ft can see up to 40ft away
regardless of any negative vision status effects. Charming Legend (Passive)
Additionally, the ally can see invisible foes. A Bard's Charm actions may always be
attempted, even against those who are immune
Eighth Level Abilities: to charm spells. However, if done against an
Enchanting Smile (Passive) enemy who is immune to charm spells then the
Once dominated, ‘Charm Monster’ and ‘Charm charm actions will not benefit from ‘Enchanting
Person’ forced actions from a Bard may only be Smile’.
resisted once per combat round instead of every
action and at the end of every combat round. Tenth Level Abilities:
Fail Together (Passive)
Dirge of Destruction (Conflict) When a Bard uses ‘Failing Upwards’, everyone,
A Bard may use Dirge of Destruction once per friend or foe, within performance range gains an
combat. Target all enemies within sixty feet of infinite number of Reactions on top of their base
the Bard. Roll Supernatural Attack against the Reactions. These Reactions may only be used for
Mental Defence of each enemy (roll once and threat attacks. When a Bard fails upwards, every
compare to the enemies’ Mental Defence). Upon enemy who can make a threat attack must and
success enemy ears are ruptured taking 30 sonic then be subject to failing upwards, provoking
damage and immediately shattering their minds. threat attacks that must be taken. Causing all who
At the start of each conflict phase the dirge will made threat attacks to fail upwards. This cycle
repeat in their head and another Supernatural repeats until the Bard chooses for it to end, the
Attack roll may be made, which if it succeeds will Bard is knocked out or there are no more
deal 30 sonic damage. This process will continue enemies able to threat attack the Bard.
each start of conflict phase until the attack roll
fails. Song of Victory (Passive)
Every ally under the effect of the Bards
Compelling Rant (Passive) ‘Inspiration’ may auto pass two rolls of their
Everything a Bard says sounds at worst choice in that combat round.
somewhat believable and for most people

25
Song of Defeat (Passive)
The Bard may now target enemies with their
‘Inspiration’ but instead of adding, subtracts
from all statistics by an amount equal to the
Bard’s level times two.

26
Priest Help Through Faith (Out of Combat)
A Priest may invoke a prayer to help with a
Signature ability: Prayer problem unrelated to the Priest. This problem is
When a Priest uses ‘Inspiration’ the target then affected by a 1d6 roll. The player should
recovers d2 fate points per Priest level, for every work with the GM for something that sounds
2 Priest levels the range of ‘Inspiration’ increases reasonable considering the level of ability.
by 5 feet and for every 3 Priest levels a Priest
Examples include:
possesses, the recovery of fate points from
● A Priest of a god related to fertility prays
Prayer has an increased die size (D4, D8, D12).
for a couple unable to conceive. The
couple will now be able to after 1d6 days.
Statistic Growths:
● A Priest of a god of harvest increases crop
Weapon Attack 25 per level
yield by 1d6%.
Supernatural Attack 35 per level
Unexpected Attack 15 per level The idea is that the Priest can in little ways, help
Non-attack Physical 15 per level others with their faith. Be reasonable with your
Physical Defence 25 per level GM and your GM should be reasonable with
you!
AOE Defence: 15 per level
Constitution Defence 25 per level Second Level Abilities:
Mental Defence 35 per level Channel Positive Energy (Out of Combat,
Trickery 15 per level Premovement)
Knowledge 35 per level The Priest may heal all allies within 30 ft +
Nature 35 per level 5ft/Priest level for 1d6 per Priest level. This
Perception 25 per level ability may only be used once per combat.

Divine Smite (Conflict)


First Level Abilities A Priest may target an enemy within 30 feet and
Cure Light Wounds (Premovement) make a Supernatural Attack roll channeling the
A Priest may target an ally within five feet and energy of their god into attacking their
restore fate points equal to 1d4 per character opponent’s soul. On success the target takes 1d8
level. A Priest may not cast cure light wounds damage per Priest level. Regardless of success or
multiple times on the same ally per combat failure this will also lower the target's
round. Cure light wounds provokes threat supernatural defence by 2 per Priest level against
attacks. further smites from the same Priest.

Divine Guidance (Maneuver) Shield of Faith (Premovement)


The Priest may invoke a swift prayer that their The Priest may target an ally and increase the
blow will ring true granting +5 to Weapon Attack target's Mental or Physical Defence by 5 per
per Priest level on the Priests first Weapon Priest levels.
Attack in the conflict phase.

27
Third Level Abilities: Fifth Level Abilities:
Divine Retribution (Reaction) Cure (Premovement)
A Priest’s foes are foolish to risk the wrath of a The Priest may remove one effect with a
god. If a Priest was struck by an enemy during duration shorter than one hour from target ally.
the conflict phase, then as a Reaction the Priest Cure may not be used multiple times on the
may inflict a ‘retribution’ onto that enemy. This same ally in the same combat round.
‘retribution’ will persist until the enemy is struck
by a follower of the same faith as the Priest, or Atonement (Premovement, Conflict, Out
the Priest themself, making the wound worse of Combat action)
than it would have been and inflicting an The Priest may break a mind controlling or
additional 1d6 irresistible damage per 3 Priest alignment changing effect on target within 30 ft,
levels (min 1d6). Retribution stacks with itself. this is a Premovement action. In addition, as a
conflict action they may roll Supernatural Attack
Establish Shrine to God (Out of Combat) against targets Mental Defence. On success the
If the Priest creates a place of worship, he may target instantaneously experiences
spend 24 hours to consecrate it. Anyone who contemplation and reflection for all sins they
prays at a shrine the Priest has consecrated have committed they have not atoned for. This
benefits from help through faith as if the Priest will not necessarily end hostilities, its possible
were there listening to them and offering a and depending how evil they are, even likely;
prayer with help through faith. that they will accept what they are. Though
perhaps their heart will be less heavy.
Cure Moderate Wounds (Passive)
‘Cure Light Wounds’ now heals for 1D6 per Detect Opposition (Out of Combat)
Character level. Additionally, the range increases The Priest is able to detect those who follow
to 10ft. doctrines in direct opposition to their god.

Fourth Level Abilities: Sixth Level Abilities:


Seek a Sign (Out of Combat) Divine Fervor (Gambit)
A Priests faith has moved their deity and when Until end of combat or end of fervor a Priest
they pray looking for help, the deity will send a loses the ability to make any action other than
sign to help them on their quest. ending their fervor or a conflict action. In
exchange the Priest gains 50 fate points and may
Motivational Faith (Premovement) reroll supernatural and Weapon Attack conflict
For the rest of the combat round target party actions for one turn. Divine fervor may be ended
member within five feet receives +4 to damage in the Gambit phase as a Gambit action. Ending
per 4 Priest levels (Min 4). fervor will reduce the Priests fate points by 50
(min 1). Once ended a new fervor may not be
Channel Negative Energy (Premovement)
started until a new combat begins.
The Priest channels all the negative aspects of
their deity into an oppressive aura of energy. If Cure Serious Wounds (Passive)
anyone attempts to perform an action that ‘Cure Light Wounds’ now heals for 1D8 per
would directly hinder or harm the Priest in any character level. Additionally, the range increases
way the Priest may roll a d100 and on a 5 or to 15ft.
lower prevent the action from occurring. This
lasts for two combat rounds and may only be
used once per combat.

28
My Reward is in Heaven (Out of Combat) Bishop (Out of Combat)
A Priest will not gain extra rewards as described The Priest has become a recognized and
in the Inspirational Hero generic abilities at level established member of their religion, going
5. Instead, their good deeds earn them an even beyond their social status as a mere Priest but
happier after life. instead as an authority within their religion. A
bishop will never fail to persuade someone of
Seventh Level Abilities: the same faith and his words, as befitting his new
Divine Cleansing (Conflict) social status, will be respected by all. Lastly, a
Roll Supernatural Attack against targets of your Bishop receives the support necessary to build
choice within a thirty-foot burst centered on a their own church or become the head of a
point within sixty feet. Successful attacks deal church lacking a bishop. The bishop gains five
1d6 holy damage per Priest level. This ability tier 3 Priest followers, five tier 3 paladin
may only be used once per combat round. followers, and one tier 6 Redeemer follower and
one tier 5 Inquisitor follower. The church will
Angel’s Wings (Premovement) Passively generate income that the bishop may
Target ally within thirty feet gains a fly speed of utilize a portion of for personal use.
60 feet for the rest of combat. Each ally may
only benefit from ‘Angel’s Wings’ once per day. Ninth Level Abilities:
Divine Ally (Premovement)
Cure Critical Wounds (Passive)
The Priest summons an angelic ally to aid them
‘Cure Light Wounds’ now heals for 1D10 per
in combat. Select any level 16 Angel who will
character level. Additionally, the range increases
assist the priest until slain or 24 hours pass. The
to 20ft.
Priest may only use divine ally once per day.

Eighth Level Abilities: Relieve Suffering (Premovement, Out of


Fire and Brimstone (Premovement) Combat)
The Priest and all allies within 30ft now have The Priest may target an individual within 5ft
flaming weapons, adding 2d6 fire damage or who is suffering from an unhealable wound with
bolstering existing fire damage on their weapons this ability. The targets condition is removed,
by 2d6. Fire and Brimstone lasts for two combat and they may now be affected by cure spells.
rounds and may only be performed once per
combat. Spiritual Weapon (Passive)
A Priest’s weapon will always deal an additional
Prayer Time (Gambit) 2d6 holy damage.
A Priest may roll Supernatural Attack against the
Mental Defence of target foe within 60ft. Upon Tenth Level Abilities:
success the target feels compelled to pray to any Avatar of Deity (Passive)
deity they believe in, or to every god at once if A Priest who has achieved true theological
they lack faith. This compulsion will waste their understanding and bonding with their deity has
following turn. After that turn they will feel the ascended past a mere mortal role and is now a
compulsion for an additional two combat walking avatar of their deity. The Priest has a
rounds. While an enemy is affected by ‘Prayer permanent fly speed of 60ft, reduces all damage
time’ roll a d10 at the start of each combat round they take by 10, increases all damage they deal
and on a 10 they will lose all actions in the by 5, gains immunity to two elemental damage
following combat round. Each enemy may only types of their choice (fire, shock, water, acid,
be affected by Prayer Time once per combat. sonic, ice, dark, light, holy, unholy) and can
freely converse with their deity for one minute
per day while they dream (or enter a trance

29
during a resting period, in the case of races that
don’t sleep).

Cleanse the Unfaithful (Passive)


A Priest is no longer limited in the number of
times he may cast divine cleansing. The range
increases to 120 feet, the burst to 60 feet and the
damage die to D8.

Cure Master (Passive)


After rolling the fate point recovery of ‘Cure
Light Wounds’ the Priest may choose to reroll
some, or all, of the recovery dice. This reroll
may not be rerolled.

30
Pain Cultist Pleasure from Pain (Maneuver)
The Pain Cultist may modify their weapon to
Signature ability: Pain Transference restore fate points to the user on successful strike
When a Pain Cultist uses ‘Inspiration’ on target equal to 33% of the damage dealt (rounded
ally they may designate that ally as a ‘Conduit’. down).
Whenever the ally takes damage 5% of it
Second Level Abilities:
(rounded down, min 1) per Cultist level may be
transferred to the Cultist. Whenever the ally Neutralize Pain (Premovement)
inflicts damage 10% of it (rounded down, min 1) The Pain Cultist may reduce all damage target
per 2 Pain Cultist levels heals the Pain Cultist. ally within 5ft takes by 5% per Pain Cultist level
Whenever the Pain Cultist takes damage 20% of (min 1).
it per 3 cultist levels may be spread among all
Join the Cult (Out of Combat)
conduits.
The Pain Cultist has a loyal band of a dozen
Statistic Growths: flagellants looking to absolve their sins by
embracing pain. These flagellants do not have
Weapon Attack 35 per level
hero class levels, 5 fate points and are worthless
Supernatural Attack 15 per level
in combat, however if commanded once per
Unexpected Attack 25 per level
combat round as a free action they will gladly
Non-attack Physical 35 per level strike themselves for D3. Should there be less
Physical Defence 25 per level than twelve a new flagellant will join the cult
AOE Defence: 15 per level each week.
Constitution Defence 35 per level
Unleash Pain (Gambit)
Mental Defence 25 per level
A Pain Cultist may target an enemy within 30ft
Trickery 15 per level
and inflict damage onto that enemy equal to the
Knowledge 25 per level amount the Pain Cultist has taken plus prevented
Nature 35 per level this combat round. Unleash pain may only be
Perception 35 per level used once per combat.

First Level Abilities: Third Level Abilities:


Cult Tattoo (Passive) Remove Pain (Reaction)
A Pain Cultist may select one type of medium If an ally within 30ft took damage this combat
armor, while the cultist wears no armor their round, then the Pain Cultist may reduce that
tattoo gives them the statistics of that armor. damage by 2 per Pain Cultist level. At sixth level
Each Cultist level after the first the Tattoos this becomes 3 per Pain Cultist level.
power grows and automatically becomes +1
armor at level 2, +2 at level 4 and so on. Oath (Out of Combat)
The Pain Cultist takes an oath of pain. Every
Higher Pain Tolerance (Premovement): 1000 damage they take or prevent permanently
A Pain Cultist may increase target allies increases all statistics by 1. The damage must be
maximum fate points by 1d3 per Pain Cultist inflicted from enemies and not from self harm.
level, current fate points increase based on the GM discretion may allow damage to not count.
new maximum. Higher pain tolerance stacks
with itself but may only benefit an ally once per Cure Light wounds (Premovement, Out of
combat round. Combat)
A Pain Cultist may target an ally within five feet
and restore fate points equal to 1d4 per character

31
level. Allies may only benefit from ‘Cure Light point damage the cultist takes is restored at the
Wounds’ once per combat round. ‘Cure Light end of combat.
Wounds’ provokes threat attacks.
Painful Copy (Passive)
Fourth Level Abilities: When a Pain Cultist initiates combat 3 copies of
Cult Growth (Out of Combat) the cultist are created that last until end of
The cult has grown to 50 zealots. combat. These copies may only move and have 1
free action that triggers when the Pain Cultist
Pain Boost (Premovement) takes damage redirecting the damage to
A Pain Cultist may damage a willing ally within themselves. Damage redirected to a painful copy
20ft by at least 10% of their maximum fate points counts as damage the Pain Cultist has received
and up to a maximum of 50% of their maximum for the purpose of its other abilities such as
fate points. In exchange the allies’ offensive or Unleash pain. Painful copies die upon taking
defensive statistics increase by a percentage damage.
equal to the percentage of damage dealt until
end of combat round. Pain boost may stack with Sixth Level Abilities:
itself to affect both types of statistics. Maximum Everlasting Pain (Premovement)
fate point damage is restored at the end of A Pain Cultist may buff target ally within 20ft
combat round. until end of combat round. The allies weapons
inflict everlasting pain, a status condition that
Mark of Pain (Premovement) stacks with itself. Anyone under the effect of
A Pain Cultist may place a mark on target ally everlasting pain takes 1 damage per stack when a
within 5ft, this mark lasts for two combat rounds combat round begins, this lasts until the Pain
and triggers the first time the ally would be Cultist is knocked unconscious or slain.
reduced to 0 fate points this combat round,
instead they are healed to 25% of their maximum Cure Moderate Wounds (Passive)
fate points, after the heal their maximum fate ‘Cure Light Wounds’ now heals for 1D6 per
points are reduced by 25%. The ally regains their character level. Additionally, the range increases
maximum fate points after a day has passed. to 10ft.

Fifth Level Abilities: Believers of Pain (Out of Combat)


Painful Hallucination (Premovement): The Pain Cultist now has 100 zealots and 5 first
A Pain Cultist may target an ally within 30ft and level Pain Cultists in their cult.
cause them to hallucinate a feeling of pain.
However, that feeling is as pleasurable as it is
Seventh Level Abilities:
painful. The allies’ offensive statistics are Painful Ferocity (Premovement)
increased by 7 per Pain Cultist level. The ally Target ally deals 2x damage and takes 1.5x
takes 1.1x additional damage (rounded up) from damage until end of combat round. An ally may
enemy attacks. only benefit from this ability once per combat.

Pain for Blood (Premovement): Tears of Pain (Passive)


A Pain Cultist may sacrifice up to 50% of their Sympathy for the dead now gives triple the
maximum fate points to increase target allies amount of fate points and inflicts one third of
maximum fate points the same percentage them as damage onto the Pain Cultist.
sacrificed (rounded up). This buff lasts until end
All is Pain (Premovement)
of combat. The ally is healed for the amount that
Target ally within 5fts conflict actions may target
their fate points increased by. Maximum fate
Constitution Defence in place of the usual
statistic their action demands.

32
Eighth Level Abilities: Pain for Purge (pre movement)
A New Pain (Premovement) A Pain Cultist may take damage equal to 5% of
The Pain Cultist may give target ally within 10 their current fate points to remove one status
feet weakness 10 to every element and every effect from target ally within 30 feet.
enemy within a 20-foot burst centered around
the Pain Cultist weakness 20 to an element of the
Tenth Level Abilities:
Pain Cultists choice. Weakness increases the Painful Transference (Premovement)
damage of that element by the amount the Target willing ally within 10ft may lower any
creature is weak to, weakness can be reduced by offensive statistic to increase any other offensive
resistances and ignored by immunities. statistic by the same amount. Alternatively, the
ally may lower a defensive statistic to increase
Zone of Pain (Conflict) any other defensive statistic by the same amount
The Pain Cultist may give up a conflict action to or lower a utility statistic to increase any other
create a zone of pain in a 60-foot burst centered utility statistic by the same amount. For every
around themself. Everyone within the zone of ten points moved the ally loses 1% of their
pain takes an additional 20% damage. Enemies current fate point total. Painful transference can
take 30% additional damage, for a total of a 50% stack with itself.
increase. ‘Zone of Pain’ lasts for 5 combat
rounds. ‘Zone of Pain’ may only be used once Bane (Passive)
per day. A Pain Cultist inflicting ‘everlasting pain’ is
inflicting 2d6 damage to an enemy per stack, the
Church of Pain (Out of Combat) Pain Cultists allies inflict 1d3 damage per stack.
The Pain Cultists followers are too many in
number and too organized to call themselves a Lord of Pain (Passive)
mere cult. The church of pain has 15 third level The Pain Cultist has ascended to become a
Pain Cultists, 25 second level Pain Cultists, 50 Minor Deity of Pain. While the Lord of Pain still
first level Pain Cultists 2500 zealots and 10 first feels the pain of its own abilities their fate points
level Priests that worship the Pain Cultist are no longer reduced by their own abilities.
Additionally, ‘Zone of Pain’ may be used once
Ninth Level Abilities: per combat instead of once per day and may
Cure Serious Wounds (Passive) inflict a total of 100% additional damage on
‘Cure Light Wounds’ now heals for 1D8 per enemies in exchange for a 30% increase to
character level. Additionally, the range increases damage suffered by allies. The Relic of Pain still
to 15ft. damages the Pain Cultist, albeit at 1d8 instead of
2d8.
Relic of Pain (Passive)
The Pain Cultists weapon has become a
fearsome legend, regardless of the truth (the Pain
Cultist could have just acquired a new weapon a
few minutes ago) the legend warps reality and
causes the Pain Cultists weapon to inflict an
additional 6d6 damage on enemies and 2d8
damage on the Pain Cultist. This damage cannot
reduce the Pain Cultists fate points below 1.

33
First Level Abilities:
Cunning Paths: Pistol Expert (Passive)
The Swashbuckler negates the penalties of ‘Slow,
Swashbuckler but Powerful’ when using a Pistol.

Signature ability: Parry Stance Rapier Expert (Passive):


When a Swashbuckler enters combat, or at the Increase the damage die size of Rapiers that
start of a combat round the Swashbuckler may Swashbucklers wield by one step. At tenth level
enter ‘Parry Stance’. Entering ‘Parry Stance’ is a this increases to two steps.
free action. Exiting ‘Parry Stance’ is a free action
that can be done at the end of a combat round. Riposte (Reaction)
In ‘Parry Stance’ the Swashbuckler loses all If an enemy attacked a Swashbuckler and
conflict actions and Reactions. However, the missed, then as a Reaction the Swashbuckler
Swashbuckler gains a number of Gambits equal may make a ‘Strike’ action against the enemy.
to the amount of conflict actions and Reactions Riposte may only be used once for each
lost. When a Swashbuckler is in Parry Stance individual missed conflict action; you still need
their Unexpected Attack becomes equal to their to have more than one Reaction to Riposte
Weapon Attack. Track of the number of conflict multiple times.
actions made within 5ft of the Swashbuckler
during the combat round. For each one made, Second Level Abilities:
the Swashbuckler may make a ‘Strike’ conflict Ranged Sneak Attack (Gambit, Passive)
action as Gambit action. These ‘Strike’ actions The Swashbuckler may maximize the damage of
may use Weapon Attack or Unexpected Attack. If an attack that initiates combat on an unexpecting
using Unexpected Attack, target AOE Defence. foe. If Ranged Sneak Attack is done as a Gambit
These strikes may be modified by Maneuvers. against a flanked enemy, then roll unexpected or
The Swashbuckler increases all defensive Weapon Attack against AOE Defence. The
statistics they have by five for every two Swashbuckler does not need to be one of the
Swashbuckler levels when they enter Parry flanking allies. On success the target takes 1d3
Stance. Every three Swashbuckler levels allows damage for every two Swashbuckler levels.
the Swashbuckler to add a D12 to the damage of Ranged Sneak Attack may only be performed
their strike actions if they target an enemy who once per combat round. Ranged Sneak Attack
targeted them this combat round. lowers all enemy statistics by 1 per Swashbuckler
level until end of combat. If the Swashbuckler is
Statistic Growths: flanking and performs a Ranged Sneak Attack,
Weapon Attack 35 per level then increase the damage die of Sneak Attack to
Supernatural Attack 5 per level d4.
Unexpected Attack 25 per level
Deflection (Premovement)
Non-attack Physical 25 per level
A Swashbuckler in parry stance may target an
Physical Defence 25 per level ally within 5ft. The Swashbuckler negates the
AOE Defence: 35 per level first conflict action made against the ally, do not
Constitution Defence 25 per level roll any dice.
Mental Defence 15 per level
Trickery 35 per level
Knowledge 25 per level
Nature 25 per level
Perception 35 per level

34
Corsair (Passive) Fourth Level Abilities:
The Swashbuckler has a small boat. The boat is Protective Parry (Gambit)
equipped with one cannon. The cannon has the The Swashbuckler may modify their parry
following statistics: stance in the following combat round. Remove
the D12 damage bonus from parry stance and in
Cannon
exchange gain 3 physical and AOE Defence per
Range 3000 ft
Swashbuckler level. At level 6 protective parry
Damage 10d6 bludgeoning and 10d6 fire may remove the 2D12 damage bonus to gain 5
Explosive Power (Passive) physical and AOE Defence, as well as 3
Ignores bludgeoning damage reduction Constitution Defence per Swashbuckler level. At
level 9 ‘Protective Parry’ may remove the 3D12
Inaccurate (Passive) damage bonus to gain 6 physical and AOE
Minus 500 to Weapon Attack rolls made with Defence, 4 Constitution Defence and 2 Mental
a cannon against targets that are not within Defence per Swashbuckler level.
100 feet or are not size huge or larger. This
Weapon Attack penalty is decreased by 100 Swashbuckling Corsair (Passive)
for every two class levels of the gunner.
The Swashbuckler’s ship is now a proper small
Difficult to Move (Passive) ship, rather than a dingy little boat. It has 4
Moving a cannon requires the surrender of all cannons per side. The crew can operate the boat,
Premovement actions to the one manning it however there are not enough crewmates to man
and reduces speed by 50%. more than two of the cannons.

Third Level Abilities: Improved Ranged Sneak Attack (Passive)


Sneak Attack now deals d4 damage per
Aim! (Premovement)
Swashbuckler level, regardless of whether it’s
Target ally other than the Swashbuckler within
performed as a flanker with a melee weapon or
60ft gains 5 Weapon Attack per Swashbuckler
not participating in the flank with a ranged
level when using ranged weapons.
weapon. Additionally, Ranged Sneak Attack may
Swift Recovery (Gambit) now target AOE Defence or Physical Defence. If
The Swashbuckler immediately gets up if they Ranged Sneak Attack targets Physical Defence,
were tripped and purges one negative status successful attacks lower all defensive statistics by
effect they are afflicted by. 2 per Swashbuckler level until end of combat.
Sneak Attacks that targeted different statistics
A Small Crew (Passive) stack with each other.
The Swashbuckler has a half dozen loyal crew to
run the ship and look after it. These crew Fifth Level Abilities:
members can use the cannon at minus 400 Precision Parry (Gambit):
Weapon Attack (no penalty if targeting size huge The Swashbuckler gains an additional d2
or larger). damage per Swashbuckler level on their Parry
Stance Strike actions. Precision Parry may not be
used if protective parry is active.

35
A Crew (Passive): combat round or are active, then Reflecting
The Swashbuckler has a large enough crew for parry may not be used this combat round.
their small ship to be fully manned and
operational without the need of players. These Seventh Level Abilities:
crew members can use the cannons at minus 300 Captain of the Sea (Passive)
Weapon Attack (no penalty if targeting size huge The Swashbuckler has a fearsome vessel with a
or larger). dozen cannons on each end, a true ship able to
engage in conquest, piracy, military action or
Ranged Expert (Passive): accomplish many a great goal of the
The Swashbuckler does not provoke threat Swashbuckler. The vessel also has an
attacks with ranged weapon. Additionally, the appropriately sized crew that can use the
Swashbuckler may parry with a ranged weapon cannons at minus 200 (no penalty if targeting
(must target enemies within 5ft). size huge or larger).

Sixth Level Abilities: Swashbucklers Resolve (Gambit)


Critical Parry (Maneuver) Swashbucklers Resolve increases all
The Swashbuckler may modify a strike action Swashbuckler statistics by 10 per Swashbuckler
that occurred while in parry stance to inflict level. Swashbucklers Resolve may only be used if
maximum damage on a 20 or lower. This bonus the Swashbuckler is in ‘broken’ condition.
stacks with other critical bonuses, for example a Swashbucklers resolve ends once the
critical parry with a keen enchanted weapon will Swashbuckler is no longer in broken condition.
inflict maximum damage on a 24 or lower.
Menacing Parry (Gambit)
Expert Ranged Sneak Attack (Passive)
The Swashbuckler may modify the rest of their
Sneak Attack now deals D6 damage per
‘Parry Stance’ strikes for the rest of the combat
Swashbuckler level, or D8 damage per
round. Each successful strike will reduce the
Swashbuckler level if using a melee weapon.
enemies’ statistics by one until the end of
Additionally, Sneak Attack may now target
combat. Menacing Parry Strikes that crit reduce
Constitution Defence. If Sneak Attack targets
enemy statistics by two until the end of combat.
Constitution Defence, successful attacks lower all
This debuff stacks with itself. Menacing Parry
offensive statistics by 2 per Swashbuckler level
may not be activated if Reflecting Parry,
until end of combat. Sneak Attacks that targeted
Protective Parry or Precision Parry have been
different statistics stack with each other.
used or are active this combat round.
Reflecting Parry (Gambit)
Eighth Level Abilities:
In the following combat round if the
Swashbuckler is in Parry Stance, they may keep Stylish Finisher (Gambit)
track of conflict actions that use Supernatural The Swashbuckler may use Stylish Finisher
Attack within 60ft in addition to conflict actions against an enemy that the Swashbuckler made a
within 5ft. The Swashbuckler may make their Strike action against this combat round and is
Gambit action Strikes against enemies within within weapon reach. Roll Weapon Attack
60ft who made that conflict action. As usual, the against your choice of AOE Defence, weapon
Swashbuckler may only make a number of defence or Constitution Defence. On success the
Gambit Strikes against the same target equal to enemy suffers weapon damage plus 6d12
the number of conflict actions the target made. If additional damage. Stylish Finisher consumes
Reflecting Parry is active Precision Parry and two Gambit actions and therefore requires two
Protective Parry may not be used. If Precision Gambit actions to use. Stylish Finisher may only
Parry or Protective Parry have been used this target each enemy once per combat round.

36
Powerful Parry (Gambit) Attacks that targeted different statistics stack
The Swashbuckler may modify the rest of their with each other.
‘Parry Stance’ strikes for the rest of the combat
round. Each strike has the damage die of the Tenth Level Abilities:
weapon increased by one size, (D3 > D6 > D8 > Admiral (Passive)
D10 > D12) if the weapon is already at D12 then The Swashbuckler has a dozen ships as outlined
add a single D20 to the damage roll of ‘Parry in ‘Captain of the Sea’ as well as crews, and 5th
Stance’ strike actions. Powerful parry may not be level Swashbuckler followers captaining the
activated if Reflecting Parry, Menacing Parry, ships. Additionally, the Swashbuckler has their
Protective Parry or Precision Parry have been own impressive flagship with 24 cannons per
used or are active this combat round. side, an appropriate crew and three 4th level
Swashbuckler followers to assist in operating the
Intimidating Presence (Passive) ship.
Enemies in a combat that has a Swashbuckler in
it suffer a penalty to their Mental Defence equal Parry Master (Passive)
to 3 per Swashbuckler level. Additionally, the All actions that modify ‘Parry Stance’ such as
first non conflict action that an enemy takes ‘Powerful Parry and ‘Precision Parry’ may now
against a Swashbuckler automatically fails. stack with each other and be activated together,
even when other ‘Parry Stance’ modifiers are in
Ninth Level Abilities: effect.
Penetrating Parry (Gambit)
The Swashbuckler may modify the rest of their Propelling Parry (Gambit)
‘Parry Stance’ strikes for the rest of the combat The Swashbuckler may modify ‘Parry Stance’
round. These strikes now ignore all forms of Strike actions to include a free 5ft step.
damage resistance. Penetrating parry may not be Additionally, while ‘Propelling Parry’ is active
activated if Powerful Parry, Reflecting Parry, ‘Parry Stance’ ‘Strike’ actions gain 5 Weapon
Menacing Parry, Protective Parry or Precision Attack until the end of combat round for every
Parry have been used or are active this combat 5ft step the Swashbuckler has taken this combat
round. round.

Scourge of Law (Passive)


Inexplicably, no matter how impossible, the
Swashbuckler can commit a crime every week
consequence free, at least as far as the law goes.
Reputation can still spread and even if a crime
hasn’t landed a Swashbuckler in jail or with
formal legal charges, their can be other
consequences.

Ranged Sneak Attack Master (Passive)


Sneak Attack now deals D8 damage per
Swashbuckler level or d10 damage per
Swashbuckler level if using a melee weapon.
Additionally, Sneak Attack may now target
Trickery. If Sneak Attack targets trickery,
successful attacks lower all statistics by 2 per
Swashbuckler level until end of combat. Sneak

37
Assassin once per combat round. Sneak Attack lowers all
enemy statistics by 1 per Assassin level until end
Signature ability: Assassinate of combat.
An Assassin who has used ‘I Know You’ or ‘Recall
Assassin Kit (Out of Combat):
Knowledge’ four times on an enemy in four
The Assassin will always, no matter how
separate combat rounds gains access to the
improbable, have access to a kit containing
‘Assassinate’ Gambit against that enemy. If
lockpicks, grapnel, a glasscutter, 50ft of rope and
within melee weapon reach roll Unexpected
an hourglass. More items may be added to the
Attack against the statistic of the Assassins choice,
kit with GM permission.
on success the enemy is slain. Legendary
enemies are instead critted on successful hits. Sneaky Strike (Maneuver)
Assassinate may only be attempted once per The Assassin may manipulate one conflict action
combat. Every two Assassin levels the Assassins to use Unexpected Attack instead of Weapon
maximum number of ‘Assassinate’ attempts per Attack. If a ‘Strike’ is modified, then the ‘Strike’
combat increases by one (to a maximum of 6 at targets AOE Defence instead of Physical
level 10). These multiple attempts may be used Defence.
on the same enemy. For every three Assassin
levels the Assassin possesses they require one less Second Level Abilities:
‘I know you’ or ‘recall knowledge’ roll to be able Firebomb (Gambit)
to Assassinate the enemy, this also reduces the The Assassin may throw a firebomb causing an
number of rounds needed to ‘Assassinate’. explosion in a 10ft burst centered around a point
within 10ft. Roll Unexpected Attack against AOE
Statistic Growths: Defence. On success the enemy takes 1d6 fire
Weapon Attack 15 per level damage per two Assassin levels and catches
Supernatural Attack 15 per level ablaze, for the next two combat rounds the
Unexpected Attack 35 per level enemy will take 1d3 fire damage per two Assassin
Non-attack Physical 35 per level levels. Firebomb may only be used once per
Physical Defence 15 per level combat.
AOE Defence: 35 per level
Shadow Step (Premovement)
Constitution Defence 35 per level
The Assassin may attempt a stealth check if they
Mental Defence 15 per level are within shadows. On success the enemy will
Trickery 35 per level not target the Assassin until the Assassin either
Knowledge 45 per level move away from shadows or makes an action
Nature 15 per level that debuffs or deals damage to an enemy.
Perception 25 per level
Contract Killer (Out of Combat)
The Assassin always has a mark to slay, the
First Level Abilities: Assassin cannot receive a new mark until their
Sneak Attack (Gambit, Passive) previous one is dead.
The Assassin may maximize the damage of an
attack that initiates combat on an unexpecting
foe. If Sneak Attack is done as a Gambit against a
flanked enemy, then roll unexpected or Weapon
Attack against AOE Defence. On success the
target takes 1d6 damage for every two Assassin
levels. Sneak Attack may only be performed

38
Third Level Abilities: Fourth Level Abilities:
Studying Strike (Reaction) Stealthy Approach (Out of Combat,
If the Assassin dealt damage to an enemy, then as Passive)
a Reaction the Assassin automatically makes and When an Assassin is sneaking to follow one of
automatically succeeds at a ‘I Know You’ check. their contracted targets, they gain an additional
Additionally, the Assassin’s offensive statistics are fifteen per Assassin level to their trickery. When
treated as 5 per Assassin level higher when an Assassin uses an action that allows them to
targeting an enemy that they’ve landed a sneak in combat, if a ‘Contract Killer’ target is
studying strike against. present then the Assassin gains an additional
fifteen per level to their trickery.
Throwing Dagger (Gambit)
The Assassin may once per combat round throw Observed Weakness (Passive)
a dagger at an enemy within 30ft. Roll All actions the Assassin makes that deal damage
Unexpected Attack against Physical Defence. On to an enemy who the Assassin has succeeded
success the Assassin may choose one of the with recall knowledge or ‘I know you’ rolls
following options. against have their damage die size increased by
one.
Target On a successful hit, the enemy…
is partially blinded. Unless the enemy Poison Gas (Gambit)
possesses more than one head then Roll Unexpected Attack against the AOE Defence
until the end of combat every offensive of all enemies within a 15ft burst of a point
Eye within 20ft. Successful rolls reduce all enemy
action the enemy takes provokes a
d100 roll, on a 20 or lower it statistics by 5 per Assassin level until the end of
automatically fails. Deal d2 damage per combat. Poison gas may only be used once per
Assassin level. combat.
movement speed is halved until the
Leg Fifth Level Abilities:
end of combat. Deal d3 damage per
Mirror Image (Gambit):
Assassin level.
The Assassin creates 1d3 copies of themselves
loses 3 per Assassin level in all offensive
that occupy the same square as the Assassin.
Arm statistics. Deal d3 damage per Assassin Whenever an enemy action targets the Assassin,
level.
randomly determine if the action hits the
Torso deal d10 damage per Assassin level. Assassin or a ‘Mirror Image’. If the action deals
damage it destroys the mirror image. ‘Mirror
Image’ does not stack with itself, repeated casts
Improved Sneak Attack (Passive)
replace the number of mirror images. Attacks
Sneak Attack now deals D6 damage per Assassin
that target AOE Defence ignore mirror images
level. Additionally, Sneak Attack may now target
from ‘Mirror image’.
AOE Defence or Physical Defence. If Sneak
Attack targets Physical Defence, successful Conceal (Gambit):
attacks lower all defensive statistics by 2 per The Assassin may make a stealth check no
Rogue level until end of combat. Sneak Attacks matter the circumstances, on success the Assassin
that targeted different statistics stack with each is invisible and cannot be targeted by enemies.
other. At the end of each following combat round all
enemies within 30ft of the Assassin make a free
perception check to spot the Assassin. Conceal
ends if the Assassin uses a conflict action.

39
Presence Erased (Passive) Assassin (Out of Combat)
The Assassin is invisible to anyone enemy who If the Assassin has completed at least twelve
qualifies for the Assassination signature ability contract killer requests, they may become
unless the Assassin has directly attacked them in officially part of a unique group of Assassins.
the current or previous combat round. This “Assassins Guild” will provide a cloak that
when worn increases perception and trickery by
Sixth Level Abilities: 30. Every twelve additional contract kills
Bleeding blade (Gambit) completed grants the Assassin the following
The Assassin may imbue a wielded slashing or magic items in order.
piercing weapon with 3 bleed damage per three
Assassin level for three combat rounds (including 1) A ring of greater invisibility that once per
the round bleeding blade was used). Bleeding combat as a free action at the start of a
blade may stack with itself once. combat round allows the Assassin to make
any action without breaking invisibility until
Sneak Attack Expert (Passive) the end of the combat round. If used Out of
Sneak Attack now deals d10 damage per Rogue Combat, it lasts for six seconds.
level. Additionally, Sneak Attack may now target 2) An amulet that makes the Assassin to be plain
Constitution Defence. If Sneak Attack targets and ordinary on any who do not possess true
Constitution Defence, successful attacks lower all sight or have already recognized the Assassin
offensive statistics by 2 per Rogue level until end for who they are before the amulet was worn.
of combat. Sneak Attacks that targeted different 3) A trinket that breaks when the Assassin is
statistics stack with each other. slain, reviving them at full fate points. These
are only given out once by the “guild”.
Don’t Miss a Mark (Passive) 4) A potion that when consumed permanently
The Assassin automatically detects when an boosts all statistics by 20. This potion can
enemy they have slain or taken part in slaying only affect someone once per lifetime; thus,
has been resurrected. they’re only handed out at the Guild once.
5) A face mask is granted to the Assassin. While
Seventh Level Abilities worn the Assassin gains a Gambit that allows
Touch of Fatigue (Gambit) them to reduce the number of actions of an
Roll unexpected or Weapon Attack against target enemy within their gaze by one in every
enemy within 5ft. On success the enemy loses combat round except conflict. This cannot
half of their actions in every phase of the reduce the number of actions available to
following combat round. Round up for the below one.
number of remaining actions. Each enemy may
only be subjected to Touch of Fatigue once per Eighth Level Abilities
combat. Symbol of Death (Gambit)
Roll Supernatural Attack against the Constitution
Fatiguing Blades (Passive) Defence of target enemy within 30ft. On success
Any slashing weapon or piercing sword (such as the target is slain, legendary enemies instead
a rapier) wielded by an Assassin inflicts a stat have their statistics halved for two combat
penalty of 1 to all statistics per Assassin level on rounds (including the round Symbol of death
successful strike. Fatiguing Blades stacks with was used). On failure the enemy has their
itself. statistics halved in the following combat round.
Each enemy may only be affected by Symbol of
Death once per combat.

40
True Strike (conflict) Tenth Level Abilities:
The Assassin may make a strike action, rolling Death Attack (Gambit)
twice and choosing either result. True strike may Roll Unexpected Attack or Weapon Attack
only be used once per combat round. Abilities against any statistic of target enemy within
that allow for rerolls may reroll both dice from a weapon reach. On success the enemy is
true strike action. Abilities that modify Weapon automatically hit by a crit from the weapon.
Attack affect both rolls from true strike. Each enemy may only be affected by death
attack once per combat round.
Sneak Attack Master (Passive)
Sneak Attack now deals d12 damage per Assassin True death (Passive).
level. Additionally, Sneak Attack may now target Any enemy slain by an Assassin cannot be
Trickery. If Sneak Attack targets Trickery, revived by any means, unless the Assassin desires
successful attacks lower all statistics by 2 per for true death to not be active on the killing
Assassin levels until end of combat. Sneak blow.
Attacks that targeted different statistics stack
with each other. You’re all my mark (Passive)
Abilities that only work against the Assassins’
Ninth Level Abilities: contracts now work against everyone,
Terrain Walking (Out of Combat) additionally the Assassin may reroll damage rolls
The Assassin may create invisible passages against all enemies, the Assassin also treats
through any terrain that can be traversed by the damage rolls of 1 as a 2. Lastly, True Strike is no
Assassin without detection. The shape and longer once per combat round.
direction of the passage can be manipulated at
will, effectively granting the Assassin the ability
to move solely through terrain to navigate an
area. The Assassin can see through the exit of the
passage before choosing to leave, revealing
themselves to anyone looking in the direction of
the passage.

Necrotic bomb (Gambit)


The Assassin may target all enemies within a 10-
foot burst centered around a point within 30
feet. Roll Unexpected Attack against AOE
Defence. On success reduce enemy defensive or
offensive statistics by 4 per Assassin level.
Necrotic bomb stacks with itself. Necrotic bomb
can only be used once per combat round.

You Can’t Escape (Passive)


The Assassin may as a free action at the start of
any phase or Out of Combat teleport within 5ft
of any enemy they have a contract against and
have previously laid eyes on.

41
Poisoner Food Poisoning (Passive):
The Poisoner can infect any food within 5ft of
Signature Ability: Toxin them with a concoction. Anyone who consumes
At the start of each combat round as a free action that food will, after 15 seconds lose 25% of their
the Poisoner can apply ‘Toxin’ to an equipped maximum fate points and takes damage equal to
weapon. Enemies damaged by ‘Strike’ actions of 25% of their current fate point total. Consuming
a ‘Toxin’ weapon have either their offensive or poisoned food multiple times does not increase
defensive statistics reduced by one until the end the damage, but each additional consumption
of combat (the Poisoner chooses). This ‘Toxin’ fastens the onset of poison by one second.
effect stacks with itself. The Poisoners ‘Strike’
Unexpected Needle (Maneuver)
actions inflict 1 Poison per ‘Poisoner’ level.
‘Unexpected Needle’ may modify a ‘Strike’
Poison from ‘Toxin’ does not stack with itself.
action to automatically miss. If it does, roll
Starting from second level ‘Toxin’ is infectious.
Unexpected Attack twice against Constitution
At the start of each combat round roll
Defence. If either die succeeds, the enemy is
Unexpected Attack against the Constitution
infected by ‘Toxin’.
Defence of an enemy within 5ft of anyone
infected by ‘Toxin’ on success they are infected Second Level Abilities:
by ‘Toxin’ as well (Both the debuff and the 1
Sneak Attack (Gambit, Passive)
Poison stack per Poisoner level), repeat this
The Poisoner may maximize the damage of an
process for every two ‘Poisoner’ levels past the
attack that initiates combat on an unexpecting
second. Every three ‘Poisoner’ levels the statistic
foe. If Sneak Attack is done as a Gambit against a
reduction from ‘Toxin’ increases by one to a
flanked enemy, then roll unexpected or Weapon
maximum of a statistic decrease of four per
Attack against AOE Defence. On success the
successful ‘Strike’.
target takes 1d6 damage for every two Poisoner
Statistic Growths levels. Sneak Attack may only be performed
once per combat round. Sneak Attack lowers all
Weapon Attack 25 per level
enemy statistics by 1 per Poisoner level until end
Supernatural Attack 15 per level
of combat.
Unexpected Attack 25 per level
Non-attack Physical 15 per level Poison Blade (Premovement)
Physical Defence 15 per level Target ally within 5ft now applies a singular
AOE Defence: 25 per level damage poison debuff on successful ‘Strikes’.
Constitution Defence 45 per level This debuff stacks with itself.
Mental Defence 15 per level Improved Food Poisoning (Passive)
Trickery 25 per level The Poisoner can infect any food within 5ft of
Knowledge 45 per level them with a concoction. Anyone who consumes
Nature 35 per level that food after 10 seconds loses 50% of their
Perception 15 per level maximum fate points and takes damage equal to
50% of their current fate point total. Consuming
First Level Abilities: multiple poisoned foods does not increase the
Dull the Senses (Gambit) damage, but each additional consumption
Roll Unexpected Attack against the Constitution fastens the onset of poison by one second.
Defence of target enemy within 5ft. On success
their noncombat statistics are halved. This
debuff lasts until purged.

42
Third Level Abilities: Improved Sneak Attack (Passive)
Violent Purge (Reaction) Sneak Attack now deals d6 damage per Poisoner
If a Poisoner landed a successful ‘Strike’ against level. Additionally, Sneak Attack may now target
an enemy with a poison debuff on them. As a AOE Defence or Physical Defence. If Sneak
Reaction the Poisoner ends any number of Attack targets Physical Defence, successful
poison debuffs and the enemy immediately attacks lower all defensive statistics by 2 per
takes damage equal to twice the amount of Poisoner level until end of combat. Sneak
poison they were infected with. Attacks that targeted different statistics stack
with each other.
Weaken Immune System (Gambit)
Roll Unexpected Attack against the Physical Fifth Level Abilities:
Defence of target enemy within 5ft. On success Poisoners Cure (Premovement):
the enemy loses half of their base Constitution Target ally within 5ft and remove all debuffs
Defence until the end of the following combat affecting them. An ally may only benefit from
round. Each enemy may only be affected by ‘Poisoners Cure’ once per combat.
‘Weaken Immune System’ once per combat.
Weaken Sanity (Gambit):
Lethal Food Poison (Passive) Roll Unexpected Attack against the Physical
The Poisoner can infect any food within 5ft of Defence of target enemy within 5ft. On success
them with a concoction. Anyone who consumes the enemy loses half of their base Mental
that food after 10 hours is subjected to an Defence until the end of the following combat
Unexpected Attack roll against their Constitution round. Each enemy may only be affected by
Defence, if the Poisoner succeeds then the ‘Weaken Sanity’ once per combat.
enemy loses 100% of their maximum fate points
and dies. Otherwise, the enemy is subjected to Poison Their Drink (Passive):
Improved Food Poisoning. ‘Food Poisoning’ ‘Improved Food Poisoning’ and
‘Lethal Food Poisoning’ can now be applied to
Fourth Level Abilities: liquids.
Weaken Reaction Time (Gambit)
Roll Unexpected Attack against the Physical
Sixth Level Abilities:
Defence of target enemy within 5ft. On success Weaken Muscles (Gambit)
the enemy loses half of their base AOE Defence Roll Unexpected Attack against the Physical
until the end of the following combat round. Defence of target enemy within 5ft. On success
Each enemy may only be affected by ‘Weaken the enemy loses half of their base Physical
Reaction Time’ once per combat. Defence until the end of the following combat
round. Each enemy may only be affected by
The Poisoners Lab (Passive) ‘Weaken Muscles’ once per combat.
The Poisoner gains a location to call their place
of work and a first level Poisoner assistant Sneak Attack Expert (Passive)
follower. Sneak Attack now deals d10 damage per
Poisoner level. Additionally, Sneak Attack may
now target Constitution Defence. If Sneak Attack
targets Constitution Defence, successful attacks
lower all offensive statistics by 2 per Poisoner
level until end of combat. Sneak Attacks that
targeted different statistics stack with each other.

43
Poisoned Words (Passive) Eighth Level Abilities:
A Poisoner can reduce the statistics of anyone Sneak Attack Master (Passive)
listening to them speak by one. This debuff is Sneak Attack now deals d12 damage per Poisoner
invisible to the recipient and cannot be traced level. Additionally, Sneak Attack may now target
back to the Poisoner. Additionally, ‘Poisoned Trickery. If Sneak Attack targets Trickery,
Words’ has a permanent duration. ‘Poisoned successful attacks lower all statistics by 2 per
Words’ can only trigger on the same target once Poisoner level until end of combat. Sneak
per day. Attacks that targeted different statistics stack
with each other.
Seventh Level Abilities:
Plague Development (Passive) Weaken Nerves (Gambit)
The Poisoner may begin the creation of a plague. Roll Unexpected Attack against the Physical
Creating a plague takes ten years, when the Defence of target enemy within 5ft. On success
Poisoner is ready, they may inject an unaware or the enemy loses half of their base Unexpected
willing target with the plague. The target will Attack until the end of the following combat
suffer from ‘Improved Food Poisoning’ after 48 round. Each enemy may only be affected by
hours. During that time the plague will ‘Weaken Nerves’ once per combat.
automatically spread every ten seconds in a
manner identical to the one described in ‘Toxin’. Remove Resistance (Gambit)
These new plague recipients have a 10% chance Roll Unexpected Attack against the Constitution
of suffering the symptoms of ‘Lethal Food Defence of target enemy within 5ft. On success
Poison’ instead of ‘Improved Food Poisoning’ the enemy loses poison resistance and poison
and become carriers as described in the immunity becomes 50% poison resistance.
beginning of ‘Plague Development’. While
suffering from ‘Improved Food Poisoning’ Ninth Level Abilities:
caused by ‘Plague Development’ anyone within Weaken Mental Power (Gambit)
5ft of the plague carrier is at risk of being Roll Unexpected Attack against the Physical
infected in the same way as described in ‘Toxin’, Defence of target enemy within 5ft. On success
however this check is rolled hourly rather than the enemy loses half of their base Supernatural
at the start of a combat round (with combat Attack until the end of the following combat
rounds being 6 seconds long). The Poisoner is round. Each enemy may only be affected by
immune to their own plague and should have a ‘Weaken Mental Power’ once per combat.
vaccine as well as a cure for it available unless
they deliberately chose to not create one. Poisoners Acid Splash (Gambit)
The Poisoner may roll Supernatural Attack
Weaken Skeleton (Gambit) against the Constitution Defence of any enemy
Roll Unexpected Attack against the Physical within 60ft. On success the enemy takes 1d6 acid
Defence of the target enemy within 5ft. On damage per Poisoner level.
success the enemy loses half of their base
Weapon Attack until the end of the following Respected Physician (Passive)
combat round. Each enemy may only be The Poisoner can find gainful employment and
affected by ‘Weaken Skeleton’ once per combat. live a luxurious lifestyle in any nation as a
Doktor, freely relocating their lab and hospital to
Poisoners Hospital (Passive) any nation.
The Poisoners lab has grown to also feature a
fully functional hospital with one dozen first
level Doktor followers and two dozen first level
Poisoner followers.

44
Tenth Level Abilities:
Poison Gas (Gambit)
Roll Unexpected Attack against the Constitution
Defence of all enemies within 5ft burst centred
around a point within 30ft. Each success afflicts
the enemy with every Poisoner talent that
contains the word ‘Weaken’ in it. As these
abilities are being applied via Poison gas it does
not count towards the maximum limit of times
the Weaken ability can be applied. ‘Poison Gas’
may only be used once per day.

Poison Master (Passive)


The Poisoner can infect any food within 5ft of
them with a concoction. Anyone who consumes
that food after 10 seconds loses 75% of their
maximum fate points and takes damage equal to
75% of their current fate point total. Consuming
multiple poisoned foods does not increase the
damage, but each additional consumption
fastens the onset of poison by one second.
Poison Master can be used as the basis for a
plague and plagues only take one year to develop
instead of ten.

Medical Scientist (Passive)


The Poisoner gains the ability to use the
‘Forceful Surgery’ or ‘Cure Serious Wounds’ and
‘Cure Light Wounds’ Doktor talents.

45
First Level Abilities:
Valorous Paths Reality Swap (Premovement)
The Chaos Knight may switch places with any
Chaos Knight allies within 120ft of them.

Signature ability: Chaos Strike Addled Mind (Passive)


Whenever a Chaos Knight performs a ‘Strike’, The Chaos Knight has lost their identity to their
expend one Maneuver to roll a D6 and consult very own heroic spirit’s essence, reclaiming it
the table below. one step at a time is what allows the Chaos
Knight to progress in level. When the Chaos
Roll The ‘Strike’ does… Knights mind is fully restored, they may choose
1 No damage to make a ‘Strike’ action without it being affected
2 Half damage by ‘Chaos Strike’.
3 Normal damage
Adaptive Defences (Passive)
4 One and a half times damage The Chaos Knight can swap two of their
5 Double damage defensive statistics with each other at the start of
6 Double damage and if a Maneuver is each day. This does not change the Chaos
available, perform another Strike Knights base statistics and growths upon leveling.

For each Chaos Knight level add 10% to each Second Level Abilities:
result except 1 (ex. a lvl 1 Chaos Knight who rolls
Killing Blow (Maneuver)
a 2 does 60% damage and rolls a 5 does 210%
‘Killing Blow’ may manipulate a ‘Strike’ action to
damage).
deal an additional D4 damage per character
For every two Chaos Knight levels add 10% to level. Killing Blow may only be used once per
result 1 (max 50% damage at tenth level) combat round.

For every three Chaos Knight levels the Chaos Controlled Chaos (Passive)
Knight gains a daily reroll on their ‘Chaos Strike’. The Chaos Knight treats the first result ‘1’ they
roll on ‘Chaos Strike’ each combat as result 2.
Statistic Growths:
Weapon Attack
Confounding Spirit (Passive)
35 per level
Every debuff inflicted on The Chaos Knight
Supernatural Attack 25 per level
from enemies provokes a D2 roll.
Unexpected Attack 15 per level
Non-attack Physical 25 per level Roll The Chaos Knight….
Physical Defence 35 per level 1 Receives an additional instance of the
AOE Defence: 15 per level debuff; this instance only stacks if the
Constitution Defence 25 per level debuff specifies that it stacks with itself,
Mental Defence otherwise it's just more difficult to purge
35 per level
the debuff as the Chaos Knight becomes
Trickery 25 per level afflicted with two instances of a non
Knowledge 25 per level stacking debuff.
Nature 15 per level 2 Purges the debuff.
Perception 35 per level

46
Third Level Abilities: Fifth Level Abilities:
Unequal Outcome (Reaction) Heroic Killing Blow (Passive)
If the Chaos Knight suffered damage in the ‘Killing Blow’ may manipulate a ‘Strike’ action to
preceding conflict phase, then for each instance deal an additional D8 damage per character
of damage the Chaos Knight may as a Reaction level.
roll a D3.
Chaotic Exchange (Maneuver)
Roll The damage from the action is... The Chaos Knight may modify a ‘Strike’ action
1 Doubled to on hit cause the Chaos Knight and target to
randomly exchange buffs and debuffs with each
2 Unaffected
other. Roll a D6 for each buff afflicting the
3 Halved, and the enemy suffers half the Chaos Knight. For each 4+ choose a buff to go to
damage. the enemy. Then roll a D6 for each buff the
Chaos Knight transferred, on a 4+ choose a
Superior Killing Blow (Passive) debuff to go to the enemy.The buffs and debuffs
‘Killing Blow’ may manipulate a ‘Strike’ action to duration is replaced and they now last until the
deal an additional D6 damage per character end of the following combat round. ‘Chaotic
level. Exchange’ may only be used once per combat.

Hell Steed (Passive) Chaotic Movement (Passive)


The Chaos Knight gains an invincible steed, the The Chaos Knight is immune to fall damage.
steed is one size larger than the Chaos Knight Additionally, At the start of each combat round
and has a 90ft base speed. roll a D2

Fourth Level Abilities: Roll The damage from the action is...
Chaos Pull (Gambit)
1 Nothing happens
The Chaos Knight may target an enemy within
60ft. The Chaos Knight and the enemy are 2 The Chaos Knight and their steed gain a
pulled towards each other disappearing and flight speed equal to their land speed
reappearing next to each other in a random
point between them. The Chaos Knight and the Sixth Level Abilities:
target cannot move in the following combat
Chaos Arrow (Maneuver)
round.
The Chaos Knight may manipulate a ranged
‘Strike’ action to target an additional D6 enemies
Impossible Reach (Maneuver)
within weapon range. ‘Chaos Arrow’ may only be
The Chaos Knight may modify a ‘Strike’ action
used once per combat round.
to have an additional D6 times ten feet of reach
or range. ‘Impossible Reach’ can only be used
Chaos Ray (Conflict)
once per combat round. At tenth level this
The Chaos Knight may target an enemy within
becomes 1d6 times fifteen feet.
30ft. Roll Supernatural Attack against Mental
Defence. On success the enemy loses d3 actions
Chaotic Speed (Passive)
in d3 random phases in the following combat
The Chaos Knight and their steed have an
round and takes D6 irresistible damage per
additional D10*10 movement each combat
Chaos Knight level.
round.
Quick Switch (Passive)
The Chaos Knight may switch their equipped
weapon as a free action at any time.

47
Seventh Level Abilities: Chaos Prison (Passive)
Supreme Heroic Killing Blow (Passive) The Chaos Knight has a pocket dimension prison
‘Killing Blow’ may manipulate a ‘Strike’ action to that only they can enter and exit (alongside
deal an additional D10 damage per character anyone the Chaos Knight personally drags in and
level. out). The Pocket dimension only contains a
vortex of swirling color and an ever-shifting
Chaotic Crit (Maneuver) prison building of approximately 10k square
The Chaos Knight may add D20 to their conflict feet. The building has a will of its own and will
actions crit range. This increased crit range play twisted games with its prisoners, the only
stacks with other sources of increased crit range, way to win said games is to refuse to play them.
for example a Chaos Knight who rolls a 20 and Other individuals within the pocket dimension
has a Keen weapon will crit on a 25. are incapable of making hostile actions towards
the Chaos Knight and lose all of their abilities.
Chaotic Existence (Passive)
The Chaos Knight can phase through terrain, in Ninth Level Abilities:
combat the Chaos Knights movement must end Chaotic Smite (Maneuver)
outside of terrain, otherwise the move is not The Chaos Knight may manipulate a conflict
executed. action to deal an additional 3D12 damage against
lawful opponents.
Eighth Level Abilities:
Indecipherable Blow (Maneuver) Deific Link (Passive)
The Chaos Knights ‘Strike’ targets every statistic. The Chaos Knight has a direct connection with
For each statistic that would be a successful hit the God of Chaos and can converse with them
the ‘Strike’ deals 25% damage (up to 100% of its freely.
damage). This modifier is applied after all other
modifiers to the Chaos Knights damage. Chaos Shield (Passive)
If the Chaos Knight has a shield equipped, they
Chaos Knights Mirror Image (Passive) can reflect one ranged conflict action per
At the start of combat the Chaos Knight creates combat, use the Chaos Knights Weapon Attack in
D10 Mirror images that occupy the same square place of the original attack statistic targeting the
as the Chaos Knight. When the Chaos Knight is same defensive statistic of the enemy.
targeted by a hostile action, randomly determine
if the Knight is targeted or an image. If an image Tenth Level Abilities:
is targeted it is instantly destroyed and the action Fortress Breaker (Maneuver)
is consumed. Attacks that target AOE Defence The Chaos Knight may modify a ‘Strike’ action
ignore mirror images from ‘Chaos Knights to ignore object hardness.
Mirror Image’.
Perfect Clarity (Passive)
The Chaos Knight may conceal their alignment,
presence and abilities, while concealed the Chaos
Knight truly does not have access to their
abilities. They instead appear as an utterly
ordinary and mundane member of their race.

48
Chaos Lord (Passive)
The Chaos Knight gains ten thousand first to
third level Chaos Knight followers and a
majestic, but twisted and warping city with a
grand keep as well as one hundred thousand
peasant followers. The city spawns wherever the
Chaos Knight chooses, the follower knights will
be intrinsically drawn to the Chaos Knight and
the peasants are perfect copies of random
unimportant people in the world, with the
exception of their loyalty to the Chaos Knight.

49
Eldritch Archer Second Level Abilities:
Hawk Eye (Premovement)
Signature Ability: Arcane Arrow Target ally within 30ft gains 5 Weapon Attack
The Eldritch Archer may make ranged ‘Strike’ per Eldritch Archer level when making ranged
actions using Supernatural Attack instead of weapon ‘Strike’ actions.
Weapon Attack. For each Eldritch Archer level
increase the damage of ranged ‘Strike’ actions by Flaming Arrow (Maneuver)
one. For every two Eldritch Archer levels Arcane The Eldritch Archer may manipulate a ranged
Arrow deals an additional D3 damage. For every ‘Strike’ action to become a 5ft burst centered
three Eldritch Archer levels Arcane Arrow deals around the target. A ‘Strike’ affected by ‘Arcane
an additional D6 damage (To a maximum of Arrow’ and manipulated by ‘Flaming Arrow’ has
5D3+3D6+10 at tenth level). The Eldritch Archer the ‘Arcane Arrow’ deal entirely fire damage and
declares what element (fire, shock, water, acid, targets AOE Defence. Only one Eldritch Archer
sonic, ice, dark, light, holy, unholy) the ‘Strike’ is Maneuver with the word ‘arrow’ in its name may
before rolling. ‘Arcane Arrow’ only functions be used at a time.
with longbows, shortbows and crossbows.
Far Shooter (Passive)
Statistic Growths Increase the range increment of Bows wielded
by the Eldritch archer by 60ft.
Weapon Attack 25 per level
Supernatural Attack 35 per level Third Level Abilities:
Unexpected Attack 15 per level Double Tap (Reaction)
Non-attack Physical 25 per level If a ranged ‘Strike’ hit, then as a Reaction the
Physical Defence 25 per level Eldritch Archer may roll damage a 2nd time and
AOE Defence: 35 per level add it to the amount the enemy suffered.
Constitution Defence 15 per level ‘Double Tap’ may only be used once per combat
Mental Defence 35 per level round.
Trickery 15 per level
Superior Killing Blow (Passive)
Knowledge 35 per level ‘Killing Blow’ may manipulate a ‘Strike’ action to
Nature 15 per level deal an additional D6 damage per character
Perception 35 per level level.

First Level Abilities: Phase Shot (Passive)


Killing Blow (Maneuver) Eldritch Archer arrows can not be resisted or
‘Killing Blow’ may manipulate a ‘Strike’ action to have their damage reduced by Incorporeal
deal an additional D4 damage per character creatures such as wraiths, banshees or shades.
level. Killing Blow may only be used once per
combat round. Fourth Level Abilities:
Backflip (Gambit)
True Eagle Eyes (Passive)
The Eldritch Archer may move backwards in a
The Eldritch Archer can see perfectly up to 1km
straight line their movement value. This
away.
movement does not provoke threat attacks.
Magical Shots (Passive)
Piercing immunity is reduced to 50% resistance
against ranged ‘Strike’ actions made by the
Eldritch Archer.

50
Frost Arrow (Maneuver) Sixth Level Abilities:
The Eldritch Archer may manipulate a ranged Sonic Arrow (Maneuver)
‘Strike’ action to inflict a debuff on hit that The Eldritch Archer may manipulate a ranged
reduces the targets movement by 20% (rounded ‘Strike’ action to push the target back 5ft per
up). This debuff stacks up to 4 times. ‘Arcane Eldritch Archer level on hit. If the enemy
Arrow’ deals entirely cold damage when a ‘Strike’ collides with another enemy or terrain it suffers
is manipulated by ‘Frost Arrow’. Only one d6 damage per Eldritch archer level. ‘Arcane
Eldritch Archer Maneuver with the word ‘arrow’ Arrow’ deals entirely sonic damage when a
in its name may be used at a time. ‘Strike’ is manipulated by ‘Sonic Arrow’. Only
one Eldritch Archer Maneuver with the word
True Strike (Passive)
‘arrow’ in its name may be used at a time.
The first ‘Strike’ the Eldritch Archer makes each
combat automatically hits. Legendary enemies Point Blank Shot (Passive)
are immune to True Strike. The Eldritch Archer does not provoke threat
attacks when firing their bow.
Fifth Level Abilities:
Heroic Killing Blow (Passive) Dodge (Gambit)
‘Killing Blow’ may manipulate a ‘Strike’ action to The Eldritch Archer automatically avoids one
deal an additional D8 damage per character ranged conflict action that targets them in the
level. following combat round.

Shock Arrow (Maneuver) Seventh Level Abilities:


The Eldritch Archer may manipulate a ‘Strike’ Supreme Heroic Killing Blow (Passive)
action to inflict a debuff on hit that reduces the ‘Killing Blow’ may manipulate a ‘Strike’ action to
number of actions the enemy has available in the deal an additional D10 damage per character
following combat round by 1 in every non level.
conflict phase. ‘Arcane Arrow’ deals entirely
shock damage when a ‘Strike’ is manipulated by Acid Arrow (Maneuver)
‘Shock Arrow’. Only one Eldritch Archer The Eldritch Archer can manipulate a ranged
Maneuver with the word ‘arrow’ in its name may ‘Strike’ action to melt the enemies flesh, reduce
be used at a time. their bones and just slowly disintegrate them.
The enemy takes an additional D3 acid damage
Between The Eyes (Passive) per Eldritch Archer level and in the start of the
The Eldritch Archer has a natural crit range of 5 following combat round takes a further D3 acid
or lower. This stacks with other sources of damage per Eldritch Archer level. ‘Arcane Arrow’
enhancing crit range such as with a Keen deals entirely acid damage when a ‘Strike’ is
weapon, which would result in a crit on a 9 or manipulated by ‘Acid Arrow’. Only one Eldritch
lower. Archer Maneuver with the word ‘arrow’ in its
name may be used at a time.

Eldritch Archer League (Passive)


The Eldritch Archer gains 50 first level Eldritch
Archer followers.

51
Eighth Level Abilities: Tenth Level Abilities:
Wack (Maneuver) Solar Arrow (Maneuver)
The Eldritch Archer can change the base damage The Eldritch Archer may manipulate a ranged
die of their Longbow to D12 when performing a ‘Strike’ action to dazzle an enemy on hit.
melee ‘Strike’ action. Successful hits render the enemy blind, all of
their actions that target anyone other than
Homing Arrow (Passive) themselves provoke a D100 roll and on a 50 or
The Eldritch Archer can ignore cover with their lower automatically fail. This debuff has a
ranged ‘Strike’ actions. permanent duration. ‘Arcane Arrow’ deals
entirely light damage when a ‘Strike’ is
Ice Spike Arrow (Maneuver)
manipulated by ‘Solar Arrow’. A ‘Strike’
The Eldritch Archer can manipulate a ranged
manipulated by ‘Solar Arrow’ targets
‘Strike’ action to be accompanied be enveloped
Constitution Defence. Only one Eldritch Archer
by a penetrating ice bolt. The Strike ignores
Maneuver with the word ‘arrow’ in its name may
enemy armor and deals an additional D8 Ice
be used at a time. ‘Solar Arrow’ may only be used
damage per Eldritch Archer level. ‘Arcane Arrow’
once per combat.
deals entirely ice damage when a ‘Strike’ is
manipulated by ‘Ice Spike Arrow’. Only one Prismatic Arrow (Passive)
Eldritch Archer Maneuver with the word ‘arrow’ The Eldritch Archer may use two Maneuvers
in its name may be used at a time. with the word ‘arrow’ in its name at once. If the
Maneuvers both convert ‘Arcane Arrow’ damage
Ninth Level Abilities: to a particular element, then instead the ‘Arcane
Drowning Arrow (Maneuver) Arrow’ is split evenly between both elements. If
The Eldritch Archer may manipulate a ranged the two Maneuvers cause the arrow to target
‘Strike’ action to be enveloped by a watery ball. multiple statistics the Eldritch Archer chooses
On a successful hit the enemy's head is which of those statistics to target before rolling.
enveloped briefly by water. The suffocation
causes a 10% penalty in all statistics until the end Void Arrows (Passive)
of the following combat round. ‘Arcane Arrow’ The first ‘Strike’ an Eldritch Archer makes each
deals entirely water damage when a ‘Strike’ is combat round reduces the maximum fate points
manipulated by ‘Drowning Arrow’. Only one of the enemy struck by an amount equal to the
Eldritch Archer Maneuver with the word ‘arrow’ damage they took from the ‘Strike’. This debuff
in its name may be used at a time. has a permanent duration.

Purifying Arrows (Passive)


Undead slain by an Eldritch Archer can not rise
again.

Infernal Arrows (Passive)


Celestials slain by an Eldritch Archer can not
enter the material plane for at least one thousand
years.

52
Void Knight Powerful Swings (Passive)
One handed weapons wielded in two hands by a
Signature Ability: Dimensional Slash Void Knight have their damage die size
Whenever the Void Knight declares their intent increased by 1 (D3>D6>D8>D10>D12) if they
to perform a ‘Strike’ with a melee weapon, for already have a D12 damage die then instead they
every Maneuver the Void Knight declares, the deal an additional D12 damage. If the Void
‘Strike’ gains an additional 5ft of range. Every Knight uses a two-handed weapon, then the
two Void Knight levels increases the range bonus weapon deals an additional damage for every
per Maneuver by 5ft (to a maximum of a 25ft two Void Knight levels.
range increase per Maneuver at tenth level).
Second Level Abilities:
Every three Void Knight levels increases the
damage die size of melee weapons that are Void Step (Premovement)
performing a Dimensional slash by one step The Void Knight may target an ally within 5ft.
(D3>D6>D8>D10>D12) if the weapon already has Until the end of the combat round, movement
a D12 damage die it instead deals an additional from that ally does not provoke threat attacks.
D12 damage. Dimensional Slash requires two
Squire (Passive)
hands to be on the melee weapon, even if it’s a
The Void Knight has taken the first step in
one handed weapon.
rebuilding their order. The Void Knight gains a
Statistic Growths Squire who has a first level NPC ‘Warrior’ class.
This Squire will become a NPC version of the
Weapon Attack 35 per level
Void Knight class when the Void Knight reaches
Supernatural Attack 5 per level
5th level.
Unexpected Attack 35 per level
Non-attack Physical 25 per level Void Revenants Protection (Passive)
Physical Defence 35 per level The Void Knight may use Physical Defence in
AOE Defence: 25 per level place of AOE Defence once per combat round.
Constitution Defence 15 per level
Third Level Abilities:
Mental Defence 35 per level
Bisection (Reaction)
Trickery 35 per level
If the Void Knight rolled a natural one when
Knowledge 25 per level dealing damage with a ‘Strike’ that is under the
Nature 15 per level effects of ‘Dimensional Slash’ then the Void
Perception 25 per level Knight as a Reaction may bisect the enemy into
two, instantly killing them. Legendary enemies
are immune to ‘Bisection’.
First Level Abilities
Killing Blow (Maneuver) Superior Killing Blow (Passive)
‘Killing Blow’ may manipulate a ‘Strike’ action to ‘Killing Blow’ may manipulate a ‘Strike’ action to
deal an additional D4 damage per character deal an additional D6 damage per character
level. level.

Shattered Order (Passive) Void Armor (Passive)


The Void Knight is a remnant of the destroyed The Void Knight can add an enchantment to
order of knights. The Void Knight must find a their armor that reflects one Supernatural Attack
location they deem suitable for reconstructing action per combat, roll using the enemies
the order before they can gain any further levels. Supernatural Attack against the statistic that the
action targets.

53
Fourth Level Abilities: Void Block (Passive)
Silencing Invisibility (Gambit) The Void Knight gains the ‘Block’ ability from
The Void Knight becomes completely invisible having a shield when two handing a weapon.
and makes no sound for two combat rounds
(including the round that silencing invisibility Vorpal Blade (Passive)
was used). Performing any action other than The Void Knights Weapons crit on a 10 or lower.
movement ends the silence and invisibility. This stacks with other sources of expanding crit
range; for example, a keen longsword would crit
Piercing Blow (Maneuver) on a 14.
The Void Knight may modify a ‘Strike’ affected
by ‘Dimensional Slash’ to travel in a 5ft wide Seventh Level Abilities:
straight line, performing a ‘Strike’ against Supreme Heroic Killing Blow (Passive)
everyone with ‘Dimensional Slash’ range. ‘Killing Blow’ may manipulate a ‘Strike’ action to
Piercing Blow may only be performed once per deal an additional D10 damage per character
combat. level.

Void Weapon (Passive) Void Attack (Maneuver)


The Void Knight can make their weapon The Void Knight may manipulate a melee
invisible to everything, true sight does not work weapon ‘Strike’ action to have half of the damage
against the Void Knights weapon. However, the (rounded up) be unaffected by damage reduction
Void Knight can always sense their weapon. or immunity. For example a Greatsword ‘Strike’
manipulated by ‘Void Attack’ targeting an enemy
Fifth Level Abilities: with 50% physical resistance would only reduce
Heroic Killing Blow (Passive) the damage the Void Knight deals by 25% (50% of
‘Killing Blow’ may manipulate a ‘Strike’ action to the non altered damage).
deal an additional D8 damage per character
level. Void Master (Passive)
Melee weapons have a base range of 15ft when
Mental Render (Maneuver) wielded by a Void Knight.
The Void Knight may modify a melee weapon
conflict action to target Mental Defence. Mental Eighth Level Abilities:
Render may only be performed once per Diagonal Slice (Maneuver)
combat round. The Void Knight may modify a conflict action to
target AOE Defence. Diagonal Slice may only be
A New Order (Passive) performed once per combat round.
The Void Knight creates the first order of Void
Knights with two dozen first level NPC Void Void Slayer (Passive)
Knight class followers and one second level Void The Void Knight ignores resistances and
Knight (The Void Knights former squire). The immunites from ghosts, wraith and any form of
Void Knight may take on a new squire. incorporeal enemy.

Sixth Level Abilities: Void Shot (Passive)


Solid Void (Maneuver) The Void Knight may use their abilities on bows,
A melee weapon ‘Strike’ action modified by except for dimensional slash which may only be
Solid Void must be defended by Physical used on a bow once per day.
Defence even if the enemy has or activates an
ability that changes the statistic targeted.

54
Ninth Level Abilities:
Void Dash (Maneuver)
The Void Knight may modify a ‘Strike’ action to
allow the Void Knight to move in a straight line
up to their movement value striking each enemy
within 5ft of the Void Knight during any point of
the move action. This is followed by the Void
Knight performing an additional Dimensional
Slash ‘Strike’. Void Dash may be used once per
combat.

Into the Void (Passive)


The Void Knight damages maximum fate points
with their melee weapon ‘Strikes’ in addition to
current fate points.

The New Void Knights (Passive)


The Void Knight order has been re-established
with a chapter of the order that now contains
1000 members and the Void Knight themself as
the chapter master.

Tenth Level Abilities:


Perfect Void (Maneuver)
The Void Knights ‘Strike’ range becomes limited
only by how far the Void Knight can see. ‘Perfect
Void’ may only be used once per combat (or
once every thirty minutes if used Out of
Combat).

Voids Revenants Constitution (Passive)


The Void Knight may use Physical Defence in
place of Constitution Defence once per combat
round.

Void Parry (Passive)


The Void Knight can attempt to reflect any
physical attack that failed to hit the Void Knight.
As a free action upon enemy failure activate the
same conflict action using the enemies physical
attack against the statistic their conflict action
demanded. Void Parry may only be used once
per combat round.

55
Mirror Image (Premovement)
Inexplicable Paths: The Wizard creates 1d3 copies of themselves that
occupies the same square as the Wizard.
Wizard Whenever an enemy action targets the Wizard,
Signature Ability: True Student of Magic randomly determine if the action hits the
Incomprehensible enemies slain by the Wizard Wizard or a ‘Mirror Image’. If the action deals
can have their corpse preserved by a simple spell damage it destroys the mirror image. ‘Mirror
that the Wizard begins with. One year of Image’ does not stack with itself, repeated casts
studying the corpse grants the Wizard a random replace the number of mirror images. Attacks
Supernatural Attack ability that the foe knows. that target AOE Defence ignore mirror images
Only one ability may be learned from a corpse. from ‘Mirror Image’.
Each unique Incomprehensible enemy corpse
studied permanently grants five Mental Defence. Magic Missile (Conflict)
This buff stacks a number of times equal to the Roll Supernatural Attack against the Physical
Wizard levels. Every Wizard level reduce the Defence of target enemy within 60ft. On success
time requirement to learn an ability by five the enemy takes D6 force damage per Wizard
weeks (to requiring two weeks of study at tenth level. ‘Magic Missile’ provokes threat attacks.
level). Every three Wizard levels allows a corpse
Second Level Abilities:
to be studied an additional time to grant a
random different Supernatural Attack ability. Magic Bolt (Reaction)
If ‘Magic Missile’ hit an enemy in the preceding
Statistic Growths conflict phase, then as a Reaction the Wizard
Weapon Attack 15 per level may deal an additional D4 force damage per
Supernatural Attack Wizard level. ‘Magic Bolt’ may only affect each
55 per level
enemy once per combat round.
Unexpected Attack 15 per level
Non-attack Physical 15 per level Inexplicable Soul Weaken (Reaction)
Physical Defence 15 per level Target enemy who took damage in the
AOE Defence: 25 per level preceding conflict phase from the Wizards
Constitution Defence 15 per level Supernatural Attack conflict actions loses 2 per
Mental Defence 35 per level Wizard level in every offensive statistic until the
Trickery end of combat.
15 per level
Knowledge 35 per level Burning Hands (Conflict)
Nature 25 per level Roll Supernatural Attack against the AOE
Perception 35 per level Defence of all enemies within a 30ft cone. On
success the enemy takes D6 fire damage per
First Level Abilities: Wizard level. ‘Burning Hands’ may only be used
Inexplicable Soul Shatter (Reaction) once per combat round. ‘Burning Hands’
Target enemy who took damage in the provokes threat attacks.
preceding conflict phase from the Wizards
Supernatural Attack conflict actions loses 2 per Third Level Abilities:
Wizard level in every defensive statistic until the Slumber (Conflict)
end of combat. Roll Supernatural Attack against the Mental
Defence of target enemy within 60ft. On success
the enemy falls asleep for three combat rounds.
They cannot perform any actions until woken
up. Enemies can be woken up by taking damage

56
or a sufficient amount of effort from their allies. take D8 irresistible damage per Wizard level at
Enemies who are not affected by slumber may the start of each combat round.
end a slumber affecting their allies through the
following process. At the start of combat round Fifth Level Abilities:
declare that you will give up your conflict phase Break Enchantment (Conflict, Passive)
to awake an ally within reach. Legendary The Wizard may destroy enchanted items by
enemies are immune to ‘Slumber’. ‘Slumber’ attending to them for four hours. At tenth level
may only be used once per combat round. this becomes one hour. ‘Break Enchantment’
‘Slumber’ provokes threat attacks. may be used as a Conflict action directed at
constructs or beings who are solely animated by
Inexplicable Soul Siphon (Reaction) Magic. Roll Supernatural Attack against
If an enemy took damage in the preceding Constitution Defence. On success the enemy
conflict phase from the Wizards Supernatural takes D12 irresistible damage per Wizard level.
Attack conflict actions, then restore 1 fate point Undead, despite many being solely animated by
per Wizard level. ‘Inexplicable Soul Siphon’ may magic are immune to ‘Break Enchantment’.
only be used once per combat round. ‘Break Enchantment’ may only be used once per
combat round. ‘Break Enchantment’ provokes
Burning Embers (Reaction)
threat attacks.
If Burning Hands hit an enemy in the preceding
conflict phase, then as a Reaction the Wizard Vivid Execution (Reaction)
may set the foe aflame. Enemies on fire take D3 If Hallucinatory Executioner affected an enemy
fire damage per Wizard level at the start of each in the preceding conflict phase, then as a
combat round. After taking the damage the Reaction the Wizard may roll Supernatural
enemy may put out the flames by declaring they Attack against Mental Defence. On success the
are giving up their Premovement or their enemy takes an additional D10 damage per
movement phase. ‘Burning Embers’ may only Wizard level. Enemies who take damage from
affect a foe once per combat round. ‘Vivid Execution’ become immune to
‘Hallucinatory Executioner’. Legendary enemies
Fourth Level Abilities: are immune to ‘Vivid Execution’.
Haste (Gambit)
All allies within a 30ft burst centered around the Inexplicable Soul Fray (Reaction)
Wizard gain an additional conflict action in the If an enemy took damage in the preceding
following combat round and have double their conflict phase from the Wizards Supernatural
movement. At eighth level double hastes Attack conflict actions, then deal one damage per
duration. ‘Haste’ may only be used once per Wizard level. ‘Inexplicable Soul Fray’ may only
combat. affect each enemy once per conflict action that
affected them.
Hallucinatory Executioner (Conflict)
Target enemy within 60ft, roll Supernatural Sixth Level Abilities:
Attack against Mental Defence. On success the Chain Lightning (Conflict)
enemy takes D10 irresistible damage per Wizard Roll Supernatural Attack against the AOE
level. ‘Hallucinatory Executioner’ may only be Defence of target enemy within 60ft and against
used once per combat round. ‘Hallucinatory a new enemy within 15ft of the original target
Executioner’ provokes threat attacks. and a new enemy within 15ft of that target, so on
so forth until there are no new valid targets for
Nightmare (Reaction)
‘Chain Lightning’. On success deal D8 shock
If Slumber affected an enemy in the preceding
damage per Wizard level. ‘Chain Lightning’ may
conflict phase, then as a Reaction the Wizard
may cause the enemy to suffer a nightmare and
57
only be used once per combat round. ‘Chain Force Staff (Maneuver)
Lightning’ provokes threat attacks. The Wizard may manipulate a ‘Strike’ action
performed with a staff to use Supernatural
Reduce to Dust (Reaction) Attack instead of Weapon Attack. Furthermore,
If Break enchantment hit an enemy in the the Staffs damage die is increased by two sizes
preceding conflict phase, then as a Reaction the (D4>D6>D8>D10>D12). If the Staff already dealt
Wizard may deal an additional D12 damage per D12 damage it deals an additional D12 damage.
Wizard level. ‘Reduce to Dust’ may only affect Lastly, the weapons damage is converted to
each enemy once per combat round. ‘Force’ damage.

Flight (Premovement) Static Shock (Reaction)


Target ally within 60ft gains a 100ft flight speed If Chain Lightning hit an enemy in the
for one round per Wizard level, the ally becomes preceding conflict phase, then as a Reaction the
immune to fall damage for a number of rounds Wizard may reduce the number of actions the
equal to double ‘Flights’ duration. enemy has available in any phase other than
Conflict by two (min 1). ‘Static shock’ may only
Seventh Level Abilities:
affect each enemy once per combat round.
Madness (Conflict)
Roll Supernatural Attack against the Mental Eighth Level Abilities:
Defence of target enemy within 60ft. On success Rain of Arrows (Conflict)
at the start of each combat round for a number Roll Supernatural Attack against the AOE or
of rounds equal to the Wizards level roll on the Physical Defence of all enemies within a 30ft
following chart. burst centered around a point within 120ft. The
same defensive statistic must be used for all
Roll The enemy performs...
enemies within the burst. On success the enemy
1 A basic strike against itself takes D12 piercing damage per Wizard level.
2 A random conflict action against itself ‘Rain of Arrows’ may only be used once per
combat. ‘Rain of Arrows’ provokes threat attacks.
3 A basic strike against its nearest ally if
able, otherwise it targets itself as per
True Madness (Reaction)
result 1.
If an enemy was affected by ‘Madness’ in the
4 A random conflict against its nearest ally preceding conflict phase, then as a Reaction the
if able, otherwise it targets itself as per Wizard may choose one of the 4 results to
result 2. happen immediately. Each enemy may only be
affected by ‘True Madness’ once per combat
‘Madness’ may only be used once per combat round.
round. ‘Madness’ provokes threat attacks. For
results 1-4 use the Wizards Supernatural Attack True Sight (Premovement)
in place of the targets own attack statistic. Target ally within 60ft benefits from the ability
to see through any illusion, invisibility or
falsehood for a number of rounds equal to the
Wizards level.

Ninth Level Abilities:


Ice Storm (Conflict)
Target all enemies within 10ft burst centered
around the Wizard. Roll Supernatural Attack
against AOE Defence. On success the enemy

58
takes d10 frost damage per Wizard level. ‘Ice
Storm’ may only be used once per combat
round. ‘Ice Storm’ provokes threat attacks.

Pinning Arrows (Reaction)


If Rain of Arrows hit an enemy in the preceding
conflict phase, then as a Reaction the Wizard
may eliminate the enemies ability to move in the
following combat round. ‘Pinning Arrows’ may
only be used once per day.

Extend Magic (Passive)


The range of the Wizards conflict actions are
doubled.

Tenth Level Abilities:


Power Word Kill (Conflict)
Target enemy within 60ft in the ‘Broken’
condition. The enemy is slain. Otherwise the
enemy loses 20% of their maximum fate points.
‘Power Word Kill’ may only be used once per
combat round. Legendary enemies in the
‘Broken’ condition instead have their fate points
halved.

Ice Prison (Reaction)


If Ice Storm hit an enemy in the preceding
conflict phase, then as a Reaction the Wizard
may eliminate the enemies ability to perform
actions in the following combat round. ‘Ice
Prison’ may only affect each enemy once per
combat.

Maximize Magic (Passive)


Once per combat as a free action the Wizard
may maximize the damage of any of their
conflict actions as if they had crit.

59
Time Weaver Unmake (Conflict)
Roll Supernatural Attack against Constitution
Signature ability: True Strike Defence on success the enemy takes D8
A number of the Time Weavers conflict actions irresistible damage per Time Weaver level.
equal to the Time Weavers levels automatically ‘Unmake’ provokes threat attacks.
hit each day. These automatic hits must be
Second Level Abilities:
declared before any dice are rolled. A number of
times per day equal to half the Time Weavers Remake (Reaction)
level (rounded down), the Time Weaver may set If ‘Unmake’ hit an enemy in the preceding
the damage of one of their conflict actions to the conflict phase as a Reaction the Time Weaver
maximum amount. This must be declared may remake the enemy, but weaker. Undo all
before the damage is rolled. For every three damage dealt and lower the enemy statistics by 1
Time Weaver levels the Time Weaver has a for every two-damage dealt. This debuff stacks
bonus usage per day of either ability. with itself. ‘Remake’ may only affect each enemy
once per combat. This debuff has a permanent
Statistic Growths: duration and can only be removed by knocking
out or killing the Time Weaver.
Weapon Attack 35 per level
Supernatural Attack 35 per level Inexplicable Soul Weaken (Reaction)
Unexpected Attack 15 per level Target enemy who took damage in the
Non-attack Physical 15 per level preceding conflict phase from the Time Weavers
Physical Defence Supernatural Attack conflict actions loses 2 per
20 per level
Time Weaver level in every offensive statistic.
AOE Defence: 20 per level
Constitution Defence 25 per level Rewind (Conflict)
Mental Defence 25 per level Roll Supernatural Attack against the Constitution
Trickery 35 per level Defence of target enemy within 60ft. On success
Knowledge 30 per level deal D8 irresistible damage per Time Weaver
Nature 20 per level level and move the enemy position to where
Perception 25 per level they were at the start of the combat round.
‘Rewind’ may only be used once per combat
round. ‘Rewind’ provokes threat attacks.
First Level Abilities:
Third Level Abilities:
Inexplicable Soul Shatter (Reaction)
Target enemy who took damage in the
Fast Forward (Conflict)
preceding conflict phase from the Time Weavers Roll Supernatural Attack against the Constitution
Supernatural Attack conflict actions loses 2 per Defence of target enemy within 60ft. On success
Time Weaver level in every defensive statistic. deal D8 irresistible damage per Time Weaver
level and move the enemy anywhere within
Accelerate (Premovement) their movement value. The enemy cannot move
Target ally within 60ft can move three times in the following combat round. ‘Fast Forward’
during the movement phase this combat round. provokes threat attacks. ‘Fast Forward’ may only
The first movement does not provoke threat be used once per combat round.
attacks. ‘Accelerate’ may only be used once per
combat round.

60
Inexplicable Soul Siphon (Reaction) Fifth Level Abilities:
If an enemy took damage in the preceding Temporal Storm (Conflict)
conflict phase from the Time Weavers Roll Supernatural Attack against the AOE
Supernatural Attack conflict actions, then restore Defence of all enemies within a 10ft burst of
1 fate point per Time Weaver level. ‘Inexplicable target point within 60ft. On success the enemy
Soul Siphon’ may only be used once per combat takes D8 irresistible damage per Time Weaver
round. level. ‘Temporal Storm’ may only be used once
per combat round. ‘Temporal Storm’ provokes
Regress (Reaction)
threat attacks.
If ‘Rewind’ hit an enemy in the preceding
conflict phase as a Reaction the Time Weaver Chrono Imprisonment (Reaction)
may regress the enemy. Reducing the enemies If an enemy was hit by ‘Chrono Stasis’ in the
statistics by 1 per Time Weaver level. Each preceding conflict phase then as a Reaction the
enemy may only be affected by ‘Regress’ once Time Weaver may eliminate the enemies ability
per combat. to perform any actions in the following combat
round. Legendary enemies are immune to
Fourth Level Abilities: ‘Chrono Imprisonment’. ‘Chrono Imprisonment’
Chrono Jump (Gambit) may only be used once per day.
The Time Weaver and allies within 120ft may
teleport anywhere within their movement value. Inexplicable Soul Fray (Reaction)
This may occur up to three times. For each If an enemy took damage in the preceding
teleport performed the Time Weaver is afflicted conflict phase from the Time Weavers
with a 1 round duration debuff and is left unable Supernatural Attack conflict actions, then deal
to perform movement. This debuff stacks with one damage per Time Weaver level.
itself up to three times (for a maximum of three ‘Inexplicable Soul Fray’ may only affect each
rounds of no movement). ‘Chrono Jump’ may enemy once per conflict action that affected
only be performed once per combat. them.

Chrono Stasis (Conflict) Sixth Level Abilities:


Roll Supernatural Attack against the Mental Aging Cone (Conflict)
Defence of target enemy within 60ft. On success Roll Supernatural Attack against the Mental
the enemy cannot move in the following combat Defence of all enemies within a 60-foot cone
round. Legendary enemies instead have half starting from the Time Weaver. On success the
their max movement removed. Additionally, the enemy takes D8 irresistible damage per Time
enemy takes D4 irresistible damage per Time Weaver level. Furthermore, enemy statistics are
Weaver level. ‘Chrono Stasis’ may only be used reduced by 1 per Time Weaver level until the
once per combat round. ‘Chrono Stasis’ end of combat. ‘Aging Cone’ may only be used
provokes threat attacks. once per combat round. ‘Aging Cone’ provokes
threat attacks.
Accelerated Aging (Reaction)
If ‘Fast Forward’ hit an enemy in the preceding Rewinding Storm (Reaction)
conflict phase then as a Reaction the Time If ‘Temporal Storm’ hit an enemy in the
Weaver ages the targets body considerably, previous combat round as a Reaction the Time
reducing all of the enemies statistics by two per Weaver may move all hit enemies back to where
Time Weaver level. ‘Accelerated Aging’ may they were at the start of the combat round.
only be used once per combat round. ‘Rewinding Storm’ may only be used once per
combat.

61
Alter Death (Passive) Timeless Body (Passive)
If the Time Weaver is reduced to 0 fate points as The Time Weaver may change their age and by
a free action the Time Weaver may instead be extension appearance, at will.
fully restored. ‘Alter Death’ may only be used
once per year. Ninth Level Abilities:
Time Smash (Conflict)
Seventh Level Abilities: Roll Supernatural Attack against the Physical
Blink (Conflict) Defence of target enemy within 15ft. On success
Roll Supernatural Attack against the Mental deal d4 irresistible and D10 bludgeoning damage
Defence of target enemy within 80ft. On success per Time Weaver level. ‘Time Smash’ provokes
the enemy is teleported anywhere within their threat attacks. ‘Time Smash’ may only be
movement range and takes D8 irresistible performed once per combat round.
damage per Time Weaver level. ‘Blink’ may only
be used once per combat round. ‘Blink’ provokes Ascending Bolt of Time (Reaction)
threat attacks. If ‘Bolt of Time’ was used in the preceding
conflict phase then as a Reaction the Time
Rewind Strike (Maneuver) Weaver may perform an additional ‘Bolt of
The Time Weaver may manipulate a ‘Strike’ Time’ with unlimited range, however this bolt
action to on hit teleport the struck enemy to must target an enemy with higher elevation than
where they were at the start of the combat the Time Weaver. ‘Ascending Bolt of Time’ may
round. ‘Rewind Strike’ may only be used once only be performed once per combat.
per combat.
Time Fueled Blows (Passive)
Empowered Aging Cone (Reaction) The Time Weaver may perform one ‘Strike’
If an enemy was hit by ‘Aging Cone’ in the action with Supernatural Attack instead of
preceding conflict phase, then as a Reaction the physical attack per combat.
Time Weaver may further decrease the statistics
of hit enemies by 3 per Time Weaver level until Tenth Level Abilities:
the end of combat. ‘Empowered Aging Cone’ Banish From the Timeline (Conflict)
may only be used once per combat. Roll Supernatural Attack against the Constitution
Defence of target enemy within 60ft. On success
Eighth Level Abilities: roll Supernatural Attack against the Mental
Bolt of Time (Conflict) Defence against the same enemy. On success roll
Roll Supernatural Attack against the Physical Supernatural Attack against the Physical Defence
Defence of target enemy within 120 feet. On against the same enemy. On success roll
success deal D12 irresistible damage per Time Supernatural Attack against the AOE Defence
Weaver level. ‘Bolt of Time’ may only be used against the same enemy. On success the enemy
once per combat round. ‘Bolt of Time’ provokes is slain. Legendary enemies instead are put into
threat attacks. the ‘broken’ condition. ‘Banish From the
Timeline’ may only be used once per day.
Multi Blink (Reaction)
If an enemy was teleported by ‘Blink’ in the Looping Smash (Reaction)
preceding conflict phase, then as a Reaction the If an enemy was hit by ‘Time Smash’ in the
Time Weaver may teleport them for their preceding conflict phase then the Time Weaver
movement value again. ‘Multi Blink’ may only may perform an additional ‘Time Smash’ against
be used once per combat. that enemy, repeat this process until ‘Time
Smash’ misses. ‘Looping Smash’ may only be
performed once per day.

62
Restore Shape (Passive)
At the start of each combat round purge all
debuffs affecting the Time Weaver.

63
Juxtapositionist levels. This movement does not provoke threat
attacks.
Signature Ability: Swap
Enemies hit by Supernatural Attack actions swap
Slicing Portal (Conflict)
places with another target enemy within 5ft of
Roll Supernatural Attack against the AOE
them. For every Juxtapositionist level past the
Defence of target enemy within 120ft. On
first increase the range of ‘Swap’ by five feet.
success the enemy takes D6 irresistible damage
Every two Juxtapositionist levels allows ‘Swap’ to
per Juxtapositionist level. ‘Slicing Portal’
chain an additional time and cause the enemy to
provokes threat attacks.
swap positions with another target within ‘Swap’
range. At third level the Juxtapositionist can Second Level Abilities:
swap the enemies position with an ally, at sixth
Slicing Wounds (Reaction)
level the Juxtapositionist can swap the enemies
If an enemy was hit by ‘Slicing Portal’ in the
position with an unattended object and at ninth
preceding conflict phase, then as a Reaction the
level the Juxtapositionist can swap the enemies
Juxtapositionist may inflict D3 bleed for every
new position with the position of an entity
two Juxtapositionist levels. ‘Slicing Wounds’
within 30ft of the Juxtapositionist regardless, of
stacks with itself and may only affect each
whether that entity is within ‘Swap’ range of the
enemy once per combat round.
enemy.
Inexplicable Soul Weaken (Reaction)
Statistic Growths: Target enemy who took damage in the
Weapon Attack preceding conflict phase from the
15 per level
Juxtapositionist Supernatural Attack conflict
Supernatural Attack 45 per level
actions loses 2 per Juxtapositionist level in every
Unexpected Attack 15 per level
offensive statistic.
Non-attack Physical 15 per level
Physical Defence 25 per level Plane of Fire Portal (Conflict)
AOE Defence: 35 per level Roll Supernatural Attack against the AOE
Constitution Defence 15 per level Defence of target enemy within 120ft. On
Mental Defence 15 per level success the enemy takes D8 fire damage per
Juxtapositionist level and is afflicted with 1
Trickery 35 per level
ongoing fire damage per Juxtapositonist level at
Knowledge 35 per level
the start of each combat round. This damage is
Nature 25 per level
dispelled by after suffering the damage,
Perception 15 per level surrendering one Premovement action to put
out the flame. Furthermore, the enemies soul
First Level Abilities:
becomes tied to the plane of fire, if hit 20 times
Inexplicable Soul Shatter (Reaction) by ‘Plane of Fire Portal’ the enemy is
Target enemy who took damage in the immediately teleported to the least convenient
preceding conflict phase from the spot within the Plane of Fire possible. Each
Juxtapositionist Supernatural Attack conflict enemy may only be targeted by ‘Plane of Fire
actions loses 2 per Juxtapositionist level in every Portal’ once per combat round. ‘Plane of Fire
defensive statistic. Portal’ provokes threat attacks. Legendary
enemies are immune to ‘Plane of Fire Portal’.
Jaunt (Premovement)
Target ally within 60ft can teleport to a square
within 5ft of them for every two Juxtapositionist

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Third Level Abilities: Plane of Lightning Portal (Conflict)
Plane of Ice Portal (Conflict) Roll Supernatural Attack against the AOE
Roll Supernatural Attack against the AOE Defence of target enemy within 120ft. On
Defence of target enemy within 120ft. On success the enemy takes D4 shock damage per
success the enemy takes D8 ice damage per Juxtapositionist level and is afflicted with a
Juxtapositionist level and is afflicted with a debuff that zaps other enemies within 5ft of the
debuff that lowers their movement by half until original target for D6 shock damage per
the end of the following combat round. Juxtapositionist level. This debuff is removed
Furthermore, the enemies soul becomes tied to after three combat rounds (including the round
the plane of ice, if hit 20 times by ‘Plane of Ice it was received) Furthermore, the enemies soul
Portal’ the enemy is immediately teleported to becomes tied to the plane of lightning, if hit 20
the least convenient spot within the Plane of Ice times by ‘Plane of Lightning Portal’ the enemy is
possible. Each enemy may only be targeted by immediately teleported to the least convenient
‘Plane of Ice Portal’ once per combat round. spot within the Plane of Lightning possible. Each
‘Plane of Ice Portal’ provokes threat attacks. enemy may only be targeted by ‘Plane of
Legendary enemies are immune to ‘Plane of Ice Lightning Portal’ once per combat round. ‘Plane
Portal’. of Lightning Portal’ provokes threat attacks.
Legendary enemies are immune to ‘Plane of
Inexplicable Soul Siphon (Reaction) Lightning Portal’.
If an enemy took damage in the preceding
conflict phase from the Juxtapositionist Plane of Ice, Freezing (Reaction)
Supernatural Attack conflict actions, then restore If an enemy was hit by ‘Plane of Ice Portal’ in the
1 fate point per Juxtapositionist level. preceding conflict phase the Juxtapositionist
‘Inexplicable Soul Siphon’ may only be used may tie the body of the enemy to a portal
once per combat round. leading directly to the plane of Ice, causing the
enemy movements to become sluggish and
Plane of Fire, Burning (Reaction) freeze from the inside; suffering D4 ice damage
If an enemy was hit by ‘Plane of Fire Portal’ in per Juxtapositionist level at the start of each
the preceding conflict phase the Juxtapositionist combat round and permanently lowering their
may tie the body of the enemy to a portal movement value by half. This ongoing damage
leading directly to the plane of fire, causing the and debuff can only be removed by knocking
enemy to incinerate from the inside; suffering unconscious or slaying the Juxtapositionist.
D12 fire damage per Juxtapositionist level at the ‘Plane of Ice, Freezing’ may only be performed
start of each combat round. This ongoing once per day.
damage can only be removed by knocking
unconscious or slaying the Juxtapositionist.
‘Plane of Fire, Burning’ may only be performed
once per day.

Fourth Level Abilities:


Blink (Gambit)
The Juxtapositionist teleports up to 120ft from
their current position. This movement does not
provoke threat attacks. ‘Blink’ may only be
performed once per combat.

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Fifth Level Abilities: Sixth Level Abilities:
Plane of Water Portal (Conflict) Plane of Light Portal (Conflict)
Roll Supernatural Attack against the AOE Roll Supernatural Attack against the AOE
Defence of target enemy within 120ft. On Defence of target enemy within 120ft. On
success the enemy takes D8 water damage per success the enemy takes D8 light damage per
Juxtapositionist level and is afflicted with a Juxtapositionist level and is afflicted with a
debuff that at the start of each combat round debuff that causes their conflict actions to
reduces all of their statistics by 1 per provoke a D100 roll, on a 10 or lower the action
Juxtapositionist level. This debuff may only be fails. This debuff may only be removed by
removed by knocking unconscious or slaying the knocking unconscious or slaying the
Juxtapositionist. Furthermore, the enemies soul Juxtapositionist. Furthermore, the enemies soul
becomes tied to the plane of water, if hit 20 becomes tied to the plane of light, if hit 20 times
times by ‘Plane of Water Portal’ the enemy is by ‘Plane of Light Portal’ the enemy is
immediately teleported to the least convenient immediately teleported to the least convenient
spot possible within the Plane of Water. Each spot possible within the Plane of Light. Each
enemy may only be targeted by ‘Plane of Water enemy may only be targeted by ‘Plane of Light
Portal’ once per combat round. ‘Plane of Water Portal’ once per combat round. ‘Plane of Light
Portal’ provokes threat attacks. Legendary Portal’ provokes threat attacks. Legendary
enemies are immune to ‘Plane of Water Portal’. enemies are immune to ‘Plane of Light Portal’.

Plane of Lightning, Static (Reaction) Plane of Water, Drowning (Reaction)


If an enemy was hit by ‘Plane of Lightning If an enemy was hit by ‘Plane of Water Portal’ in
Portal’ in the preceding conflict phase the the preceding conflict phase the Juxtapositionist
Juxtapositionist may tie the body of the enemy may tie the body of the enemy to a portal
to a portal leading directly to the plane of leading directly to the Plane of Water, the excess
Lightning, the constant shocks through their water in the targets body causes immense
body infusing absolute agony; suffering D10 suffering reducing all statistics by 5 per
shock damage per Juxtapositionist level at the Juxtapositionist level. This debuff can only be
start of each combat round and decreasing the removed by knocking unconscious or slaying the
number of conflict actions they have available by Juxtapositionist. ‘Plane of Water, Drowning’ may
one (min 1) in each combat round. This ongoing only be performed once per day.
damage and debuff can only be removed by
knocking unconscious or slaying the Teleporting Movements (Passive)
Juxtapositionist. ‘Plane of Lightning, Static’ may The Juxtapositionist no longer moves naturally,
only be performed once per day. rather they teleport to each spot they desire to
move towards. Juxtapositionist movement does
Inexplicable Soul Fray (Reaction) not provoke threat attacks and may be done
If an enemy took damage in the preceding upwards, if the Juxtapositionist does not have a
conflict phase from the Juxtapositionists fly speed then they will still fall at the start of
Supernatural Attack conflict actions, then deal each combat round as per the falling rules if they
one damage per Juxtapositionist level. teleport upwards.
‘Inexplicable Soul Fray’ may only affect an
enemy once per conflict action that affected
them.

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Seventh Level Abilities: becomes tied to the Plane of the Gods, if hit 20
Plane of Darkness Portal (Conflict) times by ‘Plane of the Gods Portal’ the enemy is
Roll Supernatural Attack against the AOE immediately teleported to the least convenient
Defence of target enemy within 120ft. On spot possible within the Plane of the Gods. Each
success the enemy takes D10 Dark damage per enemy may only be targeted by ‘Plane of the
Juxtapositionist level and is afflicted with 1 Gods Portal’ once per combat round. ‘Plane of
poison per Juxtapositionist level. This debuff the Gods Portal’ provokes threat attacks.
may only be removed by knocking unconscious Legendary enemies are immune to ‘Plane of the
or slaying the Juxtapositionist. Furthermore, the Gods Portal’.
enemies soul becomes tied to the Plane of Dark,
Plane of Darkness, Intoxication (Reaction)
if hit 20 times by ‘Plane of Darkness Portal’ the
If an enemy was hit by ‘Plane of Dark Portal’ in
enemy is immediately teleported to the least
the preceding conflict phase the Juxtapositionist
convenient spot possible within the Plane of
may tie the body of the enemy to a portal
Dark. Each enemy may only be targeted by
leading directly to the Plane of Dark, the smoky
‘Plane of Darkness Portal’ once per combat
essence of the plane infects the lungs, among
round. ‘Plane of Darkness Portal’ provokes threat
other organs of the victim infecting them with a
attacks. Legendary enemies are immune to
further ten poison stacks. This debuff can only
‘Plane of Darkness Portal’.
be removed by knocking unconscious or slaying
Teleporting Strike (Maneuver) the Juxtapositionist. ‘Plane of Darkness,
The Juxtapositionist may manipulate a ‘Strike’ Intoxication’ may only be performed once per
action to on hit teleport the Juxtapositionist half day.
of their movement in any direction and the
Forced Teleportation Master (Passive)
enemy half of the Juxtapositionists movement in
Conflict actions with the word Portal in it require
any direction.
15 hits instead of 20 to forcibly teleport an
Plane of Light, Blinding (Reaction) enemy.
If an enemy was hit by ‘Plane of Light Portal’ in
Ninth Level Abilities:
the preceding conflict phase the Juxtapositionist
may tie the body of the enemy to a portal Plane of the Demon Lords Portal (Conflict)
leading directly to the Plane of Light, the excess Roll Supernatural Attack against the AOE
light fills the targets eyes and causes all conflict Defence of target enemy within 120ft. On
actions they make to provoke a D100 roll on a 50 success the enemy takes D10 unholy damage per
or lower the action automatically fails. This Juxtapositionist level and gains a 10% reduction
debuff can only be removed by knocking to all damage they deal (round the damage the
unconscious or slaying the Juxtapositionist. enemy deals down). This debuff may only be
‘Plane of Light, Blinding’ may only be removed by knocking unconscious or slaying the
performed once per day. Juxtapositionist. Furthermore, the enemies soul
becomes tied to the Plane of the Demon Lords, if
Eighth Level Abilities: hit 20 times by ‘Plane of the Demon Lords
Plane of the Gods Portal (Conflict) Portal’ the enemy is immediately teleported to
Roll Supernatural Attack against the AOE the least convenient spot possible within the
Defence of target enemy within 120ft. On Plane of the Demon Lords. Each enemy may
success the enemy takes D10 Holy damage per only be targeted by ‘Plane of the Demon Lords
Juxtapositionist level and gains a 10% weakness to Portal’ once per combat round. ‘Plane of the
all damage debuff. This debuff may only be Demon Lords Portal’ provokes threat attacks.
removed by knocking unconscious or slaying the Legendary enemies are immune to ‘Plane of the
Juxtapositionist. Furthermore, the enemies soul Demon Lords Portal’.

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Plane of the Gods, Divine Punishment Plane of the Demon Lords, Soul Sap
(Reaction) (Reaction)
If an enemy was hit by ‘Plane of the Gods’ in the If an enemy was hit by ‘Plane of the Gods’ in the
preceding conflict phase the Juxtapositionist preceding conflict phase the Juxtapositionist
may tie the body of the enemy to a portal may tie the body of the enemy to a portal
leading directly to the Plane of the Gods, the leading directly to the Plane of the Demon
holy essence meant only for Gods and the Lords, the unholy essence meant only for
departed is to much for the body to handle, Demon Lords and the departed is to much for
causing a 40% weakness to all damage. This the soul to handle, causing a 40% reduction in all
debuff can only be removed by knocking damage the enemy deals. This debuff can only
unconscious or slaying the Juxtapositionist. be removed by knocking unconscious or slaying
‘Plane of the Gods, Divine Punishment’ may the Juxtapositionist. ‘Plane of the Demon Lords,
only be performed once per day. Soul Sap’ may only be performed once per day.

Fast Recovery (Passive) Powerful Portals (Passive)


The Juxtapositionist may now perform ‘once per Legendary enemies are no longer immune to
day’ Reactions with the word ‘Plane’ in them conflict actions the Juxtapositionist performs
once per combat. with the word ‘Portal’ in them.

Tenth Level Abilities:


Portal of the Outsiders Realm, Insanity
(Conflict)
Roll Supernatural Attack against the AOE
Defence of target enemy within 120ft. On
success the enemy takes D12 irresistible damage
per Juxtapositionist level and if after taking
damage is in the ‘bloody’ condition is instantly
slain and replaced by an Outsider of the same
level. Each enemy may only be targeted by
‘Portal of the Outsiders Realm, Insanity ‘once per
combat round. ‘Portal of the Outsiders Realm,
Insanity’ provokes threat attacks. Legendary
enemies are immune to ‘Portal of the Outsiders
Realm, Insanity’.

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Chapter Six - Races
Angels Halo (Passive)
The Angel may reroll one Mental Defence check
Signature Ability - Celestial Grace per combat.

Angels begin play with a flight speed of 10 feet. Second Level Abilities:
This speed increases by 5ft per Angel level. Inspirational Inclination (Passive)
Every two levels the Angel gains a daily reroll Angels have an additional 5ft of range when
that may be. Used for AOE defence rolls. Every using ‘Inspiration’ or any Inspirational Hero
three levels the Angels conflict actions are signature ability that utilizes ‘Inspiration’. Angels
imbued with heavens wrath and deal an gain an additional Premovement action per
additional D3 holy damage. combat round.

Statistic Growth Holy Aura (Passive)


Angels are immune to holy damage.
Weapon Attack 35 per level
Supernatural Attack 25 per level Third Level Abilities:
Unexpected Attack 15 per level Inexplicable Inclination (Passive)
Non-attack Physical 25 per level Supernatural Attack actions from Angels have an
Physical Defence 25 per level additional 5ft of range. Angels gain one
AOE Defence: 25 per level additional Reaction per combat round.
Constitution Defence 25 per level
Awe (Passive)
Mental Defence 25 per level
Those who lack heroic spirits or the spirit of
Trickery 25 per level madness and are below 10th level will treat the
Knowledge 45 per level Angel with reverence and do everything in their
Nature 15 per level power to aid them.
Perception 25 per level
Fate points 12 per level Fourth Level Abilities:
Size Medium Martial Apprentices (Passive)
Movement 30 feet Angels may reroll one ‘Strike’ action per combat
round. Angels gain an additional Maneuver per
First Level Abilities: combat round.
Martial Inclination (Passive)
Heavens Protection (Passive)
‘Strike’ actions deal 1 additional damage per
Allies within 30ft of the Angel have 50% holy
Angel level. Angels gain an additional Maneuver
resistance and 25% unholy resistance.
per combat round.
Fifth Level Abilities:
Signature Weapon I – Longsword (Passive)
Fire is Justice (Passive)
Increase the damage die size of Longsword
Angel ‘Strike’ actions deal an additional 3 fire
‘Strike’ actions from Angels by one step
damage.
(D8>D10>D12). If the Longsword already has a
base damage die of D12 then the Longsword
Cunning Inclination (Passive)
deals an additional D12 damage.
Angel ‘Gambit’ actions that deal damage and are
performed while flanking deal an additional

69
damage per Angel level. Angels gain an Tenth Level Abilities:
additional Gambit action per combat round. Martial Legends (Passive)
‘Living Legend’ can trigger once per month.
Sixth Level Abilities:
Angels gain an additional Maneuver per combat
Martial Journeymen (Passive) round.
Once per combat ‘My Body is My Shield’ may be
activated without reducing the number of Host of Heaven (Passive)
available reactions by one. Angels gain one The Angel can choose to permanently depart the
additional maneuver per combat round. material plane and gain access to their full
potential at any time.
Absolution (Passive)
The Angel can listen to and absolve the
remorseful of their sins.

Seventh Level Abilities:


Martial Expert (Passive)
Valorous hero ‘Taunt’ now inflicts 3 damage die
step reductions (D12>D10>D8>D6>D4>D2) if the
enemy does not target the Angel. Angels gain an
additional maneuver per combat round.

Eyes of the First (Passive)


The Angel can see perfectly in any level of light.

Eighth Level Abilities:


Martial Master (Passive)
‘Cleaving Kill’ may be performed twice per
combat round, but cannot target the same
enemy. Angels have an additional maneuver per
combat round.

Bolt of Justice (Conflict)


Roll Supernatural Attack against the AOE
defence of target enemy within 300ft. On
success the enemy suffers D6 shock damage and
D6 holy damage per Angel level. ‘Bolt of Justice’
may only be used once per combat round and
provokes threat attacks.

Ninth Level Abilities:


Inspirational Apprentices (Passive)
‘Fates Reward’ is divided by 5 instead of 10.
Angels gain one additional premovement action
per combat round.

Outsider Bane (Passive)


The Angel deals four additional irresistible
damage with all conflict actions directed against
Outsiders.
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Centaurs Premovement action. The ally cannot move
during the movement phase and instead travels
Signature Ability - Half Horse with the Centaur. Increase/Decrease the allowed
sizes by ‘Mount’ as the Centaurs size
Centaurs are always considered mounted.
increases/decreases.
Centaurs land speed increases by 10ft per
Centaur level. Centaurs that have a source of
Second Level Abilities:
flight gain 10% of their land speed per two
Inspirational Inclination (Passive)
Centaur levels added to their fly speed. The
Centaurs have an additional 5ft of range when
Centaur gains a bonus 5 AOE defence per three
using ‘Inspiration’ or any Inspirational Hero
Centaur levels.
signature ability that utilizes ‘Inspiration’.
Statistic Growth Furthermore, Centaurs gain an additional
Premovement action per combat round.
Weapon Attack 35 per level
Supernatural Attack 15 per level Charge (Passive)
Unexpected Attack 35 per level The Centaurs first conflict action deals an
Non-attack Physical 25 per level additional damage for every thirty feet the
Physical Defence 25 per level Centaur moved in the preceding conflict phase.
AOE Defence: 30 per level
Constitution Defence 35 per level
Third Level Abilities:
Mental Defence 10 per level
Inexplicable Inclination (Passive)
Supernatural Attack actions from Centaurs have
Trickery 15 per level
an additional 5ft of range. Centaurs gain an
Knowledge 15 per level
additional reaction each combat round.
Nature 45 per level
Perception 35 per level Stomp (Conflict)
Fate points 14 per level The Centaur may attempt to ‘Shove’ all enemies
Size Large within 5ft of them. ‘Stomp’ may only be used
Movement 60 feet once per combat round.

Fourth Level Abilities:


First Level Abilities: Martial Apprentices (Passive)
Martial Inclination (Passive) Centaurs may reroll one ‘Strike’ action per
Centaur ‘Strike’ actions deal 1 additional damage combat round. Centaurs gain an additional
per Centaur level. Centaurs gain an additional maneuver per combat round.
maneuver per combat round.
Divine Blood (Passive)
Signature Weapon I – Lances (Passive) Enemies who deal damage to a Centaur with a
Increase the damage die size of ‘Strike’ actions melee weapon lose 1 fate point.
performed with a Lance wielded by Centaurs by
Fifth Level Abilities:
one step (D8>D10>D12). If the Lance already has
a base damage die of D12 then the Lance deals an
Martial Journeymen (Passive)
additional D12 damage. Once per combat ‘My Body is My Shield’ may be
activated without reducing the number of
Mount (Passive) available reactions by one. Centaurs gain an
One medium or small sized ally may ride the additional maneuver per combat round.
Centaur, the ally may mount the willing Centaur
as a Premovement action and dismount as a

71
Magic Resistance (Passive) for aging and unless killed is functionally
Centaurs take 1 less damage from Supernatural immortal.
Attack conflict actions for every two Centaur
levels. Tenth Level Abilities:
Martial Legends (Passive)
Sixth Level Abilities: ‘Living Legend’ can trigger once per month.
Inspirational Apprentices (Passive) Centaurs gain an additional maneuver per
‘Fates Reward’ is divided by 5 instead of 10. combat round.
Centaurs gain an additional premovement action
per combat round. Skewer (Passive) Resurrection (Gambit)
Target ally within 60ft may be resurrected at full
The Centaur inflicts 1 bleed with successful fate points. ‘Resurrection’ may only be used once
‘Strike’ actions dealt by a lance. per life time.

Seventh Level Abilities:


Inspirational Journeymen (Passive)
Forced movement from ‘Divided They Fall’ is
doubled. Centaurs gain an additional
premovement action per combat round.

Team Fight Tactics (Passive)


Allies riding a Centaur add 1 to all offensive
statistics per Centaur level.

Eighth Level Abilities:


Martial Expert (Passive)
Valorous hero ‘Taunt’ now inflicts 3 damage die
step reductions (D12>D10>D8>D6>D4>D2) if the
enemy does not target the Dwarf. Centaurs gain
an additional maneuver per combat round.

Nature Friend (Passive)


Wild animals will not attack a party
accompanied by a Centaur unless provoked.

Ninth Level Abilities:


Martial Master (Passive)
‘Cleaving Kill’ may be performed twice per
combat round, but cannot target the same
enemy. Centaurs have an additional maneuver
per combat round.

Immortality (Passive)
The Centaur has unlocked the long lifespan of
their ancestors, the Centaur suffers no penalties

72
Chapter Seven - Equipment
type and an ability tied to it. If a shield is
equipped, weapons lose their active abilities
Weapons (Maneuvers, Reactions, Gambits etc.). If two one
handed weapons are equipped, then each
All weapons deal additional damage based on combat only one may have its abilities; Passive
weapon level to a maximum of 10 damage die or active, functioning, declare which weapon will
from a +9 weapon. They also will have a damage be functioning at the start of combat.

One Handed Weapons


Battle Axe Slashing D8 Berserkers Choice. Momentum, Lance Breaker

Dagger Piercing D4 Finesse Blade, Precise, Mage Killer

Club Bludgeoning D8 Armor Breaker, Shield Breaker, Grug Knows Best

Flail Bludgeoning D6 Momentous Piercing, Rip and Tear, Shield Breaker

Hammer Bludgeoning D8 Dent Armor, Hammer the Gap, Shield Breaker

Lance Piercing D10 Heavy Reach, Impale, Sword Breaker

Longsword Slashing D8 Axe breaker, Iconic, Pointy End

Rapier Piercing D6 Elegant Strike, Hammers End, Precise Blows

Scimitar Slashing D6 Axe Breaker, Dancing Blade, Lasting Cut

Spear Piercing D10 Cavalry Breaker, Heavy Reach, Sword Breaker

Unarmed Bludgeoning D4 Easier to Hold Back, Mighty/Finesse blow, Naturally Two

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Two Handed Weapons
Greataxe Slashing D10 Berserkers Choice, Bleed, Lance Breaker

Greatclub Bludgeoning D12 Armor Breaker, Brain Smash, Grug Knows Best

Greathammer Bludgeoning D12 Dent Armor, Crack Bones, Shield Breaker

Greatsword Slashing D12 Axe Breaker, Cleave, Pointy End

Halberd Piercing D12 Reach, Spin to Win, Versatile

Katana Slashing D10 Bleed, Draw Strike, One Handed Stance

Scythe Slashing D10 Bleed, Reap, Unwieldy Reach

Spiked Chain Piercing D8 Bleed, Get Over Here, Unwieldy Reach

Staff Bludgeoning D8 Channel, Spell Conduit, Supernatural Guide

Trident Piercing D10 Skewer, Symbol, Throwing

Ranged Weapons
Ranged Weapon ‘Strike’ actions may be performed at above the listed range, at a -50 Weapon Attack
penalty for each increment above the listed range. This penalty is still effective if you change the statistic
used to ‘Strike’ and will affect that statistic instead.

Boomerang D6 Bludgeoning 45ft Returning, Double Strike, Far Throw

Crossbow D8 Piercing 90ft Easy Aim, Rapid Reload, Slow and Powerful

Hand D6 Piercing 40ft Easy Aim, One Handed, Somewhat Slow and Powerful
Crossbow

Improvised D3+ Inconsistent 10ft Inconsistent Damage, Strong Arms, Uncanny

Javelin D8 Piercing 20ft Momentum Throwing, Pin, Strong Arms

Longbow D10 Piercing 120ft Piercing Shot, Strength Required, Snipe

Pistol D8 Bludgeoning 20ft One Handed, Rapid Reload, Slow and Powerful

Rifle D10 Bludgeoning 120ft Rapid Reload, Overwatch, Very Slow and Very Powerful

Shortbow D8 Piercing 60ft Curved Shot, Strength Required, Snipe

Throwing D6 Piercing 30ft Bleed, Fan of Knives, Quick Throw,


Knives

74
Weapon Ability List
Armor Breaker (Maneuver) only be used a number of times per combat
Used By: Clubs, Greatclubs equal to half of the staff's weapon enchantment
The user ignores half of an enemy armor bonus level (min 1).
to defence.
Cleave (Passive)
Axe Breaker (Maneuver) Used By: Greatswords
Used By: Longswords, Scimitars, Greatswords Once per combat, when the user hits an enemy
Users may reroll one ‘Strike’ roll per combat with a ‘Strike’ as a free action the wielder may
round against enemies wielding a battle axe or perform another ‘Strike’ action against a target
greataxe. within 5ft of the original target.

Berserkers Choice (Maneuver) Crack Bones (Passive)


Used By: Battle Axes, Greataxes Used By: Greathammers
Once per combat as a free action the wielder ‘Strike’ actions from Greathammers reduce
may increase the damage of a ‘Strike’ action by 2 Constitution Defence by 1 per Greathammer
per enchantment level (min 2). level.

Bleed (Passive) Curved Shot (Maneuver)


Used By: Greataxes, Scythe, Katana, Spiked Used By: Shortbows
Chain, Throwing Knives A shortbow wielder may modify a ‘Strike’ action
‘Strike’ actions from the user inflict 1 bleed. to ignore concealment or cover. ‘Curved Shot’
‘Bleed’ stacks with itself a number of times equal may be performed a number of times per day
to the weapons enchantment level (min 1). equal to the shortbows weapon enchantment
level (min 1).
Brain Smash (Maneuver)
Used By: Greatclubs Dancing Blade (Passive)
The user may modify a ‘Strike’ action to lower Used By: Scimitars
enemy Mental Defence by 1. ‘Brain Smash’ stacks Add 5 AOE Defence per weapon level (up to +50
with itself a number of times equal to the with a +9 Scimitar) to a user who has no shield
weapons enchantment level. equipped.

Cavalry Breaker (Maneuver) Dent Armor (Maneuver)


Used By: Spears Used By: Hammers, Greathammers
The user may modify a ‘Strike’ action against a Ther user may as a Reaction target an enemy
mounted or huge sized enemy to roll damage wearing armor they have hit, reduce the
twice and take the preferred result. defences the armor provides to Physical Defence
by 2 per weapon enchantment level (min 2).
Channel (Premovement)
Used By: Staves Double Strike (Maneuver)
A staff user may as a Premovement action Used By: Boomerangs
channel their supernatural energy into the staff The boomerang user may modify a ‘Strike’
as a conduit for their power. Doing so provides a action to target two enemies who are both within
+1 bonus per weapon enchantment level to your 45ft of the boomerang user and 15ft of each
next Supernatural Attack roll. This ability may other. ‘Double Strike’ may only be performed a

75
number of times per day equal to half the double range. Doing so also increases the range
Boomerangs enchantment level. of ‘Double Strike’ to 90ft and the two targets to
be within 30ft of each other.
Draw Strike (Conflict)
Used By: Katana Finesse Blade (Maneuver)
If the Katana is not equipped and the user has Used By: Daggers
their hands empty than the user may draw their Users may modify a ‘Strike’ action with the
Katana move up to 5ft and perform a ‘Strike’ weapon to use AOE Defence instead of Weapon
action. This ‘Strike’ action crits on 20’s or lower. Attack. Furthermore, a weapon modified by
As a free action the Katana user may sheathe ‘Finesse Blade’ may be used as a throwing
their Katana after performing a ‘Draw Strike’. weapon with a range of 30ft. If used as a
‘Draw Strike’ may be performed a number of throwing weapon, it provokes threat attacks.
times per day equal to the Katanas weapon
enchantment level (min 1). Get Over Here (Reaction)
Used By: Spiked Chain
Easier to Hold Back (Passive) If an enemy was hit in the preceding conflict
Used By: Unarmed phase by a ‘Strike’ from a Spiked Chain and is
Unarmed Strike damage may be freely more than 5ft away from the wielder, then as a
converted to nonlethal. Reaction the wielder may pull the enemy to 5ft
of them. This forced movement provokes threat
Easy Aim (Maneuver) attacks. ‘Get Over Here’ may only be performed
Used By: Crossbows, Hand Crossbows a number of times per day equal to the ‘Spiked
The wielder may modify a ‘Strike’ action to have Chains’ weapon enchantment level (min 1).
an additional 5 Weapon Attack per enchantment
level (min 5). ‘Easy Aim’ may only be performed
a number of times per combat equal to half of Grug Knows Best (Maneuver)
the weapon enchantment level (min 1). Used By: Clubs, Greatclubs
The user may roll recall knowledge as either a
Elegant Strike (Maneuver) Premovement or Gambit action.
Used By: Rapiers
A Rapier ‘Strike’ may be modified to allow for Hammers End (Passive)
one reroll on miss. ‘Elegant Strike’ may only be Used By: Rapiers, Spears
used once per combat round. The wielder may reroll one ‘Strike’ action per
combat round against enemies who have a club
Fan of Knives (Maneuver) or hammer equipped.
Used By: Throwing Knives
If there are 5 or more throwing knives in the Heavy Reach (Passive)
throwing knife wielders inventory, then as a Used By: Lances
Maneuver they may modify a ‘Strike’ action to On foot, this weapon require two hands to wield.
target all enemies in a 5ft burst centered around Furthermore, the weapon has an additional 5ft of
a point within 30ft. This ‘Strike’ will target AOE reach
Defence instead of Physical Defence. ‘Fan of
Knives’ may be performed once per day. Hammer the Gap (Passive)
Used By: Hammers
Far Throw (Passive) Hammer users gain one additional Weapon
Used By: Boomerangs Attack for each ‘Strike’ they perform against the
A number of times per day equal to the same enemy, this bonus is lost when the
Boomerangs enhancement level the Boomerang Hammer user targets a new enemy with a
wielder may modify a ‘Strike’ action to have conflict action.

76
Iconic (Maneuver) Momentum (Reaction)
Used By: Longswords Used By: Battle Axes
A +10 Weapon automatically becomes an artifact If the user hit an enemy in the preceding
and is indestructible. Furthermore, the weapon conflicting phase, then as a Reaction the user
may hold an additional enchantment. may gain two Weapon Attack. ‘Momentum’
stacks with itself a number of times equal to the
Imaple (Maneuver) weapons enchantment level (min 1) ‘Momentum’
Used By: Lance is lost at the end of the combat round if any
If the user has moved 20ft or more in a straight conflict actions from the wielder miss.
line, then a lance wielder may modify a ‘Strike’
action to roll damage twice and choose the Momentum Throwing (Passive)
highest result. Lances must be used while the Used By: Javelins
character is mounted to have ‘Impale’. Increase the damage of the Javelin by 1 for every
20ft of distance between the Wielder and the
Inconsistent Damage (Passive) target. ‘Momentum Throwing’ caps at the
Used By: Improvised Javelins weapon enchantment level (min 1).
The Damage die size of Improvised Weapons
varies based on GM discretion but typically will Momentus Piercing (Reaction)
not go below D3 or exceed D8. The type of Used By: Flails
damage an improvised weapon deals is also at Half the damage of a flail is converted to
GM discretion. Piercing.

Lance Breaker (Reaction) Naturally Two (Passive)


Used By: Battle Axes, Greataxes Used By: Unarmed
The user may reroll one failed ‘Strike’ roll per You may two weapon fight with your ‘Unarmed
combat round against enemies wielding a lance Strike’ at only 10% penalty.
or spear.
One Handed (Passive)
Lasting Cut (Reaction) Used By: Hand Crossbows, Pistols
Used By: Scimitars Weapon may be held in one hand and therefore
If the user landed a ‘Strike’ in the preceding may be used in two weapon fighting.
conflict phase, then as a Reaction the scimitar
may inflict one bleed onto the hit enemy. One Handed Stance (Passive)
Used By: Katanas
Mage Killer (Maneuver) A Katana may be used one handed, when used
Used By: Daggers one handed the Katana has a D8 damage die.
‘Strike’ actions by the user against Changing to ‘One Handed Stance’ and exiting it
Incomprehensible foes have a base damage die is a free action that can be performed at the start
size of D8. of a combat round.

Mighty/Finesse Blow (Maneuver) Overwatch (Gambit)


Used By: Unarmed Used By: Rifles
If you possess 500 or more Weapon Attack or A number of times per combat equal to half the
500 or more Unexpected Attack you may Rifles enhancement level (min 1) the Rifle
modify an unarmed ‘Strike’ action to have an Wielder may surrender one conflict action in the
increased base damage die size following combat round to make one attack in
(D4>D6>D8>D10>D12). This is further increased the movement phase as a free action against any
by an additional step if you possess 1000 one opponent who moved.
Weapon Attack or Unexpected Attack.

77
Piercing Shot (Maneuver) A number of times per day equal to the
Used By: Longbows Weapons enchantment level (min 1) the wielder
A longbow wielder may modify a ‘Strike’ action may negate the penalties inflicted from a
to on hit target an enemy directly behind the passive with the word ‘slow’ in it. ‘Rapid Reload’
original target and within the same range must be declared at the start of a combat round.
increment as the original target. ‘Piercing Shot’
may be performed a number of times per day Reap (Reaction)
equal to the Longbows weapon enchantment Used By: Scythes
level. If in the preceding conflict phase the user hit an
enemy who is under a status condition that
Pin (Maneuver) originated from the user, then as a Reaction the
Used By: Javelins user may apply 1 damage per weapon level to the
A Javelin user may manipulate a ‘Strike’ action target.
with a javelin to on hit eliminate the enemy’s
ability to move in the following combat round. Reach (Passive)
‘Pin’ may only be used by a Javelin wielder once Used By: Halberds
per combat and does not function on a Javelin The user has an additional 5ft of reach.
with the ‘returning’ enchantment.
Returning (Passive)
Pointy End (Maneuver) Used By: Boomerangs
Used By: Longswords, Greatswords The boomerang is a throwing weapon that
Users may modify the damage type of a ‘Strike’ returns to the owner after performing a ‘Strike’.
action done with the weapon to piercing.
Rip and Tear (Maneuver)
Precise (Maneuver) Used By: Flails
Used By: Daggers If a flail ‘Strike’ hit an enemy in the preceding
Increase the damage die size of the weapon by conflict phase, then as a Reaction the flail
one step (D4>D6>D8>D10>D12) when flanking an wielder may inflict 2 bleed onto the hit enemy
enemy. If the damage die of the weapon has per weapon enchantment level (min 2).
reached D12 already, it deals an additional D12
Sword Breaker (Passive)
damage.
Used By: Lances, Spears
Precise Blows (Passive) The user may reroll one ‘Strike’ roll per combat
Used By: Rapiers round against enemies wielding a longsword,
Each successful ‘Strike’ action after the first rapier, greatsword or scimitar.
against the same target deals an additional
Shield Breaker (Maneuver)
damage, this buff stacks with itself for up to six
Used By: Clubs, Hammers, Flails, Greathammers
additional damage (D6+6) after the seventh
The user may modify one ‘Strike’ action per
‘Strike’. A +5 or greater rapier gains two damage
combat round to ignore a shields bonus to
per stack.
Physical Defence.
Quick Throw (Passive)
Skewer (Maneuver)
Used By: Throwing Knives
Used By: Tridents
Throwing Knives may be drawn and thrown
A Trident user may manipulate a ‘Strike’ action
within a ‘Strike’ action as long as one hand is
with the Trident to have an increased damage
free.
die size (D12) and on hit inflict 1 bleed, then
Rapid Reload (Passive) throw the enemy 5ft for every two Trident
Used By: Crossbows, Pistols, Rifles weapon enchantment levels. ‘Skewer’ may only

78
be performed once per combat. (Twice per Strength Required (Passive)
combat if using a +10 trident). Used By: Longbows, Shortbow
The weapon is an opportunity to utilize ones
Slow and Powerful (Passive) physical strength. ‘Strike’ actions may deal an
Used By: Crossbows, Pistols additional 2 damage per 100 Weapon Attack of
Crossbow wielders have one less available action the wielder. This damage bonus is capped at the
in every non conflict phase as they ready weapons enchantment level (max 10). For each
themselves to reload their crossbow as swiftly as point of damage increase the weapon user
possible. Crossbows deal an additional damage chooses to utilize decrease the users Weapon
per weapon enchantment level. Attack (or substituting statistic if performing a
‘Strike’ with a different statistic) by 5.
Snipe (Passive)
Used By: Longbows, Shortbows Strong Arms (Passive)
As a free action for a number of times per day Used By: Javelins, Improvised
equal to the weapons enchantment level (min 1), Increase the range of ‘Strike’ actions performed
the wielder may double the bows range for a by the user by 10ft for every 100 Weapon Attack
‘Strike’ action. of the user.

Somewhat Slow and Powerful (Passive) Supernatural Guide (Passive)


Used By: Hand Crossbows Used By: Staves
Every even numbered combat round reduce the Once per combat a Staff wielded may modify a
number of actions in every non conflict phase ‘Strike’ action to be performed with
that a Hand Crossbow wielder has available by 1. Supernatural Attack.
Hand crossbows deal an additional damage per
weapon enchantment level (min 1). Symbol (Passive)
Used By: Tridents
Spell Conduit (Passive) Trident users increase their Mental Defence by 2
Used By: Staves per weapon enchantment level.
A staff user may select a once per combat spell
they know and imbue it into their staff. Once per Throwing (Passive)
day they may use a once per combat spell an Used By: Tridents
additional time. Doing so renders the staff The Trident may be used as a throwing weapon
unable to use ‘Spell Conduit’ for ten days. with a 30ft range. If used as a throwing weapon
Decrease the number of days required for ‘Spell the Trident provokes threat attacks.
Conduit’ to recharge by each weapon
enchantment level past the first. Uncanny (Maneuver)
Used By: Improvised
Spin to Win (Maneuver) A ‘Strike’ action performed with an improvised
Used By: Halberds weapon may be modified to target AOE Defence
Once per combat the user may modify a ‘Strike’ instead of Physical Defence.
action to attack every enemy within 5ft and
target AOE Defence instead of Physical Defence. Unwieldy Reach (Passive)
Damage from ‘Spin to Win’ is slashing instead of Used By: Scythes, Spiked Chain
piercing. ‘Spin to Win’ inflicts a debuff on the The Scythe user must reroll their first successful
Halberd wielders Physical Defence equal to 3 per ‘Strike’ action. This penalty is eliminated from +5
Halberd enchantment level. ‘Spin to Win’ may or greater scythes. Additionally, scythes have an
be performed a number of times per day equal additional 5ft of reach.
to Halberd enchantment level (min 1).

79
Versatile Slashing (Passive)
Used By: Halberds
A Halberd user may modify the damage type of
a ‘Strike’ performed with a ‘Halberd’ to slashing
damage.

Very Slow and Very Powerful (Passive)


Used By: Rifles
Each combat round reduce the number of non
conflict actions in every phase that a Rifle
Wielder has available by 2 and number of
conflict actions that a Rifle Wielder has available
by 1 (this cannot reduce available conflict actions
below 1). Increase the damage of Rifles by 2 per
weapon enchantment level.

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Armor:
Light Armor:

Leather 4 AOE Defence 3 Mental Defence 2 Constitution 1 Physical Defence


per Armor level per armor level Defence per armor per armor level
level

Padded 3 AOE Defence 1 Mental Defence 4 Constitution 2 Physical Defence


per Armor Level per armor level Defence per armor per armor level
level

Studded 2 AOE Defence 2 Mental Defence 3 Constitution 3 Physical Defence


per Armor level per armor level Defence per armor per armor level
level.

Medium Armor:

Chainmail 4 AOE Defence 2 Mental Defence 2 Constitution 4 Physical Defence


per Armor level per armor level Defence per armor per armor level
level

Hide 3 AOE Defence 3 Mental Defence 3 Constitution 3 Physical Defence


per Armor Level per armor level Defence per armor per armor level
level

Breastplate 2 AOE Defence 1 Mental Defence 4 Constitution 5 Physical Defence


per Armor level per armor level Defence per armor per armor level
level.

Heavy Armor:

Plate 3 AOE Defence 2 Mental Defence 5 Constitution 5 Physical Defence


per Armor level per armor level Defence per armor per armor level
level

Half Plate 4 AOE Defence 3 Mental Defence 4 Constitution 4 Physical Defence


per Armor Level per armor level Defence per armor per armor level
level

Banded Mail 5 AOE Defence 2 Mental Defence 5 Constitution 3 Physical Defence


per Armor level per armor level Defence per armor per armor level
level.

81
Shields:

Heavy Raise Shield (Premovement)


Add two per Shield level to all defensive statistics.
Reduce all offensive statistics by 1 per Shield level.

Light Shield Raise Shield (Premovement)


Add one per Shield level to all defensive statistics.

Buckler Raise Shield (Premovement)


Add one per Shield level to a defensive roll of
your choice this combat round (declare before
rolling). Using a Buckler counts as having your
hand ‘free’ (allowing you to keep your weapons
actions).

82
Chapter Eight - Actions

The following are the basic actions each Draw Weapon (Premovement)
character within Array of Champions are capable Draw a weapon from inventory, must have a
of.
hand free.

Weapon Attack: Drop Weapon (Free Action)


Strike (Conflict action) At any time, you may drop your currently
Attack with the weapon you’re currently holding equipped weapon.
against target within range. Roll against Physical
Defence. Ranged Weapon Attacks provoke threat Unexpected Attack:
attacks. One handed ranged weapons require
one hand free to make more than one strike
Grapple (Conflict)
action with them per conflict phase. If two one Roll against Physical Defence: You and your
handed weapons are equipped, then at the start opponent lose the ability to perform any
of the conflict phase, the player may declare Premovement, Maneuver, Conflict, Reaction or
they wish to make a bonus strike action with Gambit actions. Your opponent loses the ability
their offhand weapon. Doing so reduces all to perform a move, you may move at one
offensive statistics of the player by 20%
quarter speed. The first time a foe has been
(Rounded up).
grappled each combat reduce the enemies fate
Threat Attack (Free Action) points by 1d6 per class level. You may not initiate
If an enemy has moved through an area you a grapple on an enemy two sizes larger than you.
threaten, you may reduce the number of
Shove (Conflict)
Reactions you have by one to perform a ‘Strike’
Roll against Physical Defence: move the enemy
against them. You must have a Reaction to
5ft +5ft for every multiple of 5 lower than the
eliminate in order to threat attack.
opposition class you rolled. Reduce enemy fate
Switch Weapon (Movement) points by one.
Change currently equipped weapon with one in
Maintain Grapple/Pin (Free action,
the characters inventory. This action may not be
performed after a move and disallows
conditionally mandatory)
movement for the combat round. Furthermore, At the start of each phase that an enemy is
Switch weapon provokes a threat attack from all grappled or pinned, the enemy will attempt to
enemies whose threat range you are within. break free. Roll against Physical Defence twice
taking the highest result to maintain an initiated
Use Consumable (Premovement or grapple. A successfully maintained grapple
Conflict) reduces enemy fate points by one.
Consumables that buff or heal are Premovement
Pin (Reaction)
actions, consumables that are used to attack
If an opponent is currently grappled, roll against
opponents are conflict actions using your
the Physical Defence of that opponent. Upon
Weapon Attack. The consumables description
success the opponent has been pinned. Reduce
will always specify which it is.
enemy fate points by 1d6 per character level. A
pinned opponent requires two consecutive failed

83
‘maintain grapple/pin’ checks to break free. At Squeeze (Movement, Out of Combat)
the start of each combat round a pinned Fit though terrain that is too small to fit you. Roll
opponent takes 1d6 damage per character level, against the squeeze opposition class of the
this damage cannot reduce them into a new terrain. If you fail the roll at the entrance of
injury state (such as from Bloodied to Broken). terrain too small to fit you then you merely fail
to squeeze through, if you fail part way through
Release Grapple (Free action) the terrain then you are stuck and helpless until
At the start of a phase, you may end a grapple the start of the next combat round.
against an enemy.
Climb (Movement or Out of Combat)
Break Grapple (Conflict, Reaction, Traverse terrain vertically. Roll against the climb
Premovement, Gambit, Movement, opposition class of the terrain. Alternatively,
Maneuver) may be used to climb enemies two sizes larger
Roll against targets AOE Defence to break a than you or greater. If used to climb an enemy
grapple that has occurred against you or an ally roll Unexpected Attack against AOE Defence to
within five feet. determine if you can climb them. Your Climb
speed is half of your ground speed.
Trip (Conflict Action)
Roll against Physical Defence. Declare one phase Shake Off (Free action)
other than conflict. Upon success you may lower At the start of a combat round if anyone is
enemy fate points by 1d4 per class level and climbing you, you may roll non attack physical
reduce the number of available actions by one in against the defensive statistic of your choice. On
the next phase that was declared. Additionally, success the climber falls off and takes d4 damage
the opponent loses their next movement phase per character level of the individual shaking
and provokes threat attacks while they stand up. them off. Repeat Shake off for each climber.
You cannot trip an enemy more than two sizes
larger than you. Jump (Movement or out of combat action)
Roll Non-attack Physical. For every ten below
your max Non-attack Physical you may jump
half a foot into the air plus one-half foot for
Any Attack Statistic: every twenty Non-attack Physical you have. You
Hold Back (Maneuver) may use these same numbers to instead go one-
Modify a conflict action to deal half damage. foot forwards or combine results. For example,
Convert damage to nonlethal. an individual with 80 Non-attack Physical who
rolled a 40 may go 4 feet up or 8 feet forwards,
alternatively the individual may go 1 foot up and
Non-Attack Physical: 6 feet forwards. If there’s a running start (defined
as moving at least ten feet) before the jump, then
Balance (Movement, out of combat action)
you may multiply the horizontal result by 1.5.
Maintain your footing on an uneven surface so
that you don’t fall! Roll against the balance Jumping consumes half your movement,
opposition class of the terrain. requires half your movement to initiate and may
only be performed once per combat round. If at
Tumble Through (movement) any point during a vertical jump you were within
Move through a square that your opponent weapon or ability range of a flying, or a high
occupies. Consumes 10ft of movement per ground target you may use conflict actions on
square the enemy occupies. Roll against AOE them in the conflict phase. Additionally, you are
Defence. considered within range of their conflict actions.
Enemies threatening you may perform a threat

84
attack when you ‘Jump’. When jumping you can Pick a Lock (Out of Combat Action or
move less than the distance you rolled. Movement Action)
Roll against a locks crafting value. If passed, the
Falling
lock no longer obstructs entry.
At the start of each combat round descend 200ft,
keep track of descent height. Calculate your Stealth (Passive)
maximum jump height as if you had rolled a 1. Roll stealth against the most attentive NPCs
Upon landing, every ten feet past your max perception as the opposition class, add 3 to that
jump height that you fell causes you to take 1d6 class for every additional attentive NPC. If
fall damage. passed, then the opposition does not notice your
movements until you perform a non movement
Retrieve Item (Premovement)
action that alerts them. Roll stealth every minute
Pull an item out of your inventory
you persist to be in the presence of an attentive
npc or if a new npc enters the scene. If you begin
Give Item (Premovement)
combat from stealth, you gain an ambush round.
Give a held item to target ally within 5ft.
Provokes threat attacks.
Knowledge:
Dash (Premovement) Recall Knowledge (Premovement)
You may perform a move action during the Roll against the mystique stat of target enemy
Premovement and movement phase. Using dash within 60ft. On success you may ask your GM
for any one particular piece of information. For
disallows any other action to be performed until
example, “what’s their Physical Defence”, “how
the start of the next combat round. old is this structure” or “could you give me one
of their weaknesses”. A player may jot down
Five Foot Step (Movement) anything they have recalled knowledge about.
You may move 5 feet without provoking a threat GM discretion may make a foe give no
attack. This consumes 75% of your movement information, no matter how great the roll.
rounded up. You must have 75% of your (Perhaps telling you the Campaign Boss
movement remaining to initiate a 5 foot step. weakness off a dice roll rather than you figuring
it out through the campaign is anti-climatic, but
Pick Up (Passive) if you wanted to learn the Physical Defence stat
of a generic enemy you’re facing that shouldn’t
Your character may pick up an object with
be a big deal).
weight equal to the characters Non-attack
Physical at no penalty. You may pick up to twice Identify Magic (Out of Combat Action)
your Non-attack Physical, if the object is above Target lingering spell (such as a never expiring
their Non-attack Physical the characters statistics wall of flame) Roll against the Supernatural
are halved while carrying the object. Attack value of the caster of the spell. If
successful, you learn everything about the spell
Throw (Passive)
and may attempt to dispel it.
Your character may throw an object 5ft for every
20 Non-attack Physical. Dispel Magic (Out of combat Action)
Target lingering spell you have identified. Roll
against the Supernatural Attack of the original
caster. If successful, the spell is dispelled and all
Trickery:
effects of it are gone.
Disable Device (Out of Combat or Start of
Phase Free Action)
Disable any trap, or complex device to remove
its ability to perform actions. Roll against the
trap or devices crafting value.
85
Nature: Perception:
Treat Disease (Out of Combat Action) Notice detail (Out of Combat Action)
Target character within 5ft. Roll against the Roll against the mystique stat of target you can
opposition class of every disease the target is see. Upon success your GM should offer any non
suffering from. Remove each disease whose obvious detail about the character or room
you're interacting with.
opposition class you exceeded. After receiving a
treatment action target may not be treated for
Spot trap (Passive action)
twenty-four hours.
If a character comes within ten feet of triggering
a trap their senses will give them one last chance
Treat Poison (Out of Combat Action)
to avoid the danger befalling them. Roll
Target character. Roll against the opposition
perception against the room’s mystique stat.
class of every poison the target is suffering from.
Upon success you notice the immediate danger.
Remove each poison whose opposition class you
exceeded. After receiving a treatment action for
poison target may not be treated for poison for
one hour.

Treat Wounds (Out of Combat Action)


Target character within 5ft. Restore fate points
equal to nature stat divided by ten times class
level. This process takes ten minutes if target is
injured, one hour if target is bloodied and eight
hours if target is broken. Treat Wounds is meant
to be used on characters who do not possess a
Heroic Spirit.

Forage (Out of Combat Action)


Foraging takes thirty minutes. Target
environments opposition class, afterwards roll
nature until you fail a nature roll, have enough
rations and voluntarily end foraging or reach the
maximum successes allowed by your
environment. For each success find one day’s
worth of rations.

Track (Out of Combat Action)


The character attempts to follow clues, tracks, or
other signs of a character or monster they are
after. Roll nature against trickery. On success the
character knows what direction to take for the
next two hours. If after those two hours, the
character has not found the target yet another
track roll is necessary.

86
Chapter Nine - Conditions
Bleed determines whether a character will benefit from
Those afflicted by bleed take damage at the start Hard Cover from a particular action.
of each combat round equal to the number of
stacks of bleed they possess. Bleed stacks can be Weakness X Y
halved by sacrificing your premovement phase Weakness increases damage suffered from all
to treat your wounds. actions that deal X by the amount specified in Y.

Poison Invisibility and True Sight


Those afflicted by poison take damage at the Invisible entities cannot be targeted directly by
start of each combat round equal to the number others, actions that target a point and affect those
of stacks of poison they possess. Poison stacks within a burst may be placed near invisible
can be halved by sacrificing your Gambit phase targets that have reasonably given themselves
to expel as much of the offending toxin as away even if they are benefiting from a ‘Greater
possible. Invisibility’ that does not break the invisibility
from performing an action. ‘True Sight’ can see
Regeneration X through invisibility and allows the targeting of
Regeneration heals for the amount listed at the invisible foes.
start of each combat round. Regeneration
requires a conscious focus and cannot be Resistance and Immunity
performed if slain or knocked unconscious. Resistance reduces damage of the specified type
by either a flat amount or a percentage.
Immunity negates the entirety of damage of that
type.
Soft Cover
Those benefiting from Soft Cover provoke a
D100 roll when ranged conflict actions are made
against them. On a 25 or lower the action
automatically fails to hit the target in Soft Cover,
do not make a save. GM discretion determines
whether a character will benefit from Soft Cover
from a particular action.

Fatigue/Exhaustion
Fatigue settles in after 8 hours of marching or
strenuous activity and reduces statistics by 25%.
Exhaustion settles in after 16 hours of being
awake or 12 hours of strenuous activity and
reduces statistics by 50%.

Hard Cover
Those benefiting from Hard Cover provoke a
D100 roll when ranged conflict actions are made
against them. On a 50 or lower the action
automatically fails to hit the target in Hard
Cover, do not make a save. GM discretion

87
Chapter Ten – Misc. Tips
Roleplay. “I ask the Barkeep for information about the elf
It’s worth noting that none of the statistics relate children.”
to charisma or persuasion, intimidation, or any
similar concept. That is because in Array of While your GM may give in, it doesn't facilitate
Champions the expectation is that you will get any sort of fun back and forth and gives your
into character and roleplay. If you want to GM little to work with. It may have advanced the
persuade someone you will tell the GM how you story, but it didn’t contribute much to fun at the
wish to do so. For some people this can be an table.
uncomfortable idea in which they lack
confidence “I can’t do acting!” and others may If you’re the intended audience for this section,
feel bad that they can’t roleplay a charismatic don’t sweat the lack of a charisma statistic and
person properly because they themselves are not see this as an opportunity to begin your journey
charismatic in real life. into the most fun and engaging part of the
hobby!
This couldn’t be further from the truth!
Roleplay and Combat are Friends!
Roleplaying does not equal acting. First person
roleplay is often similar to acting and will What prevents combat from being a mundane
involve speaking strictly in character. However, affair that could be better done in a video game
it is not the only effective way to roleplay. is the engaging narrative facilitated by table top
gaming. Adding a descriptive narrative to your
Third person roleplay is perfectly acceptable as actions keeps things engaging and is in of itself a
long as you use your imagination and craft a form of fun. Even when playing full mechanical,
compelling narrative. it is still worthwhile to add this compelling
narrative to your actions, because the group
For example, let's say in the current adventure
experience of a tense and epic fight backed up
the GM has engaged the party in a mission to with a compelling moment to moment narrative
rescue kidnapped elf children. One of the leads is a reward in of-itself. The inverse of this is also
who could have further information is a barkeep true, when you want to be creative and roleplay
who hates elves. an action within combat make sure to ground
that creativity in the mechanics of the game.
While a first person roleplayer may have an Find a mechanical action to tie your narrative
acted-out conversation with the GM a third idea with.
person roleplayer would say something like.
Don’t be Rude.
“I approach the Barkeep and feign casual racism Array of Champions has a multi-phase combat
towards elves to lower his guard. Afterwards I round that demands consistent attention from
crack a joke at the expense of the current Elf
players. Losing focus and turning your attention
King. Once I have the Barkeep in a good mood, I
to distractions such as your phone is a recipe for
gently probe him for his thoughts about the
kidnapped elf children and who he thinks did it.” grinding the combat to a halt and hurting
everyone’s enjoyment. Outside of combat this is
Not a single word was said in character, yet this equally true, it isn’t fun if the narrative is only
is a perfectly acceptable way to roleplay (and one understood by some of the players at the table
that once you get comfortable with may allow and it becomes a burden to reexplain the plot.
you to get comfortable in branching out to first
person!). Note, the key to engaging third person Be Prepared.
roleplay that is fun for the whole table is in
An Array of Champions character has a plethora
detail. You don’t want to merely say something
of ever-expanding options in combat, especially
boring and simple such as
when magic items start getting added to the mix.
An up to date, sorted and easy to flip through
88
reference sheet will go a long mile in having a
smooth experience in combat.

Your GM is Your Friend!


Trust in your GM to provide a fun experience,
don’t ignore the obvious plot hooks because you
want to “Throw your GM off”. Likewise, don’t be
afraid to do the unexpected if you think it’s
going to create a memorable and fun experience
for all who are involved.

Have Motivations and Goals.


Your character should be more than a set of
numbers, more than their basic class, race and
path. They should be a living breathing person
with a defined personality, motivation and way
of being. This was mentioned earlier, but it holds
true; the more you invest into shaping who your
character is the better the roleplay will be! This
will also have the side effect of making you a
more proactive driver of the story rather than a
passenger being swept along by the stories of
your fellow party members or even the GM.

Mind Tone
Your GM is likely trying to create some form of
tone in their campaign. Your comedy sketch
character may not be the most appropriate
addition to the campaign. Likewise, your edgy
brooding 200-page backstory character likely
doesn’t belong in a goofy one shot. That being
said, there are ways to make both of these
scenario’s work, but unless you’re an
experienced roleplayer, regrettably you’re more
likely to fail at such an endeavour than succeed.

Use Your Imagination.


While all abilities have a strict use within
combat, they are available to be used out of
combat! Who knows what sort of moments
you’ll create.

Have Fun
When you engage in an action make sure it is
considerate to the fun of the table and will
enable a good time for all. Treat others how you
want to be treated ^_^

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