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DAWN

A Diceless High Fantasy resource management TTRPG

A TTRPG written by Joel Vreugdenhil, in association with Dark After Games


Table Of Contents
Table Of Contents 1
Introduction 5
Cliff Notes 5
Rule Zero, Consent 6
What You Need 6
Playing The Game 6
Modes Of Play 6

World(s) of Dawn 8
The Bare Essentials 8
Recommendations And Guidelines 8
The World Of Sand And Stars 10
The World Of Daggers And Dusk 10
Setting Creation Activity 11
Setting Quick Rolls 12

Universal Rules 15
Attributes 15
Scenes 15
Challenge Rolls 16
Influence 16
Always Round Up 16

Narrative Play 18
Resolving Narrative Challenge Rolls 18
Ranks 19
Skills 19
Standard Skills 19
Abilities 20
Creating Unique Words 20
Ability Glossary 21
Character Concepts 22
History 22
Aesthetic 23
Intermissions 24
Bonds 24
Influence 25
Stress 25
Tiers 26
Antagonist Rules 26
Campaign Scale 27
1
Outlooks 28
The Rebel 29
The Loyal 29
The Quiet 30
The Confident 30
The Light 31
The Wolf 31
The Accursed 32
The Blessed 32
The Learned 33
The Naive 33
Narrative Character Checklist 34

Combat 36
Turn Order 36
Actions And Action Points 36
Damage And Health 37
Wounds And Death 37
Earning Influence Through Wounds 37
Tension 37
Focus 37
Speed 37
Spaces And Movement 38
Drawing Range 38
Special Targeting 38
Terrain 39
Alternate Mode: Cinematic Combat 39
Basic Actions 40
Combos 40
Movement 40
Attacks 40
Defense 42
Utility 43
Effect Listing 44
Dueling 45
Techniques 46
Archetypes 46
Advanced Techniques 46
Combat Character Checklist 47

Powerhouse 49
Slayer 53
Bulwark 57
Altruist 61
2
Disruptor 65
Ruiner 69
Advanced Techniques 73

Example Builds 75
Narrator Tools 79
Employing Antagonists 79

Building Combat 80
Enemy Rules 80
Enemy Tiers 80
Fodder Enemies 81
Compound Enemies 81
Enemy Types 81
Complex Enemy Types 88

Credits 90

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A Game Written by Joel Vreugdenhil

If you’re interested in testing or interacting with the community feel free to join the Discord
https://discord.gg/Wzvu7T9bmJ

DAWN © 2023 by Joel Vreugdenhil is licensed under CC BY 4.0. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/

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Introduction
DAWN is a grid-based, combat-focused, setting-agnostic TTRPG, made with a focus on mechanics that provide as
much depth as possible while keeping the game fast-paced and easy to pick up and play.

Create your heroes, discover truths of the world, face against thinly veiled metaphors in the forms of fearsome
overlords and monsters, and grow - both in power and as people - within a world of your own making! Embark on an
adventure with friends, coming with its highest highs and lowest lows, bearing the greatest storms to gaze upon the
beautiful DAWN.

This Chapter is meant to introduce you, the reader, to the most basic ideas of the game. It informs you on what the game
expects from you and what you should expect from it.

Cliff Notes Custom Skills


If you are someone who’s played a number of different In narrative play players can write their own ‘Skills’,
TTRPGs before this, you may have some assumptions modifiers they can add to rolls to make it easier to
about the game’s systems or could easily recognize succeed. There is no set list that they must pick from.
traits that it shares with others.
Fluid-Archetype Character Builds
Here’s a basic rundown of some of those traits so Though ‘Archetypes’ exist, they serve mostly as a way
that you can get an idea of how DAWN plays: to organize and categorize the basic Techniques of the
system, each with their own effects and synergies.
Build Your Own World Characters can build any combination of Techniques
This game is fully setting-agnostic. This means that you from multiple Archetypes.
can build and play in any world, existing or original, so
long as it follows a few basic rules. Split Narrative and Combat
A harsh divide has been added between the systems of
XD6 Resolution System narrative and combat play, so that players who value
When attempting to resolve any kind of conflict you’ll one over the other do not need to make any
roll a various number of 6-sided dice (D6), treating rolls concessions over what they choose to prioritize.
of 4 or more as ‘Hits’. You’ll need some number of Hits
to succeed. Implied Inventory
This game is not concerned with the players managing
Exploding 6s ropes, torches, and potions. If you feel like your
When you roll a 6 using the XD6 system it ‘Explodes’, character should have a sword, they have a sword,
letting you roll an additional die. when they heal they could pop a regeneration serum,
use magic, or just tough it out, it all depends on what
the user finds most interesting.
A Meta-Resource
Players will gain and track ‘Influence’ throughout a
game, it serves to reward players who interact with the
story in meaningful ways and can be spent in almost
any situation to gain an advantage.

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Rule Zero, Consent Modes Of Play
Like in any cooperative activity, consent is paramount in In almost all cases within DAWN you will be within one
a TTRPG. Define lines that should not be crossed. of two modes, narrative, or combat, and each of these
Pause or rewind the game if something uncomfortable function differently and rarely interact with each other.
happens during a session. Always make sure everyone
is comfortable with the direction of the story. Narrative
In general terms, narrative play occurs when the
What You Need majority of players are not fighting or don’t want to be
If you want to play you will need… tactical, and within this mode rules are much looser,
allowing each player to use their problem-solving and
This book. abilities to solve problems. Mechanics like “Skills” and
“Abilities” are core to Narrative.
Lots of dice. Whenever this game refers to dice, it
specifically means 6 sided dice, or D6. Combat
In opposition to this is combat play, where each
A character sheet (These can be found wherever you character within is arranged on a board of tiles (normally
got this book). a 7x7 board specifically), using strict combat rules and
tactics to take out their opponent(s). Mechanics like
A group of friends to be the players and Narrator. “Attributes” and “Techniques” are core to Combat.

Playing The Game Both of these modes function differently and are
separated within this book, each section showing rules
One person is the Narrator, the rest are players. And as
that only apply to that mode.
a group you play through “sessions”, an abstract set of
play all played in a single instance.
Author’s Note: No Overlap
Narrator: Guide the story, present challenges to the It’s important to note that characters should not be
group. Be a fan of the players. Ask them questions, fill carrying over their traits from narrative play to combat
the world with their answers. play, having an Ability that lets you stop time does not
let you take extra turns in combat, and having 3 levels in
Player: Describe what your character does. Give the Summoner Technique does not mean you can
everyone a time to shine. Fill the world with your summon anything you want in narrative. Make an effort
ideas. Take risks, and rise up from failures. to write a character whose narrative and combat
features compliment each other.
After a session ends your group can continue at another
date, or not, the decision is up to you.

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World(s) of Dawn

The land stretches out before you, one of mystery and wonder, and one of your own making.

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World(s) of Dawn
DAWN is designed so that it can carry all sorts of high action, fantasy stories, in worlds that the players can create
themselves. Though creating this world with your players can be fun, I understand that there are plenty of reasons why
someone may not want to. You may not know your players, they may not be comfortable with that sort of creative work,
or you may just find the process tedious.

Whether it be for one of these reasons or some other, there are a few sample settings for you to use on the following
few pages! Feel free to play a game of DAWN using these as a starting point, be it purely as written, or with some
alterations that you find suitable.

The Bare Essentials Recommendations And Guidelines


No matter what setting you’re playing in there will be None of the following things are required for a DAWN
some parts of it that will be either assumed, due to the setting, but many of the inspirations that shaped it share
tropes in DAWN’s inspirations, or required due to these tropes, the following is a list of things that I (the
DAWN’s mechanics. The 3 following points are author) think are important to embrace or reject for the
required elements within any DAWN game. intended experience. However, these are just my
preferences, and are in no way needed to play the
Magic game for yourself.
The first and most vital factor. DAWN and the idea of the
supernatural are deeply intertwined, many of the abilities Stories About Special Interests
of both players and NPCs are explained with the When creating a world with such simple focuses as the
presence of some sort of magic. This could be magic ones described just before this it’s important not to get
in the traditional sense, casting spells and all that, too caught in the minute details. Many of the stories
but it could also be complex technology, advanced that inspire DAWN have an incredibly simple thesis
physical techniques, or any other things that your statement, “a story about martial artists in space” “a
heroes would have access to. story about evil firefighters” “a story about buff
wizards”, and use that as a vehicle to express the
Action themes they want to show in the story.
At least half of this book is made to explain how you
punch good. This was written under the assumption that For this reason creating worlds to house these kinds
characters will be fighting quite a lot, and that these of stories is a perfect opportunity to explore your
fights would be non-lethal and spectacle-focused. If more niche interests that you may not feel like you can
someone playing this game is completely opposed explore with other projects.
to the idea of fighting for fun, or as a sport, they may
feel uncomfortable. Do you like bugs? Then make your world or character
based on some bug facts you know. Do you like space?
Then this is a world is one where people can manipulate
Fiction
powers from the stars. If it’s something you have
Though the exact nature of the setting is up to your
interest in this is your time to express that.
group, nothing in this book is made to replicate or even
approximate the real world. Most things in it are
completely unrealistic and that won't change unless
you put in way too much work.

8
Love And Respect Characters Special People / The Supernatural Society
Characters, especially player character, are often Because this game allows for so many strange and
reflections of those who created them. For that reason powerful abilities, logic dictates that there is some sort
and because I believe it makes games more fun, it's of limitation on who has these abilities, or else someone
important to genuinely love and respect your character is going to blow up the world one day.
and the characters of other players.
For this reason a lot of media decides that abilities are
There is no situation where a character you play one of the following (or both!), the supernatural is
should be just a joke, they can do or be things you either rare and only given to a select few people, or
think are funny, but you should always include at least there is some group or organization that regulates
one element that you genuinely think is cool, poignant, the use of these supernatural abilities.
important, and/or beautiful.
Breaking The Power Ceiling
Human Foes Power is a fundamental part of this game, the game and
This game has multiple mechanics that benefit from the choices it gives to players exist to give that player
antagonists being their own people with their own power over a specific part of the game, in order to
motivations and stories behind them. provide a matching “power fantasy”.

If the ultimate evil of your story, or just the story of a This is partly to emphasize its inspiration’s obsessions
specific session, is a nameless monster than some with power as an element of storytelling, the powerful
mechanics, especially those relating to Bonds, are exploit the weak and the players need to become strong
literally impossible to use, and hence removes to stop them.
interaction from the game.
For this reason many non player characters will attempt
Even if your villains are simple you should be sure to to establish a “power ceiling”, a limit to how strong
create them with the same amount of care as a player someone can be, and a common way to make the
character, give players things to latch onto and a story viewer excited for a character is to have them break
to invest themselves into. that ceiling, denying the beliefs of the villains. This
can of course be inverted if the players attempt to set a
power ceiling of their own.

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The World Of Sand And Stars The World Of Daggers And Dusk
Beneath a sky strewn with thousands of stars, stars so The Guild City of Pantomime is known throughout the
close and so filled with their primordial fury that they world for two things, its massive population and
shine brighter at all hours of the day, a cosmically small attractive growing market, paired with the presence of
speck of dust houses millions of magi. dozens of rival Assassination Syndicates meant to
remove their business rivals.
This is Ka'Sha, a desert world where humans draw
from the power of the stars and their many Each shady alleyway and smoky club backroom a
constellations to perform impossible supernatural feats. invariable battlefield, fought with as many biting
Mounted on sand skiffs, these ambitious mages search comments as severing blades.
their planet for fallen stars, hoping to be recognized for
their bravery and skill. The powerful members of this world would do anything
to keep it this way—a game where they always have the
And bravery they must have, for these fallen stars often advantage. Whether you let that happen is up to you.
come with a passenger, one whose terrifying form and
unbelievable power strike fear into all who witness them. Magic
Many citizens of Pantomime have been granted the
Magic power of a ‘Fate’, and seemingly at random. These Fates
Within this world magic is a tool, one used by those who invoke the power of person or thing from human history,
are lucky or wealthy enough to find and keep hold of with the personality and life of the citizen influencing
one of the many “Star Shards” left by falling stars. what is selected and how it is interpreted.

The way this magic is used is split into one of two Many of those in power have either been born with a
groups, absorption and utilization. Fate or control other powerful users of it, with many of
them being based upon tyrants and monarchs of the
When a character absorbs the latent energy of a star past.
shard they will likely be given an Ability or set of Abilities
that holds some power over an element of the natural Other citizens could halve almost anything, but many
world, often sand, light, or wind. end up disappointed. Someone may be blessed by the
powers of some mighty god or legendary weapon only
Star Shards can also be utilized within technology, to have it translate as an incredibly mundane knack for
creating all sorts of esoteric effects not limited by our something vaguely related to it.
beliefs of technology.
Action
Action This world is lethal, guns and blades can kill with a
There are many threats across Ka’Sha, and the common single blow, and for that reason most hits in combat
people are likely to be facing one of the many armored should probably be interpreted as lucky grazes or close
monsters that roam the sand, the imperial soldiers dodges that drain the target’s stamina.
drunk with the power given to them by their utilization of
Star Shards, or the bandits that wander trade roads. Fiction
Characters within the world of Daggers and Dusk will be
Fiction deeply intertwined with the powers to be, though most
Characters within the world of Sand and Stars might would rather be able to ignore it. This naturally results in
mix thematic elements of cosmic horror, Arabian 4 groups, those who fight the power, those who’re
mythology, and other desert fantasy settings like Dune. ambivalent to current events, those who respect or
believe in those in power, and those in power.

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Setting Creation Activity Open Questions
To get an idea of what your players are looking for from The person reading this section should allow each
your game you can use the following activity. player to answer the following questions, with their
answer becoming an element of the setting. Players
First, it's important to make sure that everyone is on the uncomfortable with any point stated should say so, as
same page. The Narrator (or whoever else organized the stated in rule 0.
game if it was not the Narrator) should start by setting
some common ground. “Name and/or describe the best/most important thing
within a category of my choosing.”

Asking
“Tell me something that no one's ever done before.”
Start by asking each player what kind of game they
were expecting or would be excited for. Something
“Describe a massive threat to the world.”
super simple like "A fantasy game kind of like X", or "A
game about Y". There are no wrong answers here and
“Name something that exists in our modern world that
different ideas should be explored in more detail.
does not exist/is fundamentally different here.”

Then each player should be encouraged to name


“Describe something that sounds unnatural to us, but
something they thought was interesting or exciting from
is totally normal here.”
another player's initial idea. This may come up naturally
when the ideas are brought up; if so that's great and
this paragraph can be skipped. Author’s Note: Building On Your Own
Though the setting creation activity is meant to be a sort
Agreeing of ice-breaker for the players and Narrator, it also serves
At this point, the players should try to agree on a as an effective world building guide for one person.
general idea. Hopefully, there was one idea the majority
was excited about, but if not players can choose to Just try to note down your answer to the first four
throw out new ideas or go into more detail on their general questions as well as 2 or 3 answers for the five
original. And then comes the final step, unless the more specific questions.
players want to use an existing setting.
Doing world building on your own also means it’s much
If you can, it’s a good idea to agree on the following easier for you to use the random roll tables listed on the
points. following pages.

What’s the general tone of the story?

How do/did people get/learn/do magic?

How much/what tech do people have?

What media touchstone(s) does this remind you of?

Much more can and should be established, but that can


be done with the questions listed on the next page.

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Setting Quick Rolls The relevance of technology, 2D6 Roll Table
This is the first of many “Roll Tables” found throughout
2: You live in a world reminiscent of medieval
this book. For each of them there will be a listed England, with little to no technological complexity.
question or prompt as well as a table with 11 possible
short answers. You can roll a 2D6 to randomly choose 3: The high of an industrial revolution, the sounds of
one of them. hissing steam and turning gears heard worldwide.

4: It’s the advent of the space age, humanity is


This specific roll table is meant to get some quick expanding past the boundary of the horizon.
answers for some of the questions asked in the setting
creation activity from the page before. 5: The world ended a long time ago. Utopia was
replaced with ruin and machinery with twisted flesh.
The origin of Magic, 2D6 Roll Table 6: An odd twist on the modern world, where melee
weapons are considered just as deadly as firearms.
2: A natural phenomenon manipulated through all
sorts of relics, rituals, and runes.
7: The Bronze Age, a world that’s just learning how to
meld, mold, and make, metals of all kinds.
3: The products of Galahad Industrial, a company that
popped up out of nowhere with revolutionary ideas.
8: An economy, culture, and science built using the
bodies of unnatural monsters from around the world.
4: The abilities of your ancestors and guardian spirits,
each with lives that shaped their abilities.
9: The bodies of almost every person have now been
enhanced or replaced by advanced cybernetics.
5: The blessings of an ambivalent god, granted
through their worship and sacrifices to them.
10: The Stone Age. Giant beasts walk among us, to
be conquered with arrow and spear.
6: Strange abilities and mutations originating from
years of radioactive exposure.
11: New planets are being colonized by
bioengineered humans, bearing many new features.
7: The wide-spread utilization of energy producing
gemstones found throughout the land.
12: Slime
8: A set of complex martial techniques. Whether it’s
truly magic or skill remains a mystery to most.

9: Contracts made with a variety of devils, each


asking for different things from their users.

10: A set of 10,000 magical trading cards scattered


throughout the universe, each unique in its effects.

11: The rhythm of the universe, a song whose muses


control its deadly tempo.

12: Hallucinations.

12
Who are the players, 2D6 Roll Table
2: A group of heavily armed spies, tricksters, and
killers for hire, attempting to uncover a criminal world.

3: Students of a “Hunter Academy” trained to face the


threats our world faces on a daily basis.

4: Mind-Hackers, waging a war through simulated


worlds, invisible dangers, and technological skill.

5: A party of Exorcists, purging undead of all kinds,


not only for pay, but for the good of the people.

6: Brave super-humans who’ve decided to use their


abilities to help those in need.

7: Wandering outlaws. Forgotten by the people they


once called friends, yet never out of the law’s sight.

8: Arena fighters looking for fame and glory at the


possible cost of their lives.

9: Creatures in the shadows. Those ugly things that


polite society refuses to recognize.

10: Duelists and other martial arts masters, who seek


to improve themselves above all else.

11: Members of a highly elite ruling class, each


holding immense power over the law and land.

12: Goblins

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Universal Rules

The following rules apply to every section of the game, be sure to pay attention!

14
Universal Rules
Though there aren’t many, there are a few rules that apply to both combat play and narrative play. These universal rules
form the core of the game and reach out to touch every other mechanic, in ways both big and small.

If you’re familiar with other TTRPGs this section may key you into how this game works on a fundamental level, and is a
great place to start when it comes to describing the game to others.

Attributes Assigning Attributes


Attributes are an abstraction that quantifies a When creating a player character you must assign each
character’s best and worst approaches within a Scene. of your Attributes as either a Primary, Secondary, or
They affect the dice you roll for nearly every action Tertiary. This will determine the Attribute’s starting
your character makes, both in combat and within the value.
narrative.
A character has:
They also influence other secondary statistics.
One Primary Attribute that starts at 3.
The 4 Attributes are as follows.
One Secondary Attribute that starts at 2.

Body
And two Tertiary Attributes that start at 1.
Your physical health and strength. Affects Health and
physical power.
Scenes
Talent A Scene is a general measurement of time that lasts
Your ability to perform complex movements and as long as the same in film and television. Despite its
tasks. Affects Speed and physical power. variance and flexibility, they are used in many of the
game’s systems.

Spirit
While the start and end of scenes can be determined at
Your natural ability to use, and knowledge of,
the Narrator’s discretion, there are some hard rules that
supernatural powers. Affects Focus and other magic.
should be observed to maintain the pace of the game.

Mind Whenever a player is acting for any reason, it takes


Your academic knowledge and/or ability to think on place within a Scene.
your feet. Affects utility actions.
Whenever there is a “Fade to black”, skip in the story,
Author’s Note: Attributes Are Not Character or the game is otherwise brought to a halt, a new
Scene starts.
These Attributes should not influence how you, or other
players, see a character. Attributes should instead
Whenever the game changes Modes between
mechanically support the actions you want your
narrative and combat, a new Scene starts.
character to take. A character with low Mind does not
need to be “dumb”, the player just doesn’t want to focus
on Mind for the scenes that character is in.

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Challenge Rolls Opposed Challenge Rolls
Almost all relevant player actions in DAWN are the Challenge Rolls can also be “Opposed” when two
cause of or caused by a Challenge Roll. Challenge Rolls characters are trying to beat each other in something.
have three parts, the Rewards they provide, the Risks
they impose, and how Challenging it is. In this situation there is no Challenge, and instead both
participants treat their opponent’s Hits as if it was
When someone tries to take a Challenge Roll they roll a the Challenge, with the character who got the most
number of D6 equal to their Attribute that’s most Hits winning and receiving their Rewards.
relevant, then count each result of 4 or more as a “Hit”.
If both characters roll the same number of Hits both
When this game asks you to make a Challenge Roll it characters must reroll.
will often phrase it as “Roll X”, meaning “make a
Challenge Roll rolling dice equal to X, where X is one Extended Challenge Rolls
of your Attributes”. Under some conditions an Opposed Challenge Roll can
become an Extended Challenge Roll.
If there are more Hits than the Challenge the user
receives the Rewards. This is a “Full Success”. These alternate rolls follow the same rules as a normal
one right until the end, in an Extended Roll whenever a
If the Hits are equal they receive both the Reward and character loses they instead lose one of their dice
the Risk. This is a “Partial Success”. and force a reroll, repeating until one character has no
dice remaining.
If the Hits are less than the Challenge the user
receives only the Risk. This is a “Failure”.
Influence
In combat and narrative there are situations where
Exploding Hits
players will be given Influence. This is the only
If any dice rolled in a Roll rolls a 6, that die “Explodes”, resource that is shared between both modes of play,
not only counting as a Hit, but allowing the user to roll and it has different uses in each mode.
an additional D6.
This Influence is kept between Scenes and sessions,
Advantage/Disadvantage with no upper limit for each player.
Challenge Rolls can also be modified with any amount
of Advantage or Disadvantage. These force the recipient Players can also be awarded Influence by performing
to roll more or less dice for the roll respectively (A ‘Influential Actions’, playing well, having good
Talent Roll on a character with 5 Talent normally rolls 5 interactions with the other players, giving fun
dice, with 2 advantage the character rolls 7 dice descriptions to their actions, or sacrificing something for
instead). the sake of the story, anything that has a positive
effect on the story.
Hit Chances
Sometimes the Reward, Risk, and Challenge of a given Always Round Up
Roll will be predetermined, but in many cases it will As stated, when presented with a fraction of any kind it
need to be improvised by the GM. For that reason it’s should instead be rounded up to the nearest whole
important to remember that each dice you roll is worth number.
about 0.51 Hits. So if you’re a GM you could set
average Challenge of a roll at about the highest
Attribute value throughout the party, as when
accounting for bonuses that should be a reasonable
Challenge.

16
Narrative Play

Some guidelines to help you play a character, get immersed, and get into the narrative of your games.

17
Narrative Play
The fiction of a game, the place where players are free to chat in-character and think of all sorts of solutions to the
puzzles presented to their character, be they literal or metaphorical.

The Rules of narrative play mostly center around the use of Challenge Rolls and how they can be enhanced, avoided, or
interpreted, mostly through the ‘Skills’ and ‘Abilities’ players create for their characters. And when these rolls create
situations that put characters together ‘Bonds’ can be created to show how that meeting affected them.

Resolving Narrative Challenge Rolls Gaining Advantage


The most important thing to know about running In almost all Challenge Rolls the player making the Roll
narrative play in DAWN is the following: will want someway to gain Advantage.

The Narrator should not roll dice in most Scenes. All Challenge Rolls should be able to benefit from each
of the following effects, but only once for each.
In most cases the Narrator should just be stating how
things are, the story’s events happen as they should, Skills: Choose a Skill relevant to the roll in question
without a random number generator affecting it. and gain Advantage equal to its Rank.

However, the players should always have the Abilities: Choose an Ability relevant to the roll in
opportunity to change or prevent those events by question and gain Advantage equal to its Rank.
attempting a Rolls relevant to it.
Bonds: If the subject of one of your Bonds is directly
When it comes to creating Challenge Rolls, the part that related to the Roll or a focus of the Scene you may
a lot of players and Narrators find the most difficult is gain Advantage equal to the Bond Rank.
setting Risks, for this reason there are the following
guidelines you can review for your games. Team Rolls
If two player characters are attempting to achieve the
No K.O.s: Players can already avoid risks by getting same goal and either would need to roll for it, they can
closer and closer to removing themselves from the try to work together instead, each of them making their
scene, so generally it’s uninteresting to make “losing own Roll, with the player who rolled the most Hits
access to your character” a Risk, as players won’t having theirs counted against the Challenge.
really need to consider taking the Risk anyway.

Lasting Consciences: Try offering up Risks that


would change a character - at least aesthetically - for
a long time. Things like having a player’s weapon
break or having a limb cut off are examples of this.

18
Ranks Standard Skills
Almost all narrative traits on a player character have a
“Rank” that shows how useful it is, and can be ranked Body Skills
up any number of times, normally by spending
“Character Ranks”, a resource given out in character Brute Force Battling.
creation. The use of these Ranks differ between each
feature, but more Ranks is always better. Heavy Lifting.

When a character is created they are given 8 starting A Will To Survive.


Character Ranks, spending at least 3 on Abilities, and at
least 3 on Skills. Stubborn And Ever-Moving.

Your initial Character Ranks cannot be saved for later. Talent Skills

Skills A Place To Hide.


Your Character Ranks can be spent to gain or Rank up a
Skill, with each Skill increasing up to a max Rank of 5. The Art Of Combat.
Skills are specialized actions and bits of knowledge that
your character is exceptional at. Adept Acrobat.

Skills are custom written by their user and should Master Of Blades.
follow the following guidelines:
Spirit Skills
Short And Sweet: The Skill should be 5 words long at
most. Latent Magical Talent.

Not Too General: It should be obvious where a Skill Beast-Like Instinct


can’t be used.
Complex Rituals.
Skills, Not Abilities: A Skill should be something
anyone is capable of without the assistance of Confident And Likeable.
supernatural elements.
Mind Skills
Skill Attributes
Each Skill must be assigned to an Attribute. The one Medicine.
you decide on effects when it can and can’t be, for
example, being physically restrained may stop you from Tactics And Leadership.
using Body or Talent Skills but not Mind or Spirit Skills.
Master Manipulator.
Skill Examples
Skills can be tough to think of, and harder to approve as Historical Knowledge.
a Narrator, because of this DAWN provides a set of
‘Standard Skills’ to serve as example.

19
Abilities Creating Unique Words
DAWN characters are also created with some number of Even if you follow these rules a player who wants to
Abilities. Abilities are things that a character can do make custom words for their Abilities must brief their
that would normally be impossible, they share the Narrator and get their approval.
same Rank and Attribute system as Skills.
However, both to make judging the quality of these
words easier for Narrators and to make the creation
Unlocking Abilities
easier for players these more concrete guidelines exist.
However, unlike Skills, you cannot just spend a
Character Rank and gain any Rank 1 Ability.
Impact And Access
To obtain an Ability you must spend a number of Every word in a Ability, no matter if it is a Verb, Noun, or
Character Ranks equal to the Ability’s total cost, with a Condition, can be judged in one of two district
minimum of 1 (After purchasing an Ability it can still be categories, the word’s Impact and its Access.
ranked up normally up to 5, spending 1 Rank for each).
Verbs: These words are possibly the most important
All Abilities follow the format of: ones in a Ability, and when creating a new one a
player must ask “How Impactful is this word.”
“You can [Verb] [Noun], so long as [Condition].”
A Verb’s Impact describes how much it can change in
On the following page there is a list of terms that can be a story when used at its most extreme. The Verb
used to fill in those bracketed sections, and a cost “Obliterate” and “Create” share the highest cost
associated with it. The total cost of Verb, Noun, and among all Verbs, this is because when combined with
Condition is the cost of the Ability. Nouns like “People”, “Time”, or “Heat” it can be used
to completely alter the course of a story.

Ability Guidelines
Nouns: Often the most descriptive and flavorful word
The list is not exhaustive. If someone wants to choose
of an Ability, Nouns are often connected to the user’s
their own word with its own cost, they can. So long as
Aesthetic and need to be judged based on their
the group agrees.
Access.

These Abilities are meant to be interpreted differently for


A Noun’s Access describes how many different and
each person. And so long as the group is ok with it, the
important things full under their umbrella. It is not a
way you interpret these three words can be almost
coincidence that only Nouns are tagged with the “✝”
anything.
symbol, as that symbol lets a player directly
lower the number of things their ability effects
Author’s Note: Not Always Effortless while still keeping the importance of those things.
It is assumed that a character can use their abilities at
will, and that basic applications of those Abilities should Conditions: Paradoxically the least interesting and
not require any sort of Roll. most important part of an ability, Conditions are
complex and utilize both Impact and Access.
However, it is important to know that the Narrator is
always able to oppose actions that would dramatically To further explain, here is an example. “You build it” is
change the story, normally by having an NPC force a a condition that limits the Impact your other words can
player to make an opposed Roll in order to achieve their have, since no matter what you want to do it has to fit
goal. within the limit of “being buildable”. “You touch it”
instead effects how often your character can use that
Ability, with no effect on what it can do.

20
Ability Glossary

You can [Verb] [Noun], so long as [Condition].


Verb Cost Noun Cost Condition Cost

Breathe ✢ 0 Ghosts 0 You roll a 6 on a d6 -3

Eat ✢ 0 Weather 0 Your life is in danger -2

Sense ✢ 0 Food 0 At a Specific Time -1

Become ✢ 1 Traps 0 You’re wearing it -1

Locate 1 Plants ✝ 1 It’s Not For Your Sake 0

Enhance 1 Melee Weapons ✝ 1 You Build It 0

Launch / Grab 1 Sound 1 You Carry It 0

Repair / Heal 1 People ✝ 2 You Sign On It 0

Damage / Bruise 1 Machines ✝ 2 You Aren’t Seen 0

Conceal / Reveal 2 The Four Elements ✝ 2 You Touch It 0

Control 2 Light / Shadow ✝ 2 You Hear / Smell It 1

Stop / Immobilise 2 Animals ✝ 2 You Dance 1

Duplicate 2 Heat 2 You Understand It 1

Enlarge / Shrink 2 Mana / Electricity 2 You Speak To It 1

Cut / Break / Melt 2 Meat / Bone 2 You Draw It 1

Teleport 2 Ranged Weapons ✝ 2 You Explain It 1

Create ✢ 3 Yourself ✢ 2 You Hold Your Breath 1

Obliterate 3 Time 3 It Can Hear You 1

Fuse X and ☾ X Fluids / Solids / Gases ✝ 3 You See It 2

Transform X Into ☾ X Anything 4 You Remember It 3

✢ (If you pick any part that is marked like this your Ability cannot have a Condition)

✝ (These Nouns represent a category, you may reduce its cost by 1 by picking only one thing in that category)

☾ (You must choose another Noun to represent X, the X in its cost becomes the chosen Noun’s Cost)

21
Character Concepts
Important characters may be created with a ‘Concept’. This always includes players, as well as major villains and
other important non-player characters. These Concepts are an important aspect of using Influence and should be
thought over to make sure the player can use their character the way they would like to.

A Concept is made up of two parts: a character’s “History” and “Aesthetic”.

History
A History is a general descriptor of a character’s past. It’s meant to be incredibly general and imply the broad strokes of
their experience through life. It can be used as a justification for having certain items in narrative scenes or even
help you gain Influence via Influential Actions. A History can be determined by using the roll table below, by
combining an Adjective, Noun, and piece of Flair.

2D6 Roll Table


Adjective Noun Flair

2: Kind / Cruel 2: Sage / Mage 2: Looking For God

3: No-Nonsense / Carefree 3: Noble / Politician 3: Selected By The Academy

4: Money-Grubbing / Charitable 4: Abomination / Beast 4: Of The Seven Seas

5: Charismatic / Closed Off 5: Warrior / Soldier 5: Out For Revenge

6: Mysterious / Famous 6: Inventor / Mechanic 6: Of The Noble Knights

7: Wandering / Local 7: Student / Squire 7: From The Badlands

8: Naive / Wise 8: Gunslinger / Cannoneer 8: From The Past / Future

9: Young / Elderly 9: Priest / Nun 9: With A Heart Of Gold

10: Loyal / Traitorous 10: Doctor / Medic 10: Who Dug Too Deep

11: Chosen / Oathbreaker 11: Dancer / Bard 11: Born To Ruin

12: Inquisitive / Dense 12: Alchemist / Scientist 12: Who’s Out Of Their League

Author’s Note: A Non-Exhaustive List


A character’s Theme is really just what the player thinks is cool or fun to show with their character, it may tie into other
aspects of the character’s Concept, but it’s not a requirement. The options below can just serve as examples, and you
may freely write your own Aesthetic so long as you feel it’s formatted similarly.

22
Aesthetic
This half a character’s Concept is much more abstract than the first, and is made up of two parts. There is the
“Motivation”, and the “Theme”.

A character’s Motivation should either summarize a character’s main goal in their story, or a major flaw that they must
overcome in very general terms, normally in three or fewer words.

A Theme, on the other hand, is almost purely fluff. It shows how the player wants to represent the Motivation
aesthetically, or it can just be something that they think looks cool.

2D6 Roll Table


Motivation Theme

2: Revenge 2: Fire / Passion

3: Ambition 3: Ice / Stagnancy

4: Greed 4: Air / Movement

5: Martyrdom 5: A predatory animal / Strength

6: Curiosity 6: A prey animal / Vulnerability

7: Destiny 7: Earth / Nature

8: Freedom 8: Darkness / Corruption

9: Apathy 9: Light / Purity

10: Fear 10: Gold / Wealth

11: Responsibility 11: Steel / Weapons

12: Regret 12: Smoke / Mystery

Author’s Note: Using Aesthetic Concept For Non-Characters


If you’re having a hard time creating something as a Player or GM, such as a hook for your game, a special weapon or
ability, or some sort of story relevant NPC, try rolling on the Aesthetic table.

If this thing is related to an existing character you could try keeping one of those characters parts and rerolling the other,
that way you always have a similarity to turn to when it comes to relating that character to it.

A player who’s themed around their “Curiosity and Wealth” may be compelled to form a Bond with or otherwise interact
with a fearsome antagonist who mirrors their focus on Wealth but instead uses it along with “Fear” or “Greed”, making
them a sort of mirror to that player’s character.

23
Intermissions
An “Intermission” represents the downtime between
major events in a game, normally between each
session, but sometimes more or less often.

Intermissions remove the Wounds and Stress from every


character involved, as well as giving them time to do
pretty much anything they want within the game’s
narrative (so long as it doesn’t involve another player
who doesn’t give explicit permission), since this is
effectively a fade to black where characters change and
grow via conversation and training.

Bonds
During Intermissions, player characters can choose to
form a Bond with any other named character that they
can speak to or have spoken to in the time between this
Intermission and the last.

These Bonds represent the way this PC views the


subject of the Bond, be they rivals, friends, or
colleagues. Bonds can represent any sort of
connection or relationship regardless of its nature, the
only consistent element is that this Bond is always a
one-way-street, the subject does not need to share
these feelings.

Bonds come in Ranks, and for each Intermission a


character spends with the subject of their Bond they
can increase the Bond’s Rank by 1, so long as the
character using them never has more than 4 total Bond
Ranks (this value is your max Bond Ranks).

Breaking Bonds
For one reason or another, someone may decide that
their Bond has been ‘Broken’, something has changed
in their perception of that character. Doing this
removes all Ranks of that Bond and gives the user
an equal amount of Influence. Once a PC has broken
a Bond with a character, they lose the ability to gain
Influence by breaking a Bond with the same character.

24
Influence Author’s Note: Influence Flairs
Throughout a game players will earn “Influence”, a The following is an optional rule that can can be
unique resource that is retained throughout Scenes and included along with the normal Influence rules.
sessions, players should receive an Influence whenever
one of the following things happens. In addition to the normal effects of Influence Move,
players MAY add a “Influence Flair” when they use a
The session starts and they have no Influence. Influence Move (even if they use one in Combat).

Their character receives a Stress or Wound. Influence Flairs are additional pieces of minor
character/world building that players may establish, it
Their character breaks a Bond. comes in 3 basic forms, but players may propose
alternate effects if they have an idea that isn’t allowed
They take an “Influential Action”. with these options.

Influence Moves Flashback: Establish a fact about your character or the


Characters can choose to spend 1 Influence on one of world that relates to what you’re doing.
the following Influence Moves.
Power At A Cost: Choose some normally permanent
However, when they do so they must also “Invoke” an part of your character for them to lose forever, doing this
element of their character’s Concept or one of their gives you 3 Influence.
Bonds, giving some reason why it relates to the current
scene. Presence: You may attempt to affect the moods of all
NPCs around you in any way you like.
All Out: Reroll a Challenge Roll. For that roll, all dice
with a value of 3 or more are counted as Hits.

Experimental Technique: Change one word on one of


your Abilities to another word with an equal cost or a
cost 1 higher for the duration of the scene.

Last Stand: Gain 3 Influence. Until the end of the


scene, surpassing 3 Stress permanently kills your
character instead of forcing them to leave the scene.

Stress
Some situations won’t be resolved in a single Roll, be it
a long journey, heated debate, or dramatic duel. Some
players may end up risking “Stress” in their Rolls.

Whenever a player would be forced to take a Risk


they can choose to receive 1 Stress instead. If a
character ever receives more than 3 Stress they are
taken out for the duration of the scene and all of their
Stress is removed. Whenever a character receives a
Stress, they also gain 1 Influence.

25
Tiers Antagonist Rules
Like most RPGs, characters in DAWN will grow in Most major conflicts in a game will be caused by an
strength over the course of a game. This is done Antagonist, a non-player character (NPC) opposing the
through increasing their Tier, which starts at 1. player’s goals. These Antagonists can vary widely in
scope, as small as a nameless bandit leader, or as
Experience important as the end of the world.
Characters gain power by gaining Experience. Your
character gains Experience at the end of each session, Locks
gaining 3 by default, and one more for each time the Most Antagonists have the ability to impose Locks on
players spent an Influence in the session. player characters (PCs). These locks target one or
multiple of a character’s Attributes, and depending
When a character gains 10 Experience their Tier on if the Lock is Total, or Partial will some way disable
increases by 1, up to a maximum of 12, and gain each the player’s Skills and Abilities. Total Locks disable the
of the following benefits. use of Skills or Abilities of that Attribute. Partial Locks
lower the Rank of those Skills/Attributes by 1.
Gain +1 to two different Attributes.
Antagonist Points
Gain two levels to spend on new/existing Technique(s).
When an Antagonist is introduced the Narrator should
decide on a number of Antagonist Points for them to
Gain two Character Ranks that can be spent on
have. Generally, someone important enough to become
new/existing Skills/Abilities now or later.
an Antagonist should have at least 5, with the most
powerful having the maximum of 30.
A new Boon from any Outlook (so long as you don’t
exceed your 3 max Outlooks) or +1 max Bond Ranks.
Antagonist Actions
5 Additional Health. Each of these points can be spent on one of many
Antagonist Actions. Taking any of these actions grants
every Player present in the Scene a Influence. The
Awakening
actions are as follows.
In addition to increasing your Tier the conventional way,
a character can ‘Awaken’ once per game. Whenever a
Escape: The Antagonist leaves the scene with one of
player uses Influence in a narrative scene they can
the following: a chip on their shoulder, a permanent
choose to Awaken by spending an additional
injury, a new Bond.
Influence.

Foil: This Antagonist can negate a Reward for a player,


When a character Awakens they can immediately
so long as it directly relates to them.
increase their Tier by one and gain any of the benefits
they’ve prepared beforehand, as well as recovering all
Lethal Blow: This Antagonist can make their
Stress and Wounds. However, Awakening puts your
Challenge Rolls cost 2 Stress to resist.
character into ‘Burnout’ making them lose the next
10 Experience they would otherwise gain when
ending a session. Present Problem: The Antagonist can impose a
Partial Lock on any number of players, or impose a
Total Lock on a single character.
Author’s Note: In-The-Moment Awakenings
If a character Awakens suddenly without preparing they Unmask: The Antagonist reveals some hitherto
may be given time to assign their features, however this unknown plan or element of their character. An
does interrupt the game and a Narrator is fully in their Antagonist may only do this once, but doing so allows
right to have them put it off till the end of the session. them to regain all their points.

26
Campaign Scale 5-6 Established Elite
E.g. Final Fantasy 12, LOTGH, Triangle Strategy
This game can present a lot of different stories with their
own threats. You may be rookies on the path to
A person in some sort of position of power, whether it
greatness or near gods grappling with equally enormous
be due to official authority, or the respect of those within
responsibilities.
your line of work.

Normally this scale is determined by what strength the


At this point player characters have wide-reaching
players are when the game starts, these strengths
responsibilities, either being able to directly affect social
being sorted into Tiers, and in the following section
groups like towns or specific subcultures, or having
examples of “Scale” will be given for games that start
ways to indirectly affect the world at large.
from Tiers 1-10.

7-8 Best Of The Best


Author’s Note: Scale Is Fluid E.g. Overlord, DBZ, Naruto Shippuden
To clarify, characters will not change the scale of your
story just by increasing to the Tier shown for it, these Not only are you recognized and respected by your
Tiers just show where you should start if you want to peers, but the world at large.
recreate the feel of that scale.
Reaching the peak of the established setting, with
However, feel free to change the scale as a story moves abilities that can affect entire nations, the threats you
along if it feels appropriate, especially since scale has may face may break the fundamental rules of your
no actual effect on the game’s mechanics, it just serves setting in order to be an actual danger.
as a guideline.
9+ Legendary
1-2 Underdog Story E.g. DBS, Xiaxia Novels
E.g. The Hobbit, Naruto, Avatar
You’ve broken out of convention, far above the
A group of complete newbies just starting to learn about mundane world and average person. A long term game
the world that they’re engaging in. within this scale is not recommended.

Characters in an Underdog Story will rarely be affecting Both combat and narrative play within this scale require
the world outside their inner circle. Their struggles are some silly things to make anything within the world a
often personal and relating to their growth. danger for your protagonists, so it’s not recommended
to start at this Tier.
3-4 Up-and-coming
E.g. JJK, Fairy Tail, Lord of the Rings

Novices, students, and journeymen, people who have at


least some knowledge and experience, but who may
not be ready for the things that lie ahead.

The recommended scale for those experienced with


TTRPGs or who have played this game before.
Characters in this scale will likely be involved in the lives
of other NPCs, helping with a problem in their
hometown or taking small-time missions, but these can
easily expand out as they climb in Tier.

27
Outlooks
Each player character is created with one of the following ‘Outlooks’ to serve as their ‘Primary Outlook’, they
provide the user with 2 ‘Boons’ and 3 ‘Influential Actions’, things that the player can do to gain an Influence, each
Influential Action can be used once per session.

When a character Tiers up further Boons can be taken from their Primary or up to two other Outlooks, when you take a
Boon from another Outlook it becomes one of your ‘Secondary Outlooks’. A character can have up to 3 total Outlooks,
one of them their Primary and two of them their Secondary.

The 10 Outlooks are as follows:

The Rebel The Wolf


You believe in the power of action. All of your problems Someone who tries not to get too involved with others,
came from a lack of action, be it from yourself or those dark and brooding. The Wolf has a hard time bonding
around you, and you won’t let that happen again. It’s with those around them, and prefer to work on their own
time for you to take your life into your own hands. in all things, whether it be for efficiency or for the safety
of those around them.
The Loyal
A person who’s dedicated themselves to a cause. This The Accursed
oath may have been taken on your own or to align A person doomed by the narrative, granted power they
yourself with a greater organization, in either case its never asked for The Accursed is capable of things
tenants are your lifeblood. seemingly impossible, and most people aren’t happy
about it, often including themselves.
The Quiet
The little people in other people’s lives. You may be The Blessed
talented, you may be intelligent, but you’re not Someone who’s lived life with all the benefits they could
important, at least in the eyes of the average person, possibly want. The Blessed were born privileged, be it
and this is your time to change that. by fate, some higher being, or the society they live it, in
any case those benefits tend not to last long.
The Confident
Someone who has to make themselves known, you’ve The Learned
been disrespected too much. The Confident lives for the A person who is either wise for their years, sometimes
limelight and the risks that come with it. physically older, but it is in no way a requirement. The
Elders live to teach and to prevent the calamities they
The Light experienced or have knowledge of.
The party face, an ethereal beauty, or dark manipulator.
The Light weave their way in or out of any social The Naive
encounter, with a sense of what can make anyone tick. Bright-eyed greenhorns and kids looking to make a
name for themselves. The Dreamer is starting small, but
holds big ambitions for the future, and no mater what
happens they’ll never lose that.

28
The Rebel The Loyal
You believe in the power of action. All of your problems A person who’s dedicated themselves to a cause. This
came from a lack of action, be it from yourself or those oath may have been taken on your own or to align
around you, and you won’t let that happen again. It’s yourself with a greater organization, in either case its
time for you to take your life into your own hands. tenants are your lifeblood.

Influential Actions Influential Actions


When you do one of the following gain 1 Influence. When you do one of the following gain 1 Influence.

Chase your Motivation using violence. Let someone down to follow your Oath.

Show your Aesthetic or History in battle. Use your Abilities to enforce your Oath.

Form a Bond with someone who’s attacked you. Form a Bond with the antithesis of your Oath.

Boons Inherent Boon


Violent: Whenever you go All Out on a Body or Talent The Oath: This must be taken as one of your starting
Roll you may add the following effects “You can effect Boons if you choose “The Loyal” as your Outlook. This
anything and everything within reach” “You can do it Boon cannot be taken by other Outlooks. You no
with your bare hands”. longer have a Motivation, you instead have an Oath, a
single word that you must embody at all times.
Riding The Line: When at 2 Stress or higher you gain
1 advantage on Body and Talent Rolls. Boons
Simple And Clean: When you only have one Ability Honorable: Whenever you go All Out on a Roll you
that Ability counts as being 2 Ranks higher when used may add the following effect “You do so in a way that
in a Roll (meaning it provides 2 more Advantage). cannot break your Oath”.

Supernatural deafness: You cannot gain Abilities or The Family Art: Choose a Noun from the Abilities
use other supernatural equipment. In exchange, you table, all of your Abilities must use this Noun. Gain 4
cannot be effected by Ability’s or other supernatural Character Ranks that can be spent on Abilities.
powers.
Durandal: You’ve been entrusted with some sort of
Occam's Razor: When you make a Roll attempting to massively important weapon or tool, note what it is
intimidate, harm, or restrain someone you may roll as if and what it excels in as if you were creating a Skill.
you were in combat, making an Attack of your choice, When the item is applicable for a Roll gain 2
using Techniques to gain Advantage rather than Skill, Advantage and you may go “All Out” by gaining 2
Abilities, or Bonds. Stress instead of using Influence.

Overexertion: When you make a roll you may go All “My Master’s Teachings”: Once per game per Tier
Out by taking a Stress instead of spending an you may flash back to a scene of you being taught
Influence (this does not give you Influence). something only known by those with your Oath, doing
so lets you gain a new Skill at a Rank equal to your
Tier that matches your description.

A New Perspective: Once per game when you spend


Influence you may declare that you’re changing your
Oath, changing it to any other word, doing so gives
you 3 Influence.

29
The Quiet The Confident
The little people in other people’s lives. You may be Someone who has to make themselves known, you’ve
talented, you may be intelligent, but you’re not been disrespected too much. The Confident lives for the
important, at least in the eyes of the average person, limelight and the risks that come with it.
and this is your time to change that.
Influential Actions
Influential Actions When you do one of the following gain 1 Influence.
When you do one of the following gain 1 Influence.
Use your Aesthetic to show off or instill fear.
Engage in your Motivation or History with subtlety.
Hide your character’s History through confidence.
Reveal your Aesthetic in a moment of truth.
Form a Bond with someone who hates you.
Form a Bond with someone who got to know you.
Boons
Boons Impressive: Whenever you go All Out on a Roll you
Drifter: Whenever you go all out on a Talent roll you may add the following effects “You terrify non player
may add the following effects “You do not need to characters who see it” “you enthrall non player
touch the ground at any point” “You can move in any characters who see it”.
direction, including directly upward”
Pride: Whenever you take a Roll without any help
The Talent: Whenever you attempt something that no despite help being available you gain 1 Advantage.
one knew you could do / no one thought you could
do, you gain 3 Advantage. “Just try to stop me!”: At any time when taking a
Contested Roll with someone else you may give them
The Sneaky Superposition: At any time when your a handicap, giving them 2 Advantage and giving you 1
exact position is unclear you may gain 1 Stress to Influence.
appear somewhere within reason.
Chatty: Whenever you preform a contested Roll, you
Fade Away: You can attempt to hide or act unnoticed can begin talking, ether monologuing, quipping,
no matter what situation you are in. taunting or just ranting, gaining 2 advantage plus the
Bond ranks you have with your opponent, if you fail
Slippery: Once per session, whenever you’re trapped, this roll your character gains 1 Stress.
or restrained you can choose to use this Boon to
escape. “I’ll handle this.”: When you attempt to do something
that someone else in the Scene has failed at you gain
Knacks And Hobbies: You gain 3 Advantage on all 3 Advantage.
rolls that do not oppose or relate to any other
character. Perspective Of A Lancer: Wherever you have a Bond
at Rank 2 or higher you may choose to treat them as
your “Rival”. Whenever your Rival takes a Stress or is
removed from a Scene you gain an Influence.

30
The Light The Wolf
Impossibly optimistic, kind, or protective of those in Someone who tries not to get too involved with others,
need. The Light is a light post for those who’ve lost their dark and brooding. The Wolf has a hard time bonding,
way, determined to do what they can to defend and and prefer to work on their own in all things, whether it
help those in need. be for efficiency or for the safety of those around them.

Influential Actions Influential Actions


When you do one of the following gain 1 Influence. When you do one of the following gain 1 Influence.

Use your History to relate to or help someone. Hide your History from someone too close.

Offer your Motivation to someone else. Show a regret or distaste for your Motivation.

Form a Bond with someone hurting. Break a Bond with a friend.

Boons Inherent Boon


Pacifist: Whenever you go All Out on a Roll you may Lone Wolf: This must be taken as one of your starting
add the following effects “No one needs to get hurt” Boons if you choose “The Wolf” as your Outlook. This
“Your target knows you mean them no harm”. Boon cannot be taken by other Outlooks. Reduce your
max Bond Ranks to 3, you always know where
Saint: You have 2 Advantage on Rolls against someone you’re Bonded with is.
characters who have no negative feelings towards
you. Boons
Friendly And Approachable: You may Bond with any Fierce: Whenever you go All Out on a Roll you may
character at any time so long as you know the add the following effects “You can instantly move to
character’s name. Breaking Bonds with characters you someone you’re Bonded with” “You may move
form Bonds with like this does not give you Influence someone you’re Bonded with out of danger”.
and bars you from Bonding with them again.
The One Thing You Can Rely On: You may form a
Performance Artist: Choose one of your Skills, it Bond with weapons as if they were characters,
gains an additional Rank, and when first get a Full breaking a Bond with a weapon makes you lose it
Success with it in a Scene anyone Bonded with you permanently. Weapons created by your Abilities all
can remove 1 Stress. count as the same weapon for this Boon.

True Hero: When you choose to help someone when Dark Urge: Gain 4 Character ranks that can be spent
it has no benefit for you, you gain 1 Influence. on Abilities. Whenever you attempt to use a Ability you
may choose to gain 4 Advantage, but if you roll an odd
Books And Their Covers: When you offer to befriend number of Hits your Narrator can force you to use any
someone who’s tried to kill you before the Narrator of your Skills or Abilities on someone, you can resist
must either have them accept their offer or give you 3 this effect by taking a Stress.
Influence.
Outgunned: When you’re working against more
enemies than you have allies you gain 2 Advantage on
all rolls.

Loyal: When you only have 1 Bond the Rank of that


Bond is treated as being doubled for the purpose of
gaining Advantage.

31
The Accursed The Blessed
A person doomed by the narrative, granted power they Someone who’s lived life with all the benefits they could
never asked for The Accursed is capable of things possibly want. The Blessed were born privileged, be it
seemingly impossible, and most people aren’t happy by fate, some higher being, or the society they live it, in
about it, often including themselves. any case those benefits tend not to last long.

Influential Actions Influential Actions


When you do one of the following gain 1 Influence. When you do one of the following gain 1 Influence.

Distinguish yourself from your History. Compare the world around you to your History.

Have your Abilities cause you permanent damage. Deny the easy road to pursue your Motivation.

Form a Bond with a “normal” person. Form a Bond with someone who mirrors your History.

Boons Boons
Eldritch: Whenever you go All Out on a Spirit or Mind Wealthy: Whenever you go All Out on a Roll you may
Roll you may add the following effects to “You can do add the following effects to “You can pull a random
it without seeing your target” “You can affect things at item to help” “You can always call on someone to
any distance, so long as you know where it is”. help”.

Volatile Blood: You can use the “Experimental A Web Of Connections: Whenever you use Influence
Technique” Influence Move without using Influence by you can identify an unnamed NPC in the scene, you
taking 1 Stress instead. gain 2 Advantage on skill rolls where that NPC is
relevant.
Uncontrollable Power: Your abilities are now
formatted as “You [Verb] [Noun] When You Trust Fund: You have 10 “Funding Tokens”, whenever
[Condition].” Meaning their effects are always applied you make a roll you may spend any number of
when the condition is fulfilled. Gain 4 Character Ranks Funding Tokens to explain how you use your wealth to
that can be spent on Abilities. help you and gain equal Advantage. Gain 5 more
Funding Tokens when you Tier up.
Sacrifice: You may use this Boon after any Roll to
make it a full success by sacrificing one of the Convenient Transport: You always have access to
following (It cannot be restored, only replaced). some sort of all-terrain vehicle or mount that can carry
‣ Your eye. up to 8 people.
‣ Your arm.
‣ Your leg. Prestigious Training: When you go All Out you may
‣ Your tongue. flash back to a Scene where you learned a skill
‣ Your life. relevant to your roll, doing so grants you 3 Advantage.

Turning Over A New Leaf: Whenever a problem “Do You Know Who I Am?”: When you introduce
occurs that could be easily solved using one of your yourself around unnamed characters you may use this
Abilities you may lose 2 Stress and choose not to use Boon to prompt them to: gasp, become interested in
your Ability instead. you, or make fun of you (Narrator’s choice). When you
get a reaction you haven’t before gain an Influence.
Tainted Body: One or more of your limbs or eyes are
wrapped in bandages or otherwise concealed from
other people. Once per game when you spend
Influence you may reveal this body part to gain a new
Ability with a cost of 3 + your Tier or less.

32
The Learned The Naive
A person wise for their years, sometimes physically Bright-eyed greenhorns and kids looking to make a
older, but it is in no way a requirement. The Elders live name for themselves. The Dreamer is starting small, but
to teach and to prevent the calamities they experienced holds big ambitions for the future, and no mater what
or have knowledge of. happens they’ll never lose that.

Influential Actions Influential Actions


When you do one of the following gain 1 Influence. When you do one of the following gain 1 Influence.

Reveal your History to teach or help someone. Try something new and fail.

Return to how you were in your History. Become curious about something related to your
History or Aesthetic.
Form a Bond with a character who’s learning from you.
Form a Bond with someone important or strong.
Boons
Skilled: Whenever you go all out on a Roll you may Boons
add the following effects “You can do it effortlessly” Gutsy: Whenever you go All Out on a Spirit or Mind
“You can do it in a way others thought was Roll you may add the following effects to “You can do
impossible/impractical”. it in the worst way possible” “You can do it in a way
that makes those involved respect you more”.
An Expansive Repertoire: Whenever you see a NPC
perform an act of magic you can spend an Influence to "Never Give Up!”: When you fail a Challenge Roll and
attempt to note it down, when you use Experimental use a Stress you may immediately retry the Roll with 1
Technique you may use an effect you noted down Advantage for every Point of Stress you have.
instead of the regular effect.
Amazing Potential: You may only choose this when
Perspective Of A Teacher: Wherever you have a creating your character. You have half the starting
Bond at Rank 2 or higher you may choose to treat Character Ranks for Skills and Abilities, gain two extra
them as your “Student”. Whenever you use an Character Ranks every Tier.
Influence with your Student present they gain an
Influence. You cannot do this with another character Land Among The Stars: When an opponent rolls
with this Boon. more dice than you in a Contested Roll you gain 1
Influence.
Old, Calloused Hand: Write two “Calluses”, a negative
event that you’ve dealt with before, leaving you Plenty To Learn: When you go All Out you may flash
stronger. Whenever you receive a Risk that comes back to a Scene where you were taught something
from something related to your Callus, you may restore relevant to your roll within the current game, doing so
1 Stress. grants you 4 Advantage.

An Organized Style: Whenever you use one of your A Step Behind, But Still Running: You may Awaken
Abilities or Skills in a way you’ve never used it before twice in each game. You cannot Awaken while in
you can give that specific usage a name to gain 3 Burnout.
Advantage.

A Power That Must Never Be Used Again: You have


a Skill or Ability that when can be used can instantly
kill any non-player character standing in from of you
regardless of context. If you ever use the effect of this
you lose two max Bond Ranks and lose the ability to
gain max Bond Ranks for the remainder of the game. If
you are lowered to 0 max Bond Ranks or less you lose
control of this character permanently.
33
Narrative Character Checklist
When creating a character for narrative play you’ll need
to get all the following things.

A Concept to communicate the bare essentials of your


character and their characterization.

A set of Abilities and Skills to enforce what things your


character excels in.

An Outlook to define how your character interacts with


their Concept.

And Attributes to enhance all the features above.

1. Establish A Concept
Important characters may be created with a “Concept”,
these Concepts are an important aspect of using
Influence and should be thought over to make sure the
player can use their character they way they would like
to.

2. Spend Your Character Ranks


This step can technically be done before or after any
other step, but at some point you’ll need to spend your
8 starting Character Ranks, spending at least 3 on
Abilities, and at least 3 on Skills.

Your initial Character Ranks cannot be saved for later.

3. Choosing Your Outlook


You can now choose one of the “Outlooks” below, as
well as 2 Boons from that Outlook. You cannot choose
the same Boon more than once.

4. Assigning Attributes
When creating a player character you must assign each
of your Attributes (Body, Talent, Spirit, and Mind) as
either a Primary, Secondary or Tertiary.

A character has:

One Primary Attribute that starts at 3.

One Secondary Attribute that starts at 2.

And two Tertiary Attributes that starts at 1.

34
Combat

The tactical layer of DAWN, build up powerful and fun characters to handle the threats of your world.

35
Combat
The tactical element, the most “game-y” part of DAWN, where players are asked to optimize builds, handle threats, and
control whatever variables they can.

In Combat play characters use their “Actions” and “Techniques” to defeat their enemies as efficiently as possible, the
way they use these actions and choose these Techniques determines whether they live or die.

Turn Order
Combat is made up of Actions, Reactions, Turns, and
Rounds. A Round consists of the Turns of all involved
players and one opposing turn for each.

Players and NPCs both treat the Turn order differently.


Each method will be described below.

When combat starts all players must decide amongst


themselves who should take the first Turn.

After this is determined that player takes their first Turn,


spending taking Actions until they can’t or don’t want to
anymore.

When a player ends their Turn an enemy of the


Narrator’s choice that has not yet taken their Turn
takes theirs, if all enemies have taken their turn an
enemy who has already acted can take a Turn instead.

After this enemy Turn ends the last player who acted
can choose a player who has not yet taken their
Turn, that player then they take theirs, this repeats
until all players have taken their Turns.

Actions And Action Points


When a Round starts player characters receive 6 ‘Action
Points’ (AP), losing any they had remaining from the last
Round. These Action Points can be spent on any of the
Basic Actions that will be detailed later.

A character cannot use the same Basic Action more


than once each Turn (unless that action was taken via
some secondary feature such a Technique.) A character
must end their turn when they run out of AP or have no
Actions they can use.

36
Damage And Health Earning Influence Through Wounds
Almost all interactions in combat will be motivated by Whenever you receive a Wound from a source other
damage, whether it’s to avoid it or deal it. Damage is than yourself you also receive an Influence (As
how this game tracks progress in its fights. described in the narrative section).

Guts Spending Influence In Combat


Your character’s Guts is a statistic determined by your While in combat there is only one way you can spend
Body that increases the number of Wounds you can Influence, and it’s by spending 1 Influence to take the
take before being defeated. “All Out” Influence Move that’s also available in narrative
play.

Health
All Out: For a single Challenge Roll (Before or after it is
Characters all have Health that determines their
rolled), all your rolls of 3 or more are counted as Hits.
durability in Combat. As characters are attacked and
take damage they lose their Health. Health can go no
lower than 0. Tension
Tension is a resource that starts at 0 at the start of every
A character's maximum Health is equal to: combat Scene and is shared between all characters,
Body + Body + 5 players and enemies.
A negative Body Attribute does not reduce Health and is
treated as 0. Tension increases when one of the following happens.

An enemy is defeated.
Armor
If a character has an Armor value, the damage they take A player character is defeated.
from Attacks is reduced by that value (minimum of 1).
Characters do not have Armor by default. Many actions, both for players and enemies, can only
be used if the Scene’s Tension is above a specific value.
Evasion
If a character has a Evasion value, all Attacks that target Focus
them and force the user to make a Roll cannot deal their Focus is a resource used for specific abilities. When
Reward effect unless the attacker rolls more Hits than combat starts player characters have Focus equal to 1
the defender’s Evasion. plus half their Spirit, and they can regain more by
using the Breathe Action, with no upper maximum.
Wounds And Death
A Wound symbolizes a long-lasting injury that weakens All Focus is lost at the end of a Scene.
those who have it.
Speed
You receive a Wound for every 3 damage you take All characters have a Speed statistic that determines
when at 0 Health, a Wound for every 15 damage you how far they can move with an Action. Characters have
take in a single instance, or when otherwise specified. Speed equal to 2 plus a half of their Talent Attribute.

A character is forced to leave the scene when they gain


Wounds equal to their Guts. A character with 0 Guts
dies as soon as their Health drops to zero.

Characters lose all of their Wounds when they take an


Intermission.

37
Spaces And Movement Special Targeting
Areas in DAWN are square grids of one-meter by There are some effects that will have you target
one-meter “Spaces”, and with movement actions a something other than a single target within a range,
character can choose to move Spaces equal to their most calling for specific shapes and patterns, those
Speed. shapes will be illustrated in the following section for
clarity. With this targeting, and any other form of
In almost all situations combat should be contained on multi-character targeting, attacks are rolled once
a map of 7 x 7 Spaces, no smaller and no larger. With and target all characters.
players starting fights on the edge opposite to the
enemies. Cones
Cones originate in the space of the user (without
When moving characters must measure space using the targeting the user) and extend out a number of spaces
cardinal connections, meaning no diagonal movement, equal to the cone’s Range, the example below is of a 5
no moving through opponents or terrain, and no range Cone.
ending movement in a Space another character
occupies.

There are two exceptions to the previous rules,


‘Teleportation’ and movement in straight lines.

When a character Teleports they move from one


space to another without passing the spaces in
between. This still qualifies as movement.

As will be described in the following page, straight


lines can be drawn cardinally or diagonally, counting
diagonal spaces as being one space apart. When a
character has to move in a straight line they also follow
these same rules. Lines
A Line expands from any of the cardinal or diagonal
Drawing Range directions from its user, unlike other forms of range and
Just like movement, actions that target at specific movement, Lines count diagonals as being one
ranges draw that range using connected cardinal space apart.
spaces, meaning an Action with 5 range can target any
space you could move to with 5 Speed (Ignoring any
restrictions that may apply to your movement of course.

Targeting Allies
Some Actions will tell you that you must target an “Ally”.
These are the characters that you’re working with, but
notably not yourself.

38
Terrain Alternate Mode: Cinematic Combat
Terrain is a object on the battlefield that blocks There exists a second mode of combat in DAWN, and
movement or attacks, but not a line of sight. Terrain it’s recommended for fights between smaller groups,
can be destroyed, has a set Health based on its size. A or if you would rather not need to spend so long in
piece of Terrain’s Health is equal to 10 times the number combat scenes.
of spaces it takes up, unless stated otherwise.
Within “Cinematic Combat”, all characters are placed
Cover along 8 space long line, with allies deploying on the 2
When a piece of Terrain is between an attacker and their leftmost spaces, and enemies deploying on the
target and the target is adjacent to it, the target gains a opposite 2 spaces.
+3 bonus to their Evasion.
Unlike in standard combat, any number of characters
Difficult Terrain can fit within one of these spaces, and characters can
move through their opponents, but moving into an
Some spaces are considered Difficult Terrain. When a
enemy’s space counts as Difficult Terrain (Unless the
character enters a space of Difficult Terrain their Speed
movement would normally be able to pass through
is reduced to 0 until the end of the turn. This also
enemies).
ends any movement they are currently taking.
Characters who started their turn in Difficult Terrain
Standard targeting and Line targeting can only target
become immune to all connected pieces until the end of
one character within the spaces it targets, however
their turn. Climbing a sheer surface counts as
actions that target multiple spaces other than Line
entering Difficult Terrain.
targeting must target all characters within the spaces it
targets.

39
Basic Actions Movement
The following are a set of basic Actions and Reactions
Jump
to be used in combat. Actions can only be used on
your turn, but Reactions can be triggered whenever AP Cost: 3
specified.
Move a number of spaces in a straight line equal to
your Body or your Talent. Ignoring enemy spaces
Combos
and Difficult Terrain.
As a character gains Techniques and progresses they
may gain “Combos”. A Combo is a string of two or
more Actions that results in some bonus effect when
Stride
performed with no other Actions in-between.
AP Cost: 2
By default, a Combo can only be performed once per
Scene and is only interrupted when the user breaks it During this turn you can move a number of spaces
by taking another Action or ending their Turn. across the ground equal to your Speed.

40
Attacks
Unlike other Actions, when targeted by an Attack, a
character can respond with a Defensive Reaction.

Cast

AP Cost: 2

Choose an enemy within 5 Range and make a Spirit


Roll with a Challenge of 1.

Reward: You can deal damage to them equal to the


number of Hits you rolled.

Finisher

AP Cost: 4

Choose an enemy adjacent to you, spend Focus up


to the Tension and make a Roll using any Attribute
with a Challenge of 3. This Roll gains Advantage
equal to the Focus Spent.

Reward: you can deal damage to them equal to


double the number of Hits you rolled.

Skirmish

AP Cost: 2

Choose up to 2 enemies adjacent to you and make


a Body or Talent Roll with a Challenge of 1. You may
also perform this action as a Reaction to a character
attempting to leave adjacency with you. This
method of Skirmishing is also called a Punish.

Reward: You can deal damage to them equal to the


number of Hits you rolled.

41
Defense

Block (Reaction)

AP Cost: 2

As a Reaction to being hit by an Attack, you may


gain Armor equal to your Body for the duration of
the Attack. If the attack’s damage exceeds your
Armor you’re pushed one space away from the
attacker due to the impact.

Clash (Reaction)

AP Cost: 0*

*To use this Reaction you must spend 1 Influence.


As a Reaction to being targeted by an Attack where
the attacker is within range of one of your own
Skirmish or Cast, you can attempt to Clash. Doing
so starts an Opposed Roll using the Attributes
described in each Attack’s description. The winner
resolves their attack against the loser.

Dodge (Reaction)

AP Cost: 2

As a Reaction to being targeted by an Attack, you


may move up to 2 spaces and make a Talent Roll
with a Challenge of 1.

Reward: Gain Evasion equal to double the Hits for


the duration of the Attack.

42
Utility

Breathe Investigate

AP Cost: 2 AP Cost: 2

Gain a Focus. Choose an enemy in a range equal to your Mind.


You may ask the Narrator for any of the enemy’s
statistics, and they must tell you.

Deep Breathing

AP Cost: 3

Make a Spirit Roll with a Challenge of 0.

Reward: Gain Focus equal to the number of Hits


you roll (minimum 1).

Hide

AP Cost: 2

Make a Mind Roll with a Challenge of 2.

Reward: Enter the “Hidden” state. When Hidden,


characters cannot target you with Attacks unless
they are adjacent to you. If you Attack a character,
you must Hide again as a Reaction or lose Hidden.

Interact

AP Cost: 2

Take a Mind Roll with a Challenge of 2.

Reward: to use your Skills or Abilities to you to do


something you cannot do with any other Action. The
things this can do are functionally limitless, so long
as the Narrator approves, but here are some basic
applications that can serve as example.
- Create a piece of Terrain adjacent to you.
- Inflict an Effect to a character adjacent to you.
- Remove an Effect from an adjacent character.

43
Effect Listing
Effects represent all sorts of ongoing benefits and status. Characters lose their Effects whenever they end their
turn, unless the Effect has some other method of removal, or it’s stated otherwise. Effects cannot be removed in this way
on the Turn they’re applied.

Banished: You cannot target any non-Banished characters, other characters cannot target you, and you can take up the
same space as any other object. Lose this Effect at the beginning of your turn. (When a character applies Banished all
other characters that have been Banished by that character lose it.)

Blighted: Lose Health equal to your Tier when you use an Attack. This is not removed at the end of your Turn.

Dazed: All Actions you take cost 1 additional Focus to use. (When Dazed is in applied to enemies they instead are
prevented from taking more than one action each Turn.)

Elegant: All non-Attack Actions you take cost 1 less AP to use (to a minimum of 1).

Feared: Your Attacks that target the character who applied Feared to you have Disadvantage equal to your Tier.

Haste: Your Speed is doubled.

Immobilized: Your Speed is 0 and you cannot Dodge.

Invisible: You may choose to remain Hidden when you would otherwise lose it, or become Hidden as an Action with no
AP cost. Doing so removes this effect.

Marked: Attacks that target this character gain Advantage equal to their Tier.

Regenerating: Regain Health equal to your Tier when you end your Turn. This is not removed at the end of your Turn.

Reinforced: You gain Armor equal to your Tier.

Shredded: You cannot benefit from Armor.

Slowed: Your Speed is halved.

Snared: So long as the character who applied this to you is on the board, the only way you can move is if the person
who applied this effect to you moves. When they do you move to match their movements, and you cannot Dodge.

Strengthened: Your Attacks gain Advantage equal to your Tier.

Taunted: Your Attacks that do not target the character who applied Taunt to you have Disadvantage equal to your Tier.

Weakened: Your Attacks gain Disadvantage equal to your Tier.

44
Dueling

The ultimate representation of personal drive and motivation within combat, a moment where you, as a player, can break
free from the confines of combat, and it’s strict rulings to put the motivations of your character and purpose within the
story at the forefront, a single moment where it’s you versus them.

This element of combat play is its most esoteric, because this rule exists combat can seemingly meld into Narrative and
vice versa. If you’re a player try to make use of this to emphasize the most emotional moments of your combats.

What Is A Duel Failing A Duel


During your Turn, so long as you haven’t Attacked in A Duel is always high stakes and an important moment
that Turn, you can initiate a “Duel” as an Action by for your character, and failing it can cause some serious
spending one Influence rather than spending AP. and permanent effects.

This removes yourself and an adjacent opponent Whenever you fail a Duel you must choose one of the
from the Scene, moving to a narrative Scene. You following “Scars” you have not yet taken and return to
remain in this out-of-scene state until the start of your the combat in a space on the board’s edge, or “Double
next Turn during the next Round (unless there are no Down”, repeating the Roll at the risk of taking two
other enemies in the Scene, in this case execute the Scars if you fail again (you cannot “Triple Down” if you
Duel immediately). fail again).

Building Power Amnesia: Lose 2 ranks in a Skill of your choice.


When your next Turn starts you execute the Duel,
initiating a Contested Challenge Roll against your Burnout: Lose 2 ranks in a Ability of your choice.
opponent, with them normally rolling 5 dice plus their
Tier, possibly more if they’re an Antagonist. The End: Die.

This will always be more dice than you will be rolling Succeeding In A Duel
before bonuses, so in order to beat this you’ll want to When you succeed in a Duel you’ll return to combat
use a variety of methods to gain the advantage. Like with your target in any two spaces of your choice at the
any narrative Roll you can use an Ability, Skill, and end of the next Round. When this happens you’ll also
Bond to gain Advantage when applicable. be able to choose one of the following rewards.

But on top of all that there are a few ways you can gain Finishing Blow: Deal 2 damage to your target for each
Advantage that are specific to Duels. Hit you had in the Roll.

All For One: When you take a Duel any of your allied Heartfelt Speech: Choose an enemy, the Narrator
players can spend any amount of Influence to grant may remove that enemy from the combat, if they
you 2 Advantage for each. This gives one Experience don’t, you regain your use of Duel and gain Focus
to each player who participates. equal to the number of Hits you rolled.

One For All: If you Break a Bond during a Duel you Restrain: Deal Immobilized and Weakened to your
gain Advantage on its Roll equal to the Bond’s Rank. target.
You can only use this effect once per Duel

45
Techniques The Bulwark
In combat, characters are mostly defined by their use of Stoic and resolute, mitigate incoming damage to defend
“Techniques”. Techniques are powerful abilities that others. Techniques effective at tanking for a team.
can be gained by increasing your Tier. They are
mostly passive and serve to shape a majority of how a Can build for almost any Attribute, as all provide an
character functions in combat. option to survive longer, but Body is the most common.

Complexity Stars And Tags The Altruist


Each Technique has 1-3 complexity stars and some Friendly and versatile, enable your allies to overrun the
tags. These things have no effect on what the Technique enemy. Techniques that mainly benefit your allies.
does and are meant to summarize its complexity and
effects respectively. As many of these Techniques don’t need to deal
damage Mind is mostly your best Attribute.

Technique Levels
Each Technique has three Levels, and when gaining The Disruptor
a Technique you only gain one Level at time, starting Sadistic and calculated, chain down the enemy’s
from 1 and going up to 3. Player characters are given 5 options. Techniques that restrict, metaphorically or
total Technique Levels when they’re created. literally.

As many of these Techniques trigger their controlling


Archetypes
effects when Casting, they value a high Spirit Attribute.
Each player character is created with one of the
following ‘Archetypes’ to serve as their ‘Primary
Archetype’. When a character is created or Tiers up The Ruiner
they can gain Techniques from their Primary Archetype Ambitious and impactful, build up your ultimate spell
or up to two other Archetypes, when you take a and obliterate. Techniques with high impact and cost.
Technique from another Archetype it becomes one
of your ‘Secondary Archetypes’. Almost all of these Techniques give you high damage
setups for Spirit Finishers, Spirit is a must.
A character can have up to 3 total Archetypes, one of
them their Primary and two of them their Secondary. Advanced Techniques
These are some of the most unique and complex
The six Archetypes are as follows: Techniques that you can get, but unlike all the ones
above, these Advanced Techniques have a specific
The Powerhouse prerequisite to acquire.
Fiery and violent, dive into battle like a meteor.
Techniques effective in sustained Fights. Each Advanced Technique has at least one other
Technique that its user must have in order to unlock
Often requires a high Body Attribute for Attacks, or it, usually requiring that its user has multiple Levels from
Talent if you want to be a little more frail and fast. a variety of Techniques.

These prerequisites are listed as follows “X(Y), X(Y)...”,


The Slayer
with X being the names of the Techniques you need,
Quick and precise, eliminate your targets at breakneck
and Y being how many Levels you must invest into
speed. Techniques effective at defeating single targets.
those Techniques out of 3.

Often requires a high Talent to get into and escape


skirmishes, can alternatively use Body for some builds.

46
Combat Character Checklist
When creating a character for combat play you’ll need
to get all the following things.

Techniques to gain new ways to interact with combat


in ways that you think are cool.

Attributes to focus those Techniques into one or two


defined groups.

And your default statistics to codify the options you’ve


selected.

1. Select Your Techniques


Gain 5 total Technique Levels from any combination of
Archetypes.

2. Assigning Attributes
Assuming you haven’t already made a narrative portion
for your character and done so already, you must assign
each of your Attributes (Body, Talent, Spirit, and Mind)
as either a Primary, Secondary or Tertiary.

A character has:

One Primary Attribute that starts at 3.

One Secondary Attribute that starts at 2.

And two Tertiary Attributes that starts at 1.

3. Determine Default Stats


At this point you’ll be able to set up your Guts (And by
extension your Health), Speed, and Focus.

Your starting Guts is 4 plus half your Body.

Your starting Health is Body + Body + 5.

Your starting Speed is 2 plus a half of your Talent.

Your starting Focus is 1 plus half your Spirit.

47
Techniques

A glossary that lists each Technique, separated from the rest of the book for easy access.

48
Powerhouse

Fiery and violent, dive into battle like a meteor. Techniques effective in sustained Fights.
Often requires a high Body Attribute for Attacks, or Talent if you want to be a little more frail and fast.

49
Boom Stick | ★ ★ | Weapon, Body, Displacement

“The invigorating feeling of explosive force, a pure


power that can’t be rivaled with any other weapon.”

1: Buck Shot: Your Skirmishes can target 1 character


within 4 spaces rather than targeting two adjacent
characters. Your Skirmishes Against targets within 2
spaces push your target 1 space away on a success.
2: Both Barrels: When you Skirmish you can choose to
fire “Both Barrels”, doing this gives the Attack
Advantage equal to your Body, but also deals
Weakened to you after it resolves.
3: Annihilate: “Both Barrels” now applies to your Body
Finisher, which can now target characters up to 3
spaces away. When you use “Both Barrels” with a
Skirmish or Body Finisher the attack may target all other
characters in a 3 space Cone.

Crouching Tiger Hidden Dumbass | ★ ★ |


Wounds

“I did that? Holy shit I did that!”

1: Just Lucky: When you roll a 1 in any Challenge roll


you may spend 2 focus or receive a Wound to treat it as
a 6, converting it to an Explosive Hit.
2: Adrenaline Rush: Whenever you gain a Wound from
one of your Techniques you can use Stride at no AP
cost as a Reaction.
3: Ace in the Hole: You may use the effect of “Just
Lucky” on any roll that comes from a Finisher,
regardless of value.

Dragonslayer | ★ ★ | Weapon, Body, Anti-Armor

“That thing was too large to be called a sword. Too


big, too thick, too heavy, and too rough, it was naught
but a heaping hunk of iron.”

1: Speed Is Weight: Your Body Finisher has “Deal


Shredded to your target” to its Reward.
2: Wide Arc: Your Body Finisher can target up to 2
additional characters adjacent to you (3 total).
3: Titanic Heave: Gain the following Combo: Breathe,
Body Finisher. That Finisher counts all rolls as Hits,
pushes enemies it hits 2 spaces back, and deals Slow
to you after it resolves.

50
Dual Wielding | ★ ★ | Weapon, Effects Equilibrium | ★ ★ | Effects, Tanking, Versatile

“The more, the merrier!” “Perfectly balanced, as all things should be.”

1: Twinned Blow: When Skirmishing and only targeting 1: Of Two Worlds: Whenever you use an attack
1 character, you may “Flurry”, repeating the Attack an Technique or Clash gain 1 ‘Wrath’, whenever you use a
additional time at no AP cost but reducing the dice Defense Technique (other than Clash), Deep Breathing,
rolled for both to half (before applying Advantage / or Breathe gain 1 ‘Peace’. At the end of your turn you
Disadvantage). may spend any 1 Wrath to gain Strengthened or 1
2: Battle Trance: When you use Deep Breathing you Peace to gain Haste.
gain Strengthened. 2: Mind Made Manifest: When you have Strengthened
3: Frenzied Barrage: Whenever you use a Finisher you gain 2 Armor, when you have Haste gain 3 Evasion.
may substitute it with three Skirmishes used one after 3: Perfection: If you end your turn with an equal amount
another. of Wrath and Peace (at least one of each) you may gain
Strengthened and Haste.

Deft Duelist | ★ | Tanking, Skirmishes


Grim Ecstasy | ★ | Wounds, Attacks, Effects
“Parry, Riposte. Parry, Riposte.”
“There is no fate that cannot be surmounted by scorn.
1: Riposte: Gain the following Combo: Block, Skirmish. If the descent is thus sometimes performed in terror,
This Skirmish lets you move 3 spaces before it can also take place in fury.”
determining targets and has “Deal Taunted to your
target” to its Reward. 1: Strike Back: Whenever an enemy or one of your
2: Parry: Using Block against an adjacent character other Techniques makes you receive a negative Effect
inflicts Dazed to your attacker. you may also receive Strengthened.
3: Deflecting Blow: When you use Block against an 2: All In: Whenever you Attack with Strengthened you
attack from range you may spend 1 Focus to Skirmish a may choose to move up to 3 spaces in a straight line
different character within 5 spaces of the attacker. before determining targets to gain 1 additional
Advantage for each space moved.
3: Bled Dry: You receive none of the downsides from
Endure It All | ★ | Tanking, Wounds, Effects Effects so long as you have 3 or more Wounds.

“Trudge forward, through dirt and mud, through fire Gunslinger | ★ | Weapon, AOE, Range
and smoke, through pain and death.”

1: Take A Beating: Double your Guts, you now receive “An adept fixer knows their gun like their own body,
a Wound when you take 2 damage at 0 HP rather than each component well repaired and accounted for. A
when you take 3 damage. famous fixer just needs to let those shots fly.”
2: Revenge: If you take a Wound you may spend 1
Focus to immediately take an action with an AP cost of 1: Big Iron: When you Skirmish you must spend at least
2 or less at no AP cost. 1 Focus and can only target 1 character within 4 range.
3: Cornered Rat: Whenever you receive an effect you For every additional Focus you spend you may gain 1
can choose to ignore it and take a Wound instead. Advantage or target an additional character.
2: Lock And Load: When you end your turn without
Attacking during it, you gain Focus until you have 6.
3: Reload Roll: Whenever you gain Focus you may
move a number of spaces equal to the Focus gained.

51
Hoplite | ★ | Weapon, Body, Range Inhuman Strength | ★ ★ | Body, Displacement

“The Hoplites stood their ground, a breathing, “Mom always said the best way to move people is with
bleeding wall of spear and shield. And despite their your words, but picking up that bus seemed much
lacking numbers, none were shot, out of fear of being faster.”
driven through.”
1: Bulldozer: You deal additional damage to terrain
1: Extension Of One’s Arm: Your Skirmish and Body equal to double your Body.
Finisher can target 1 enemy up to 2 spaces away rather 2: Piston Fist: When you Successfully Skirmish or Body
than targeting two adjacent characters and has 1 Finisher a character, you may knock them back spaces
Advantage. equal to your Body Attribute - their Armor (if any).
2: Pierce: Your Skirmish and Body Finisher can target 3: Smash Through: When you cause a character to be
enemies up to 3 spaces away rather than targeting two pushed into a piece of terrain, both that character and
adjacent characters. Skirmish targets all enemies the terrain take damage equal to your Body. If the terrain
between yourself and your original target(s). is destroyed it does not stop the pushed character from
3: Lance Of God: Gain the following Combo: Breath, moving (This movement cannot trigger this again).
Skirmish. The Skirmish can target a space within 5
spaces and gains Advantage equal to the distance from
you (up to a maximum of 5 Advantage). If the attack had
Martial Arts | ★ ★ | Skirmishes, Versatile
5 or more total Advantage it deals half its damage to all
characters adjacent to the original target and turns each
effected space to Difficult Terrain. “15 years of Baji Quan, 11 years of Akido, and a
semester of Capoeira.”

Improvisational Fighting | ★ ★ ★ | Interact 1: Art Of The 8 Hammers: Whenever you successfully


Skirmish or a Body or Talent Finisher without using a
Weapon Technique you can do 1 of the following, where
“Random bullshit go!” X is your Hits. Each of the following can only be used
once per Round.
1: “Everything’s A Tool”: You can always use Interact - Move X spaces.
to create a piece of 10 Health Terrain within 5 spaces of - Apply Snared/Immobilized.
you or remove Terrain you’ve created to make a - Push your target X spaces.
Skirmish or Cast action using any Attribute for its Roll. 2: Flow-State: “Art Of The 8 Hammers” gains the
2: “Oh! That One Hurt”: Using Interact only costs you 1 following option.
AP so long as it doesn’t result in an Attack, you may - Spend 2 Focus, Skirmish at no AP cost.
also use Interact any number of times in a Turn so long 3: Unlimited Blows: “Art Of The 8 Hammers” triggers
is it follows this rule. Attacks coming from Interact have twice on Skirmishes and 3 times on Finishers.
3 Advantage.
3: “Last Resort”: Once per scene you may attack using
“Everything’s A Tool” even if there isn’t a piece of terrain
to remove, this use gains additional Advantage equal to
the current Tension.

52
Spell-Sword | ★ ★ | Skirmishes, Casts

“Versatility is a power you can’t buy. It must be


learned through a complete mastery of all of its parts.”

1: Spell Blade: Wherever you use a Skirmish or Finisher


you may spend 1 Focus to have it count as a Cast for
the purpose of using Techniques other than this one.
2: Twin Suns: Gain this Combo: Cast, Skirmish. The
Skirmish has its AP cost reduced to 0.
3: Witch Hunter: Gain the following Combo: Cast,
Finisher. If the Finisher targets the same character as
the Cast it gains Advantage equal to the Tension.

Technician | ★ ★ | Combos, Breathing

“A fighter is not their body, they are a collection of


Techniques and experiences.”

1: Stretch: When you use Deep Breathing you “Refresh”


each of your Combos. When Combos are Refreshed
they regain their once-per-scene use.
2: Repetition: Whenever you complete a Combo you
gain 1 AP. This cannot trigger more than once per turn,
per combo.
3: Final Blow: Gain the following Combo: Skirmish,
Finisher. This Finisher gains Advantage equal to the
Tension x 2.

Unbreakable Will | ★ | Tanking, Wounds, Influence

“You must not give, you cannot. Claw and bite like a
cornered rat, it’s the only option you have left.”

1: Get Back Up: Once per Scene, when your character


is killed you may spend an Influence to return to 0
Health and heal Wounds until you are one Wound from
death, doing this makes you lose the ability to gain
Influence for the remainder of the Scene.
2: Furious Revival: Whenever you spend an Influence in
a Combat Scene you may take an Action with an AP
cost of 2 or less for no cost.
3: Phoenix: When you revive using “Get Back Up” you
may heal all your wounds but 1.

53
Slayer

Quick and precise, eliminate your targets at breakneck speed. Techniques effective at defeating single targets.
Often requires a high Talent to get into and escape skirmishes, can alternatively use Body for some builds.

54
Acrobat | ★ ★ | Movement, Avoidance Blade Master | ★ ★ | Weapon, Talent, Breathing

“Obstacles are found everywhere, and in overcoming “A weapon’s strength is secondary to the strength of
them we nourish ourselves.” those who wield it.”

1: Wall Jump: When you would end a Jump’s 1: Draw Stance: When you Breathe or use Deep
movement adjacent to a piece of terrain or edge of the Breathing you enter ‘Draw Stance’, this Draw Stance
board you may move an additional 3 spaces in a ends when you Attack, Stride, or Jump. When You use
straight line, this is counted as part of the Jump. You Talent Finishers you can reroll all 1s that come from it.
can only “Wall Jump” once per Turn. 2: Divide In One Motion: When you use a Talent
2: Agility: Whenever you bounce using “Wall Jump” you Finisher while in Draw Stance you may spend an
gain 1 Focus and gain 1 Evasion until the start of your additional 2 AP to Jump ignoring the restriction given by
next Turn. Draw Stance. The Finisher targets all characters you
3: Weightless Body: You may “Wall Jump” any number moved adjacent to during your Jump.
of times in each Jump so long as you don't bounce off 3: Take Focus: When you enter Draw Stance or end
the same terrain, or board edge more than once per your Turn in draw stance you may spend any amount of
Jump. Focus to Teleport to a space within a range matching
the amount you spent. When you end your Turn in Draw
Stance you become Strengthened.
Aerial Ace | ★ | Movement, Versatile

Cunning Fighter | ★ ★ ★ | Mind, Utility


Striking and moving from above all other fighters.
E.g. Natural wings, Jetpacks, Powerful jumps.
“We’ve been ambushed, and are clearly at
1: Over And Around: Increase your speed by 3. You are disadvantage, but don’t panic, it’s time to assess our
unaffected by terrain so long as you're not in an threats. The woman on our 6 seems like the leader,
enclosed space. heavily armed and standing confidently, taking her
2: Soar: Whenever you Jump you may “Take Flight”, out first is our best bet, here’s to hoping.”
increasing your speed by 4 and forcing Disadvantage
equal to your Tier on all incoming Attacks, this state 1: Multitask: When you Investigate a character you
ends when you use an Attack or end your turn without haven’t Investigated in the current Scene you gain a
moving. ‘Cunning Action’. Once per Turn, you may spend a
3: Ace: The Attacks you use while Taking Flight gain Cunning Action to take any non-attack Action or
Advantage equal to half your Talent. Reaction at -2 AP Cost. Cunning Action actions cannot
grant you Focus.
2: Tactical Genius: You gain a Cunning action at the
“Blink And You’ll Miss Me” | ★ | Movement, AOE end of each of your Turns.
3: Blitz: You take up to three Cunning actions on your
turn as long as you have uses remaining.
“It was over before it even started. I don’t know who
you pissed off, but they moved like nothing that I’ve
ever seen.”

1: Fade: You can move through enemies. You still must


end your movement in an empty space.
2: Sprint: You may spend 2 additional AP when you
Stride to triple the distance you can move.
3: Flash Strike: When you move out of a character’s
space using “Fade” you may deal damage to them
equal to your Talent. You cannot use this on the same
target more than once each Turn.

55
Distant Killer | ★ ★ | Weapon, Talent, Range Malicious Mimicry | ★ ★ ★ | Dodge, Attacks

“The unseen attack is unrivaled in its lethality.” “Impossible… she only saw that technique once! Who
is this girl…”
1: Long Shot: Your Talent Finisher can target characters
up to 5 spaces away and can be used without spending 1: “Anything You Can Do…”: After successfully
Focus. avoiding an Enemy's Primary Attack using a Dodge or
2: Bunker Down: When you end your turn without Clash you gain a ‘Impression’ with the same name as
Attacking you may “Bunker Down”, gaining Immobilized. the enemy. As an action with no cost you may use any
While you’re Immobilized your Talent Finishers gain 3 of your Impressions to use the indicated Enemy's
additional range and Advantage. Primary Attack as if you were an enemy. All Impressions
3: Deadeye: Gain the following Combo: Hide, Talent are lost at the end of a Scene.
Finisher. This Finisher gains Advantage equal to the 2: Rehearsed Movements: When you attempt to
Tension, deals one additional damage for each Dodge an enemy while you hold a Impression matching
Exploding die, and targets all enemies between yourself their name you gain 4 Advantage.
and your original target. 3: “…I Can Do Better”: When using “Anything You Can
Do…” you may spend 2 AP to use the enemy's Ace
rather than their Primary Attack.
Egomaniac | ★ ★ | Attacks, Movement, Avoidance

Modified Meister | ★ ★ | Skirmishes, Mind,


“Only the most conceited, self-important, and mad
person could do what you do, no that’s not a damn Wounds
compliment!”
You feel the vibration of whirring chains, the sound of
1: Peak Condition: You have ‘Style’, a stat that is set to spinning gears, the buckling of mismatched plating
0 at the start of every Combat Scene, and raises to a and loose screws, it almost feels like it’s alive.
maximum of 3. Whenever you hit an enemy with an
Attack you didn’t use on your last Turn it increases by 1. 1: Overload: When you successfully Skirmish or
When you’re hit by an attack or end your turn without Finisher you may “Overload”, Dealing Blight to the
dealing damage it lowers by 1. Your Speed and Evasion target(s), but receiving a Wound if a 1 is rolled on any
are increased by your Style. dice.
2: Taunt: Whenever you use Deep Breathing you may 2: Blowback: When you Overload you can knock
inflict Taunted to all enemies within 3 spaces and gain 2 yourself back two spaces from one of the targets to gain
Style. Advantage equal to half your Mind.
3: Finale: When you use a Finisher with 3 Style you may 3: Last Resort: Gain the following Combo: Investigate,
move up to 6 spaces, and target every enemy you Mind Finisher. This Finisher must Overload and has
moved adjacent to during that movement instead of double the base dice rolled at the cost of doubling any
your regular targeting. Wounds you would receive from it.

56
Rogue Arts | ★ ★ | Attacks, Avoidance Untouchable Form | ★ | Avoidance, Movement

The greatest thief was never named. “And what's this! It looks like she can’t be hit! They’re
moving at speeds even I can’t even keep up with!
1: Ambush: You start all combats Hidden Champ looks like she’s boxing ghosts!”
2: Assassinate: Attacks you make when Hidden gain 2
Advantage + your Tier. 1: Duck: Gain Evasion equal to a half your Talent.
3: Ghost: Gain the following Combo: Hide, Stride. This 2: Weave: Reduce the cost of Dodge to 1 AP. Increase
Stride has no AP cost and grants you Invisible when it’s the spaces moved when using Dodge to three spaces.
used. 3: Fighter's Instinct: Gain the following Combo: Dodge,
Skirmish. This Skirmish lets you move 3 spaces before
determining targets and lets rolls of 5 Explode.
Skirmisher | ★ ★ | Skirmishes, Movement

Viper Strike | ★ ★ ★ | Investigate, Mind, Attacks


“Float like a butterfly…”

1: Shifting Blows: You may move up to two spaces in a Topple the Goliath, find the minute weaknesses in
straight line before or after using a Skirmish. everyone you face, disassemble their idiot stances
2: Rebound: If you are moved adjacent to a character and styles, fight dirty, and have a plan to kill everyone
when using Skirmish before any dice are rolled you may you meet.
target that character with the Skirmish in question in
addition to any of your other targets. 1: Sweep The Leg: When you Investigate a character
3: Perpetual Motion: Whenever a Skirmish would cause you may designate a “Weak Point” in a unoccupied
you to be moved adjacent to an enemy you may move 1 cardinal direction relative to them. When you attack a
additional space in any direction. character while standing in the direction of their Weak
Point, you may remove that Weak point to gain
Advantage equal to half your Mind.
Tossed Arms | ★ ★ | Weapon, Movement 2: Serpentine: When a attack fails to hit you, you may
immediately Investigate at no cost. When you trigger
“Sweep The Leg” you gain 2 Evasion until the end of
“Though it’s fallen slightly out of favor, thrown your next Turn.
weapons have been a part of our culture for hundreds 3: Perfect Execution: Track the number of times you
of years, and it’s time people start respecting that” trigger “Sweep The Leg” each on each character. When
you trigger “Sweep The Leg” 4 times on a singe target
1: Throw: Whenever you Skirmish you can choose to you may Teleport to any unoccupied space adjacent to
“Throw” it, reducing its AP cost to 1 and allowing it to them and perform a Mind Finisher on them at no AP or
target up to two characters up to 4 spaces away. Focus cost.
2: Recovered Weapons: Whenever you use “Throw”
you may place a “Weapon Marker” in a space you
targeted. Whenever you move into a Weapon Marker’s
space you may remove it to move 1 space in any
direction and recover 1 AP.
3: Detonate: By spending 2 Focus on your turn you may
detonate all Weapon Markers and make a 0 AP cost
Skirmish all enemies within 1 space of those markers.

57
Bulwark

Stoic and resolute, mitigate incoming damage to defend others. Techniques effective at tanking for a team.
Can build for almost any Attribute, as all provide an option to survive longer, but Body is the most common.
58
Absolute Bastard | ★ ★ | Investigate, Tanking Bestial Form | ★ ★ ★ | Expensive, Versatile

“You’re an expert at making strangers hate you, huh?” Take on a powerful alternate form for a limited time.
E.g. Lycanthropy, Peak martial form, Magical girl
1: Easy To Hate: When you Investigate an enemy you transformation.
may use this Technique to have them receive Taunted.
This can only be used 3 times per Scene. 1: Transform: Choose two Enemy Types (as listed in the
2: Bully: Once per turn when you Taunt a character you Narrator’s Tools), at any time during your turn you may
may move up to 3 spaces towards them, if you move spend 10 Focus to ‘Transform’ and restore HP equal to
adjacent to them, you deal Snared to them. double your Guts. While transformed you do not take
3: “You’re Boring Me”: Your Attacks against characters turns like a player, you may move your Speed and
you’ve Taunted gain Advantage equal to your Tier. Attack using both of your chosen Enemy’s Primary
Attacks, if you don’t move you can use one of them
twice (you may take 1 Reaction per Round at no AP
Battle Jockey | ★ ★ ★ | Tanking, Displacement cost). If you are reduced to 0 Health you return to your
normal form, restore HP equal to double your Guts, and
become Dazed.
A mounted fighter with far charging attacks. E.g. 2: Enhanced Form: Choose one of your Enemies you
Cavalry, Motorbike rider, Light-frame mech pilot transform into, you gain that enemy’s Passive while
Transformed.
1: Trusty Steed: At the start of every combat Scene you 3: Bestial Magik: When you’re Transformed you can
may create a level 1 Summon with the Mount Faction use one of your enemy’s Aces in place of two of your
adjacent to you. You must Interact with it to Mount it, Attacks.
when mounted you can substitute Skirmishes with its
Primary Attack, or your Finishers with its Ace.
2: Grasping Jaws: When your Mount attacks an enemy Giant Frame | ★ | Body, Skirmishes, Range
you may have it deal Taunt to them.
3: Roaring Entry: Once per Scene when your Mount
would take its Turn you may have it Roar instead. When “Woah. You’re bigger in person. Like. Way bigger. Oh
your Mount Roars it deals Daze tp all enemies within 3 right, the armor, right away sir!”
spaces of it, pushing them to the nearest space 4
spaces away from it. 1: Immense: You take up a 2x2 section of spaces rather
than a single space. Gain Guts equal to your Tier.
2: Titanic Buster: When you use a Body Finisher you
may spend 2 additional Focus to have it target each
character within 2x2 grids so long as at least one of
those spaces are adjacent to you.
3: Sweeping Blows: Your Skirmishes gain the effects of
“Titanic Buster”.

59
Grappler | ★ | Skirmishes, Body, Displacement Iron Skin | ★ | Tanking, Body

The ability to bind, restrain, and break a person in A physically resistant character. E.g. Cyborg body,
your grasp. E.g. Wrestling, Hooked weapons. Heavy plate armor, Durability training.

1: Restrain: When you Successfully Body Finisher apply 1: Tough As Stone: Your Armor can reduce incoming
Snared to your target and pull them adjacent to you. damage to 0.
2: All Eyes On Me: When you have a character Snared 2: Resilience: Gain Armor equal to half your Body.
they cannot take any actions that target characters 3: Stainless: When you would receive a Effect you can
other than you if you are also a valid target. choose to take 3 damage instead.
3 Finishing Move: Gain the following Combo: Body
Finisher, Jump. This Jump action has no AP cost and
instead of moving with this jump you and your target
Juggernaut | ★ ★ | Displacement, Body, Movement
disappear from the board, at the start of the next round
you both return to the board in the same space, and you
can use a Body Finisher on them at no AP cost. Placeholder text.

1: Wild Charge: When you Jump you may pull any


Guardian Angel | ★ ★ ★ | Tanking, Spirit characters you passed through or moved adjacent to,
placing them in a space adjacent to you when you end
your movement.
“I don’t exactly know where it came from. I just know 2: Violence: When you pull characters using “Wild
it protects me, when I need it to. It’s given me this Charge” you may deal damage to them equal to your
one chance to change things for the better.” Body and deal Dazed to them.
3: Hard Turn: When you Jump you may reduce the
1: “My Body For You”: When you enter a Combat number of spaces you move by 2 to make it so you can
scene your character is split into two spaces that you move without moving in a straight line.
deploy separately, a ‘Guardian’ and a ‘Defendant’. When
you take your turn you take each action as if you were
occupying one of their spaces, when you move you may Rising Challenger | ★ ★ | Talent, Tanking, Support
move both of them and do so in different directions,
when you Cast is must be from the space of the
Defendant, and when you Skirmish it must be from the Two swordsmen lock blades silhouetted by
space of the Guardian. When the Defended is Attacked moonlight, the impact reverberating throughout the
they take all damage directly as Wounds, ignoring their streets, blowing out a nearby streetlamp.
HP. When a character within 6 spaces of the Guardian is
Attacked it may teleport adjacent to the target and Two children manipulated into spiting each other for
become the target of the Attack. crimes neither committed.
2: “Together In Life”: When the Defendant successfully
Attacks a character that character becomes Slowed, Two men filled with a hate they’ve only felt once
when the Guardian successfully Attacks a Slowed before, meeting for the last time.
character they recover HP equal to your Guts and
remove Slowed. One survivor lives on regretting every second of it.
3: Impermanent Form: Your HP and Guts now scale off
your Spirit instead of your Body. 1: Drama And Spite: Gain Advantage on Clashes equal
to your Tier.
2: “You’ll Have To Get Through Me!”: You may Clash
with Attacks that target allies within a range equal to
your Talent, when you do so you may Teleport to a
space adjacent to the character who initiated the attack.
3: Perfect Deflection: When you perform a successful
Clash you gain 2 AP and can move a number of spaces
equal to your Tier.

60
Runic Aegis | ★ | Tanking, Mind, Support Stalwart Sentry | ★ ★ | Skirmishes, Displacement

“Sir, Vilhelm the Invulnerable has requested an A selfless ability to defend nearby allies. E.g. Bunker
audience. Yes sir, we tried. Every arrow was broken builder, Sacrificial dive, Tower shielder.
before it touched him.”
1: Guardian: So long as you haven’t moved your turn.
1: Runic Barrier: Your first Block in a Round grants The spaces up to 2 spaces away from you count as
additional Armor equal to your Mind. being adjacent whenever it would benefit you.
2: Blast Parry: If the Armor increase from your Block 2: Stalwart: You may spend 2 Focus whenever
reduces an Attack’s damage to 1 or less you inflict performing a Punish to have it not cost AP.
Dazed to your attacker(s). 3: Zone Of Influence: You may Punish characters when
3: Shield Wall: Attacks against allies adjacent to you they attempt to enter adjacency with you.
have 3 disadvantage.

Vanguard Defender | ★ | Tanking, Body, Support


Stone Crusher | ★ | Weapon, Body, Effects
“If I get hurt, don’t stop running.”
“It’s said that in order to effectively counter an
oncoming force, one would need 5 times the force to 1: Steel Angel: When you Block it has its AP cost
stop it. I assure you… I have that force.” reduced to 1.
2: White knight: You may Block with Attacks that target
1: Debilitate: Your Skirmish has “Deal Weakened to allies within a range equal to your Body, when you do so
your target” added to its Reward. you may Teleport to a space adjacent to the ally being
2: While They’re Down: Whenever you Successfully targeted and become the target instead.
Attack a character with Weakened you gain Reinforced. 3: Inspire Courage: When you move out of adjacency
3: Reckless Demolition: Gain the following Combo: with an ally they may spend 1 AP as a reaction to move
Stride, Body Finisher. When you use the Finisher you to a space adjacent to your new location and gain
lose Reinforced and your target loses Weakened, the Reinforced.
Finisher gains 3 Advantage for each Effect removed.

61
Altruist

Friendly and versatile, enable your allies to overrun the enemy. Techniques that mainly benefit your allies.
As many of these Techniques don’t need to deal damage Mind is mostly your best Attribute.
62
Alchemist | ★ ★ | Breathing, Interact, Support Bardic Talent | ★ ★ ★ | Breathing, Mind, Support

“Eye of newt and toe of frog, Wool of bat and tongue “Doesn’t it all seem to have a rhythm to it? When the
of dog, Adder’s fork and blind-worm’s sting, Lizard’s bullets are flying and everyone else is in chaos, that
leg and owlet’s wing, For a charm of powerful trouble, rhythm guides me.”
Like a hell-broth boil and bubble.”
1: Musician: Whenever you Breathe you gain a “Verse”
1: Quick Mix: When you Breathe you can make one of of your choice from the list below, you can only hold up
the following potions. These potions can be used on to 5 Verses at a time (Including repeated verses). When
yourself or an adjacent ally by using Interact. use Deep Breathing you may expend all the verses you
- Remove any effect from the target. are holding and grant the effects listed on them to any
- Give Strengthened to the target. number of allied characters within a range equal to your
- Gain Regenerating to the target Mind + you Tier.
2: Administer: You may use potions on allies up to 4 - Harsh: Affected characters gain Strengthened.
spaces away. - Soothing: Affected characters gain Elegant and Haste.
3: High Intensity Mix: You may forgo the Focus gained - Inspiring: Affected characters Reinforced.
from Breathe to trigger “Quick Mix” two more times. - Raucous: This Verse affects enemies within range.
Affected characters gain Shredded and Slow.
- Frantic: Affected characters may choose to use any
non-attack with 2 AP cost or less action at no AP cost.
Artist | ★ ★ ★ | Interact, Versatile, Support 2: Quick Composition: When you Breathe you may
forgo the Focus given to reduce its AP cost to 1.
“Happy little trees, all in a row.” 3: Encore: When you use Deep Breathing you may
forgo the Focus given to reduce its AP cost to 2.
1: Stroke Of The Brush: When you Interact with an
unoccupied space you may ‘Paint’ on it in a ‘Color’ of
your choice, each Color has a specific effect that Chronomancy | ★ | Casts, Spirit, Support
triggers when you or an ally enters its space or starts
their Turn in it for the first time in a Round. The Colors
are as follows. Time of death: T- 2 days 4 days 10 days 2 weeks
- Red: Gain Strengthened. 1 month 1.5 months 3 months 5 months 1 year 5 years
- Yellow: Teleport to any other Colored space. 6 years 6.5 years 10 years 25 years
- Blue: Gain 2 Focus.
- White: Push any number of enemies within 3 spaces 3 1: Accelerate: When targeting an ally with Cast or a
spaces away from you. Spirit Finisher you do not deal damage, and instead
- Black: Pull any number of enemies within 5 spaces grant them Haste and Elegant.
into spaces adjacent to you. 2: Advanced Manipulation: When you target a
2: Canvas Of Flesh: When you Interact with an ally you character with Investigate you may spend 1 Focus to
may spend 3 Focus to create a ‘Seal’ on them, granting make it so until the end of the Round their Effects can’t
them the effect of one of your Colors when they end be removed through ending their turn.
their Turn. 3: Time Stop: Once per Scene When you use Deep
3: Brush-Brand: When you Skirmish a character you Breathing you may choose an ally with Haste, that
may ‘Brand’ them with a Color of your choice until the character loses Haste and can take an additional turn
end of your next Turn. When you or an ally successfully after yours.
Attack a Branded character they gain the effect of the
chosen Color.

63
Dancing Amity | ★ ★ | Movement, Utility, Support Healer | ★ | Casts, Spirit, Support

Placeholder text. “When allies falter, your presence is the whispered


promise of safety—a testament that even in the throes
1: Dance Partner: You may always Interact with a of chaos, salvation is found in compassion.”
willing character to set them as your ‘Dance Partner’
until you do so again or end your turn outside of 1: Cure Wounds: When targeting an ally with Cast you
adjacency. When you or your Dance Partner Stride the do not deal damage, and instead heal Health equal to
other may move to a space adjacent to their partner’s the damage you would have dealt.
new location and gain Elegant. 2: Cleansing Light: When targeting an ally with Cast
2: Hearts In Tandem: When a Dance Partner uses Hide, your target(s) have all Effects of their choice removed
Breathe, or Deep Breathing, their partner gains the from them.
benefits in addition to the user. 3: Grand Restoration: Your Spirit Finisher gains the
3: The Prestige: When a Dance Partner uses a Finisher effects of “Cure Wounds” and “Cleansing Light”. When
they may offer their partner the option to spend 4 AP to using a Spirit Finisher on an ally they gain Regeneration
give the Finisher Advantage equal to their Tier + the and lose a Wound (The Wound healing can only be done
Tension. Using the effect of this Technique Level makes once per character per Scene).
the user lose their Dance Partner status.

Talisman Caster | ★ ★ | Casts, Spirit, Versatile


Gourmand | ★ | Interact, Mind, Support
The room wasn’t what she expected when entering,
“Cooking is like painting or writing a song. Just as every surface covered in small intricately detailed
there are only so many notes or colors, there are only papers, each seeming to bear a different seal or mana
so many flavors—it’s how you combine them that sets conduction symbol. This sort of obsessive protection
you apart.” seemed silly at first, but when removing one of these
seals resulted in headaches and sudden voices
1: Healthy Meal: Once per Intermission you may echoing around the empty room she reconsidered.
Interact with an adjacent character and hand them a
“Meal”, they can eat it immediately or save it and eat it 1: Sacred Seal: After you Breathe you may place a
when they Breathe. When a character eats one of your “Talisman” on an adjacent character or space until the
Meals they can restore a Wound and gain Health equal end of the Scene. Spaces and characters with these
to your Tier plus your Mind + 10. Talismans on them are always valid targets for your
2: Pocket Pantry: Gain two additional Meals per Casts, no mater the distance.
Intermission. 2: Tossed Talisman: When you Breathe you may place
3: Shared Experiences: When someone you’re Bonded Talismans on spaces and characters within 3 Range,
with eats one of your Meals you both gain Focus equal and when you use Deep Breathing you may do this
to your Mind. three times in a row.
3: Exorcise: Your Spirit Finisher can target all characters
and spaces with a Talisman on them at once instead of
using its regular targeting.

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Teacher | ★ ★ | Breathing, Influence, Support Future Sight | ★ | Expensive, Mind, Support

“Keep your back straight!” Placeholder text.


“Strengthen your footing.!”
“Remember what we spoke about!” 1: Flash Of Insight: After any Roll you may spend 1
“...” Focus to force its initiator to reroll it. This can only be a
“That was good, keep at it kid.” number of times per Scene equal to half your Mind.
2: Take Advantage: When using level 1 against an
1: Strike Order: When you Breathe you may choose any enemy’s Attack the target gains Evasion equal to your
enemy and apply Marked to them. Tier until the end of the Round.
2: Teaching Moment: When an ally fails a roll you may 3: Hurl Into The Infinite: When you hit a character with
spend an Influence to form a Bond with them or your Mind Finisher you may spend 2 additional Focus to
upgrade their Bond Rank and allow them to reroll. inflict them with Dazed and Immobilized.
3: “Remember Your Training”: Once per scene you
may react to an ally attacking who you have a Bond with
and spend 2 Focus to give their attack Advantage equal Opportunist | ★ ★ | Skirmishes, Talent, Support
to your Tier plus the Bond Ranks you have with them.

Placeholder text.
Replicator | ★ ★ ★ | Attacks, Mind/Spirit, Support
1: Pack Tactics: Once per Turn when an ally resolves an
Attack on a character within a range equal to your Talent
An infinite barrage of bullet and blade, a force that you may spend 1 AP to Skirmish them (ignoring the
resembles an army but was born from a single hunter base cost of that Skirmish). If you are outside the
and a mage at their side. Skirmish’s range you may Teleport to an unoccupied
space adjacent to the target.
1: Echo Form: When you use a Mind or Spirit Finisher 2: Hungry Eyes: When an ally within a range equal to
targeting an ally or yourself you do not deal damage, your Talent targets a character with an attack you may
you instead create an “Echo” of the target in another spend 1 Focus to deal Marked to them.
space within the Attack’s range. If a character has an 3: Launcher Combo: When an ally inflicts an Effect to
Echo they may treat its position as their position when an enemy within a range equal to your Talent you may
attempting to draw range for Attacks or use Punish. use the effect “Pack Tactics” on the same target. This
2: Symmetry: Whenever a character with an Echo level has a separate once per Turn limitation from the
willingly moves they may move their Echo an equal one in “Pack Tactics”.
number of spaces.
3: Full Sync: Characters with an Echo start their turn
with 2 additional AP. If this additional AP is spent on an
Attack that Attack must draw range from the Echo.

65
Disruptor

Sadistic and calculated, chain down the enemy’s options. Techniques that restrict, metaphorically or literally.
As many of these Techniques trigger their controlling effects when Casting, they value a high Spirit Attribute.
66
Book Of Frost | ★ | Casts, Spirit, Effects Gale Strider | ★ ★ ★ | Casts, Spirit, Displacement

“Each incantation is a flurry of frozen elegance, “True freedom doesn’t exist in this world, even the
conjuring storms of ice and whispers of snow.” wind cannot blow on forever.”

1: Flash Freeze: When you Successfully Cast or Spirit 1: Growing Winds: When you target a space with a
Finisher inflict Immobilized to your target(s). Cast or Spirit Finisher that space, and all spaces
2: Shard Rain: You may spend an additional 2 Focus adjacent to it, become a “Typhoon”, replacing all other
when using your Spirit Finisher to have it target a 3x3 Typhoons you’ve created. When any character ends
zone within 5 spaces. When your opponents lose their turn in a Typhoon you may move them, and any
Immobilized they receive Slowed. other characters in it, 1 space in any direction.
3: Shatter: When you use a Spirit finisher without 2: Updraft: If you Jump in the middle space of a
“Shard Rain” on a character with at Immobilized you Typhoon that Jump has its AP cost reduced to 1, if you
may remove it and gain 5 Advantage. When doing this do this or Cast targeting the middle space of a Typhoon
you cannot trigger “Flash Freeze”. the Typhoon is expanded 1 space in every direction.
3: Cyclone Drill: When you use your Spirit Finisher on a
character within a Typhoon you may remove the
Typhoon and gain 1 advantage for every space the
Earth Speaker | ★ ★ ★ | Casts, Spirit,
Typhoon covered.
Displacement

Placeholder text. < Harsh Lasher | ★ | Weapon, Displacement


1: Tectonic Shift: Whenever you cause a character or
piece of Terrain to move (other than yourself or the “Whips, garrotes, nooses, you’d be surprised how
terrain you've created), you create a piece of Terrain with many people are killed with glorified string.”
20 Health and 0 Armor in the space it left.
2: Earthen Shards: Whenever you destroy or move a 1: Wrap: Your Successful Skirmishes apply a Snared
piece of terrain you may deal damage to all enemies and pull them adjacent to you. if you only target 1
adjacent to its new position equal to your Tier. character. At the end of your turn, you can move all
3: Stone Soldiers: Whenever you Cast or use a Spirit characters you've snared up to 5 spaces, so long as
Finisher you may move any pieces of terrain adjacent to their new position isn't farther from you than their last
you into a space adjacent to your target. position.
2: Choke: Your Body and Talent finishers can always
target characters you've snared. Your Finishers have 4
Advantage on Snared characters.
3: Centrifugal Force: If the effect of “Wrap” causes
characters to be moved adjacent to each other, those
characters receive damage equal to your Talent.

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Hemomancy | ★ ★ | Attacks, Spirit, Effects Siren’s Call | ★ ★ | Investigate, Avoidance

Placeholder text. “Lure and tempt, free them all of their inhibitions,
show that them the world holds better things for you
1: Tear Them Away: Whenever you hit a character with and them, before you rip it all away.”
an Attack you may take 5 damage. If you do roll a D6.
Apply a Status depending on the result of the roll. When 1: “You wouldn’t hurt ME, would you?”: When you
you hit a Character with a Spirit Finisher you may take Investigate an enemy you may use this Technique to
10 damage to add all 3 statuses instead. have them receive Feared. This can be used 3 times per
1-2: Blighted Scene.
3-4: Dazed. 2: Irresistible: Once per turn when you deal Feared to a
5-6: Immobilized. character you may force them to move up to 3 spaces
2: Transfusion: When you hit a character with two or towards you, if they move adjacent you, you may deal
more different Status you gain Regenerating. Immobilized to them.
3: Born Of Mutable Flesh: When you have 0 Health all 3: “A little help over here?”: When you successfully
of your attacks have Advantage equal to your Tier and Spirit or Mind finisher a character you may have all
you may use “Tear Them Away” at no Health cost. characters effected by Feared move as close as they
can to your target and Attack them with Skirmish or
their Primary Attack if they are within range.
Shredding Cuts | ★ | Weapon, Talent, Effects

Mage’s Array | ★ ★ ★ | Breathing, Spirit, Support


“I don’t kill people, doctor. What I do is much worse.”

1: Jagged Edge: Your successful Skirmishes and Talent “Look at where you’re standing. Perhaps it’s more
Finishers deal Blight. accurate to say you “were” winning. In the afterlife,
2: Poison The Well: When an enemy with Blight is practice situational awareness.”
defeated, it deals Blight to all enemies adjacent to it.
3: Lick The Knife: When you successfully Talent 1: Inscribe: When you Breathe you may place a “Rune”
Finisher a character with Blight you do not damage and on a space within a range equal to your Spirit. When
instead trigger the effect of Blight a number of times you use Deep Breathing and have at least 3 Runes you
equal to the Hits rolled. This can only be used once per may attempt to connect any number of Runes you’ve
Scene. placed with straight lines to form a polygon. You may
then use a Spirit or Mind Finisher on all enemies within
this Polygon (including those standing on its lines) at no
AP or Focus cost, doing this removes all Runes you
connected.
2: Readjust: Before connecting the lines when using
“Inscribe” you may Teleport any/all of your Runes up to
3 spaces in any direction.
3: Prison Of Your Own Design: When you use the
Deep Breathing portion of “Inscribe” you may choose to
leave the polygon formed on the board until you next
use that ability. So long as these lines are on the board
the spaces they cover are considered difficult terrain for
your opponents.

68
Reaper | ★ ★ | Weapon, Effects, Displacement

The scythe, an eccentric weapon, all unbalanced


weights and hooked edges, one of its few redeeming
features is how little is known of it as a weapon…

1: Hooked Swing: When you Successfully Skirmish a


single Character you may Teleport them to any other
space adjacent to you. The first time you use this
Teleport each Turn you inflict your target with Marked.
2: Sow: Enemies within 3 spaces of you do not lose
Marked when they end their turn.
3: Reap: When you start your turn within 5 spaces of an
enemy with Marked you may spend 4 Focus to Teleport
to a space adjacent to them and use a Finisher at no AP
cost.

Preemptive Posture | ★ ★ | Effects, Displacement

“Take your stance to punish even the slightest


movement within your arm’s reach.” <

1: Preparation: If you end your turn without attacking


you may Punish with Finishers until the end of your next
turn.
2: Within Arm’s Reach: Enemies who end their turn
adjacent to you gain Marked.
3: The Long Arm Of Death: Enemies who willingly
move adjacent to you are inflicted with Feared.

69
Ruiner

Ambitious and impactful, build up your ultimate spell and obliterate. Techniques with high impact and cost.
Almost all of these Techniques give you high damage setups for Spirit Finishers, Spirit is a must.
70
Flame Heart | ★ ★ | Casts, Spirit, Effects Hollow Soul | ★ ★ | Avoidance, Spirit, Movement

“Brother, trust that this hurts me almost as much as “You’ve been told you’re hard to notice, easy to
it’s gonna hurt you.” ignore—if only they knew how right they were.”

1: Rev Up: Whenever you Breathe you may "Ignite", 1: Return To Nothing: When you Teleport you may
receiving up to 6 damage and inflicting up to Blight to spend 4 Focus to become Banished. Successful Spirit
yourself to receive an additional Focus for every 2 Finishers deal Banished to their Target(s).
damage taken. You receive half the damage from Blight. 2: Fade Away: The first time you Dodge or move to the
2: Damning Impact: If you Cast or use a Spirit Finisher edge of the board each round you can spend 2 Focus to
while Blighted you gain Advantage equal to your Tier, Teleport to any space on the edge of the board and
and it inflicts Blight to your target. Whenever you would become Hidden.
deal Blight to an enemy who already has it you may deal 3: Void Heart: When you Teleport or become Banished
damage equal to your Tier instead. you gain a stack of ‘Void’, when you use a Spirit Finisher
3: Ashes To Ashes: Your Spirit Finisher has a range of 5 lose all stacks of Void and gain equal Advantage.
and, on a success, removes Blight from its target and
yourself, gaining 3 Advantage for each Blight removed.
Long Draw | ★ ★ | Weapon, Talent, Movement

Grand Summoner | ★ ★ ★ | Casts, Spirit,


Placeholder text. <
Expensive
1: Nock The Arrow: Gain a new action “Prepare”.
Command and summon numerous enemies, both Prepare costs 1 AP, can be used multiple times per turn,
expendable minions and powerful servants. E.g. and when you use it you gain one stack of Prep, when
Necromancy, Drone commander, Cloning. you use a Skirmish or Talent Finisher spend all your
Prep stacks and gain 1 additional range and Advantage
1: Puppet Master: Whenever you Cast targeting an
for each stack spent.
empty space, you may spend 1 Focus for each empty
space and create a level 1 Ranger or Viper Summon 2: Sharpshot: Once per turn when you Skirmish or
there. That enemy has 1 Health and cannot be an Elite. Talent Finisher a character at the attack’s maximum
You can only have a number of Summons from this Range (minimum 2 spaces away) you may double the
Technique equal to your Tier at a time. Advantage gained from “Nock The Arrow”.
2: Orchestrator: Whenever you use Deep Breathing you
3: Fey Step: Once per turn when you Prepare you may
may forgo the Focus gained to have all of your
Summons move their speed or use their Primary Attack. Teleport to a space that isn’t adjacent to any character.
3: Supreme Servant: Whenever you use a Spirit When you trigger Sharpshot you may inflict Immobilized
Finisher targeting an empty space, you may spend 2 to your target.
Focus for each empty space and create a Summon of
your choice with a Tier equal to your Tier. That enemy
cannot be an Elite.

71
Mana Blades | ★ ★ | Casts, Skirmishes War Caster | ★ | Casts, Spirit, AOE, Expensive

“My spirit was focused, ready. I have honed it into a “YOU’RE UNSTOPPABLE, BREAK YOUR LIMITS,
sharpness few things have ever known. It is almost SHOW THOSE BASTARDS WHAT YOU’RE MADE OF!”
disappointing that most will only see it once.”
1: “Explosion!”: Your Spirit Finisher can now target a
1: Call Arms: Wherever you use a Cast or Spirit Finisher space within 5 Range and all spaces adjacent to it.
you may spend 1 Focus to have it count as Skirmish for 2: “Explosion!!!”: When you use a Spirit Finisher you
the purpose of using Techniques other than this one. may choose to spend 1 additional Focus, doing so
makes your Spirit Finisher target every space within 2
2: Tools Of The Fallen: When you successfully Cast
spaces of your initial target.
using “Call Arms” you may place a “Fallen Blade” in an 3: “EXPLOSION!!!”: When you use a Spirit Finisher you
unoccupied space adjacent to your target. When you may choose to spend 2 additional Focus, doing so
enter the space of a Fallen Blade it disappears, and you makes your Spirit Finisher target every space within 3
gain Strengthened. spaces of your initial target. (This does not stack with
3: Sainted Sword, Excalibur: Choose a Weapon level 2.)
Technique that you do not have, whenever you Attack
with Strengthened you can use all three levels of your
chosen Weapon Technique as if you had it.
Thunder Blood | ★ ★ | Breathing, Spirit, Casts

“Plenty of kids in this country have spent sleepless


Spell Circle | ★ | Breathing, Spirit, Casts nights watching the White Hounds, sparks flying
down mountains and trees, descending from the
clouds. Inevitably they’ll be told by those older and
“Glyphs intertwine, arcane paths converge—within wiser that there’s no such thing, and when I was that
this mesmerizing dance of focus, raw magic finds age I almost listened. Thank god I didn’t, the wind
purpose.” against my face is so exhilarating at this height.”

1: Focused Chanting: Whenever you use Deep 1: Raiden: Whenever you Breathe you receive a "Static
Breathing you may place a Spell Circle in your space, Charge". So long as you have a Static Charge you are
replacing any you’ve already made. When in a Spell immune to the effects of Dazed.
Circle space you can use Spirit Finishers without 2: Chain Lightning: Whenever you successfully Cast
spending Focus. you can spend a Static Charge and gain Dazed to do
2: Enhancing Circle: When effected by a Spell Circle one of the following:
your first Spirit Finisher in each Turn has additional - Teleport to a space adjacent to your target
range and gain 3 Advantage. - Inflict Dazed.
3: Advanced Spell Circle: If you use Deep Breathing in - Use Cast again on a different enemy within 5 spaces
the space of a Spell Circle you may enhance it for the of your initial target at no AP Cost.
Scene, doubling the effects of the second level of this 3: Overcharge: Double the Static Charges gained from
Technique. A circle cannot be enhanced multiple times. “Raiden”. Your Spirit Finisher can now target all spaces
within 3 Range, gains Advantage equal to your Tier, and
on a success inflicts Dazed.

72
Ultimate Technique | ★ | Casts, Spirit, Expensive

“Feel the power flow into you, the popping and


snapping rings in your ears, the forearms go numb
and the feet are rooted, with the earth below being
your last resort in case everything else goes wrong.
Remember your teachings and chants, only when
every single one fails you will you really know what
you’re capable of, what you were meant to do.”

1: Power Unleashed: Gain the following Combo:


Breathe, Finisher. When you use this Finisher you spend
up to triple the Focus you would be able to spend
normally.
2: Formless Strength: When you use “Power
Unleashed” you can have it target an unlimited length
Line or a 3 space Cone (starting in your space).
3: Moment Of Truth: If you enter a “Duel” with 10 or
more Focus you may expend all of it to gain Advantage
in that MOD equal to half the Focus you spent.

73
Advanced Techniques Lunar Reincarnation | ★ ★ ★ | Versatile
These are some of the most unique and powerful
Techniques that you can get, but unlike all the ones Prerequisites: Bestial Form(2), Hollow Soul(2)
above, these Advanced Techniques have a specific
Placeholder text.
prerequisite to acquire.
1: New Moon: When you Transform you may use the
Each Advanced Technique has at least one other effects of Hollow Soul as if you Teleported, and do so at
Technique that its user must have in order to unlock it, 0 Focus cost.
usually requiring that its user has multiple levels from a 2: Cyclical: Losing your Transformation does not deal
Dazed to you.
variety of Techniques.
3: Waxing And Waning: When you start your Turn
Transformed you can Revert to your old form and gain 5
These Prerequisites are listed as follows “X(Y), X(Y)...”, AP, returning to your Transformed form when you end
with X being the names of the Techniques you need, your Turn.
and Y being how many Levels you must invest into
those Techniques.
Grim Portent | ★ ★ | Effects, Skirmishes
Storm Kata | ★ ★ ★ | Skirmishes, Breathing Prerequisites: Reaper(2), Preemptive Posture(2)

Prerequisites: Martial Arts(2), Thunder Blood(2) “You know they say crows are an omen of death. No
I’m not having doubts, there's just so many of them.
“Channelling Thunder itself, users of this advanced It’s like they already know how this ends…”
style are masters of body and magic.”
1: "Fear It…": When using "Reap" against a character
1: Charged Veins: "Art Of The 8 Hammers" gains the with Marked or Feared reduce the Focus cost by 1. This
following new option. can trigger separately for each Effect.
- Breathe with no AP cost without gaining Focus. 2: "Run From It…": Your Punish Attacks and Attacks
2: Gigavolt Straight: So long as you have a Static originating from "Reap" deal additional damage equal to
Charge your Skirmishes are also counted as Casts. double your Tier.
3: Thunderclap And Flash: Whenever you move 3: "Destiny Always Arrives": So long as you can pay
without using the Stride or Jump action you may spend its cost, you can use "Reap" as many times as you want
1 Focus to gain 1 AP. on the same turn.

Volcanic Edge | ★ ★ | Skirmishes, Effects Holy Wrath | ★ ★ ★ | Casts, Skirmishes, Support


Prerequisites: Dragonslayer(2), Flame Heart(2) Prerequisites: Healer(2), Spell-Sword(2)

“Become indomitable! Shatter it all!” Placeholder text.

1: Inferno: You may "Ignite" when you use a Skirmish or 1: Grand Cross: Gain this Combo: Breath, Cast. The
Body Finisher, and when you do that attack gains 3 Cast can target all characters along 4, 20 space lines
Advantage and deals Blight to your target. going in each cardinal direction.
2: Enduring Ember: You cannot gain Wounds via the 2: Holy Light: Whenever you deal damage using Cast
damage inflicted by Blight. you may restore Health equal to your Spirit for all allies
3: Divide Heaven And Earth: Once per scene you can within 2 Range.
use this Technique to have a Body Finisher be counted 3: Avatar Of God: Whenever you use Deep Breathing
as a Spirit Finisher for the purposes of using Flame you “Ascend”, Triggering the effect of “Holy Light” when
Heart. Doing this also lets you target all spaces along a ever you end your Turn until you deal damage.
5 space line when using it.

74
Heavy Metal | ★ ★ ★ | Tanking Grand Aegis | ★ ★ ★ | Support, Tanking
Prerequisites: Giant Frame(2), Modified Meister(2) Prerequisites: Vanguard Defender(2), Runic Aegis(2)

Placeholder text. Placeholder text.

1: Rune Core Engine: The effects of Giant Frame are no 1: “Never Fear!”: You may Block for allies, granting
longer active by default, instead, you enter all combat them the Armor bonus.
scenes with a “Suit” adjacent to you. This is a piece of 2: Always Vigilant: You gain 6 Focus whenever you end
terrain with 50 Health and Armor equal to your Tier. By your Turn, any of this Focus you have when you start
Interacting with it, you may put the Suit on, making the your Turn is lost.
terrain disappear and granting you additional Armor 3: Temporal Barrier: Whenever you use Deep Breathing
equal to your Tier. you may place a 1 by 3 line of terrain anywhere on the
2: Autonomous: The Suit is a summon with a level board. It has 30 Health and Armor equal to your Body or
equal to your Tier so long as you don’t have it on, it may Spirit, your allies cannot have their targeting or
use “Modified Meister” as if it was a player, and its movement effected by this terrain, and it can only
Primary Attack is a Skirmish. provide your allies cover.
3: Perfect Sync: Even when you are in the suit, it may
take turns as a summon, sharing your space and Health.
Rift Blade | ★ ★ ★ | Skirmishes, Avoidance

Impossible Speeds | ★ ★ | Support, Movement Prerequisites: Blade Master(2), Hollow Soul(2)

Prerequisites: Speedster(2), Chronomancy(2) Placeholder text.

Placeholder text. 1: Tear Space: Once per turn when you successfully
Skirmish, Breathe, or Finisher you may create a ‘Spacial
1: Sympathetic Flash: When you move out of an ally’s Rift’ in a space adjacent to you replacing all other
space you may Cast against them at no AP cost, this Spacial Rifts. When you enter a Rift you may deal
uses the same limited uses as “Flash Strike”. Banished to yourself. You may target non-banished
2: Afterburner: When you use “Sympathetic Flash” you characters while you are Banished, but doing so
may gain Haste. removes the effect afterword.
3: Time Warp: You may target yourself with “Time 2: Stalk: Whenever you trigger “Fade Away” you may
Stop”, but only once per Round. gain Banished.
3: Unmake: When you trigger “Divide In One Motion”
while Banished you gain 5 Advantage. Your Talent
Finishers can benefit from “Void Heart”.

75
Example Builds
Correctly choosing what Techniques your character will use can be a difficult process, for that reason this book provides
a few premade sets, these sets serve as both builds that players can pick up and play at Tier 1 and as examples of
archetypes that can be recreated.

Honor-Bound Knight / Big-Body Bouncer Cavalryman / Brazen Biker

Archetype(s): Bulwark Archetype(s): Powerhouse / Bulwark

Attributes: Attributes:

Body: 3 Talent: 1 Spirit: 2 Mind: 1 Body: 3 Talent: 1 Spirit: 1 Mind: 2

Techniques: Techniques:

Stalwart Sentry 2 Stone Crusher 2 Hoplite 2 Battle Jockey 2

Preemptive Posture 1 N/A Skirmisher 1 N/A

Summary: Summary:

A bodyguard focused on area denial. With “Sentry” Quick mounted fighter. With the mobility and range
and “Preemptive Posture” this build can end turns provided by “Jockey” and “Hoplite”, this build allows
near allies and dish out insane damage to any for attacks that come from any angle, while retaining
enemies who attempt to engage. the bonuses of traditional Skirmish-based fighters.

Battle Rager / Reckless Thug Martial Monk / Peaceful Pugilist

Archetype(s): Powerhouse Archetype(s): Powerhouse

Attributes: Attributes:

Body: 3 Talent: 2 Spirit: 1 Mind: 1 Body: 1 Talent: 3 Spirit: 1 Mind: 2

Techniques: Techniques:

Endure 3 Spite 2 Martial Arts 3 Equilibrium 2

N/A N/A N/A N/A

Summary: Summary:

A tanky bruiser who benefits from taking Wounds. A quick and versatile brawler. “Martial Arts” serves as
Both of your Techniques will make it so receiving a a strong base for any build that plans to do melee
Wound is less punishing, more beneficial, and easier, combat, it gives a suite of mobility, disruption, and
letting you get into scraps even with the most with the addition of “Equilibrium”, a decent amount of
damaging enemies without it being a huge risk. sustainability.

76
The Professional / Ranger Healer Of The Cloth / Combat Medic

Archetype(s): Slayer / Ruiner Archetype(s): Altruist

Attributes: Attributes:

Body: 2 Talent: 3 Spirit: 1 Mind: 1 Body: 1 Talent: 1 Spirit: 3 Mind: 2

Techniques: Techniques:

Distant Killer 3 Hollow Soul 2 Healer 2 Talisman Caster 2

N/A N/A Chronomancy 1 N/A

Summary: Summary:

A classic healer-support. The combination of


“Talisman Caster” and “Healer” lets you place a
marker on allies, letting you heal them at any range,
Sword Saint / Deft Duelist and with “Chronomancy” on top you can provide
some other buffs with the healing.
Archetype(s): Slayer / Powerhouse

Attributes: Phoenix / Incendiary Expert

Body: 1 Talent: 3 Spirit: 2 Mind: 1 Archetype(s): Ruiner

Techniques: Attributes:

Blade Master 3 Duelist 2 Body: 1 Talent: 1 Spirit: 3 Mind: 2

N/A N/A Techniques:

Summary: Flame Heart 3 Spell Circle 2

N/A N/A

Summary:

77
Bolt Blade / Witch Hunter Charming Bard / Mystic Dancer

Archetype(s): Powerhouse / Ruiner / Slayer Archetype(s): Altruist / Powerhouse

Attributes: Attributes:

Body: 1 Talent: 2 Spirit: 3 Mind: 1 Body: 1 Talent: 1 Spirit: 2 Mind: 3

Techniques: Techniques:

Spell-Sword 2 Thunder Blood 2 Bardic Talent 3 Improvisational Fighting 2

Cunning Fighter 1 N/A N/A N/A

Summary: Summary:

A teleporting electric duelist. This build focuses on


“Spell-Sword”, promoting the combination of Casts
and Skirmishes, and the other two Techniques are
here to support that. “Thunder Blood” lets your Casts Mad Scientist / Scrap Savant
teleport you to your target, meaning you can Skirmish
after to gain the benefits of Spell-Sword, and with Archetype(s): Slayer / Bulwark / Ruiner
“Cunning Fighter” you can take free Breathe actions
to gain the resources needed to use Thunder Blood. Attributes:

Body: 2 Talent: 1 Spirit: 1 Mind: 3


Alchemist
Techniques:
Archetype(s): Altruist / Powerhouse
Modified Meister 3 Runic Aegis 1
Attributes:
Long Shot 1 N/A
Body: 1 Talent: 2 Spirit: 1 Mind: 3
Summary:
Techniques:

Alchemist 3 Improvisational Fighting 2

N/A N/A

Summary:

78
Narrator Tools

This chapter is for those who want to run a game themselves, good luck!

79
Narrator Tools
Employing Antagonists The Bullet: Bullets are a deadly threat that seems
impossible to defeat, they burn bright but leave the
Using Antagonists effectively is one of the most
game just as fast.
important parts of running a long-running game. They
are the perfect lighting rods for player’s Bonds, they can
Bullets exist to test the problem-solving skills of the
provide unique challenges, and they can be wonderful
players and to let those players flex their character’s
conduits for the messages and themes of your game.
Abilities and Skills in ways that they like.

But most Antagonists won’t be doing all of these things


Bullets should not be given more than 6 Antagonist
at once, for this reason I’ve decided to organize
Points, as they will be using almost all the on Locks
Antagonists into one of three groups based on what
they’re meant to do in your game’s story.
The Boss: The ultimate evil, the villain lurking in the
shadows, a grand Antagonist unlike the past two.
The Blade: These are the simplest of the three types
of Antagonists, they serve as mirrors to the players.
The boss is the ultimate goal-post, they represent the
ceilings of your game, the most powerful person your
A “Blade” should be versatile and competent on their
players know, and more importantly, the most
own, with a strong driving motivation that goes against
dangerous to the people they hold dear.
the current motivation of at least one of the players.

As the person with the greatest abilities within your


A Blade exists to compare the players to the rest of
game, The Boss should also have the greatest
the world, they aren’t cheating the players and seem
ambitions, not only so that they’re a good threat to your
to have had all the same opportunities, if the players
players, but also so you can explore the deepest
feel like they’re more important or stronger than them,
darkest thoughts of the everyday citizen of the setting.
it shows that the players are exceptional. If the players
feel weaker and are defeated, then it shows that they
What are the things that a cynical farmer would point to
have room to grow.
as the “problem”, and what would that farmer do if they
were given the power to get rid of it.
A Blade can exist with as few as 3 Antagonists points
or as many as 10, because they only really need those
A Boss should have at least 6 Antagonist Points,
points for escaping from scenes, as the other
enough to escape from early encounters, threaten the
Antagonist Actions are a bit too grand for their simple
players with Locks, and present a grand finale with their
appeal.
Unmasking.

80
Building Combat
Enemy Rules Summons
As described in the Turn Order section, enemies Some enemies will be created as “Summons”, this
alternate with Players, taking Actions until one side is means that they are created by another character, are
taken out. allied with that character, and take their Turn when
their summoner ends their Turn, without other
However, unlike PCs, enemies always take the same characters taking turns in between.
Actions on their turn. When an enemy takes their Turn
they can do the following. When a Summon would use an Ace it spends 1 Focus
from the Summoner instead.
- Move a number of spaces equal to their Speed.
Enemy Tiers
And/Or All enemies can be “Tiered Up” at the beginning of
combat. For each Tier they receive all numbers with a
- Perform their “Primary Attack”. bracket ‘+X’ next to them increase by X. If a number
increases by ‘(+½)’ it effectively means it increases
However, if an enemy does not move on their Turn they every other Tier, and on the even Tiers specifically.
may use their Primary Attack an additional time.
Elites
Swarm Actions Generally, an enemy is as powerful as a player with a
When there is more than 1 enemy with the same name Tier equal to their Tier, but if there is an enemy with a
they become a “Swarm”. When one member of a Tier higher than all other enemies, that enemy
Swarm takes their Turn, the rest can take theirs becomes an ‘Elite’.
immediately after, without players in between.
Elites have double the Health they would have normally
Enemy Aces And Tension and when they enter a Scene they instantly increase the
Every enemy also has an “Ace”, a limited use Action that Tension by 1.
they can use in the place of a Primary Attack.
Encounter Design
However, the number of Aces that can be used each It’s important to know that every enemy in this game
Round is equal to the Tension in the Scene. Tension provides a specific challenge, and threatens specific
increases whenever a character is defeated in combat, kinds of play more than others.
as described in the combat chapter.
When designing a fight be sure to make at LEAST half of
Enemy Intent the enemies threaten the strengths of your players. If
All enemies are also given an ‘Intent’. An enemies Intent none of the players have armor you might not want to
determines how it wants to use its Primary Attack, if an use a “Slayer”, an enemy who specifically deals
enemy can attack more than one character it will Shredded if your party has no Armored characters.
prioritize the one who best fits the intent, if an
enemy cannot attack any character it will move to a
position that best lets it fill out its intent.

81
Fodder Enemies Enemy Types
When some weaker enemies are deployed, the Narrator
can set them as Fodder Enemies, this is for when you
want to deploy more enemies than allies without
Viper | DPS, Effects, Squishy
overwhelming the players with stats to drill through.
10(+5) Health, 4 Speed, 2(+½) Evasion
Fodder Enemies deploy with 1 HP, additional Evasion
equal to their Tier, cannot use Aces, and do not Passive: This enemy can use its movement to Teleport
provide Tension when defeated. to any space by abandoning its ability to Attack on that
turn.
When balancing encounters 3 Fodder Enemies can take
the place of a singe standard enemy. Intent: This enemy always attempts to attack the
opponent furthest from its other allies.

Compound Enemies
Primary Attack: Choose an adjacent character, roll
There may be times when, within the narrative, players
4(+1)D6 with a Challenge of 1.
should only be facing one enemy, rather than a group.
Reward: Deal Damage equal to the number of Hits and
Unfortunately normal enemies don’t have the ability to
Blight to the target. If they were already Blighted deal 1
do this without being absolutely crushed.
Wound.

Because of this there is the option to deploy enemy


Ace: Disappear, at the start of this enemies next Turn it
groups as a ‘Compound Enemy’.
teleports adjacent to and Primary Attacks all players
without an adjacent ally at the end of the next Round,
When you want to do this create a group of enemies as
reappearing on any space thereafter.
normal, but when they are deployed only deploy a
single enemy body.
Guardian | Tank, Displacement, Slow
This is the Compound Enemy, and in most ways they
are just a group of enemies that share the same 15(+5) Health, 3 Speed, 2(+½) Armor
space, they take damage separately, take turns
separately, and do not benefit from each other’s Armor Passive: The spaces adjacent to this are counted as
and Evasion. difficult terrain for its opponents.

There are a few other rules in place specifically for Intent: This enemy always attempts to attack the
Compound Enemies, they are as follows. opponent closest to its other allies.

- When any part of a Compound Enemy moves, all do, Primary Attack: Choose an adjacent character, roll
all parts must always be in the same space. 4(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to the number of Hits and
- When a Compound Enemy receives damage the push them 2 spaces away.
Narrator chooses one part to take the damage. If a
part is damaged it must take all damage until it is Ace: Applies Immobilized to yourself and receive all
defeated. damage enemies within 4 spaces would take.

- A Compound Enemy can use one free Ace from one


of their parts every Round.

82
Witch | DPS, Displacement, Squishy Bomb | DPS, One-Shot

8(+5) Health, 2 Speed, 1(+½) Evasion 25(+5) Health, 4 Speed

Passive: This enemy’s Attacks target all characters in a Intent: This enemy always attempts to attack the most
2 x 2 or 3 x 3 area. number of opponent’s possible.

Intent: This enemy always attempts to attack the most Primary Attack: This enemy “Primes”. It explodes at the
number of opponent’s possible. start of its next Turn disappearing and targeting all
characters within 2 spaces, roll 8(+1)D6 with a
Primary Attack: Choose a space within 5 spaces, and Challenge of 1.
target all characters within 3 spaces of it, roll 4(+1)D6 Reward: Deal Damage equal to double the number of
with a Challenge of 1. Hits.
Reward: Deal Damage equal to double the Hits and pull
them as close to the targeted space as possible. Ace: This can be used at the end of any character’s
Turn so long as this enemy is Primed. Explode.
Ace: Create a 4x4 area, on this enemy’s next turn it may
use it’s Primary Attack and target all its opponents
Bruiser | DPS, Tank, Slow
within the area, this removes the area.

10(+5) Health, 3 Speed, 2(+½) Armor


Cultist | One-Shot, Engine
Passive: If this enemy’s Primary Attack cannot push its
8(+5) Health, 2 Speed target the full distance the target receives Dazed.

Passive: When Cultists are deployed the narrator must Intent: This enemy always attempts to attack the
choose an enemy type and level. A ritual counter is then opponent closest to itself.
set to 0, if the counter reaches the chosen level x2 every
Cultist is killed and the declared enemy is summoned in Primary Attack: Choose an adjacent character, roll
one of their spaces. If a player uses this ability they may 4(+1)D6 with a Challenge of 1.
choose the enemy type and the level is set to 1 level Reward: Deal Damage equal to double the Hits and
above their Tier. push the target 1(+1) space(s).

Intent: This enemy has no Intent. Ace: This enemy Immobilizes themselves and indicates
a 4 Range Cone. At the start of this enemy’s next turn
Primary Attack: Apply Immobilized to yourself and they use their Primary Attack targeting all opponents
progresses the ritual by 1(+1). within said Cone, this removes the area.

Ace: Apply Immobilized to yourself and progresses the


ritual by 2(+1).

83
Healer | Support, Evasive, Slow Coordinator | DPS, Support, Squishy

8(+5) Health, 2 Speed 8(+5) Health, 3 Speed

Passive: Adjacent enemies take damage for this enemy. Passive: Enemies within 4 spaces of this have 3
Advantage on all rolls they make.
Intent: This enemy has no Intent.
Intent: This enemy always attempts to attack the
Primary Attack: Restore 4(+2) Health to an enemy in 3 opponent closest to its other allies.
Range.
Primary Attack: Choose an adjacent character, roll
Ace: Removes all effects from an adjacent enemy. 5(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to the number of Hits and
allow another enemy within 5 spaces to move their
Builder | Displacement, Versatile
speed or use their primary attack on a character who
hasn’t been attacked this turn.
10(+5) Health, 3 Speed, 1(+½) Armor
Ace: All other enemies within 5 spaces can move their
Passive: This enemy can move through terrain. speed or use their primary attack on a character who
hasn’t been attacked this turn.
Intent: This enemy always attempts to attack the
opponent closest to its other allies.
Captor | DPS, Displacement, Slow
Primary Attack: Choose a character within 6 spaces.
Deal 3 Damage to them and place a 10(+1) Health 0 8(+5) Health, 3 Speed
Armor terrain adjacent to them.
Intent: This enemy always attempts to attack the
Ace: Move all terrain within 5 spaces to any other space opponent farthest from itself.
within 5 spaces.
Primary Attack: Choose a character within 5 spaces,
roll 4(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to double the Hits, pull the
target to an adjacent space, and apply Snared to them.

Ace: Choose an opponent within 5 spaces, at the end


of this Enemy’s next turn it may use its primary attack
on all characters within 3 spaces of that character.
Characters hit by this are pulled adjacent to the targeted
character and are snared by them instead of this enemy.

84
Ranger | DPS, Evasive, Slow Necromancer | Engine, Support, Slow

8(+5) Health, 2 Speed, 2(+½) Evasion 8(+5) Health, 2 Speed, 1(+½) Evasion

Passive: If this enemy is deployed by the Narrator they Passive: Enemies who die when the Necromancer is
must also place a 2x2 or 3x3 space of elevated Terrain alive leave a Corpse token on their space.
somewhere below the Ranger. (Terrain that must be
climbed to get on to, as per the difficult terrain rules). Intent: This enemy always attempts to attack the
opponent closest to its other allies.
Intent: This enemy always attempts to attack the
opponent with the lowest maximum HP. Primary Attack: Choose a character within 5 spaces,
roll 3(+1)D6 with a Challenge of 1.
Primary Attack: Applies Immobilized to yourself. Reward: Deal Damage equal to double the Hits and
Choose a character within 5 spaces, roll 4D6(+1) with a apply Slowed.
Challenge of 1. This deals double damage if the target is
at least 4 spaces away from this enemy. Ace: Revive 2 Corpses as level 1 Bruisers, Vipers, or
Reward: Deal Damage equal to the number of Hits. Rangers.

Ace: Choose a character this enemy can see, the next


Enchanter | Debuff, Squishy
time they’re hit by this enemy’s Primary Attack they
receive double damage.
8(+5) Health, 3 Speed

Gheist | Displacement, One-Shot Intent: This enemy always attempts to attack the
opponent furthest from its other allies.
8(+5) Health, 4 Speed, 1(+½) Evasion
Primary Attack: Choose a character within 5 spaces,
Intent: This enemy always attempts to attack the they receive Feared or Taunted.
opponent with the highest maximum HP.
Ace: This enemy chooses a Taunted or Feared
Primary Attack: Choose an adjacent character, roll character, that character gains 4 AP and must attempt
4(+1)D6 with a Challenge of 1. to take a Turn where they Attack one of their allies or
Reward: Deal Damage equal to double the Hits and receive 3 Wounds.
deal Feared to the target.

Ace: Choose an adjacent character, deal Banished to


the target and this enemy.

85
Cannoneer | DPS, One-Shot, Slow Rifter | DPS, Support, Squishy

8(+5) Health, 1 Speed 8(+5) Health, 2 Speed

Intent: This enemy always attempts to attack the Passive: Whenever this enemy initiates any form of
opponent with the highest maximum HP. movement (even involuntary movement) it creates a
“Rift” in the space it left and the space it moved to.
Primary Attack: Gain a stack of “Preparation”, gain 2 When another Character moves on to a Rift they may
stacks if you didn’t move this turn. remove it and move to any other unoccupied Rift.

Ace: Lose 4 stacks of Preparation, if you couldn’t this Intent: This enemy always attempts to attack the
action fails. Choose a character within 10 spaces, roll opponent furthest from its other allies.
5(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to the number of Hits Primary Attack: Teleport to a space within 5 spaces,
three times. and target all adjacent characters, roll 5(+1)D6 with a
Challenge of 1.
Reward: Deal Damage equal to the number of Hits.
Duelist | DPS, Debuff, Squishy
Ace: All Rifts explode, performing the damaging portion
10(+5) Health, 3 Speed of this enemy’s Primary Attack on all characters
adjacent to those Rifts.
Passive: Characters who Attack or are Attacked by this
enemy receive Taunted from it.
Assassin | DPS, Evasive, Squishy
Intent: This enemy always attempts to attack the
opponent closest to itself. 8(+5) Health, 3 Speed

Primary Attack: Choose an adjacent character, roll Passive: This enemy starts all combat Scenes “In
4(+1)D6 with a Challenge of 1. Shadow”, meaning it does not appear on the board and
Reward: Deal Damage equal to double the Hits and cannot be targeted, In Shadow is lost when this Enemy
move 1 space. takes an Action. This enemy cannot take a turn until the
start of the second Round.
Ace: Choose a character and place a weak point in the
furthest zone adjacent to the character from this enemy. Intent: This enemy always attempts to attack the
When this enemy Attacks that character while standing opponent furthest from its other allies.
in the weak point it does triple damage and may use
this Ace again without spending an Ace. Primary Attack: Choose an adjacent character, roll
2(+1)D6 with a Challenge of 1. If this was used In
Shadow the enemy can Teleport to a space adjacent to
any character before determining targets, and gains
3(+1) Advantage on its Roll.
Reward: Deal Damage equal to the number of Hits, this
damage is doubled if the target has no other adjacent
characters.

Ace: This enemy re-enters In Shadow.

86
Slayer | DPS, Debuff, Slow Baron | Engine, Tank, Slow

10(+5) Health, 4 Speed 10(+5) Health, 2 Speed, 2(+½) Armor

Passive: When this enemy attacks without being Passive: At the start of its turn, this enemy names
“Charged”, they become Charged instead. While “Skirmish”, “Cast”, or “Finisher”. It cannot name the
Charged this enemy has their Speed reduced to 1. same one twice in a row. When a player takes an action
that matches the last one this enemy named, this
Intent: This enemy always attempts to attack the enemy can Teleport to an empty space adjacent to them
opponent with the highest maximum HP. (If there is one) and use its primary attack on it. This can
only happen 1(+1) time each Round.
Primary Attack: Lose Charged. Choose an adjacent
character, roll 8(+2)D6 with a Challenge of 1. Intent: This enemy always attempts to attack the
Reward: Deal Damage equal to double the Hits and opponent closest to its other allies.
Shredded to the target.
Primary Attack: Choose an adjacent character, roll
Ace: This enemy becomes Charged and does not 6(+1)D6 with a Challenge of 1.
reduce their speed. This ace does not use the enemy’s Reward: Deal Damage equal to the number of Hits and
Attack action. Weakened to the target.

Ace: This enemy names two actions as if it triggered its


Slime | Tank, Displacement, Versatile
Passive. However, it gains unlimited uses of its Passive
for the duration of the Round.
5(+2) Health, 3 Speed

Passive: When this enemy is defeated it instead “Splits” Ronin | DPS, Versatile
creating two copies of itself with half of its max health. A
split Slime cannot split further. 8(+5) Health, 5 Speed, 2(+½) Evasion

Intent: This enemy always attempts to attack the Passive: This enemy can use its Primary Attack twice
opponent closest to itself. per turn by default, three times if they didn’t move.

Primary Attack: Choose an adjacent character, roll Intent: This enemy always attempts to attack the
3(+1)D6 with a Challenge of 1. opponent closest to itself.
Reward: Deal Damage equal to the number of Hits and
Slow to the target. Primary Attack: Choose an adjacent character, roll
4(+1)D6 with a Challenge of 1.
Ace: This enemy attacks a character, if it hits the reward Reward: Deal Damage equal to the number of Hits.
is changed to “Consume the target, removing them from
the board. Until this enemy is defeated that character Ace: This enemy indicates up to 4 connected straight
cannot take their turn.”. lines where at least one is connected to the enemy. At
the end of this enemies next turn it moves across each
line until it reaches the end of the final one, using its
Primary Attack each time it moves over or adjacent to
an opponent, targeting that Opponent.

87
Berserker | DPS, Engine, Slow Saint | Support, Engine, Slow

15(+5) Health, 3 Speed 10(+5) Health, 2 Speed

Passive: For every 5 damage this enemy takes it can Passive: At the beginning of each Round this enemy
move 1 space in any direction and use it’s Primary can designate a space, for the remainder of the Round
Attack (assuming its attack has a target within range). all other enemies within that space cannot receive
damage.
Intent: This enemy always attempts to attack the
opponent closest to itself. Intent: This enemy has no Intent.

Primary Attack: Choose an adjacent character, roll Primary Attack: Choose any character, Teleport them
5(+1)D6 with a Challenge of 1. to the designated space, or Teleport a character in the
Reward: Deal Damage equal to the number of Hits and designated space to any other space.
push them 1 space away.
Ace: For the rest of this Scene this enemy can
Ace: This enemy sets its Health to 15, and it’s Passive designate 2 space with its passive.
changes to move it two spaces for the rest of the
Scene.
Hound Master | Displacement, Engine, Slow

Privateer | DPS, Engine, Squishy 10(+5) Health, 2 Speed

8(+5) Health, 4 Speed Passive: At the beginning of each Round this enemy
can target a character 4 or more spaces away and
Passive: Whenever an ally attacks an opponent within create a “Seeker” in an adjacent space. Seekers are
this enemy’s range, this enemy can use its Primary pieces of Terrain with 1 Health that move 1 space at the
Attack on the same target. end of every Turn. If a Seeker moves adjacent to the
character that was targeted when it was created it
Intent: This enemy always attempts to attack the disappears and deals 5(+1) damage to all adjacent
opponent with the lowest maximum HP. character.

Primary Attack: Target all characters in a 2 space Line, Intent: This enemy has no Intent.
roll 4(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to double the Hits. Primary Attack: Choose an adjacent character, roll
5(+1)D6 with a Challenge of 1.
Ace: For the rest of this Scene this enemy can move 1 Reward: Deal Damage equal to the number of Hits and
space at the end of every character’s turn. push them 2 spaces away.

Ace: Create 3 Seekers targeting the same character.

88
Complex Enemy Types Head And Hands Boss
In addition to normal enemy Types, there exist a few
“Complex Enemy Types”, these share the same stats 15(+10) Health (X3), 4 Armor
and general rules as normal enemies with two
exceptions: Passive: When this enemy would be deployed, deploy
three copies of it, designating one as the “Head” and
Complex Enemy Types cannot be chosen when the rest as “Hands”.
another effect would allow its user to choose an
enemy Type, unless specifically stated. 1: Heave: Move each of the Hands up to 4 spaces in
any direction, up to 6 spaces away from the Head.
Complex Enemies do not have a Turn in the Turn
Order, they instead take 1 Action after a player ends 2: Crush: Each Hand can Choose up to 2 adjacent
their Turn, starting with the 1st action listed, and characters, roll 4(+1)D6 with a Challenge of 1.
moving forward 1 by 1 until they loop back to their Reward: Deal Damage equal to the number of Hits and
first, repeating until they are defeated. Their Ace can choose one character to gain Snared.
be used as a substitute for taking any of these
Actions. 3: Glare: Draw an infinite length line from the Head.

4: BEAM: Attack every character on the line drawn from


Shadowy Trickster
the Head, roll 12(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to double number of Hits.
15(+10) Health, [0] Evasion

1: Shift: Move up to 6 spaces in any direction. Ace: Move each of the Hands and the Head up to 4
spaces in any direction.
2: Trifold Flurry: Choose up to 3 adjacent characters,
roll 4(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to the number of Hits and
Blight.

3: Step: Move up to 3 spaces in any direction.

4: Execution: Choose an adjacent character, roll


6(+1)D6 with a Challenge of 1.
Reward: Deal Damage equal to the number of Hits and
Blight to the target. If they were already Blighted, deal 2
Wounds instead.

Ace: Create 2 copies of this enemy with 1 Health, one


only has access to Action 1 and 2, and one who only
has access to Action 3 and 4.

89
Grand Thaumaturge Doomwall

15(+10) Health 15(+10) Health

Passive: Whenever this enemy takes an action they Passive: This enemy occupies the top 7 squares of the
may Teleport to any space that isn’t adjacent to another board, and cannot move from them for any reason.
character.
1: Cross Blast: Indicate two spaces at least 6 spaces
1: Metaphysical Fortress: Create up to 3 connected apart as well as 4 cardinal lines from it that extend to the
spaces of 20 Health Terrain anywhere on the board. edge of the board.

2: Blazing Incantation: Create a 3x3 zone anywhere on 2: Cursed Ground: Indicate 3 zones that are each at
the map. least 5 spaces apart as well as all spaces adjacent to it.

3: 2nd Verse: Expand the zone created with “Blazing 3: Reaving Flow: Choose all characters within 3 spaces
Incantation” to a 4x4 zone, or move it up to 6 spaces in of this enemy, roll 8(+1)D6 with a Challenge of 1.
any direction. Reward: Deal Damage equal to the Hits and apply
Slowed.
4: Ignite: Attack every character within the zone drawn
from “Blazing Incantation”, roll 12(+1)D6 with a 4: Finale: Choose 3 of the indicated areas and use
Challenge of 1. “Reaving Flow” on all characters
Reward: Deal Damage equal to double number of Hits.
Ace: This enemy uses Finale choosing any number of
Ace: This enemy uses “Ignite” targeting one character indicated areas.
regardless of any zones drawn.

90
Credits
Formatting:
Joel V.

Writing:
Joel V.
Discowolf (Many pieces of Technique fluff text)

Copy Editing:
Kendall Harper

Playtesters:
Stephen H.
David H.
Princesilly
Bucket
Fabricio L.
Evelyn E.
OneInThree
“C”
Brooke
Rhiannon
IGKU
Aqua
Ffzdf
Saikey
Nat

Artists:
Comixian: https://cosmixian.artstation.com
Colourkat: https://twitter.com/ColourCat01
Skycrime: https://twitter.com/SkyCrimeDraws
Horology: https://twitter.com/horoart
YoungWeb: https://twitter.com/youngweb5
Francesco Silva: https://twitter.com/francescolobo
Kyo Yukanna: https://twitter.com/Kyo_Yukanna
Kaibootsu: https://twitter.com/Kaibootsu
Saka: https://twitter.com/sakasukiyaki
Shig: https://twitter.com/Shigezie0

91

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