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0: Introduction 7 6: Ancestries 68
GETTING STARTED
0: INTRODUCTION
BEACON is a tabletop roleplaying game (TTRPG) Ø There is a recurring threat to the Reflection
inspired by the high fantasy stories of the Final – the Scourge.
Fantasy video games and the tactical gameplay Ø Crystals hold some significance to the
of the Lancer and Dungeons & Dragons 4th Reflection or its inhabitants.
Edition TTRPGs. High-action, tactical combat Ø Ruins dot the landscape, ready to be
scenes are at the core of BEACON, supported by explored.
a streamlined and engaging narrative system
that lets you get to the action quickly. Create The GM and players work together to define
unique and interesting characters, explore the specific details of the Reflection in which
fantastical worlds with your friends, and con- their game takes place, including its history,
front the deadly dangers and obstacles that peoples, and cultures. This process is detailed
stand in your way! in Chapter 10: Game Master’s Guide in the
full version of BEACON.
A World of Your Own
In BEACON, you create your own unique setting Two Modes of Play
together, called a Reflection. BEACON features two modes of play – narrative
Games of BEACON take place in the Source, play and combat. While playing, you will move
a wellspring of endless potential and stories. between these two modes, which each have
While the true nature of the Source is incom- their own unique set of rules.
prehensibly complex, it is often represented During narrative play, you tell stories about
as a giant crystal with infinite facets. Each facet your characters and the world in which they
is a different Reflection, and each Reflection live. Narrative play is rules-light, allowing play-
is a unique reality. ers to shape the narrative without getting
While there are infinite stories that can be bogged down by mechanics.
told within the Source, there are commonali- In combat play, your characters – custom-
ties across its facets. The following are true of ized and equipped in countless ways – enter
each Reflection: battle. Combat play is tactical and rules-heavy,
with plenty of scope for unique builds and
Ø The world is filled with action and playstyles.
adventure.
Ø All things are composed of aether, a You are a Beacon
magical element that comes in many Your characters in the game are known as
varieties, including astral and lunar forms. beacons. Beacons are powerful heroes who
Ø Magic is widely available and has been help and inspire others. Every Reflection has
combined with technology to create its own unique take on what beacons are and
magitech devices. what they do.
Ø There are beacons – people who are
sources of great inspiration for others,
whether they are heroes or villains.
7
1: HOW TO PLAY
Getting Started
Participants in BEACON take on one of two roles: either Combat scenes use the rules for combat play (p.
that of a player or that of the game master (GM). 41). These scenes feature important fights and battles.
The goal of all participants is to tell a shared story, Not every fight is worthy of a combat scene; only those
and to have fun doing so. Each player creates a sin- that are important or tactically challenging move into
gle player character (PC) – a heroic figure called a combat play. A simple street fight or barroom brawl,
“beacon” – and explores the game through that char- for example, wouldn’t start a combat scene. A fight on
acter’s story. The GM, on the other hand, controls all a crumbling bridge against a horde of demons, or a
of the non-player characters (NPCs), sets up combat climactic showdown with an archnemesis would be
scenes, and helps shape the narrative. worthy of a combat scene.
1: How to Play
Getting Started
The time between quests uses the rules for narrative helpful for the roll they’re making, or they can invoke
play. During this time, the players collaboratively tell their title (p. 11), they can get a bonus on to the
their beacons’ stories and explore the world. roll. See Chapter 4: Narrative Play (p. 22) for more
When the players are ready to begin a new quest, information.
they equip their beacons with abilities they’ve unlocked Ability checks, by contrast, are used in combat play.
that they think will best suit the upcoming quest and They use the character’s relevant ability score – Bulk,
the combat scenes within it. Agility, Mind, or Magic – as a modifier (p. 49).
When the beacons return from a quest, they level During combat play, characters sometimes need to
up (p. 14) and become more powerful. This allows make contested checks. In a contested check, the two
them to combine abilities and equipment from multiple relevant parties each roll an ability check. Whoever gets
1: How to Play
classes (p. 84) to create unique playstyles and character the highest total succeeds, with ties going to the one
configurations. who attacked or initiated the action.
DICE SAVES
During both narrative play and combat, players roll dice to Saves are rolls made to resist effects during combat play.
determine success, failure, and other interesting outcomes. Effects that prompt a save indicate which of the target’s
BEACON uses two types of dice: 20-sided dice (d20) ability scores to use as a modifier. Each character has a
and 6-sided dice (d6). The rules sometimes call for a Save Target, which is the total their opponents must
Building Beacons
d3, which can be represented with a d6. A result of 1–2 meet or exceed when rolling saves. When there is no
equals 1, 3–4 equals 2, and 5–6 equals 3. Save Target indicated, it defaults to 10.
A number in front of the type of die indicates how
many dice of that type to roll. 3d6 means you roll 3
six-sided dice. MODIFIERS
There are three types of modifiers that can affect rolls,
increasing or decreasing their results:
ATTACKS, CHECKS, AND SAVES
There are three main types of dice rolls in BEACON: Ø Accuracy ( )
attack rolls, checks, and saves. They each use a single Ø Difficulty ( )
d20. Any time you’re making one of these rolls, roll a Ø Static modifiers (+1, –4, etc.).
d20 and add the appropriate modifiers to the result
Appendices
– bonuses or penalties to the roll based on beneficial Bonuses from your beacon’s ability scores and Grit
or disadvantageous situations. The final result is your count as static modifiers.
total for the roll.
9
2: ANATOMY OF A BEACON
Getting Started
This chapter walks through the steps of creating a Beacons don’t need a reason to be special in your
character and outlines the various components that game. The fact they are controlled by a player already
define them. makes them special, and grants them the opportunity
In BEACON, the characters created and portrayed to influence and change the story as it’s told. Your game
by the players are special individuals known as “bea- could be about a band of heroes destined to save the
cons”. They are called this because of the way they act world, or it could be about a found family, fighting to
like shining lights to others. There is no one way that keep itself safe.
beacons act or conduct themselves; no matter what, The only constant across all Reflections is that bea-
they always find themselves in positions where they cons inspire people around them. Even those who are
can inspire or help others. cowardly or timid have the potential and opportunity,
2: Anatomy of a Beacon
The precise characteristics that make someone a as a group, to give hope to others.
beacon differ between Reflections. In one Reflection, Chapter 10: Game Master’s Guide in the full version
beacons might be mystically empowered individuals of BEACON details some example Reflections and the
born under a strange star. In another, they might be roles of beacons within them.
students with an abundance of charisma.
Building Beacons
Appendices
10
CHARACTER CREATION Example titles: The Green Knight, the Herald of
This section will guide you through the steps of cre- Silence, the Bosstown Bludgeon, Moonfang, the
Getting Started
ating a beacon. Timeless Bard.
Every beacon has a character level (p. 14). Char-
acter levels represent the overall growth and power Whenever you make a skill check during narrative play,
of a beacon. Higher-level beacons have more abilities you can invoke your beacon’s title before rolling to gain
available to them, and can therefore handle a wider a +2 bonus. To invoke a title, the action in question must
variety of situations. be something that contributes to the legend of your
Your beacon begins at character level 1. At level character’s title. Think of a story being told about your
1, they have: beacon, their name lost to history and only their title
remaining. Would this make it into the story?
Ø a name and a title
2: Anatomy of a Beacon
Ø three rank 1 background skills (p. 12) Example: Shawn likes the idea of playing someone
Ø 2 ability points (p. 12) smart; a knowledge-seeker. She gives Dhalia the
Ø three rank 1 talents (p. 13) title of “the All-Knowing”. Shawn can invoke this
Ø an ancestry (p. 13) title when doing something that contributes to the
Ø one class rank (p. 13) legacy of “the All-Knowing” beacon. For example,
Ø access to all basic equipment and techniques (p. 13) if Dhalia is making a skill check to piece together
Ø an appearance (p. 13). the conspiracy behind the Day of Shadows, she can
invoke her title to gain a +2 bonus to the roll. If Dhalia
Once you have finished these steps, you will determine is making a skill check to climb a mountain, on the
your beacon’s attributes, which are values used in com- other hand, being all-knowing is less likely to be
bat play (p. 14). helpful, and couldn’t be invoked.
Building Beacons
NAME Players are encouraged to find creative explanations
for why a beacon’s title might apply, but they’re not
Choose a name for your beacon. meant to be used in every situation.
If you find that your title is too easy to invoke, con-
Beacons can have any sort of name, from the mundane sider rephrasing it to limit its scope.
to the grandiose. Alternatively, you can decide this later.
You might not have an idea for a name yet, but might Example: Delmar’s beacon is Dmitri, “the Demigod”.
think of one after picking your background skills or an- After playing a few sessions, he realizes that “the
cestry. There are also plenty of random name generators Demigod” can be invoked in every situation.
online that you can use for inspiration. Delmar rephrases the title as “the Demigod of
Determination”, which puts some limits on when
Appendices
Example: Shawn is creating her first beacon. She likes it can be invoked.
the name Dhalia, so she uses it for her character.
11
BACKGROUND SKILLS ABILITY SCORES
Getting Started
At level 1, create three rank 1 background skills. At level 1, assign 2 ability points.
Background skills are words or brief phrases that Your beacon has four ability scores that affect their
represent a beacon’s history and training, and provide attributes and actions in combat play:
bonuses to skill checks. Background skills have three Ø Bulk Ø Mind
ranks. When you make a skill check in narrative play and Ø Agility Ø Magic
one of your background skills is relevant, you get +1
on your roll for each rank you have in that skill. Each Ability scores range from +0 to +6, and give bonuses
skill check can only benefit from one background skill, in combat play. By default, they start at +0.
which must be decided before rolling. Each ability score also provides bonuses to some of
Background skills can be anything, so make sure your character’s other attributes (p. 14). For example,
2: Anatomy of a Beacon
they’re evocative. Instead of just “Acrobat”, make it Agility affects the character’s Dodge and Speed.
something interesting like, “Acrobat Performer for Assigning an ability point to an ability score increases
the Demon Circus”. it by +1. At level 1, this means you can have two ability
scores at +1 each, or one ability score at +2.
Example background skills: Will of the Source, Troll-
Wrestling Champion, An Eye for Lies, Royal Assassin. Bulk
Bulk determines how tough and sturdy a character is
When creating a background skill, think about what in combat. You gain:
situations it might be relevant in. If it seems like it would
apply to every skill check you might make, you should Ø +2 HP for every point of Bulk
narrow its focus more. Ø +1 Recovery for every two points of Bulk
Every time your beacon levels up they get a back-
Building Beacons
12
TALENTS CLASS
Getting Started
At level 1, choose three rank 1 talents. See p. 202 At level 1, choose 1 rank in any class. See p. 84 for
for the full list of talents and their abilities. the full list of available classes.
While many of the abilities available to beacons are tied Classes represent specialized approaches to combat, like
to their class (see below), talents are sets of abilities that a Thunderclaw’s electrical fighting style or a Phoenix’s
can be acquired by any beacon and that don’t need to burning spells. Classes unlock equipment and abilities
be equipped. Once your beacon has learned a talent, that beacons can equip for quests.
they will always have access to any abilities unlocked Each class has three ranks, with each rank unlocking
by their ranks in that talent. additional equipment and abilities.
Each talent has three ranks, each with its own ability. As they level up, beacons gain ranks in multiple classes.
2: Anatomy of a Beacon
When your beacon first gains a talent, they get access The equipment, techniques, and jobs they unlock can be
to it at rank 1. If you assign additional points to that mixed and matched in a huge number of combinations.
talent, you can get that talent’s rank 2 and eventually
its rank 3 ability. Job
Beacons gain additional talents and can even change Each class also provides a job unique to that class. Jobs
their talent choices when they level up (p. 14). provide the starting values for a beacon’s attributes (p.
14) and their equipment slots (p. 16). A class’s job
Example: Shawn wants to pick magical-sounding is unlocked upon reaching rank 1 in that class.
talents for Dhalia. She picks the Archmage, Every job also has a limit break – a powerful,
Enchanter, and Leyline Walker talents because they scene-changing ability unique to that class. Your bea-
sound like they will assist with magic. She doesn’t con can only perform one limit break per quest. If you
spend much time reviewing all the options because use a limit break from one job and later change jobs
she knows she can change them later. within the same quest, you don’t get to use the new
Building Beacons
Delmar, on the other hand, carefully reviews all job’s limit break – you’ve already used your one limit
the talents before making his decision. He chooses break for that quest. Beacons regain the ability to use
the Brawler talent because it enhances unarmed a limit break after a Long Rest (p. 61).
combat and he wants Dmitri to fight with his fists.
He also wants to protect his allies, so he picks the Example: Shawn picks the Equinox class for Dhalia,
Knight talent. Finally, he wants Dmitri to be highly gaining the Equinox job and unlocking the rank 1
mobile, so he chooses the Traceur talent. Exobomb and Scar spells. She likes that the class
focuses on long-distance spell attacks, as well as the
description mentioning sun aether, which connects
ANCESTRY to her background skill “Disciple of the Sun”.
Appendices
Choose an ancestry. See p. 68 for the full list of
ancestries. BASIC EQUIPMENT AND TECHNIQUES
All beacons have access to a wide array of weapons,
Your beacon’s ancestry describes their heritage or species. support items, skills, and spells that they can equip
Ancestry determines a beacon’s Size and gives access to a right from the very beginning. They aren’t limited to
list of ancestry traits. Whenever your character goes on a equipping only abilities from their current job.
quest, they can choose to equip one of their ancestry traits. You can find this standard gear in Chapter 9: Basic
Ancestries can also be used as collections of common Equipment and Techniques (p. 216). You don’t need
traits, rather than literal descriptions of how characters to choose any until you’re ready to go on a quest, but
look or act. For example, the avian ancestry allows for you might want to look at them now to get a feel for
flight, but an avian character doesn’t have to be a literal what’s available.
bird-person; maybe they’re a human that comes from
a culture where jetpacks are common.
APPEARANCE
Example: The elves in Shawn’s favorite stories are The last step in creating your beacon is deciding their
known for being magically gifted, so she plans on appearance – what they, their equipment, and their
making Dhalia an elf. She reads the elf ancestry traits abilities look like. It’s totally up to you – you can describe
and likes the Elven Accuracy one. She doesn’t need them any way you want, regardless of the art and flavor
to pick a trait until Dhalia goes on a quest, but she text in this book.
knows she’ll probably use Elven Accuracy. 13
The only limitation is that your description can’t grant CHANGING CHOICES
mechanical benefits in combat play. You can’t give your Whenever your beacon gains a level, you may do one
Getting Started
character see-through skin and argue they should always or both of the following:
be invisible. Beyond that restriction, describe whatever you
want: Give your beacon wings that let them fly around Ø Reassign any number of ranks from one talent to
during narrative play. Let them move around the world in another.
a wheelchair. Have them wield weapons made of solid Ø Reassign any number of ranks from one class to
ice. Describe a photon axe as a greatsword. another.
Describe the character you see yourself playing. The
information in this book is just intended to provide in-
spiration – it isn’t absolute truth. There are infinite worlds ATTRIBUTES
in which your story can take place. Anything is possible. In addition to their talents, background skills, and so
on, beacons have several attributes that are used in
2: Anatomy of a Beacon
Example: Shawn finishes character creation by combat play. They are determined by a character’s level,
deciding that Dhalia is a pale elf with long dark hair job, ancestry, talents, ability scores, and equipped gear
and golden eyes. Her spells flash with bright light and techniques.
when used, their color and luminosity changing
depending on her emotions. With that, she’s ready
to begin playing! SIZE
Size determines how many spaces a character (or
object) takes up on a grid and how they interact with
LEVELS cover. Chapter 5: Combat Play (p. 41) covers how
Each beacon has a character level, which represents this works in greater detail. In an abstract sense, Size
their overall growth and strength. represents how much space or control a character exerts
Whenever you finish a quest, whether you were on the battlefield; it does not indicate exactly how tall
Building Beacons
successful or not, your beacon gains another character or how heavy they are.
level. This is called leveling up. The maximum character Size 1/2 and Size 1 characters both occupy 1 space,
level for beacons is 12. Size 2 characters occupy an area of 2 x 2 spaces, and
Size 3 characters occupy an area of 3 x 3 spaces.
LEVELING UP
Whenever your beacon gains a character level, they gain:
SIZE
3
GRIT
Grit represents the combat experience that beacons
gain when they increase their character level. Beacons can be anywhere between Size 1/2 and Size
Starting at character level 2 and then at every second 3. This is determined by their ancestry.
level after that (i.e., levels 4, 6, 8, etc.), beacons gain +1
Grit. Grit is a passive bonus that applies to several other
attributes. Each point of Grit provides the following: SCOPE
Scope is the maximum number of grid spaces within
Ø +1 HP Ø +1 to all attack rolls which a character can detect Hidden characters, attack
Ø +1 Save Target Ø +1 Memory with spells, and use certain other abilities.
14
ARMOR SPEED
Armor reduces incoming damage by an amount equal Speed is how fast a character can move. When a character
Getting Started
to its value. Armor does not affect Discord, which is takes a standard movement during their turn, they can
a nonstandard damage type, or Stress, which is not move a number of spaces equal to their Speed (p. 54).
considered damage.
Characters cannot have more than 4 Armor.
STRESS CAP AND OVERSTRESS
Stress is a special type of harm that characters can
SAVE TARGET take (p. 58). Stress is accumulated through mental
When one character forces another to make a save, the and physical strain, like suffering psychic attacks or
character making the save must equal or exceed the performing tiring combat maneuvers.
initiating character’s Save Target to succeed. When a character takes Stress, it accumulates until it
2: Anatomy of a Beacon
exceeds their Stress Cap. If a character goes over their
Stress Cap, they take an Overstress. Their player resets
HP AND WOUNDS their Stress, carrying over any excess Stress; and make
Every character has a pool of hit points (HP). Points an overstress roll to see what additional penalties
are subtracted from this pool when they take damage. they suffer. Beacons are taken out of a fight when they
Characters have a Bloodied value, which is half of accumulate 4 Overstresses, which is known as their
their maximum HP (rounded up). When a character’s Overstress Cap.
current HP is equal to or less than their Bloodied value, Characters have a Breaking point, which is half
they are considered Bloodied (p. 63). of their Stress Cap (rounded up). When a character’s
When a character reaches 0 HP, they take a Wound. current Stress is equal to or higher than their Breaking
When they take a Wound, their player resets their HP, point, they are considered Breaking.
carrying over any excess damage, and makes a wound See Wounds and Overstress (p. 60) for additional
roll to see what additional penalties they suffer. Bea- information.
Building Beacons
cons are taken out of a fight when they accumulate 4
Wounds. This is known as their Wound Cap.
See Chapter 5: Combat Play (p. 41) for additional MEMORY
information on HP, and Wounds and Overstress (p. A character’s Memory limits the maximum number of
60) for more information about Wounds. techniques they can equip. Each technique has its own
Memory cost – the combined value of all of equipped
techniques cannot exceed the character’s Memory.
RECOVERIES
Each beacon has a pool of Recoveries, which represent
the resources they have available to heal themselves AETHERIC DEFENSE (A-DEF)
and repair their equipment. They can heal themselves Aetheric Defense (A-Def) is how hard a character is
Appendices
by spending Recoveries using the Refresh action to hit with Aetheric attacks. Aetheric attacks target
and other abilities. the aether that makes up a being, and they can’t be
Beacons start with a maximum number of Recov- avoided like normal attacks. These attacks – magical
eries determined by their job, which increases with attacks from abilities with the Aetheric tag – must
Bulk. They refresh their pool of recoveries when they equal or exceed the target’s A-Def to hit.
take a Long Rest (p. 61).
15
ABILITIES You can only equip a weapon or support item into
Beacons use a wide variety of abilities to achieve victory a slot if the equipment is the same size as the slot or
Getting Started
in combat scenes. Abilities include traits, equipment, smaller. For example, if you have a Main weapon slot,
talents, and techniques. In general, anything that can you can equip either a Main or a Light weapon to it.
be used in a combat scene is considered an ability.
Free Equipment
Stacking Abilities Some equipment can be equipped for free. Free equip-
Each character can only benefit from one instance of ment doesn’t take up a slot when equipped; however,
any given ability or effect at a time. Put another way, only one copy of each piece of equipment can be
subsequent instances of abilities and effects don’t stack equipped for free at a time. You can’t have multiple
on top of themselves. free versions of the same equipment. You can have
For example, the Sniper talent’s rank 2 ability, Zero multiple different pieces of equipment equipped for
In, gives +1 on ranged attacks every time you miss, free, though, and something equipped for free can still
2: Anatomy of a Beacon
and stacks until you finally hit with a ranged attack. be equipped in other slots.
Conversely, the Shocking Grasp spell, which prevents
targets from performing reactions until the end of their Weapons
next turn when they’re hit, wouldn’t extend its effect Weapons are the primary way that beacons attack their
across additional turns if they were hit by Shocking foes. Weapons can be either melee weapons or ranged
Grasp again before the original effect expired. weapons. Melee weapons make melee attacks, and
ranged weapons make ranged attacks. See Chapter
5: Combat Play (p. 41) for additional information
TRAITS on how different sorts of attacks work.
Traits are abilities that reinforce a beacon’s identity and
playstyle. Traits come from a beacon’s ancestry (p. 13) WEAPON TYPE
and equipped job (p. 13). In addition to a size, each weapon has one of the
Building Beacons
16
attack is called a linked attack. Each linked pair can Skills
only trigger one linked attack per turn. You can make Unlike spells, skills are abilities that don’t require the
Getting Started
a linked attack even if the weapon would normally be user to manipulate aether. They are usually nonmag-
used in a different phase. This excludes Slow attacks. ical in nature, but some do cost MP to activate, like
Linked attacks don’t benefit from bonus damage. the shapeshifter’s Scout Form. These skills draw their
A weapon can only be in one linked pair at a time. mana directly from the user’s body, with no active
Both weapons count as linked to each other. Each manipulation of aether needed. Because of this, skills
weapon in the linked pair counts as a separate weapon are unaffected by the Silenced condition.
and can benefit from a separate Enchantment; however,
if one is destroyed, so is the other.
RESOURCES
Beacons tend to acquire various resources during their
2: Anatomy of a Beacon
WHAT DO LINKED WEAPONS LOOK LIKE? adventures. Some resources are used for combat play
Linked weapons can be interpreted a number of only, like temp HP and Focus, while others are only
ways. They might be depicted as dual-wielded used in narrative play, like gold and residuum. There
weapons; weapons literally connected by links; or are also supplies, that can provide benefits in both
weapons fused together, like a double-bladed sword. narrative and combat play.
Support Items
Support items are the armor, shields, potions, and tools COMBAT RESOURCES
that beacons can equip for quests. Support items often Temporary HP
provide defensive bonuses or utility abilities. Temporary HP (Temp HP) is a separate pool of HP out-
side of a character’s normal HP. Whenever a character’s
HP is reduced by damage, points are taken from their
TECHNIQUES Temp HP first. Any remaining damage is subtracted
Building Beacons
Beacons learn a wide variety of battle techniques that from their HP as normal. Temp HP can’t be restored by
affect the way they approach combat. Offensive spells, effects that restore normal HP.
unique ways of moving, and changes to one’s own body Temp HP can come from various sources, including
are all types of techniques a beacon can equip for a techniques, equipment, and other abilities. Separate
quest. Techniques are broken down into two categories: instances of Temp HP don’t stack; if a character already
spells and skills. has Temp HP, a second source of Temp HP would only
Techniques cost a certain amount of Memory to apply if it is greater than the current amount of Temp
equip. A beacon’s available Memory is determined HP they have. For example, if a character with 2 Temp
by their equipped job, and increased by their Mind. HP uses an ability that would give them 4 Temp HP,
You can only equip a technique if there is sufficient this new, greater source of Temp HP replaces the first
Memory available. one – they end up with 4 temp HP, not 6.
Appendices
Techniques are usually equipped when preparing
for a quest. Focus
Focus is a temporary resource gained during com-
Free Techniques bat scenes. It can be spent for certain effects, like the
Like equipment, some techniques can be equipped Interpose reaction. It starts at 0, and has no maximum.
for free. Free techniques don’t take up any Memory; All Focus is lost at the end of each scene.
however, only one copy of a given technique can be
equipped for free at a time. You can’t have multiple free
versions of the same technique. You can have multiple
different techniques equipped for free, though.
Spells
Spells are magical abilities. Not every spell requires
the caster to spend MP, but they do require the caster
to be able to manipulate aether. Because of this, the
Silenced condition (p. 62) prevents characters from
casting spells.
17
NARRATIVE RESOURCES
Getting Started
Gold Supplies
Instead of keeping track of every piece of currency your Supplies are miscellaneous items that beacons can
character is carrying, BEACON uses an abstract form of bring on quests, like a well-cooked meal from the tav-
currency called Gold. Gold represents the resources ern or a potion from the local alchemist. They provide
and influence that are available to your beacon. The temporary benefits and don’t require equipment slots
actual currency used in your Reflection might be em- or Memory to equip. Supplies can be earned as quest
erald chips, paper bills, or credits, but for simplicity’s rewards, through narrative play, most often with the
sake these are all treated the same way. Shop downtime activity. You can find the full list of
Beacons are assumed to have enough resources to supplies in Appendix A: Shops and Supplies (p. 224).
cover basic needs like food and housing, and they always When preparing for a quest, your beacon can equip
have access to their starting and unlocked equipment. up to three of their available supplies. Each beacon
2: Anatomy of a Beacon
Gold is only used for downtime activities, purchasing can only bring one instance of each supply per quest.
supplies (see below), and in narrative scenes. All equipped supplies are destroyed at the end of the
In narrative scenes, gold is only used for purchases quest, regardless of whether they were used or not.
that are meaningful and impactful. A beacon doesn’t
need to spend gold when staying at an inn or purchasing Example: Dhalia has two sleeping bags, a titan flask,
a drink at the tavern; however, staying in the penthouse and elf cookies as her available supplies. She is
suite of the Golden Goose Casino might cost gold, preparing for a tough quest, so she wants to bring
since doing so is a luxury reserved only for the wealthy. as many supplies as she can. She can only bring 3
Gold can be acquired through downtime activities supplies and can’t bring duplicates, so she brings
like Pursue Profession or as a reward at the end of one sleeping bag, one titan flask, and one elf cookie.
quests. Each beacon can have a maximum of 10 gold
at a time. Supplies gained during the course of a quest can either
Building Beacons
Residuum
Residuum is a byproduct of the destruction of magical
items. It is dense in aether and can be used to modify
other magical items. Residuum is created with the
Appendices
18
3: QUESTS
Getting Started
Gameplay in BEACON revolves around quests. Quests are
the adventures that the beacons go on, each comprising STAKES
a combination of narrative and combat play. The stakes describe the things that might happen if
After every quest, whether it is a success or failure, the quest succeeds or fails. Depending on the goal,
all beacons gain a character level. this could include any of the following:
Quests have the following components:
Goal: Destroy the forces occupying the castle.
Ø Goal: The quest’s objective. Ø Success: The nearby town is safe and its people
Ø Stakes: The potential outcomes of success and don’t need to worry about extortion.
3: Quests
failure. Ø Failure: The occupying force retaliates and destroys
Ø Information: The things known by or available to the town.
the PCs before they begin the quest.
Ø Rewards: The rewards, if any, that the beacons might Goal: Prevent the archmage from crashing the moon
receive upon completing the quest. Listed rewards into the planet.
might require succeeding in the quest, or simply Ø Success: The moon stays where it is.
completing it. Ø Failure: The moon crashes. Bad things follow.
Building Beacons
Quests progress through the following stages: Goal: Assassinate the faction leader.
Ø Success: The faction is weakened and likely to be
Ø Preparation: The beacons prepare for the quest. destroyed or assimilated.
Ø Quest Scenes: The quest begins and moves through Ø Failure: The faction is emboldened, gaining more
a series of narrative and combat scenes that tell an followers and strengthening its position.
overarching story.
Ø Downtime: An opportunity to undertake downtime Goal: Rescue a captured friend.
activities before the next quest. Ø Success: The beacons’ friend is returned safely.
Ø Failure: The beacons’ friend becomes the vessel of
Chapter 10: Game Master’s Guide in the full version a parasitic psychic entity.
of BEACON provides guidance for creating quests.
Appendices
Each quest needs stakes, although the GM can keep
them broad or vague. Either way, the players should
GOAL have a good understanding of what the stakes are. The
The quest’s goal is the thing the beacons need to do stakes can’t be hidden or secret.
to succeed. This can include things like: Depending on the actions of the players, it’s possible
to achieve a mixed outcome – neither an outright success
Ø destroying the forces occupying the castle; nor a total failure. The GM can decide the results in cases
Ø preventing the archmage from crashing the moon like this. They don’t need to be specified ahead of time.
into the planet;
Ø assassinating the leader of a faction;
Ø rescuing a captured friend. INFORMATION
Some information might be available to the players
The players should always know the quest’s goal. before the quest begins. This helps them prepare for the
quest and understand the situation they’re getting into.
Before the quest begins, the players should have an
opportunity to ask questions, with the GM answering
based on what they might reasonably know or can
safely expect. The GM might also allow the players
to perform skill checks or downtime activities to gain
more information.
19
REWARDS QUEST STAGES
After finishing a quest, the beacons receive rewards. Quests can be broken down into three stages: prepa-
Getting Started
Whether the quest was successful or not, beacons ration, the quest itself, and then downtime.
always receive a new character level, and a loot crate.
assign random rewards to beacons – and they aren’t Ø Equipment (weapons and support items) equal to
always boxes of treasure. Each player receives their their slots
own loot crate containing three random pieces of Ø Techniques (skills and spells) equal to their Memory
equipment or techniques, one of which they get to Ø Supplies
keep. The loot they choose is added to their unlocked
equipment and techniques. Players always have Players always have access to all of their jobs, ancestry
access to unlocked loot, just like any other piece traits, equipment, techniques, and supplies when
Building Beacons
of equipment or techniques. Each player can only preparing for quests, regardless of where they are or
receive a given piece of loot once; if a loot crate the situation in which they find themselves.
contains a piece of loot they already have, that Once everyone has prepared, the quest begins. From
option is rerolled. Loot crates are discussed in more this moment on, they are considered to be on that quest
detail in Chapter 10: Game Master’s Guide in the until it is finished. They can only be on one quest at a
full version of BEACON. time, although side objectives and challenges may arise
along the way that weren’t present when they set out.
Beacons might receive additional rewards after a request,
like gold, supplies, or narrative benefits. These addi-
tional quest rewards might be dependent on whether QUEST SCENES
the quest was successful or not. For example, the rescue Quests are composed of multiple narrative and combat
Appendices
of a captured prince might see the beacons awarded scenes. Each quest typically features between one and
noble titles. Clearing out a dangerous dungeon, on the four combat scenes, with narrative scenes sprinkled
other hand, might earn each player a specific bonus throughout.
piece of loot. These additional rewards are up to the The GM is responsible for presenting scenes to the
GMs discretion. players and stringing them together (see Chapter 7:
Game Master’s Guide, p. 84, for more information
about building quests). While the GM might have an idea
about how a scene could unfold, the actions of the play-
ers ultimately determine what happens within a scene.
The players are responsible for interacting with the
scenes presented to them. Players don’t get to choose
what scenes take place (although they are encouraged
to let the GM know if they have specific scenes they’d
like to see), but they do influence what happens within
a scene.
20
Example: The GM sets up a narrative scene where DOWNTIME
the beacons have to cross a heavily guarded bridge. After finishing a quest, the beacons begin a period
Getting Started
They expect that the players will try to talk their way of downtime. Downtime is a type of narrative play in
through; however, the players decide to solve the which the characters can pursue personal interests,
problem by building gliders and using magic to soar explore the world, and perform downtime activities
right over the bridge. (p. 27). The GM can also decide to declare downtime
The GM did not expect this outcome, but the during long breaks in the middle of quests.
point of the scene was to see how the beacons solved When the beacons begin downtime, it counts as
the problem, not to force a social interaction. The taking a Long Rest, which replenishes their HP, MP,
players used an unexpected but creative solution. and other attributes; allows them to change out their
equipment and techniques; and more. See p. 61 for
Example Quest Structure more information on resting.
3: Quests
Ø Preparation: The beacons are presented with a Chapter 4: Narrative Play contains further infor-
quest to find a specific villain and defeat them. They mation on downtime (Downtime Activities, p. 27).
prepare for the quest and set out.
Ø Scene 1 (narrative scene): The beacons scout for
the villain’s lair and contend with native fauna.
Ø Scene 2 (narrative scene): The beacons find the lair,
but must navigate past the traps and guards within.
Building Beacons
Ø Scene 3 (combat scene): The beacons confront the
villain in battle.
Ø Scene 4 (narrative scene): The beacons flee the
villain’s collapsing lair.
Ø Downtime: The beacons return to town, completing
the quest and receiving their rewards. They enter a
period of downtime until they begin their next quest.
Appendices
21
4: NARRATIVE PLAY
22
Getting Started 4: Narrative Play Building Beacons Appendices
Narrative play is anything that occurs outside of a Skill checks have three potential outcomes, depend-
combat scene, whether it be planning quests, pursuing ing on the total of your roll and any modifiers:
Getting Started
personal objectives, disabling the traps in a ruin, or
even running a tavern. Ø Miss (9 or less)
The players decide what their characters do during Ø Hit (10–19)
narrative play. If the GM believes an action is import- Ø Crit (20+)
ant, they can ask for a skill check to determine how
well it goes. A miss indicates you didn’t achieve the desired result. You
Narrative play can involve small-scale fights and con- get a lesser version of what you were hoping to achieve
flict, like fending off back alley robbers or overwhelming and there’s usually a significant cost you have to pay.
a single guard. These fights are resolved in an abstract
fashion, using skill checks or narrative actions (see Example: Dhalia wants to research whether the
4: Narrative Play
below) rather than tactical combat. Not every fight Scourge’s latest manifestation has a weakness. The
triggers a combat scene; combat play is reserved for GM asks Shawn to make a skill check to find out how
important, large-scale fight scenes, like fending off a Dhalia’s research goes. She gets a 6 on her roll, which
squadron of dragon riders from the deck of an airship is a miss. The GM decides that instead of finding out
during a thunderstorm. a weakness, she learns of an ancient enemy of the
NPCs don’t use these narrative play rules. They don’t Scourge. The GM also decides that she loses track
have background skills or titles, and they don’t roll dice of time and misses an important meeting.
or perform narrative actions. Instead, the GM describes
what NPCs do or how they react to the things the PCs A hit indicates success, but with some sort of cost.
do. For example, if an NPC guard wants to capture a The cost isn’t as severe as it would be on a miss, but it
fleeing beacon, the guard wouldn’t make a skill check. is still present.
Building Beacons
Instead, the GM would describe what the guard is trying
to do and let the player describe how they attempt to Example: If Dhalia’s result had been a hit, the GM
avoid capture. If the beacon was in a bad situation or it would tell her that she successfully found one of the
was clear there would be no escape, they could instead Scourge’s weaknesses, but lost track of time and was
just state that the beacon was captured. In either case, late to an important meeting.
the GM makes no rolls.
A crit is a resounding success. You get what you wanted
at no additional cost, or you get even more than you
SKILL CHECKS were hoping for at a cost.
Appendices
Skill check summary: When you make a skill check, would just tell her that she found the Scourge’s
you roll 1d20 with the following modifiers: weakness, with no cost.
• + equal to your ranks in a relevant background skill
• +2 if you invoke your beacon’s title. Costs for skill checks can include injuries, taking longer
than expected, losing an item, damaging a relationship,
When you attempt something in narrative play that has embarrassing oneself, feeling a strong emotion, or
a chance of failure, the GM may call on you make a skill anything else the GM or players can think of.
check to determine whether you are successful or not. Skill checks can only be attempted at the GM’s discre-
To make a skill check, you roll 1d20. If you have a tion. For example, if you try to jump 30 feet straight up
background skill that would be beneficial, you gain in the air with nothing to aid you but an average level
on the roll equal to your ranks in that background of human strength, the GM will disallow that skill check,
skill. Any given skill check can only benefit from one even if you’ve already rolled a 25 on your attempt. Tell
background skill. If you invoke your title, you gain +2 the GM what you want to do, and they will let you know
to the roll (see p. 11 for information on titles). whether you need to roll a skill check or not.
23
DIFFICULT SKILL CHECKS NARRATIVE ACTIONS
The sorts of activities that prompt skill checks are in- Skill checks work for anything a beacon might want to
Getting Started
herently difficult, since if they weren’t, you shouldn’t do in narrative play, but they are intentionally broad
be rolling dice for them in the first place. That said, the and generic. Narrative actions are specific types of
GM can add to skill checks to represent particularly skill checks that can also be made during narrative play
tough challenges. and that have specific outcomes. They don’t represent
If the GM or players believe a challenge is exception- every possible action; instead, they are more detailed
ally hard, difficult, or challenging, the GM can impose and focused variations of normal skill checks.
up to 3 on the skill check. Narrative actions are used instead of standard skill
checks when their trigger is met. Triggers are given
Ø 1 represents a very hard challenge. as a bolded phrase in the action’s description. This
Ø 2 represents a challenge in which numerous factors phrase is the event that takes place in the narrative to
all contribute to an exceptional level of difficulty. trigger the action.
4: Narrative Play
Ø 3 represents a challenge that straddles the line When a narrative action is triggered, the player in
of what should even be allowed as a skill check. question rolls a skill check and uses the results listed
Before applying this level of difficulty, think about for that narrative action.
whether this is something that should be possible
for a beacon to accomplish. If it is, then go for it –
even if it stretches the limits of plausibility. After all, TERMINOLOGY
beacons are heroes that routinely do the impossible. The terms miss and hit might sound familiar to you.
They are borrowed from Meguey and Vincent Bak-
As a guideline, the GM usually shouldn’t add more er’s Powered by the Apocalypse (PbtA) framework,
to a skill check than the tier of NPCs the beacons are first used in Apocalypse World. BEACON’s narrative
Building Beacons
24
GAIN INSIGHT MAKE CONFLICT
What you see is not always what you get. Sometimes the Punch someone in the face, belittle them in front of their
Getting Started
situation is unclear or confusing. Take a moment to look friends, or have a psychic showdown in their dreams.
around and dive a little deeper. However you do it, you’re in conflict with someone.
When you quickly read a person, place, or situation, roll: This action is for quickly handling conflict in narrative
Ø 9 or less (Miss): You get a bad read of things. The GM play. Not every fight is important enough to warrant
tells you either something untrue that you believe, moving to combat play. The benefits of this move are
or something true that you wish wasn’t. purposely vague to encourage the players and GM to
Ø 10–19 (Hit): Ask two of the following questions interpret the results creatively.
about your subject of study:
What recently happened or is about to happen? When you engage in conflict with something (physical,
4: Narrative Play
How can I ______? social, or mental), roll:
What seems strange here? Ø 9 or less (Miss): Choose two costs (see below).
Who or what is in charge here? Ø 10–19 (Hit): Choose one benefit (see below) and
What is safe or vulnerable here? one cost.
What is useful to me? Ø 20+ (Crit): Choose one:
Ø 20+ (Crit): As above, and you can ask one follow-up You defeat them outright.
question that doesn’t need to be from the list. Choose two benefits and one cost.
Choose one benefit and no costs.
Building Beacons
you collect it from wherever you can find it. Ø You leave an impression of your choice on them.
Ø You create an opportunity for your allies.
When you spend time gaining information about a Ø You take something from them.
person, place, or thing, name your general topic of
inquiry and roll: COSTS
Ø 9 or less (Miss): Ask the GM one question about These costs have both narrative consequences as well as
your topic, and they will give you an answer that associated mechanical costs (in parentheses). The GM can
you think is true. The information is either untrue, or decide whether to apply the mechanical cost or leave it
contains true information that you wish wasn’t true. as purely narrative.
Ø 10–19 (Hit): Ask the GM one question about your Ø You are wounded (reduce all of your background
topic, and they will respond truthfully. skills by one rank until you have a chance to rest)
Appendices
Ø 20+ (Crit): As above, but you can ask two questions. Ø You put yourself or an ally in a bad position of the
GM’s choice (a character chosen by the GM gains +2
The GM can ask you to come up with a different question on their next skill check this scene).
if they think it unlikely you would be able to discover Ø You lose an important piece of equipment (a weapon
that information, or if they want that information to or support item is destroyed).
be discovered another way. A classic example would Ø You are shaken (a technique is destroyed).
be a beacon trying to solve a murder mystery: Asking,
“Who is the murderer” might invalidate the quest,
dampening the fun for everyone. On the other hand,
the GM might allow the question, pivoting the quest
from an investigation into a survival quest in which the
PCs must outlast or escape the murderer!
25
MOVE UNSEEN RECALL LORE
Getting into a place you shouldn’t be is easy for a beacon. Consult your accumulated knowledge to pull out random
Getting Started
The hard part is not getting caught. bits of lore and trivia, like what type of creature stands
before you or the name of a specific noble.
When you sneakily gain access to an area, describe
your plan and roll: When you recall your knowledge or memories about
Ø 9 or less (Miss): You find yourself in a bad position. a topic, ask the GM a question and roll:
Ø 10–19 (Hit): You get in, but getting out is harder. Ø 9 or less (Miss): The GM gives an answer you wish
Choose one: wasn’t true, or you wish you didn’t believe. They may
Ø You leave something behind. ask what you think the answer is before answering.
Ø You take a problem with you. Ø 10–19 (Hit): The GM gives you a truthful answer.
Ø 20+ (Crit): You get in and out without anyone You can propose additional detail, but you can’t
noticing. invalidate the GM’s answer.
4: Narrative Play
pay the cost, or fail but don’t pay the cost. Ø 10–19 (Hit): The spell fulfills its purpose. Choose
Ø 20+ (Crit): You succeed and don’t pay the cost. one of the following:
Ø The spell gains its boon and its bane.
The stakes are a way for the GM to indicate how difficult Ø The spell avoids its bane.
a specific course of action is and telegraph this to the Ø 20+ (Crit): The spell fulfills its purpose and gains its
player. This also gives the player the opportunity to boon, but no bane.
change their mind and think of a different approach.
For example, if the aforementioned crocodile-filled
moat is particularly large, the GM could make the cost
“severe damage to one of your limbs”. The player might
decide this cost is too high to pay, so they decide to
think of another solution.
In the sentry-bot example, the GM could make the
cost “your tools are destroyed”. If the player decides
they are comfortable with that cost, they can proceed
to make the roll.
26
DOWNTIME ACTIVITIES
Whenever your beacon has free time, they can perform Each downtime activity has a bolded phrase in its
Getting Started
downtime activities. There is automatically a period of description, which is its trigger. When a beacon meets
downtime after the completion of a quest, but the GM can the trigger for a downtime activity, they can perform
also declare downtime during a long break within a quest. that activity. Some downtime activities involve rolls,
A period of downtime allows each beacon to perform one while others have automatic effects.
downtime activity, unless the GM allows for more. If a player is unsure of which downtime activity to
There is no specific length of time needed to per- pursue, they can explain what they want to do. The GM
form a downtime activity, but at least a day is a good and other players can then try to match that beacon’s
guideline. Some downtime activities are dependent on activity with an existing downtime activity or create a
resources or other people and might not be available custom activity on the fly.
even if enough time exists to perform the activity.
4: Narrative Play
CREATE A RITUAL DISENCHANT LOOT
Rituals are complex magical spells that can be customized Loot can be disenchanted into residuum, a magical
to create whatever effects the caster wants. Due to their powder used to enhance and alter other magical items
complicated nature, however, they are not easy to perform (p. 18).
and can have dangerous side effects if done incorrectly.
When you want to disenchant loot into residuum,
When you want to use magic to solve a problem, choose at least one piece of loot.
answer the following questions and roll: The loot you select is destroyed and you gain an
Ø What does it cost to cast the ritual? amount of residuum depending on the rarity of the loot:
Building Beacons
Ø How is the ritual performed?
Ø What could go wrong? Ø Uncommon: 3 Residuum
Ø Rare: 4 Residuum
Ø 9 or less (Miss): There’s a problem with the ritual, and Ø Legendary: 5 Residuum
that problem is worse than you thought. When you
use the ritual, the GM describes what goes wrong.
Ø 10–19 (Hit): The ritual is more complicated than DUNGEON-DIVE
you expected. You and the GM each choose one of Dungeons and ruins are great places to find interesting
the following complications: gear and supplies.
Ø It takes longer to create the ritual than you
thought. You can automatically finish it by When you want to acquire loot, roll:
Appendices
performing this activity again in a subsequent Ø 9 or less (Miss): It was a rough expedition. You get
downtime period (no roll required) and a loot crate, but only the Slot 1 option.
meeting all of the other conditions. Ø 10–19 (Hit): The expedition was a success. You get
Ø It goes wrong in the way you expected. a loot crate, but only the Slot 1 and Slot 2 options.
Ø The cost isn’t sufficient. The GM adds an Ø 20+ (Crit): Jackpot! You get a loot crate.
additional cost that must be paid to perform
the ritual. You can immediately sell or disenchant loot you get
Ø The effects are unreliable or temporary. from this activity, as with the Shop and Disenchant
Ø The ritual is considered forbidden or taboo. Loot downtime activities.
Ø 20+ (Crit): You successfully create the ritual with
no complications.
27
FIND ECHO GAIN A CONTACT
The Source is made of countless reflections, each a Contacts are relationships that can be leveraged for
Getting Started
different reality. Because of this limitless potential, it’s benefits. They can be people with any sort of relationship
possible to find alternate versions of yourself in the to a beacon, from close friends to rivals or even mortal
Source, called echoes. The strongest echoes are those enemies. Whatever the relationship, a contact can get
that are almost exact copies of yourself, with only minor you something you want.
differences.
When you want to find a person that can help you,
Finding an echo requires meditation, slowly aligning name either a specific individual or a general catego-
your aether and mind with the Source. Once aligned, ry of person (dockworker, business executive, town
you receive a vision of the Source and all your echoes guard, etc.), then roll:
within. State the changes you wish to make to yourself, Ø 9 or less (Miss): You gain the contact, but you will
and the echoes will fade until only one remains. This need to earn their trust or deepen your relationship
4: Narrative Play
echo has the aspects you want, and is willing to swap with them before they will do anything for you.
them with you for the versions you currently have. Ø 10–19 (Hit): You gain this contact and they will
perform a minor or moderate favor for you, but they
When you want to magically change your appearance, will likely ask for something in return after doing so.
name, gender, title, ancestry, classes, or talents, find Ø 20+ (Crit): You gain this contact and they will
an echo. perform a minor or moderate favor for you at no
Once you find an echo, the changes take place. This is cost, or a major favor for which they will expect a
always a willing exchange, as the process can only take favor in return.
place with a willing echo. One thing that can’t change
are your life experiences, which remain the same. Once the roll is made, the GM should set up a brief nar-
Building Beacons
This activity can be used to fully retrain your char- rative scene to roleplay how they became your contact.
acter, or to change your character’s appearance to The GM can disallow certain characters from becoming
better match your image of them. It is not intended for contacts, and should indicate this before a roll is made
shenanigans like getting away with crimes by changing to gain them as a contact. GMs, don’t make players use
your appearance, and characters trying to do so will the downtime activity if it is impossible succeed.
discover that they can’t find any suitable echoes.
Remember, you can make some changes to your
character when they level up. Specifically, you can reas- GET SOMETHING
sign any number of ranks in one talent to another and Beacons can easily acquire common or mundane items
reassign any number of ranks in a class to another class. like food, armor, and weaponry. Some things are harder
This activity is for bigger, more encompassing changes. to obtain – just out of a beacon’s reach, but not impossible
to grasp.
Appendices
28
GO SHOPPING SHOPS SUPPLIES
This downtime activity allows beacons to buy valuable
Getting Started
items and supplies, or sell valuable items and loot GENERAL STORE Adventuring supplies (p. 224)
for gold. When using it, keep in mind that beacons
are always able to cover their basic needs, like food, ALCHEMY SHOP Potions and elixirs (p. 225)
housing, and their starting and unlocked equipment.
There are two versions of this downtime activity: BLACKSMITH Gear and equipment (p. 227)
Buying and Selling.
ENGINEER Magitech and cutting-edge tech
(p. 230)
BUYING
When you want to buy supplies or other valuable items, TAVERN Food and drink (p. 232)
4: Narrative Play
ask the GM for the available shops and their stock.
Buying supplies or valuable items costs gold. You LEATHERWORKER/ Gear and clothing (p. 228)
can buy as many items as you want from the shops CLOTHIER
available. The GM determines which shops are available,
what they have in stock, and their prices, either manually MAGIC SHOP/DOJO Temporary techniques (p. 233)
picking options or randomly generating them (see p.
224). The goods in stock are the same for all beacons
for the rest of the downtime period. The general store HIT THE BOOKS
is always available. Libraries, schools, and other repositories of information
A full list of shops and their supplies can be found are valuable tools for beacons.
in Appendix A: Shops and Supplies (p. 224).
Building Beacons
When you want to research or learn about something,
name what you want to learn and roll:
SELLING Ø 9 or less (Miss): You can ask the GM up to two
When you want to sell loot or other valuable items, questions about your topic before they answer. One
name the items or loot and roll for each item: of their answers can be untrue.
Ø 9 or less (Miss): You can only sell it for –1 gold below Ø 10–19 (Hit): You can ask the GM up to three
its base price at this time. You can try again with a questions about your topic before they answer. One
future downtime activity. of their answers can be untrue.
Ø 10–19 (Hit): You can sell it for its base price. Ø 20+ (Crit): You can ask the GM up to two questions
Ø 20+ (Crit): You can sell it for +1 gold above its base about your topic, and both answers will be true. You
price. don’t need to ask both questions at the same time.
Appendices
The GM will set a base price of 1–3 gold. For loot, the
rarity of the loot determines its price (Uncommon: 2
gold; Rare: 4 gold; Legendary: 6 gold).
WISHLISTING
When one beacon performs the Shop downtime activity,
other beacons can also do so for free. Performing this
activity for free is called Wishlisting. When Wishlis-
ting, a beacon can only buy or sell one item.
29
IMPRINT A CRYSTAL A beacon can have one imprinted crystal at a time,
Beacons can imprint memories of themselves onto special and crystals can be used multiple times. To be used,
Getting Started
gems called job crystals. By focusing on a memory and the loadout imprinted on a crystal must have at least
weaving their aetheric field into the crystal, an imprint of that one difference from your current loadout. If an imprint
memory is made. Beacons holding a job crystal containing matches the current loadout, it can’t be used.
one of their imprints can access that memory by reweaving
their aetheric field into it, overwriting certain features of
themselves with the ones from the imprinted memory. MAKE SOMETHING
Beacons are capable of creating incredible items, whether
When you want to imprint a specific loadout onto a they be suits that can survive the crushing depths of the
job crystal, pick any number of the following elements ocean or airship engines that can traverse a storm wall.
to imprint:
Ø An ancestry trait When you want to make something special, answer
4: Narrative Play
In narrative play, when you have a few moments Ø 9 or less (Miss): Something goes wrong in the design
to focus, you can replace your clothing, equipment, or crafting process. The GM picks two complications
and gear with those imprinted on the crystal. (see below).
During a Short Rest or a Long Rest, you can Ø 10–19 (Hit): The object is more complicated than
Building Beacons
replace your loadout with the imprinted load- you expected. The GM picks one complication.
out without spending a Recovery. The following Ø 20+ (Crit): You make it with no complications.
caveats apply:
COMPLICATIONS
Ø Your current HP, MP, Stress, and Recoveries don’t Ø It’s expensive.
change unless the new maximums are lower than Ø It requires a rare or unique ingredient.
your current values, at which point they are re- Ø It’s unreliable or temporary.
duced to equal the new maximum. Ø It takes longer to make than you thought. You can
Ø If any equipment or techniques have been de- automatically finish it by performing this activity
stroyed, their loss carries over to the new loadout: again in a subsequent downtime period (no roll
Ø For every destroyed piece of equipment, a piece required) and meeting all of the other conditions.
of the new loadout’s equipment must be de- Ø You need help from _____.
Appendices
30
PURSUE A PROFESSION WORK A PROFESSION
Pursuing a profession can be a good way to earn gold When want to use your profession to earn gold, roll
Getting Started
or obtain supplies. with your profession’s background skill:
Pursuing a profession has two steps, each of which is Ø 9 or less (Miss): You gain 1 gold.
a downtime activity: Learn a Profession and Work a Ø 10–19 (Hit): You gain 3 gold.
Profession. Ø 20+ (Crit): You gain 5 gold.
LEARN A PROFESSION You can then immediately gain one supply with a gold
When you want to learn a new profession, pick one cost equal to or lower than your ranks in that profession’s
of the professions listed below, or create one and background skill. It must be available from the type of
pick the type of business that you think would be shop connected to your profession, but you can do this
4: Narrative Play
connected to it from those listed below. even if that shop wouldn’t otherwise be available. As
with the Shop downtime activity, the GM will provide
You gain a new rank 1 background skill named for that you with the available stock.
profession. This background skill can be improved like
a normal background skill.
You can have a maximum of two professions at a RUN AN ORGANIZATION
time, after which you can take this downtime activity Beacons often have jobs, whether running stores or
to replace a known profession with a new one at rank leading guilds.
1. When you learn a profession, you can immediately
Work a Profession using that profession. Running an organization has two steps, which are
downtime activities: Create an Organization and
Building Beacons
PROFESSION BUSINESS Manage an Organization.
Appendices
ENGINEERING Engineer background skill points.
When you create an organization, you can immedi-
FISHING Tavern ately Manage an Organization for that organization.
31
When using the Go Shopping downtime activity, TRAINING
you can spend ranks from your organization skill in Training allows beacons to improve, gain new skills, or
Getting Started
lieu of gold. Each rank spent counts as 1 gold, to a even learn new fighting styles.
maximum of 3 gold.
You can also have your organization act on your When you want to learn something new or improve
behalf at the cost of one rank, calling on it to do things an existing ability, pick one of the following to train:
that you as an individual wouldn’t be able to do.
You can spend 2 gold to increase the rank of your Ø A background skill: you either gain a new
organization skill by +1. background skill at rank 1 or improve an existing
skill by one rank
Ø A class: choose any class and roll:
TAKE A BREATHER
Sometimes you just need to relax. Some people spend Ø 9 or less (Miss): It is hard to learn anything practical
4: Narrative Play
time reading books or enjoying nature, while others meet about this class. Unlock a weapon, support item, or
with friends or hit the town. technique from the chosen class. It can only be used
in the next quest.
When you want to partake in an activity you enjoy or Ø 10–19 (Hit): You’ve made progress in the
find relaxing, name what you are doing to relax and roll: fundamentals of the class. Unlock up to two
weapons, support items, or techniques from the
Ø 9 or less (Miss): It had the opposite effect, and you chosen class. They can only be used in the next
are now more stressed than you started. You and quest.
the GM each choose one of the following: Ø 20+ (Crit): You’ve begun to master the intricacies of
Ø You couldn’t stop thinking about _____. the class. You can choose to equip that class’s job for
Building Beacons
Ø You made a fool of yourself. the next quest, and you unlock up to two weapons,
Ø You overindulged, and now you’re hurting. support items, or techniques from the class. They
Ø Something went wrong. can only be used in the next quest.
Ø You lost track of time and missed or forgot
something.
Ø You spent more money than you should have.
Ø You made an enemy.
Ø 10–19 (Hit): Choose one of the following, and one
from the above list:
Ø You meet an interesting person or make a
friend.
Ø You gain an interesting or useful piece of
Appendices
information.
Ø You develop a reputation of your choice.
Ø You deepen your relationship with someone.
Ø 20+ (Crit): You get one option from the 10–19 list
with no drawbacks.
32
SKILL CHALLENGES Example: The beacons need to capture a spy who is
Skill challenges are series of rapid skill checks. They can fleeing across the city rooftops. The GM declares a
Getting Started
be used for fast-paced narrative scenes, montages, and standard skill challenge. They set the goal as “capture
other streamlined scenes. the spy before they reach their submarine” with a
Skill challenges can be split into two categories: simple difficulty. There are four beacons, so they need
story challenges and adversity challenges. to achieve four successes before three failures.
Dhalia goes first and uses her “Disciple of the
Sun” background skill to create a magical spotlight
STORY CHALLENGES on the spy so they’re easier to track. She rolls a 14,
A rooftop chase, a journey across a pirate infested which is a hit and the first of the four successes they
sea, and navigating a bureaucratic nightmare are all need (1/4 successes).
examples of potential story challenges. Dmitri goes second. He wants to immediately
4: Narrative Play
Story challenges are used when an obstacle or scene tackle and pin the spy, but since they need three
is too complex to be resolved with a single skill check. more successes to win the skill challenge, he can’t
A GM can declare a story challenge is required in any do that yet since it would end the skill challenge.
narrative scene. Instead, he throws things at the spy to slow them
Story challenges exist purely within narrative play. down with his “Perfected Body” background skill.
The actions they involve and their consequences have He rolls a 20 – another success (2/4).
no impact on combat, unlike adversity challenges, which Mallory is next. She decides to steal someone’s
directly impact combat scenes. horse to get ahead of the spy and cut off their escape
route. She doesn’t have a background skill to use.
Story challenges are structured as follows: She rolls an 8, which is their first failure. Two more
and they’ll fail the challenge!
Building Beacons
Goal: The GM lays out the end goal of the challenge. It Barbazar sees Mallory’s struggles and wants to
could be something like “catch this person before they help. Since Mallory is a small halfling and Barbazar is
escape” or “get to your destination safely”. incredibly strong, she offers to pick Mallory up and
throw her ahead. Mallory loves this idea, so Barbazar
Difficulty: The GM sets the difficulty of the challenge. rolls with her “Bend Bars and Lift Gates” background
This determines the number of successful skill checks skill and gets an 18, their third success (3/4).
the players need to achieve their goal. Everyone has taken a turn, so they go again.
Because they’re one success away from winning
Ø Simple: Successes required = number of PCs. the challenge, everyone thinks it would be funny if
Ø Moderate: Successes required = number of PCs ×1.5. Mallory were the one to catch the spy after being
Ø Challenging: Successes required = number of PCs thrown like a missile. Mallory makes a roll with her
Appendices
× 2. “Murderous Ball of Death” background skill and
gets a 10, which is enough for their fourth and final
Resolution: The players take turns describing what their success (4/4)!
characters are doing in pursuit of the goal and making The GM describes how Mallory slams into the spy,
skill checks to determine how impactful or successful sending them both tumbling into an alley below
they are. Misses count as failures, and hits and crits where the rest of the beacons are able to restrain
count as successes. them.
If the players collectively reach three failed skill
checks, they fail the challenge. They do not achieve
their goal and the GM describe what happens next. For
example, the target could escape, the beacons arrive too
late, or they don’t get the necessary backing they need.
Once every beacon has taken a turn, if they haven’t
yet succeeded or failed the challenge, they go again
in any order. Repeat until the beacons succeed or fail
the challenge.
33
ADVERSITY CHALLENGES Resolution: In an adversity challenge, each PC makes a
Adversity challenges are special skill challenges used during single skill check. To do so, they first pick an approach.
Getting Started
quests. They can be used as the basis for whole scenes or The six approaches represent different ways they can
montages of scenes within a quest, with direct implica- approach the skill check, and offer players the option
tions for combat scenes. These challenges represent the to either overcome consequences or gain benefits in
obstacles the beacons encounter between combat scenes, the next combat scene.
like moving through dangerous rooms in a dungeon or After selecting an approach, you describe how your
sneaking past some patrolling guards to ambush a target. beacon is contributing to the challenge. If you want to
In an adversity challenge, the beacons will get to overcome a consequence, you must specifically describe
their goal. Unlike story challenges, where the outcome how your beacon is attempting to do so. Once you’ve
is uncertain, adversity challenges are about how well described what you want to do, you make a skill check:
the beacons handle their challenges.
Ø 9 or less (Miss): You fail to make any progress. You
4: Narrative Play
Adversity challenges are structured as follows: don’t get to choose any benefits from your approach.
Ø 10–19 (Hit): You can select one option from the hit
Goal: The GM lays out the end goal for the beacons. It list for your chosen approach.
could be something like “find the end of the dungeon” Ø 20+ (Crit): You can select one option from either
or “get to the leader of the enemy army”. the hit list or the crit list for your chosen approach.
Adversities: The GM describes the adversities the bea- Once all the players have selected their approach,
cons will face. These can be people, things, or events that described their actions, and rolled their skill check, the
the beacons will need to deal with, like the traps in the GM describes the final resolution of the challenge and
dungeon or the soldiers in the enemy army. Adversities what happens next.
Building Beacons
part of the resolution of the adversity challenge. The the type of combat and deployment but before the first
number of consequences is determined by the difficulty round of combat begins. Any unchosen options are lost
of the challenge: once the combat scene begins, and the benefits chosen
only apply to the next combat scene.
Ø Simple: half the number of PCs. Options with the [Team] tag can only be selected
Ø Moderate: the number of PCs. once per skill challenge.
Ø Challenging: the number of PCs + 2.
34
ENDURE INFILTRATE
Weather the storm and stand strong, enduring whatever Surprise your opponents or gain an advantageous position
Getting Started
trials come your way. by moving undetected.
Armorer: You repair one Focused: Your Stress Ambush: 1/round when Cloak of Shadows: You
destroyed technique or can’t go above your you make an attack roll start combat Hidden
4: Narrative Play
piece of equipment. Breaking point un- while Hidden, you can and Invisible. You re-
til the end of the first roll the d20 twice and main Invisible until
round of combat. take the best result. you make an attack,
deal damage, or force
Adrenaline: You gain Unfazed: You gain 3 Un- a save.
resistance to Physical, fazed. Whenever you
Force, Astral, and Lu- would gain a condition Trapped Environment: M arked for D eath :
nar until the end of the not caused by yourself, You can place three Choose a non-Boss
first round of combat. you can spend 1 to not Traps in free spaces NPC. 1/round when you
gain the condition. on the map. Characters consume a Mark on
that trigger one of the them and successfully
Building Beacons
Bolstered: You start Sturdy: Your HP can’t Traps take [6 Physical, hit with an attack that
combat with 4 temp HP. be reduced below Astral, Lunar, or Force] deals Physical, Force,
your Bloodied value (chosen by you at the Astral, or Lunar, the
until the end of the first time of placement) damage is increased by
round of combat. and must pass an Agil- the result of the highest
ity save or be Slowed die rolled.
Defensive: An ally of H ardened : You gain until the end of their
your choice starts com- +2 Armor. next turn.
bat with 3 Focus.
In the Shadows: You start P ass W ithout T race :
Used to Pain: Choose combat Hidden. All PCs start combat
Appendices
either Wounds or Over- Hidden and can’t lose
stress. If you would take Hidden until they take
one of the options you a turn or an enemy ends
selected, you can roll a turn adjacent to them.
twice for your wound
or overstress roll and Surprise: You can take Spread Out [Team]: At
take the better result. your first turn during the start of the first
Phase Bolster and round of combat, all
H use any action during PCs can immediately
that phase. move up to their Speed.
35
PREPARE SCOUT
Research your enemies, create a plan, and trust in your Perform recon on who you’re fighting and the environment
Getting Started
Defensive: An ally of Ready: At the start of Know Positions: You C hange G ear : Once
your choice starts com- each round of com- can move one non- during combat, you
bat with 3 Focus. bat, you can Ready an Boss NPC to another can switch one weapon,
4: Narrative Play
action. Each action can free space within their support item, ancestry
be readied once. deployment zone. If trait, or technique you
there isn’t a set NPC have equipped, even a
Encyclopedia: You and Plan [Team]: At the start deployment zone, you destroyed one, with a
the other PCs know if of a single round, you can move them to a free different one that you
any deployed enemies can enact your plan. All space within Range 8 . would be able to equip.
have abilities that grant non-boss NPCs count as
resistance or immuni- having base initiative Prioritize: Three ene- Study: You and your al-
ty or that make them 8 until the end of the mies of your choice lies know the current
Vulnerable, and what round. become Marked. HP, Stress, and MP of
Building Beacons
36
SWAY WHITTLE
Bluff, lie, or charm your way to your destination. Take out foes and cut your way through to your destination.
Getting Started
HIT CRIT HIT CRIT
Overcome: You over- Surpass: You overcome Overcome: You over- Surpass: You overcome
come a consequence. a consequence and come a consequence. a consequence and
may choose one option may choose one option
from the hit list. from the hit list.
Betrayal: One non-Boss Buddy: You can change Adrenaline: You gain Channel Rush: You can
NPC of your choice is your starting position resistance to Physical, instantly release your
Disarmed or Silenced to be adjacent to an Force, Astral, and Lu- first Channel abili-
4: Narrative Play
until the end of their enemy of your choice. nar until the end of the ty when used instead
first turn. first round. of waiting until Phase
Release.
C onflicted F eelings : Turncoat: The GM will
Non-Boss NPCs take choose a non-Boss NPC Battered: One enemy Wounded: One non-
1 Stress every time to change allegiance of your choice deals Boss NPC of your choice
they damage you. to your side during the half damage on their starts the combat
next combat. They de- first ability that deals with their HP at their
ploy with the PCs, in the damage. Bloodied value.
PC deployment zone.
Bruised: One non-Boss Fear: Enemies that have
Building Beacons
Confused: A non-Boss Unprepared Enemies: You NPC of your choice line of sight to you re-
NPC of your choice decide where all NPCs is always considered ceive +1 on all attacks
treats their first Initia- deploy. The GM will tell Bloodied regardless against you.
tive as 8 during the first you the boundaries of how much HP they
round of combat. within which you can actually have.
deploy.
Limp: One enemy of Crit Fisher: You auto-
Friend: A non-Boss NPC False Reports [TEAM]: your choice is Slowed matically score a crit
of your choice receives You gain control over until the end of their on your first attack roll
+1 on attacks against enemy reinforcements. first turn. of 15+. You then score
you until you deal dam- The GM shares the list a crit hit on your next
Appendices
age or Stress to them. of reinforcements with Stressed Out: One non- attack roll of 16+. This
you, and you can de- Boss, non-Minion NPC target increases by +1
S hare : You regain a cide the order in which of the GM’s choice starts every time you score a
Recovery. they are deployed and combat at their Break- crit on an attack until it
where. You can delay ing point. reaches 20.
creating reinforce-
ments for 1 round, but
otherwise can’t prevent
reinforcements from
appearing.
37
Adversities Consequences
Below is a list of example adversities that might appear Below are the negative effects that you can apply as
Getting Started
2 Ambush
4: Narrative Play
CONSEQUENCES
3 Armed guards
1 Broken Each PC has one of their weapons
4 Blockade or support items of their choice
destroyed.
5 Dangerous fauna
2 Bumps and Each PC loses a Recovery.
6 Destroyed path Bruises
11 People that need help 4 Delayed NPCs act before PCs in each phase.
by one.
14 Rival beacons
7 Exhausted All PCs are Weakened until cleared.
15 Shiny distractions
8 Frustrated All PCs start the combat with their
16 Structural instability Stress at their Breaking point.
38
Example: The beacons need to destroy a corrupted of her weapons was destroyed in an earlier combat,
crystal deposit at the bottom of a mine. The crystal is so she picks the “Armorer” option to immediately
Getting Started
spawning monsters and weakening the ground, so repair it.
the GM declares an adversity challenge. They set the Mallory wants to get rid of the monsters by
goal as “get to the bottom of the mine” and create hacking and slashing at them while riding past them
three adversities: “monster infestation”, “destroyed in the minecart. She picks the Whittle approach
path”, and “unfamiliar terrain”. They decide this will and makes a skill check with her “Murderous Ball of
be a simple challenge for four PCs, so they create Death” background skill. She rolls a 23, which is a
two consequences: monster infestation will have crit! She chooses the “Surpass” option, overcoming
the “hurt” consequence and the destroyed path will the monster infestation consequence and holding
have the “delayed” consequence. her other choice until later.
The GM describes the scene, explaining how the The GM decides that the actions of the beacons
4: Narrative Play
mine is old and full of dead ends (unfamiliar terrain) have gained the attention of a large monster in
and damaged minecart rails (destroyed path), which the mine. They describe a giant monster that starts
are the quickest method of navigation. Monsters fill chasing the PCs down the tunnels, adding a new
every corner of the mine, spawned from the crystal adversity (but no new consequences).
buried deep within (monster infestation). Dmitri wants to hold the giant monster off until
Dhalia goes first. Because the mine is dark, she they can reach the bottom of the mine. He uses
wants to illuminate it. The Scout approach is the the Endure approach and his “Perfected Body”
best fit for her plan, so she makes a skill check with background skill to jump in the monster’s mouth
her “Disciple of the Sun” background skill. She gets and keep it from biting anyone. He rolls a 17 and
a 12, which is a hit. She doesn’t have a good way to immediately chooses the “Defensive” option.
overcome any of the consequences so she holds Now that every PC has acted, the GM describes
Building Beacons
onto her choice until the next combat scene. how the PCs soar down to the bottom cave, the giant
Barbazar goes next. She wants to use a minecart monster stuck in the entrance, too large to enter. The
to get to the bottom of the mine quickly. Because the guardian of the crystal materializes and the beacons
rails are damaged, her plan is to use her incredible enter a combat scene. Everyone that didn’t already
strength to lift and jump the minecarts across the choose a hit or crit effect from their approach can
damaged sections. She picks the Endure approach do so now. Because no one overcame the “destroyed
and makes a skill check with her “Bend Bars and Lift path” consequence, all beacons will suffer the effects
Gates” background skill. She rolls a 14, also a hit. One of the “hurt” consequence in this combat.
Appendices
39
40
Getting Started 4: Narrative Play Building Beacons Appendices
5: COMBAT PLAY
Getting Started
This chapter contains the rules governing combat Phases: Phases are the various stages of the round
scenes. Combat scenes are tactical, rules-heavy parts of during which characters can act. The phase in which a
the game and the main focus of BEACON. This chapter character takes a turn is usually decided by the action
explains how combat scenes work, and the rules and they want to perform, as each action can only be per-
terminology used in combat play. formed in a specific phase. For example, characters can
By default, there are two sides in every combat scene: only Defend during Phase Bolster and can only
the PCs and the NPCs. The rules in this chapter apply to Grapple in Phase Brawl.
PCs and NPCs, but NPCs have slight differences that are At the beginning of each phase, the side whose turn
explained in Chapter 11: Non-Playable Characters in it is to act can nominate a character to take a turn (as
5: Combat Play
the full version of BEACON. long as they haven’t already taken one this round). Once
they’ve taken their turn, the other side may nominate
a character, and so on.
SUMMARY Once all characters that want to take a turn during
Combat in BEACON is composed of a few different units a given phase have done so, the next phase begins.
of time: scenes, rounds, phases, and turns.
Building Beacons
that uses either square or hex-shaped spaces (either is
Rounds: Each combat scene is made up of a number fine). The battlefield is two-dimensional – it is a flat
of rounds, each of which is split up into eight distinct plane, with no vertical spaces; however, there are
phases. At the end of the eighth phase, the round ends several mechanisms to represent height advantages,
and another round begins. like a character’s Size and the Flying status (p. 63).
Appendices
NPCs only take one turn per round, but some NPCs Ø The locations of enemies on the map at all times,
might take multiple turns. regardless of line of sight or whether they are
The players and the GM’s NPCs take turns on an Hidden or Invisible.
alternating basis, with priority going to whichever side Ø The conditions and statuses of all enemies.
(PC or NPC) hasn’t acted most recently. Ø The battle plan and all relevant goals.
The PCs generally take the first turn in the first round Ø The locations of all Traps.
of a combat scene. When multiple PCs want to take a Ø The mechanics of any abilities or items that NPCs use.
turn at the same time, the PCs decide their order, and
if an agreement can’t be made, the GM will decide. Other information is restricted unless a beacon has a
specific way to access it. This includes the ability scores
Example: In the first round of combat, two PCs and and attributes of NPCs and the specific features they
one NPC want to act during Phase Skirmish. have equipped. Certain abilities, like the Lore Book
No characters have taken a turn yet, so one of the support item (p. 218), can provide access to restricted
PCs gets to take the first turn. Once they’ve taken information.
their turn, the NPC can take their turn, followed by
the final PC.
Later that round, another PC wants to take their ENDING THE SCENE
turn during Phase Full Attack. Normally an NPC Combat scenes end when all enemies are defeated or
could take their turn, but since there are no NPCs that when the combat’s objective has been achieved.
can act during this phase, the PC takes their turn. At the end of a combat scene, all effects, conditions,
statuses, and combat resources (Temp HP, Focus) go
away unless explicitly stated.
41
PHASES If an ability lists an action (e.g., Volley), you use
Each round has the following phases: that action to activate the ability instead of the normal
Getting Started
Brawl Fight Shove Grapple ley, Defend, etc.) for the purposes of triggered effects.
For example, the rank 1 Knight talent Phalanx does
Release Release something when you Defend. Using the Aegis spell
Barrier, which has an activation of Phase Bolster,
Full Attack Full Attack would not trigger that effect, because you are not using
the Defend action.
Delay Delay NPCs take their turns in a different way. Each NPC has
an Initiative score, and they take their turn in whatever
Any Phase Ready phase matches their Initiative. Unlike PCs, though,
Building Beacons
42
At the beginning of a Surge turn, before anything ACTIONS
else happens, your beacon takes Stress based on their There are four types of actions characters can take:
Getting Started
Surge level. standard actions, reactions, minor actions, and free
Surge turns count as normal turns for the purposes actions.
of effects that start or end in your next turn. When taking Some abilities grant characters additional options
Surge turns, your beacon can perform their standard when they use an action. For example, a beacon with
movement, standard action, minor action, and free the Rank 3 Brawler talent Submission gains a unique
actions as normal. You can’t Surge before you’ve taken Channel action. When they Channel, they can
your first turn in a round. choose to use the effects of Submission instead of one
of their other Channel abilities.
Certain conditions, like Stunned, limit the actions
SURGE LEVEL STRESS COST that a character can take.
5: Combat Play
0 2 Stress
SIMULTANEOUS ACTIONS
1 1d3+1 Stress When multiple actions or effects would affect a character
at the same time, such as at the beginning of their turn,
2 1d6+2 Stress the following rules apply:
3 1d6+4 Stress Actions and effects from other characters apply first:
Building Beacons
Ø Roll checks and saves first.
Ø If there are multiple effects from one character, they
ALTERNATIVE SURGE RULES choose the order in which they happen.
Surge is a powerful tool that allows PCs to change Ø If there are effects from multiple characters, the GM
the game’s action economy. Because of this, some decides the order.
groups may find that it doesn’t suit their game for
various reasons, like the potential for increased turn Self-imposed actions and effects apply second:
length or the effect it can have on one-shot games.
Here are some alternative rules you can try if Ø Roll checks and saves first.
your group wants to rein in the power of the default Ø You determine the order.
Surge rules, although it is recommended that you
try the normal rules first. Example: An enemy Cleaver is starting their turn
Appendices
adjacent to Dmitri, who is using the Warden job.
Ø Higher starting cost: The beacons start at a high- Two effects are triggering at the start of the Cleaver’s
er Surge level. For example, they might start at turn. The Cleaver’s Whirlwind skill ends one of its
Surge level 2 instead of 0. This simple change is benefits, and the Warden trait Grasping Vines allows
often used for one-shot games. Dmitri to apply a negative effect to the Cleaver.
Ø Partial Surge: When beacons Surge, they get Dmitri’s effect will apply first, and the Cleaver’s self-
either a standard action, a standard movement, imposed effect will apply second.
or a minor action, instead of all three. All other If Dhalia had an effect that was also triggering at
rules remain the same. the start of the Cleaver’s turn, the GM would decide
Ø Restricted Surge. PCs can only Surge once per whether Dmitri’s or Dhalia’s effect would happen first.
scene, with a flat cost of 1d6+1 Stress. The human
ancestry’s Adrenaline trait instead grants resis-
tance to Stress from Surge, and the Rimeguard’s
Absolute Zero limit break clears their own Stress
and that of all allies in the scene and grants the
affected characters resistance to all Stress for
the rest of the scene.
43
STANDARD ACTIONS
This section lists the standard actions that you can perform on your turn, broken down by phase.
Getting Started
You gain Focus equal to your Armor+1d3. Until the A character within your Scope and line of sight
start of your next turn, attacks against you are made becomes Marked.
with +1 .
SearchPhase Skirmish
RefreshPhase Bolster
5: Combat Play
which you can unleash in Phase with the Release exceeds the target’s A-Def, they take 2 Stress .
action. This is the only way to trigger a channeled
ability’s Release effect. Until you release it, you are
considered to be channeling. — Phase 4: Reposition —
While channeling, if you take any damage (after
Armor) or Stress not caused by yourself, you must HidePhase Reposition
pass a Bulk save against the other character’s Save
Target. This is called a concentration save. On a You become Hidden.
failure, you lose concentration: you stop channeling
and the ability fizzles.
You can only channel one ability at a time, and RushPhase Reposition
you can’t Ready the Channel action. You can stop
channeling as a free action. If you don’t make a stan- Choose one of the following:
dard movement this turn, you can do so when you
Release the ability this round. Ø You move up to your Speed.
Channel abilities are considered to be used at the Ø Until the end of the turn, you ignore Engagement
time this action is taken, and any costs (e.g., MP) must be and don’t provoke reactions from movement.
paid at that time. Their effects, including choosing targets,
only happen when they’re released unless the ability
specifically states they happen when channeling.
44
— Phase 5: Brawl — — Phase 6: Release —
Getting Started
FightPhase Brawl ReleasePhase Release
You make one of the following attacks: You release an ability you are channeling, causing it
to take effect. This is resolved as if you were taking a
Ø Melee attack: Make a melee attack with an abili- turn, following the rules for alternating turns between
ty against a target within the ability’s Reach. Roll PCs and NPCs, but doesn’t count as a turn. Instead of
1d20+Grit. If your result equals or exceeds the tar- releasing an effect, you can continue channeling it
get’s Dodge (or A-Def for Aetheric attacks), it hits. and release it during Phase in the next round. You
Ø Improvised weapon attack: Make a melee can’t release an ability if you are Silenced.
weapon attack against an adjacent target. Roll
5: Combat Play
1d20+Grit. If your result equals or exceeds the
target’s Dodge, they take 1d3 Physical .
Building Beacons
against an adjacent character. Roll 1d20+Grit. If bare hands, while an improvised spell attack might
your result equals or exceeds the target’s Dodge, be an incredibly simple spell or a fragment of a more
you and the target are both Grappled. complex spell.
Improvised attacks allow characters to always
Grapple attacks can be made while you are Disarmed have the ability to attack and deal damage or Stress,
(p. 62). even if their equipped abilities get destroyed. Impro-
vised attacks don’t require any training to use, and
are usually inferior to equipped abilities.
ShovePhase Brawl
Appendices
Ø Shove attack: Make a melee weapon attack
against an adjacent target. Roll 1d20+Grit. You gain
+1 for every Size you are larger than the target,
or +1 for every Size smaller. If your result equals
or exceeds the target’s Dodge, choose one of the
following:
You push them 1 space.
You knock them Prone.
45
— Phase 7: Full Attack — — Phase 8: Delay —
Getting Started
1/round, choose one of the following: The last chance to take an action during this round.
If you wanted to take an action but the phase had
Ø You use a Slow ability. already passed, you can do so in this phase.
Ø You perform any two of the following actions –
Volley, Fight, Shove, or Grapple. You
can choose the same action twice, but not the same — Any Phase —
ability or the same linked pair of weapons.
Ready Any Phase
5: Combat Play
WHY CAN’T I USE THE SAME You prepare your standard action at a later moment,
ABILITY/ACTION TWICE? turning it into a customizable reaction:
To encourage variety. If you could use the same Ø Select a trigger, which must be a specific action,
weapon multiple times, you might find yourself us- movement, or reaction taken by any character.
ing your best weapon twice and only using second- Ø Select your effect, which must be an action or mi-
ary options when the primary one is destroyed. This nor action you can take during your current turn.
way you need to use different options, and because Ø Until the start of your next turn, you can perform
of that, look for interesting synergies. that readied action as a reaction when the trigger
Building Beacons
foe, and you draw another one. It’s up to you, and Effect: I will Volley at them.
doesn’t matter mechanically.
46
REACTIONS InterposeReaction
In addition to actions, you can also perform reactions. Focus 1
Getting Started
Reactions are special actions that are performed in re-
sponse to specific triggers, even on other characters’ turns. Trigger: An ally within Range 3 is targeted by an
You can perform one reaction per turn, but there’s attack.
no limit on how many times a specific reaction can be
used unless one is specified (e.g., 1/round). Effect: You shift up to 2 spaces. If you end this
Some NPCs (typically elite enemies or mini-bosses) movement next to the targeted ally, you can choose to
can take more than one turn in a round. For these NPCs, become the target instead, even if you would other-
reaction limits like 1/round reset at the start of each of wise not be a valid target. Each attack roll can only be
their turns and at the start of each new round. interposed once – multiple characters can’t Interpose
Each reaction has a trigger and an effect. The trigger in response to the same attack roll.
5: Combat Play
is the event or occurrence that needs to take place for
the reaction’s effect to occur. The effect is what happens
when the trigger is met. Opportunity Attack Reaction (1/round)
Unless otherwise noted, reactions resolve after their
triggers. If a reaction’s trigger is, “when attacked,” the Trigger: An enemy begins a movement within the
effect takes place after the attack has been resolved Reach of one of your abilities.
(including any damage). A reaction with a trigger of,
“when targeted,” or, “when an attack is declared but Effect: You immediately Volley or Fight against
before the roll is made,” on the other hand, goes into that character with one of those abilities.
Building Beacons
effect before the attack happens.
Some effects, like forced movement (p. 55), don’t
provoke reactions even if a reaction’s trigger would MINOR ACTIONS
be met. You can perform one minor action during your turn.
These are the basic reactions available to all PCs. Minor actions can be used during any phase.
You can acquire additional reactions through equipped You can acquire minor actions through equipped
abilities. abilities.
Appendices
Trigger: You are hit by an attack from a character that turn (within reason).
within the Reach of one of your abilities. You can acquire free actions through equipped
abilities.
Effect: You Volley or Fight against that character
with one of those abilities. Each attack roll can only
be counterattacked once – multiple characters
can’t Counterattack in response to the same
attack roll.
47
CHARACTERS AND OBJECTS
In combat, everything on the battlefield can be sep-
Getting Started
CHARACTERS
PCs, Summons, and NPCs are all considered charac-
ters. As a general rule, characters are entities capable
of taking some sort of actions, either personally or at
the command of other characters.
A character’s abilities are considered part of that
character, not separate objects or characters (unless
explicitly stated otherwise).
5: Combat Play
OBJECTS
An object is anything that isn’t a character (or part of
one). The terrain, parts of the environment, and deployed
items (like Traps) are all objects.
Only things that fit this definition count as objects
in the context of the rules. While we might describe a
character’s sword as an object in conversational lan-
guage, it does not count as one in game terms because
it is part of a character. You couldn’t target or affect the
Appendices
Terrain
Terrain is a specific subset of object that includes the
environmental elements in a combat scene – trees,
walls, rocks, and similar. Deployed objects, like Traps,
are objects but don’t count as terrain. Terrain is different
from terrain features (p. 57), which are effects that
modify terrain.
The GM determines what counts as terrain and
what doesn’t.
48
ABILITY CHECKS AND SAVES Certain effects (like the Arcing and Homing tags)
In combat, players make ability checks and saves allow you to bypass the usual rules regarding line of
Getting Started
instead of skill checks. sight. These tags not only allow you to draw line of
sight in situations where you normally couldn’t, but
Ability check and save summary: also allow for one-directional line of sight.
Roll 1d20 + indicated ability score + or .
Determining Line of Sight
Effects that prompt ability checks or saves indicate which To determine line of sight, draw a straight line from the
ability score – Bulk, Agility, Mind, or Magic – is used for corner of one of the spaces you occupy to a corner of
the roll. Background skills, Grit, and titles don’t apply. one of the spaces occupied by the target. If the line
To succeed on an ability check, you need a result of 10+. crosses a piece of hard cover that is a larger Size than
To succeed on a save, your result must equal or both parties, then line of sight is blocked.
5: Combat Play
exceed the Save Target of the initiator, or 10 if not
otherwise specified. Example: You and your enemy are both Size 1, and
are on opposite sides of a Size 3 wall. Neither of
you can draw line of sight to the other; however, if
TARGETING you have a weapon with the Arcing tag, you could
Abilities can either affect their user or target something shoot over the wall and the enemy still wouldn’t
else on the battlefield. Targeted abilities, like attacks, can have line of sight to you.
be affected by obstacles or the layout of the battlefield.
To target something with an ability or effect, the
Building Beacons
potential target must be:
Appendices
All abilities require a clear path to their target, known FIGURE 1:
as line of sight, unless otherwise noted. Example A: Line of sight can be drawn and
there is no cover.
Line of sight refers to a clear line of effect to a target. Example B: Line of sight cannot be drawn.
Walls and other sufficiently large objects can block line Example C: Line of sight can be drawn, but
of sight, while smaller objects like crates or shrubs might cover applies.
provide cover instead of fully blocking line of sight (p.
50). While BEACON doesn’t represent or measure
vertical space, the Size of characters and objects is
used as a way to determine line of sight.
Line of sight is reciprocal. If you can draw line of
sight to another character, then the second character
also has line of sight to you.
Line of sight does not literally require sight. For
example, a character with no eyes can still draw line of
sight, and a transparent wall of force still blocks line of
sight even though you can see through it.
49
COVER In Figure 1: Example B, the hard cover blocking line
of sight means neither character has line of sight to the
Getting Started
Objects on the battlefield can provide cover. other. In Example C, they’ve positioned themselves so
Cover imposes on attacks and can block line of they have line of sight to each other, but cover applies.
sight, depending on whether it is hard cover or Because both characters are adjacent to the cover, they
soft cover. both benefit from hard cover. If one character was to
move away from the cover, they would instead only
Cover is most often an object, but it can also be a zone benefit from soft cover, while their enemy retains hard
(p. 53) or effect. Some abilities can create pieces of cover for remaining adjacent to it.
cover on the battlefield. These created pieces of cover
count as objects. Determining Cover
Pieces of cover have Sizes just like PCs. A Size 1 To determine if cover affects an attack, draw a line from
piece of cover fills 1 space, a Size 2 piece of cover fills the center of the space you occupy to the center of the
5: Combat Play
a 2 × 2 space, and so on. Cover can sometimes cover target. If the line crosses any cover that is the same Size
more spaces than its Size would normally indicate; for as the target or larger, your attack receives .
example, a tall, thin column might only occupy 1 space Abilities with the Indirect or Homing tags ignore
despite being considered Size 3, or a continuous wall the effects of cover. Abilities with the Arcing tag, on
surrounding a castle might be Size 2, but occupy all the other hand, don’t have their line of sight blocked
the spaces around the castle. by cover, but are still affected by the cover provides.
You can only benefit from cover if it’s the same Size
as you or larger. For example, a Size 2 character does not
gain the benefits of cover from a Size 1 piece of cover.
Building Beacons
Soft Cover
or isn’t strong enough to fully shield them from attacks, of sight, but both characters gain
like smoke or thin walls. cover.
Example B: The cover doesn’t break line of sight
Hard Cover because it isn’t larger than both
characters. Neither character is
Hard cover grants +2 to attacks and can block adjacent to the cover, so they gain
line of sight. soft cover instead of hard cover.
Example C: As with B, but the smaller character
Hard cover is cover that is large or strong enough to gains hard cover because they are
reliably block attacks, like thick walls. adjacent to the cover.
To benefit from hard cover, you must be adjacent
to the source of cover. Otherwise, it only provides soft
cover. Hard cover blocks line of sight.
50
Bypassing Cover ATTACKS
You can ignore the effects of cover you are adjacent to,
Getting Started
as long as you can aim over, through, or around said Attack roll summary: Roll 1d20 + Grit + or .
cover. You must be the same Size as or larger than
the cover to aim over it. The GM has the final say on Attacks are attempts by characters to hit and harm
whether a character can bypass a specific piece of cover. something with weapons, magic, or other means.
As a guideline, you can ignore a number of spaces To hit your target, your result must equal or exceed
of cover equal to your Size when aiming over, through, their defense (either Dodge or A-Def, depending on
or around said cover. the type of attack).
Once an attack hits, any “on-hit” effects apply, with
the attacker choosing the order when there are multi-
ple such effects. Damage is the most common type of
5: Combat Play
on-hit effect (p. 58), but many abilities have unique
on-hit effects.
ATTACK TYPES
Attacks can be either melee attacks or ranged attacks.
They can be further categorized as weapon, spell,
support or skill attacks, depending on their source.
Some abilities reference reaction attacks. These are
Building Beacons
attacks made with a reaction, like Counterattack.
FIGURE 3: All attacks have a Range or Reach (or both), which
Example A: The Size 2 character can choose indicates the maximum number of spaces within which
to bypass the cover because they an attack can be made. Range and Reach are measured
can shoot over it. They still benefit from the edge of one of the attacker’s spaces. At least
from hard cover against attacks one of the target’s spaces must be within an attack’s
from the Size 1 character. Range or Reach to be targeted by the attack.
Example B: The Size 2 character can ignore See pages p. 53 for more information on Range
the cover from the corner of the and Reach.
hallway because they can shoot
around it. They still benefit from Melee Attacks
hard cover against attacks from Melee attacks ignore cover (p. 50).
Appendices
the Size 1 character. Most melee attacks have a Reach, which indicates
Example C: Both characters can shoot over the range of the attack. Reach is also used for certain
the pillar because they are the actions like Opportunity Attack.
same Size as it; however, due to its For example, the Dragon Rider’s Longinus ability is a
length, the GM decides they can’t melee weapon. Therefore, attacks with it are considered
bypass it since they can’t shoot melee weapon attacks. It has Reach 3, which means
over the entire length of the pillar. it can be used to attack enemies up to 3 spaces away.
Longinus Fight
Melee Weapon Heavy Longarm
Reach 3 1d6+4 Physical
51
Ranged Attacks CRITICAL HITS
Most ranged attacks have a Range, which indicates the
Getting Started
range of the attack – the number of spaces within which On a result of 20+, an attack roll is a crit. Roll all
it can be used to attack. Some ranged spell attacks list damage dice twice and take the highest result.
their Range as “ Range = Scope ”, which means that
the Range is equal to the user’s Scope. Critical hits do more damage than normal hits. Critical
For example, the Phoenix’s Immolate ability is a hits only affect damage rolls, not Stress or static damage
ranged spell attack. Therefore, attacks with it are con- (e.g., 2 Physical ).
sidered ranged spell attacks. It has a Range equal to the For example, if you critically hit with an attack that
user’s Scope, and can attack targets within that range. deals 2d6+2 Physical , you would roll 4d6, take the
highest two, and add +2. If you rolled 4, 2, 6, and 3, you
would use the 4 and 6.
Immolate Volley
5: Combat Play
AOE around the target. ple, rerolling to turn a missed attack into a hit doesn’t
mean that you actually missed the attack on the first
Some ranged attacks also have a Reach, but they are try. As such, it doesn’t prompt any effects that trigger
still considered ranged attacks. Reach, in these cases, on misses (like Reliable damage).
is used for certain actions like Opportunity Attack,
but doesn’t change the attack to a melee attack. REROLL TABLE
52
RANGE, REACH, AND There are several different types of AOE, including
Line (which affects all targets in a straight line) and
AREA OF EFFECT
Getting Started
Blast (which affects all targets within a certain radius).
Many abilities have a Range or Reach, which indicates If an effect lists a Range/Reach and an AOE, you
the maximum number of spaces within which it can be can place the AOE’s point of origin anywhere within
used. Range and Reach work in the same way, but some the indicated Range/Reach. For example, if you have a
effects trigger based on one or the other, not both. Range 8, Line 5 effect, you can draw the Line 5 from
Range and Reach are measured from the edge of any point within Range 8 and pointed in any direction.
one space to another. A target must have at least one
of its spaces within an ability’s Range (or Reach) to be Zones
targeted by the ability. Zones are persistent AOEs that have ongoing effects.
When an ability originates from a source larger For example, at rank 1, the Leyline Walker talent allows
5: Combat Play
than 1 space – a Size 2 character, for instance – the a character to create Blast 1 zones that last until the
character using the ability decides which space to use end of the combat scene. Their AOE is Blast 1 , but
as the point of origin. because they’re zones the effect is ongoing.
For example, two adjacent characters are within
1 space of each other, which means any ability with Standard Areas of Effect
Range 1 or greater could target them. Blast X: Affects all targets within a radius of X
spaces from the center space, including the center
space. Cover and line of sight are calculated from the
center space. Users can be affected by their own Blast.
Building Beacons
Close Blast X: As a Blast, but:
Ø at least 1 space must be adjacent to the user
Ø the user can’t be in the area
Ø cover and line of sight are calculated from the
user.
Appendices
Abilities and effects with an AOE affect all targets within a Burst forms a zone, the zone moves with the target.
the indicated area. This area is the AOE. When making
an AOE attack, you make attack rolls against each Line X: Affects all targets in a straight line with a
target in the area. Damage, on the other hand, is length of X spaces and a width of 1 space, drawn
only rolled once, and applied to every affected target. directly away from you in any direction.
MOVEMENT SPLITTING UP MOVEMENT
Characters can move around the battlefield in various
Getting Started
ways, including with their standard movement, or using Voluntary movements can be split into any num-
special types of movement like flight and teleportation. ber of smaller movements punctuated by actions.
Involuntary movements cannot.
On your character’s turn, you can use their standard
movement to move a number of spaces equal to For example, a character with Speed 6 could, when
their Speed. Certain abilities can also move charac- performing their standard movement, move 2 spaces,
ters at other times. take an action, and then move 4 spaces.
If you can make multiple attacks with one action,
Most of the time, entering an adjacent space counts as they can move in between each attack.
moving 1 space. This is its movement cost. But some
effects, like difficult terrain (p. 56), can change the Example: Dmitri wants to Full Attack an enemy 3
5: Combat Play
movement cost required to enter a space. Moving into spaces away. He has Speed 6, so he uses his standard
these spaces requires characters to spend more of their movement, moving 2 spaces so that he is adjacent to
total available movement. If a character doesn’t have the enemy. His first attack is with his club, and with
enough movement to enter a space, they can’t move a lucky damage roll he defeats that enemy! He still
into that space. has one more attack he can make from the Full
Characters can move in any direction, even diago- Attack action, and 4 more spaces of movement left
nally, and can move into any adjacent space that isn’t from his standard movement. There’s another enemy
obstructed or impassable (see below). Movement is 4 spaces away, so he uses the rest of his movement
always made on the horizontal plane; characters can’t to get to that enemy and make his second attack.
Building Beacons
Engagement.
54
FLIGHT Characters standing atop objects are considered to
have their Size increased by the Size of whatever they
Getting Started
Characters with flight have the ability to fight on are standing on for the purposes of determining line
the ground or in the air. of sight and cover.
Characters with flight can can either take off, gaining In BEACON, climbing is just a way to move. It doesn’t
the Flying status, or land on the ground, clearing the provide any direct offensive or defensive benefits.
status, as a free action once per turn. They can also High ground, a special type of terrain, pro-
choose to start combat scenes Flying. vides the benefits one might associate with having
Flight can be continuous, like with the draken an- a height advantage. See Terrain Features (p. 57)
cestry trait Draconic Wings, or temporary, like with for more information.
the Dragon Rider’s ability Dragon Saddle. Abilities
5: Combat Play
that say to fly a certain number of spaces mean to
move that number of spaces as if under the effects of SQUEEZING
the Flying status.
While a character is Flying, the following effects Squeezing is a special movement that allows char-
apply: acters to fit into smaller spaces.
Ø Non-thrown melee attacks from non- Flying You can squeeze into spaces one Size smaller than you,
characters gain +2 against them. but while in such a space, the cost of all movements
Ø They can move normally over and are immune to the is increased by +1.
Building Beacons
effects of terrain, obstructions, and terrain features,
but cannot benefit from or interact with them either. FORCED MOVEMENT
When flying over objects, they are considered to
have their Size increased by the Size of whatever Forced movement is any involuntary movement
they are flying over for the purposes of determining that pushes, pulls, or causes a character to slide.
line of sight and cover, as if they were climbing.
Ø They cannot benefit from cover from terrain or Each type of forced movement has its own rules:
objects.
Ø When attacking non-Flying characters, they treat Ø Push: Characters and objects that are pushed move
their target’s cover from terrain and objects as one in a straight line directly away from the point of
step lower (hard cover becomes soft cover, soft cover origin.
becomes no cover). Ø Pull: Characters and objects that are pulled are
Appendices
Ø They don’t trigger Traps but can still be affected drawn in a straight line directly towards the point
by them. of origin.
Ø They ignore Engagement and don’t cause Ø Slide: Characters and objects that slide can move in
Engagement. any direction, chosen by the one causing the forced
Ø They cease to be Flying if they become Prone. movement.
55
OBSTRUCTION ENVIRONMENTAL FACTORS
Environmental factors are effects that alter combat
Getting Started
Characters and objects block movement into the scenes, individual spaces, or even objects. Some apply
spaces they occupy. This is called obstruction. to the entire combat scene, while others affect char-
acters in smaller areas, such as in the case of a room
Obstructions prevent movement if they are the same with poor visibility.
Size as the moving character or larger. This section lists some of the more common envi-
If an obstruction is an allied character or an enemy ronmental factors. A full list of environmental factors
character smaller than you, they do not count as an can be found in Chapter 10: Game Master’s Guide in
obstruction and you can move through their spaces; the full version of BEACON.
however, you can’t end a movement sharing spaces
with another character.
If an obstruction is an object that is smaller than you, LOCKS
5: Combat Play
you can climb on it at no additional movement cost. Doors, gates, and treasure chests can all be locked,
preventing them from being opened. A locked en-
ENGAGEMENT trance – a bolted door, for instance – can’t be moved
through. The contents of chests and other objects that
Characters gain the Engaged status when they are are locked can’t be accessed.
adjacent to one or more enemies. This is called En- To unlock something, you can make an Agility check
gagement. as part of the action to interact with it. On a success,
the lock is disabled and the object is opened.
When you become Engaged with an enemy of your Size
Building Beacons
Getting Started
field. While they generally affect single spaces, multiple The triggering character takes 6/8/10 damage of any
terrain features can be placed next to each other to type, chosen when the Trap is set.
create a continuous feature. For example, you can have
a single space of lava as dangerous terrain, but you AREA DAMAGE TRAP
could also connect multiple lava spaces to create a lava When triggered, all characters in a Burst 1 AOE must
flow, all of which count as the same piece of dangerous make a save of the GM’s choice. Failure: The target
terrain. Cover (p. 50), difficult terrain (p. 56), and takes 6/8/10 damage of any type, chosen when the
dangerous terrain (p. 56) all count as terrain features. Trap is set. Success: They take 3/4/5 damage instead.
This section lists some of the most common terrain
features. A full list of terrain features can be found in CONDITION TRAP
5: Combat Play
Chapter 10: Game Master’s Guide in the full version The triggering character gains a condition based on
of BEACON. the type of Trap. Immobilized, Slowed, and Blinded
are common.
EMPTY SPACE/FREE SPACE
A free space is a space that doesn’t contain any char- AREA CONDITION TRAP
acters or objects. Empty spaces, on the other hand, are When triggered, all characters in a Burst 1 AOE must
more specific than free spaces. Empty spaces are those make a save of the GM’s choice. Failure: They gain a
that don’t contain any characters, objects, terrain, or condition, chosen when the Trap is set.
terrain features.
TREASURE CHESTS
Building Beacons
Some abilities affect free spaces, while others will
affect empty spaces only. Treasure chests are objects that don’t cause obstruction
and that contain bonus effects for the players, chosen
HIGH GROUND from the table below. Players always know the contents
High ground provides benefits that represent being of chests. The GM can decide if the bonuses apply to the
at a higher elevation than other characters, similar to character that opened the chest or everyone on their
those received when Flying. Characters standing on team. Some bonuses provide immediate effects, while
high ground gain the following benefits: others provide delayed effects or permanent resources.
Chests can be accessed with a minor action while
Ø Non-thrown melee attacks against them from non- in their space, but might be locked (see the locked
Flying characters that aren’t on high ground receive environmental feature).
+2 .
Appendices
Ø They neither become Engaged by nor cause EXAMPLE CHEST REWARDS
engagement to non-Flying characters that aren’t
on high ground. 1 A reroll on the next loot crate’s first slot. Subsequent
Ø Their attacks gain +1 against non- Flying instances of this bonus increase the slot that can be
characters that aren’t on high ground. rerolled. For example, getting this reward twice means
that you can reroll either the first or second slot.
Accessing high ground sometimes requires special
movement, like flying or climbing. 2 +X gold
at which point you take an Overstress (p. 60). 6 Deal the remaining damage (rounded up) to the target.
arcane energies.
Discord applies damage every turn. Whenever you
Astral: Damage caused by heat, light, and other take Discord, you immediately take Piercing Discord
energy sources associated with the radiance of damage equal to the amount of Discord gained. You
stars. Fire, light, and electricity are commonly then make a note of the amount of Discord gained,
associated with the Astral. adding it to any Discord you already have.
Make a Magic check at the end of each of your
Lunar: Damage caused by cold, darkness, and turns while you have Discord. Success: You clear all
other energy sources associated with the stillness Discord. Failure: You take Discord damage equal to
of the moon. Ice, dark, and acid are commonly your current Discord.
associated with the Lunar. Discord levels stacks. For example, if you have 2
Appendices
58
Because Stress isn’t damage, it ignores Armor and ARMOR, RESISTANCE, AND IMMUNITY
effects that modify damage don’t modify Stress unless
Getting Started
otherwise indicated. Taking Stress doesn’t count as Armor reduces a set amount of damage, resistance
taking damage. halves damage, and immunity reduces damage to
0. Resistance and immunity often apply to specific
types of damage.
BONUS DAMAGE
Armor reduces incoming Physical, Astral, Lunar, and
Bonus damage is additional damage added onto an Force equal to its value. Armor does not reduce Stress
existing source of damage. Bonus damage is granted or Discord. For example, 2 Armor would reduce Physical
by abilities and effects. damage taken from an attack by 2.
Armor applies to each separate source of damage.
5: Combat Play
Bonus damage is only ever added to successful attacks For example, if you are hit by two attacks in a turn,
or abilities that deal damage. It can only be Physical, Armor would apply to each attack.
Astral, Lunar, or Force damage (not Discord or Stress). Resistance halves any incoming damage of an in-
Its type is the same as that of the underlying, basic dicated type, or even Stress. For example, if you would
damage, unless otherwise indicated. If an attack or take 10 Astral and have resistance to Astral, you
ability normally deals multiple types of damage (e.g., only take 5 Astral .
Physical and Lunar), the character dealing the damage Immunity negates all incoming damage or Stress
picks one for the bonus damage. from whatever it is you have immunity against. For
Effects with more than one target, like AOE attacks, example, if you would take 4 Stress and have
Building Beacons
only deal half their bonus damage to each target. Im- Immunity to Stress, you take no Stress at all.
portantly, this applies only if there is more than one
target, not if there could be multiple targets. If you attack
with a Blast 1 explosion but there is only one target OBJECT AND TERRAIN DAMAGE
in the area, they take the full bonus damage. If there
are two targets, the bonus damage would be halved. Objects and pieces of terrain can take damage. By
Linked attacks don’t deal bonus damage – only the default, they have 10 HP per Size, 5 Dodge, and are
first attack in the linked pair does. immune to Aetheric attacks and Stress.
Appendices
The Vulnerable and Weakened conditions af- wall at once.
fect how much damage characters take and deal. In some cases, the GM may allow for objects or terrain
Vulnerable characters take double damage, and to be broken with successful a Bulk check. This might
Weakened characters deal half damage. be the case if you try to ram down a wooden door.
In general, the ground does not take damage. This
Modifications to damage from Vulnerable and Weak- can be ignored in certain situations, like if you want to
ened happen before Armor and resistances. The full destroy the floor in a house to fall into the basement.
rules of these conditions can be found later in this But in most cases, no one needs to track how much
chapter (p. 62). damage the ground is taking.
59
WOUNDS AND OVERSTRESS
In combat, characters can receive Wounds or become Overstressed
Getting Started
wound roll by rolling 1d6 and consulting the Wound roll by rolling 1d6 and consulting the Overstress Table
Table to see what additional penalties you suffer. to see what additional penalties you suffer.
Beacons have a Wound Cap of 4, while NPCs usually Beacons have an Overstress Cap of 4, while NPCs
have different Wound Caps. When you have Wounds usually have different Overstress Caps. When you
equal to your Wound Cap, you are defeated. have Overstresses equal to your Overstress Cap, you
are defeated.
WOUND TABLE Roll 1d6 and consult the relevant column based on the number of Wounds you have remaining.
3 2 1 DESCRIPTION
Building Beacons
5-6 6 - Dazed: You are Dazed until the end of your next turn.
3-4 4-5 5-6 Broken Weapon: Destroy one of your weapons. Limited and Consumable equipment
can only be selected if they have charges remaining. If you can’t destroy a weapon, this
becomes the Broken Support Item result. If you can’t destroy a support item either, this
becomes the Staggered result.
1-2 2-3 3-4 Broken Support Item: Destroy one of your support items. Limited and Consumable
equipment can only be selected if they have charges remaining. If you can’t destroy a sup-
port item, this becomes the Broken Weapon result. If you can’t destroy a weapon either,
Appendices
- 1 1-2 Staggered: You are Slowed and Stunned until the end of your next turn.
OVERSTRESS TABLE Roll 1d6 and consult the relevant column based on the number of Overstresses you have remaining.
3 2 1 DESCRIPTION
5-6 6 - Dazed: You are Dazed until the end of your next turn.
3-4 4-5 5-6 Broken Tech: Destroy one of your techniques. Limited and Consumable techniques
can only be selected if they have charges remaining. If you can’t destroy a technique, this
becomes the Lost Mana result. If you can’t do that, this becomes the Exposed result.
1-2 2-3 3-4 Lost Mana: You take –1 to your current and maximum MP until restored during a Short
Rest (p. 61). If your maximum MP is 0, this becomes the Broken Tech result. If you
can’t destroy a technique, this becomes the Exposed result.
- 1 1-2 Exposed: You are Vulnerable and Weakened until the end of your next turn.
60
Defeat Ø Reload all Reloading abilities.
Although defeat doesn’t always mean death, defeated Ø Clear all conditions, statuses, and effects (except for
Getting Started
characters can no longer contribute to a scene. Bloodied and Breaking, if still applicable).
When a character is defeated, all effects on them
and that originated from them are removed, like Sum- You can also spend Recoveries for the following:
mons or the effects of the Hexblade’s Hex. Damage,
conditions, statuses, and created objects and terrain 1 Recovery Regain all HP.
remain, including Traps. 1 Recovery Repair a destroyed technique or piece
When your beacon is defeated, you can narrate how of equipment.
they’re defeated, whether it involves being knocked out 1 Recovery Restore maximum MP to its normal
or running away. They are then removed from play and value.
unable to directly contribute to the scene. 2 Recoveries Clear 1 Wound or Overstress.
5: Combat Play
NPCs are typically killed or knocked unconscious 2 Recoveries Change your current job. Your HP,
when defeated, as chosen by whoever defeated them. Stress, MP, and Recoveries remain at
The GM can choose a different outcome, but they can’t their current values unless the new job’s
kill an NPC that a player wanted to keep alive unless maximum is lower, in which case they
the player gives their permission. are reduced to the new maximum. If the
new job doesn’t have sufficient slots for
your current weapons, support items,
RESTING or techniques, you must unequip items
and techniques until they fit.
Building Beacons
Resting allows PCs to heal, recover resources, and 4 Recoveries Return a defeated character to play.
repair equipment. The required Recoveries can be split
between any characters participating
There are two types of rests: Short Rests and Long in the Short Rest, including the defeated
Rests. Short Rests are quick breaks that allow beacons character. The defeated character returns
to patch themselves up after a fight, while Long Rests to play with 3 Wounds, 3 Overstresses,
are longer and more restorative. Individual beacons full HP and MP, and no Stress. You can
can choose to skip a Short Rest, receiving none of the only bring a defeated character back into
benefits, but they can’t skip a Long Rest. play if the player is willing.
Abilities that reference a rest but don’t specify what
kind of rest apply to both Short and Long Rests. For Long Rest
example, the Shadebinder’s Companion Shade ability
Appendices
creates a friendly summoned shade on the battlefield. During Long Rests, the beacons fully heal, recover
The shade regains all its HP during any rest, which their resources, and repair damaged equipment
means it regains all its HP when you take either a Short and techniques.
Rest or a Long Rest.
The GM determines when the beacons are able to A Long Rest is an extended period of rest and recovery
take rests. You can’t declare you are resting unless that typically takes place between quests. A Long Rest
the GM allows it. must be long enough for the beacons to sleep, eat, and
repair their equipment.
Short Rests The beacons always benefit from a Long Rest between
quests. There may be time for a Long Rest during a par-
During Short Rests, the beacons can spend Recov- ticularly lengthy quest, but that is for the GM to decide.
eries to replenish their resources. During a Long Rest, defeated beacons are brought
back into play if their player wishes. Additionally, each
Short Rests are taken during quests, and only require PC may do the following:
that the beacons take a few moments to catch their
breath. Short Rests are often available between combat Ø Reset all attributes to their normal values (e.g., full
scenes. During a Short Rest, you may do the following: HP and MP, no Stress/conditions/Wounds, etc).
Ø Change their job, ancestry trait, equipment, and
Ø Clear all Stress. other options.
Ø Regain all MP. Ø Repair all equipment and techniques.
61
CONDITIONS AND STATUSES
Getting Started
CONDITIONS
Conditions are always negative. Most effects that give
conditions indicate when the conditions end (e.g., “until
5: Combat Play
BLINDED
Blinded characters can only target and draw line of
sight to adjacent spaces.
DAZED
Dazed characters receive +1 on all attacks, checks,
Building Beacons
and saves.
DISARMED
Disarmed characters can’t make weapon attacks except
for improvised weapon attacks.
IMMOBILIZED
Immobilized characters can’t voluntarily move, but can
still be subjected to forced and involuntary movement.
MARKED STUNNED
Appendices
When attacking a Marked character, the attacker can Stunned characters can perform either a standard
choose to consume the Mark. Doing this clears Marked action or a minor action on their turns, not both.
and grants +1 on that attack roll. A character can only Additionally, they can’t Full Attack or perform
have one Mark at a time. reactions, and their Dodge and A-Def both count as 5.
SILENCED SUNDERED
Silenced characters can’t use or Release spells. Sundered characters don’t benefit from Armor or
resistance.
SLOWED
Slowed characters can only move with their standard VULNERABLE
movement; they can’t Rush or use any other forms Vulnerable characters take double damage from
of voluntary movement. Physical, Astral, Lunar, and Force sources. Stress and
Slowed PCs can only take their turns in Phase Discord are not affected.
Delay. Slowed NPCs have their next Initiative be-
come 8 (this lasts until they’ve taken that turn and WEAKENED
the condition ends). During rounds in which they are Weakened characters deal half damage when dealing
Slowed, Bosses must take at least one of their turns Physical, Force, Astral, and Lunar. Stress and Discord
during Phase Delay, even if they clear the condition are not affected. Their Summons and Traps are also
before doing so. unaffected.
62
STATUSES
Statuses describe characters’ current states, and can GRAPPLED
Getting Started
be positive or negative. Unlike conditions, they can’t Grappled always involves at least two characters,
be removed unless specific actions are taken or their both of whom receive the status. While Grappled, the
requirements no longer apply. following effects apply:
Ø Both characters are Engaged.
BLOODIED Ø Neither character can take reactions.
Characters are Bloodied when they have half of their Ø The larger character can move normally.
HP maximum or less (their Bloodied level). Ø The smaller character is Immobilized, but is dragged
along by the larger character when they move,
BREAKING mirroring their movements and inheriting any
Characters are Breaking when they have Stress equal special forms of movement like flight.
5: Combat Play
to or exceeding half their Stress Cap (their Breaking Ø If the initiator is the same Size as the target, they
point). count as the larger one during the turn in which the
initiate the Grapple.
ENGAGED Ø Characters of the same Size can make a contested
When a character becomes adjacent to an enemy, Bulk check as a free action to see if they count as
they both gain the Engaged status as long as they are the larger one until this contest is repeated.
adjacent to one another. Engaged characters make
ranged attacks at +1 . If a character becomes Engaged Grappled ends when one of the following occurs:
by another character of the same Size or larger, their Ø The characters are no longer adjacent to each other.
Building Beacons
movement ends and they lose any unused movement. Ø The initiator ends it as a free action.
Characters cease to be Engaged when they are no Ø The Grapple target succeeds on a contested Bulk
longer adjacent to an enemy. check as a minor action.
FLYING HIDDEN
Characters with flight can either take off, gaining the While a character is HIDDEN, enemies can only target
FLYING status, or land on the ground, clearing the them with AOEs or while adjacent to them. They are
status, as a free action once per turn. They can also still visible on the combat map to players and the GM.
choose to start combat scenes Flying. The following things end Hidden:
While a character is Flying, the following effects apply:
Ø The Hidden character uses a hostile effect (e.g.,
Ø Non-thrown melee attacks from non- Flying attacking or forcing a save) or uses Interpose.
Appendices
characters gain +2 against them. Ø The Hidden character ends any turn within an
Ø They can move normally over and are immune to the enemy’s line of sight unless they are either Invisible
effects of terrain, obstructions, and terrain features, or benefiting from cover against that enemy.
but cannot benefit from or interact with them either. Ø An enemy performs a successful Search against
When flying over objects, they are considered to them.
have their Size increased by the Size of whatever
they are flying over for the purposes of determining INVISIBLE
line of sight and cover, as if they were climbing. When making an attack against an Invisible character,
Ø They cannot benefit from cover from terrain or before any attack rolls are made, roll a d6. On a 1–3, the
objects. attack misses. Invisible characters are still visible on
Ø When attacking non-Flying characters, they treat the map to players and the GM. Invisible lasts until
their target’s cover from terrain and objects as one the end of the scene unless stated otherwise.
step lower (hard cover becomes soft cover, soft cover
becomes no cover). PRONE
Ø They ignore Engagement and don’t cause Attacks against Prone targets gain +1 and Prone
Engagement. characters always count as moving through difficult
Ø They don’t trigger Traps but can still be affected terrain. Unless they are Immobilized, Prone characters
by them. can stand instead of making their standard movement,
Ø They cease to be Flying if they become Prone. which ends this status. Standing doesn’t count as a form
of movement.
63
TAGS Consumable X: Abilities with this tag can only be
Abilities often have tags associated with them, such used X times per quest. Consumable abilities rep-
Getting Started
as Aura 2, Piercing, or Polymorph. When an ability resent potions, elixirs, and other items that can be
has a tag, the effects of that tag apply to the effects replenished.
of that ability. Some abilities don’t have tags, but do
have effects that have a tag, or that create objects or Enchantment: Abilities with this tag modify other
characters with the tag, as indicated in their description. abilities. Enchantments can typically only be ap-
If an ability has a tag with a value of “X”, like Mana X, plied to specific types of abilities and can only be
that means the amount can vary, but must be at least 1. applied to one ability at a time. Additionally, each
Below is a list of tags and their effects. ability can only have one Enchantment at a time.
Enchantments can only be applied to a new ability
Accurate: Attacks with this tag gain +1 . while preparing for a quest or during a Long Rest.
If an Enchantment is destroyed, the ability it is
5: Combat Play
Aetheric: Attacks with this tag are made against A-Def enchanting is not destroyed and vice versa. Traits
instead of Dodge. and talents can’t be enchanted.
Arcing: Abilities with this tag can be aimed over ob- Homing: Abilities with this tag ignore line of sight and
stacles. They ignore line of sight as long as there is a the effects of cover. As long as the target is within
vertical path to the target, although cover still applies. Range and it is possible to reach them (i.e., they
aren’t in a box), they can be targeted.
Armor: Abilities with this tag represent suits of armor
or similar defenses, many of which provide a bonus Inaccurate: Attacks with this tag receive +1 .
Building Beacons
Aura X: When activated, abilities with this tag affect Innate: Abilities with this tag can’t be destroyed or
indicated characters within X spaces of the user. enchanted. They can’t be chosen for destruction as
A character can only have one Aura activated at a the result of a wound roll.
time and can change Auras 1/turn.
Limited X: Abilities with this tag can only be used X times
Auto-Hit: Attacks with this tag automatically hit without per quest. Limited abilities provide powerful effects
making an attack roll. that can’t be replenished during a quest once used.
Appendices
Blast X: Abilities with this tag have an AOE. It affects all Line X: Abilities with this tag have an AOE. It affects all
targets within a radius of X spaces from the center targets in a straight line with a length of X spaces
space, including the center space. Cover and line and a width of 1 space, drawn directly away from
of sight are calculated from the center space. Users you in any direction.
can be affected by their own Blast.
Focus X: Abilities with this tag cost X Focus to use.
Burst X: Affects all targets within a radius of X spaces
from the edge of the spaces occupied by the target, Piercing: Damage with this tag ignores Armor.
including the target’s spaces but excluding the target
itself. Cover and line of sight are calculated from Pull X: Abilities with this tag inflict a type of forced
the edge of the spaces occupied by the target. If a movement. On a hit, the target is moved X spaces
Burst forms a zone, the zone moves with the target. directly toward the origin.
Close Blast X: Abilities with this tag have an AOE. It Push X: Abilities with this tag inflict a type of forced
operates like a Blast, but: movement. On a hit, the target is moved X spaces
directly away from the origin.
at least 1 space must be adjacent to the user
the user can’t be in the area Range X: Abilities with this tag can be used on targets
cover and line of sight are calculated from the user. within X spaces.
64
Reach X: Abilities with this tag can be used on targets Summons have the following statistics unless oth-
within X spaces. This tag also determines the range erwise indicated:
Getting Started
of the Opportunity Attack reaction.
Ø Size 1/2
Mana X: Abilities with this tag cost X MP to use. Ø HP 5
Ø Dodge/A-Def 10
Polymorph: Abilities with this tag modify the target’s Ø Speed 0
form. A character can only be under the effect of one Ø Save Target = Summoner’s Save Target
ability with this tag at a time, and any subsequent Ø Bulk/Agility/Mind/Magic 0
polymorph effects are automatically cancelled while
they are under the effects of a polymorph. Summons can only be created in free spaces that
they could normally enter (they can’t be summoned
5: Combat Play
Reliable X: Abilities with this tag always deal at least X into impassable terrain, for example).
damage, even if they would miss or deal less than Summons are characters with a standard ac-
X damage. Reliable damage inherits the ability’s tion, standard movement, and minor action per
damage type and tags; however, Reliable damage round; however, they can’t perform any actions un-
does not count as a hit and doesn’t trigger any effects less they have an ability that lets them do so and
that require a hit. can’t perform a movement unless they have Speed.
Their turn is their summoner’s turn, and if they can
Reloading: Abilities with this tag must be reloaded take actions or move, they can do so at any point
after each use before they can be used again. This in their summoner’s turn.
Building Beacons
can be done using Refresh and other abilities. Summons are defeated if they are reduced to 0
HP. They can also be dismissed by their summoner
Slide X: Abilities with this tag inflict a type of forced as a free action. Summons last until dismissed or
movement. On a hit, the target is moved X spaces defeated, or until the end of the scene.
in any direction.
Slow: Abilities with this tag can only be activated as Trap: Abilities with this tag place traps – objects that
part of Full Attack. modify spaces – or are traps themselves. They must
be placed in a free adjacent space. They become
Stressful X: Abilities with this tag inflict X Stress on armed at the end of the turn in which they are placed.
the user. Moving into or adjacent to a space occupied by a
trap triggers it, activating its effects, after which it
Appendices
Summon: Abilities with this tag create one or more is removed from play.
temporary characters under the control of another Traps are permanently Hidden, but can be auto-
character, each of which has the Summon tag. matically detected with Search. You can attempt
By default, each character can only have one to disarm a trap by making an Agility check as a
Summon per ability with this tag in play at a time. minor action when moving into or adjacent to its
If a Summon is defeated or dismissed, a new one space (before it is triggered). On a success, the trap
can be made using that same ability. Summons can’t is removed from play without being activated. On
create Summons. a failure, it activates as normal.
Thrown X: Abilities with this tag can be used to make Unbreakable: Abilities with this tag cannot be destroyed
a thrown attack, a melee attack made against a and can’t be selected for destruction if there are
target within X spaces. Thrown attacks are affected non-Unbreakable options left. If an Unbreakable
by cover. If throwing a weapon, it lands in a space result is selected from a wound or overstress roll, it
adjacent to the target (thrower’s choice), and must becomes a Dazed result instead.
be picked up as a free action while adjacent to it
before it can be used again. Unique: Characters can only equip one copy of each
ability with this tag at a time.
65
SECTION 2:
BUILDING BEACONS
This section covers all the options for PCs, including ancestries, talents, classes, class-specific
equipment and techniques, and starting equipment and techniques.
KEY SECTIONS
Ø Ancestries (p. 68)
Ø Classes and Jobs (p. 84)
Ø Talents (p. 202)
Ø Basic Equipment and Techniques (p. 216)
WEAPON TRAIT
SPELL SKILL
This ability uses up an action to activate Trigger: This ability activates in response to
(even if it’s a free action). a certain trigger...
67
6: ANCESTRIES
Getting Started
A character’s ancestry describes their heritage or Example: Artemis is the child of a halfling and a
species. goblin. She is Size 1/2 since both of her parent
ancestries are Size 1/2, and her player chooses
Your beacon’s ancestry determines their Size and gives two ancestry traits from each. She chooses Nimble
you a collection of ancestry traits that you can choose Escape and Bite for the goblin heritage, and Lucky
from for combat scenes. You select an ancestry for your and Brave for her halfling heritage. Now, whenever
beacon during character creation (p. 13), and can only she prepares for a quest, she can choose one of those
change it with the Find Echo downtime activity (p. 28). four ancestry traits.
Building Beacons
This chapter lists the available ancestries for players limited number of ancestries represented.
to choose. Each ancestry contains some questions Just because an ancestry doesn’t exist in a setting,
you can answer to help flesh out the ancestry and doesn’t mean you can’t use its traits. In an all-human
your character, as well as an example of a Reflection setting, for example, there are huge variances between
and discussion of how that ancestry fits within it. As a people. Maybe your human with the goblin ancestry is
reminder, one of the things common to all Reflections a small teen, or a group of kids in a trench coat (using
is the presence of a Scourge – a recurring threat unique the Swarm trait). A human with the avian ancestry
to that Reflection. might have a magic item that allows them to fly, or
could have built a jetpack.
At heart, an ancestry is a set of bonuses for combat
Appendices
DUAL AND CUSTOM ANCESTRIES play and an important part of the game. Just because
Some characters might have more than one ancestry, there isn’t a species in the setting that matches the
representing two different parts of their background, or a ancestry, doesn’t mean it shouldn’t be used. BEACON
custom one that isn’t represented by the existing options. is a game about choices, and severely restricting the
When playing such a character with a dual ancestry, ancestry choices takes away a vital part of combat play.
pick one ancestry as normal; however, you might have
abilities in narrative play that stem from the other ancestry. In summary:
Additionally, the GM can optionally allow you to
base your character’s Size on one ancestry and create Ø ancestry does not have to equal species
a list of four ancestry traits (two from each ancestry) as Ø ancestry and ancestry traits only have direct rules
your pool of potential ancestry abilities. effects in combat play
Ø players shouldn’t be overly restricted in choosing
ancestries
Ø your Reflection can have as many or as few ancestries
as you want.
68
AVIAN
SIZE
1
Getting Started
Ø What sort of bird or flying creature do your people
resemble?
Ø Where do your people live and in what kind of
environment?
Ø What do your people eat, and what do they consider
a delicacy?
Ø Are avians without wings or the ability to fly treated
differently than those that have them?
Building Beacons
Name: Celestos
The celestos of Garuda live atop the highest mountains,
where they are bathed in radiant energy from the sky.
As a result, they have learned to harness this energy
as holy magic.
Celestos place a great emphasis on wings. Those born
with additional sets of wings are seen as having great
potential. Most celestos have two wings, with four wings
being rare and six or more wings almost unheard of.
Some celestos are born with a mutation that causes
6: Ancestries
them to grow an additional pair of arms, but no wings.
These celestos find life atop the mountains hard, as their
homes aren’t designed for the flightless. They usually
leave their homes to find a more suitable life among
the other flightless civilizations, or take up supportive
roles in their homelands.
Avians are birdlike people with the physical charac- FLIGHTLESS CELESTOS
teristics of flying creatures: ravens, parrots, bats, and If you want to play a flightless celestos, you can either
Appendices
so on. Not every avian can fly, however, and some are use the orc ancestry or switch out the avian Flight
completely wingless. trait with a trait from the orc ancestry.
TRAITS
FlightTrait Flock TacticsTrait
You have flight. 1/round, you gain +1 on a melee attack roll if one
of your allies is adjacent to the target.
Trigger: You take damage or Stress not caused by You gain the Gust spell, which is equipped for free.
yourself.
69
CAMBION
SIZE
1
Getting Started
TRAITS
BloodhunterTrait WrathTrait
You gain +1 on attacks against Bloodied characters. You gain +1 on attacks against any characters
that have hit or damaged you since the end of your
last turn.
Infernal ResistanceTrait
70
DRAKEN
SIZE
2
Getting Started
Ø Are draken associated with one element or many,
and what element are your people associated with?
Ø What monument or structure of your people has
endured multiple disasters?
EXAMPLE REFLECTION: IO
Name: Drakhal
The drakhal of Io primarily dwell in volcanic regions,
which run the gamut from barren wastelands to tropical
Building Beacons
islands teeming with life.
Each group of drakhal are in possession of ancient
dragon eggs. These massive eggs must be incubated
in the burning temperatures of active volcanos. Each
group of drakhal believe they are the inheritors of their
specific dragon’s legacy, which explains the physical
differences between these groups: some have tails,
some have wings, some have few scales, and so on.
Inside their eggs, the growing dragons are already
named, with names like Bahamut, Phoenix, and Nidhogg.
The drakhal believe that when their dragon hatches, it
6: Ancestries
will change the world in their favor. One dragon might
Draken are people with draconic traits like scales, tails, destroy all enemies of the drakhal that hatched it, while
or wings. Their specific physical characteristics depend another might bring prosperity and bountiful harvests
greatly on the Reflection and what its dragons are across the world. Once the dragon has changed the
like. Draken are imposing figures, either through their world, it returns to its lair, where a new shell forms
stature or presence. around it, and it waits until its next hatching.
These ancient dragons rarely awaken, and each has
Ø What is a threat faced by other civilizations that is their own cycle. It is likely, due to the cyclical nature of
only an inconvenience to your people? these dragons, that one (or more) of them is Io’s Scourge.
Ø What do your people think of dragons, or what
Appendices
relationship do they have with them?
TRAITS
DragonfireTrait Dragon ScalesTrait
You gain the Dragonfire weapon, which is equipped You gain either Astral or Lunar resistance.
for free.
Inner FireTrait
Dragonfire Volley / Fight
Melee Weapon Main Artifact Innate, When you Refresh, you automatically regain 1d6
Unique Reach 1, Close blast 1 2 Discord HP before choosing any effects.
71
DWARF
SIZE
1
Getting Started
TRAITS
Keep Moving ForwardTrait SturdyTrait
Abilities with the Armor tag don’t reduce your Speed When you would be subject to forced movement, you
or Dodge, even if they would normally, and you are may move 1 fewer space than normal. If this reduces
immune to Slowed unless caused by yourself. the forced movement to 0, the movement doesn’t
happen.
If you would be knocked Prone, you can make
ResilienceTrait a Bulk check. Success: You don’t become Prone.
You Refresh.
72
ELEMENTAL
SIZE
1
Getting Started
Elementals are people with strong connections to
specific elements, like fire or water. Some have bodies
made entirely of their element, while others just have
individual features like burning hair.
Building Beacons
Ø What emotion is valued by your people?
6: Ancestries
and one element.
The Cultivator seeks to keep the nations independent,
and to grow them individually.
The Weaver and Cultivator are always in conflict
with each other, as their purposes and philosophies
are opposed. Each approach has benefits and flaws,
and each party firmly believes in their role.
To complicate matters, in each cycle one of these
two people becomes the Scourge, and there appears
to be no pattern as to which one it is.
Appendices
TRAITS
Elemental FormTrait Energy ResistanceTrait
You gain resistance to damage from dangerous You gain either Astral or Lunar resistance.
terrain. Additionally, when you become Bloodied
or Breaking, you gain hard cover until the start of
your next turn. Elemental NovaTrait
When you equip this trait, choose Astral or Lunar. Elemental Nova Fight
Melee Spell Attack Innate, Unique
Trigger: You are hit by an attack from an adjacent enemy. Burst 1 2 Astral or Lunar
Effect: You deal 2 Piercing Astral or Lunar to On Attack: The AOE and any spaces you occupy
them, as chosen previously. become a zone of soft cover until the start of your
next turn. 73
ELF
SIZE
1
Getting Started
REFLECTION: MOONTOUCHED
Name: Qiradel
The qiradel of Moontouched hail from a distant planet
called Fey which was destroyed and shattered by a
great cataclysm a generation ago. The inhabitants fled
through teleportation magics and flying cities, hurling
themselves through space in the hope of finding safety.
Over the last 100 years, many of these qiradel came
to a planet populated by powerful civilizations, with
6: Ancestries
Divine magic, a source of aether drawn directly from their exposure to this alien magic.
TRAITS
Elven AccuracyTrait Fast MovementTrait
1/round when you use the Reroll Table for an attack You gain +1 Speed.
roll, you can roll an additional d20 on the attack and
use either result.
Fey Step Free Action (1/scene)
Trait
Nature StepTrait
You teleport 5 spaces.
You ignore movement penalties from difficult terrain,
and gain +1 on dangerous terrain checks.
74
GIGAN
SIZE
2
Getting Started
The gigan, often called half-giants, tend to be the tallest
people in any given Reflection. It’s not known whether
they are directly related to giants, but they share un-
mistakable cultural similarities with them, like clothing
and music styles.
Building Beacons
smaller folk?
Ø What staple or delicacy of your people do others
find off-putting?
6: Ancestries
anti-tyrant suits, or ATSs. The ATSs are strong enough
to fend off the tyrants, but are too large to be used by
anyone but the jotun. These jotun pilots are known as
crownbreakers.
Whenever a tyrant appears, a crownbreaker with
a dedicated support team must don their ATS and do
battle. Their support team either keeps the ATS func-
tional, or directly fights in the field.
This Reflection’s Scourge is a particularly powerful
tyrant that threatens the stability of society and pushes
Appendices
the crownbreakers to the limit.
TRAITS
Big EquipmentTrait Oversized WeaponsTrait
One of your support slots increases by one size (Light 1/scene, you can attack with a Slow weapon as
to Main, or Main to Heavy). though it doesn’t have that tag, allowing you to
Volley with a Slow ranged weapon, or Fight
with a Slow melee weapon.
Endure Free Action (1/scene)
Trait
Giant LineageTrait
You gain resistance to all damage until the end of
your next turn. You gain either Astral or Lunar resistance.
75
GNOME
SIZE
1/2
Getting Started
larger threats?
Ø What is the most dangerous thing your people have
done?
TRAITS
Instinctual StealthTrait TumbleTrait
You may begin any combat scene Hidden, and can’t You can move through spaces occupied by
lose it until the end of your first turn. enemies that are larger than you, and becoming
Engaged doesn’t stop or end your movement.
76
GOBLIN
SIZE
1/2
Getting Started
Goblins are ambitious people with shorter-than-hu-
man lifespans. In many Reflections they are viewed as
“monsters”, although that’s usually because the people
of those places want cannon-fodder for their heroes
to murder. Hopefully you’ll do better than that in your
Reflection.
Building Beacons
Ø What do your people use for transportation?
Ø How many siblings do you have?
6: Ancestries
strength. The third form is that of the “bokgob”, which
is even stronger and begins to develop wildly varied
appearances like fur, extra arms, or a thick hide.
The exact reasons why only some gobs undergo this
metamorphosis and why some never progress beyond
the goblit stage are unknown. The leading theory is
that it’s a genetic mutation.
There is rumored to be a stage of metamorphosis
beyond bokgob – the “urgob” stage. There are no re-
corded cases of urgobs, but if it is stronger than the
Appendices
bokgob stage, it must be incredibly powerful.
TRAITS
ScurryTrait Nimble Escape Free Action (1/scene)
Trait
When an attack misses you, you can shift 1.
You Rush.
SwarmTrait
BiteTrait
Your base Size is increased to 2. Despite this, you
can still benefit from any cover of Size 1 or larger. At the start of your turn, you deal 1 Piercing Physical
Additionally, you gain resistance to Physical but are to any character Grappled by you unless you are
always Vulnerable to Force. Stunned.
Each of your Recoveries might represent a dif-
ferent goblin in your swarm. Ø Minor Action: You deal 1 Physical to an
adjacent enemy.
77
HALFLING
SIZE
1/2
Getting Started
TRAITS
Appendices
78
HUMAN
SIZE
1
Getting Started
You are, presumably, a human; you might have some
idea what it involves.
Building Beacons
Name: Hyul
The Scourge poisoned the land, so the hyul and the
other survivors of Nimbus created flying airships capable
of supporting thousands of people. Everyone now lives
in the skies, venturing to the surface only to scavenge
tech and supplies, and wearing special suits to avoid
breathing the poison from below.
While society tries to survive, the Scourge plans its
next move below …
6: Ancestries
TRAITS
Appendices
Strong SavesTrait HeartyTrait
1/scene, you can ignore the effects of a wound or 1/scene, you can Surge without increasing your
overstress roll, although you still take the Wound or Surge level.
Overstress.
79
KOBOLD
SIZE
1/2
Getting Started
TRAITS
Trait Burst 2
You gain the Trap Array support item, which is
Enemies in the AOE become Marked. equipped for free.
Getting Started
Lycanthropes are people with the ability to assume an
animal form, and sometimes even a hybrid form. Some
lycanthropes can do this naturally, and sometimes
lycanthropy is a disease or curse.
Building Beacons
lycanthropy, or can you each assume different animal
forms?
Ø Which form feels most comfortable to you, and
which one do your people primarily use?
6: Ancestries
by a powerful primal spirit, but it can only manifest
physically for short periods of time.
The uranuk collect crystals, the energy of which can
be drained for summoning their primal spirit. They seek
to gather as many of these crystals as possible, mining
or stealing them as needed. Some groups use their
primal spirits for defensive purposes, while others use
them to aggressively expand their territories.
Appendices
TRAITS
Defender Strain Free Action (1/scene) Sneaky Form Minor Action
Trait Trait Polymorph
You manifest your lycanthropic heritage, gaining the You assume a small, sneaky form. You become Size
heightened senses and vigor of a great beast. You 1/2 and can Hide as a free action 1/turn. You can’t
gain 2 Focus. use spells or attack in this form.
You can revert back to your normal form as a mi-
nor action.
Pack TacticsTrait
1/round, you gain +1 on a melee attack roll if the Travel Form Minor Action
target is adjacent to one of your allies. Trait Polymorph
81
MACHINA
SIZE
1
Getting Started
TRAITS
Mechanical BodyTrait System RepairTrait
You gain resistance to Discord damage and +1 on 1/scene when you Refresh, you can choose any
checks to clear Discord. number of options from the list.
You gain +1 Armor while you aren’t Bloodied. Choose a Light weapon from the list of basic weap-
ons (p. 216). You can equip that weapon for free.
It is also Innate and you can use it while Disarmed.
82
ORC
SIZE
2
Getting Started
Orcs are a tall, muscular people with a love for com-
petition. They sometimes have tusks or horns, and
have skin tones outside of the human range, including
green and grey.
Building Beacons
control?
Ø What is your favorite type of contest or game to
either watch or participate in?
6: Ancestries
one of the incarnations of the Scourge.
After their victory, Hook, Peg, and Powder was able
to maintain control of the pirate fleets and earn recog-
nition as a sovereign nation.
Appendices
TRAITS
Second WindTrait FuriousTrait
1/scene when you become Bloodied , you gain 1/turn, you can take 1d3 Stress to reroll all the dice
temp HP equal to 4+Grit. from one of your damage rolls.
When you Rush and choose the movement option, You gain +1 on Bulk checks and saves. You are con-
you can move +2 spaces. sidered to be +1 Size larger than usual for Grapple
and Shove.
83
7: CLASSES AND JOBS
Getting Started
Classes are collections of abilities you unlock over You unlock one of a class’s associated jobs upon reach-
time. Each class has an associated job, which is ing rank 1 in that class. Jobs give you access to specific
something you can choose to equip at the begin- traits and determine the base values for your attributes,
ning of a quest. Jobs grant traits and determine the like your HP and the number and size of your weapon
base values of your attributes. slots. Once you have unlocked a job, your beacon can
equip it whenever they go on a quest. They can only
Classes are thematically connected collections of equip- equip one job at a time.
ment and techniques that you can equip for quests, and Every rank you have in a class also unlocks two abil-
Building Beacons
each is associated with a job. The description of each ities for your character. These abilities can be weapons,
class includes some optional questions to help flesh support items, spells, or skills. Once an ability is unlocked,
out your character and their connection to that class. it enters the pool of abilities you can equip when you
Each class has three ranks, starting at class rank 1 go on a quest.
and going up to class rank 3. Whenever your beacon You aren’t limited to equipping techniques and
levels up, including at level 1, they acquire a new class equipment associated with the job you’ve equipped.
rank, either gaining a new class at rank 1 or increasing In fact, you are encouraged to mix equipment and
their current rank in a class by one step. techniques from both the basic options (p. 216) and
all of your unlocked classes.
VARIANT JOBS
7: Classes and Jobs
For example, this book includes only one job for the
Paladin class – also called the Paladin – but a future
book might add another job for the Paladin class,
called the Avenger. In that case, upon reaching rank 1
in the Paladin class you could choose to unlock either
the Paladin job or the Avenger job, but not both.
Appendices
84
ELEMENTS OF A JOB
Each job has several elements: a role, base attributes, Mind
Getting Started
some traits, weapon slots and support slots of various Ø Stress Cap: When you exceed your Stress Cap, you
types, and a limit break. take an Overstress and make an overstress roll. When
you reach your Overstress Cap (4), you are defeated.
Role: A job’s role describe what sorts of things characters Ø Memory: You can equip any number of techniques
with that job do in combat: the combined Memory cost of which doesn’t exceed
your Memory.
Ø Artillery: Deals damage over long range.
Ø Controller: Manipulates foes or the battlefield to Magic
gain an advantage. Ø A-Def: The number that attackers must equal or
Ø Defender: Protects their allies or draws attention exceed to hit you with Aetheric attacks.
Building Beacons
to themselves. Ø MP: A resource you can spend to use certain abilities.
Ø Striker: Deals damage over close-to-medium range.
Ø Support: Assists allies, either by healing, mitigating Traits: Each job has several unique abilities. If you equip
damage, or enhancing other characters. a different job, you lose access to the traits from your
current job and gain the traits of the new one.
Base Attributes: A character’s equipped job determines
the starting values for their attributes. Weapon Slots: Your job determines the number and
Each attribute is listed beneath an ability score (Bulk, type of weapon slots available.
Agility, Mind, or Magic). These attributes are modified
by the points you have put into the relevant ability score. Support Slots: Your job determines the number and
The values listed for attributes are the starting values, type of the support item slots available.
Bulk
Ø HP: When you reach 0 HP, you take a Wound and
make a wound roll. When you reach your Wound
Cap (4), you are defeated.
Ø Recoveries: A resource you can spend to recover
Appendices
HP and repair destroyed equipment and techniques.
Agility
Ø Dodge: The number that attackers must equal or
exceed to hit you.
Ø Speed: The number of spaces you can move with
your standard movement.
85
AEGIS
Getting Started
DEFENDER
A
egises are defensive spellcasters
that specialize in creating barriers BASE ATTRIBUTES
and mitigating damage. Aegises SCOPE:10 SAVE TARGET: 10
rely on efficient use of mana to keep BULK MIND
their barriers up for prolonged peri- HP:6 STRESS CAP: 7
RECOVERIES:3 MEMORY: 7
Building Beacons
Ø When did you fail to protect Effect: You reduce the damage by 1d6. You can reroll this dice as
someone or something? many times as you want, at a cost of 1 MP/reroll.
Ø What does it feel like when one of
your barriers breaks?
Ø What is the longest one of your WEAPON SLOTS SUPPORT SLOTS
barriers has lasted for? LIGHT MAIN LIGHT LIGHT
86
87
LIMIT BREAK
RANK 1
Getting Started
shield is unbreakable, but hard to master and incredibly Layers of magical armor provide temporary protection,
draining. before themselves being torn asunder.
Aegises are fragile, backline defenders. Mana Trans- Warding WallPhase Bolster
feral allows them to protect allies without needing Spell 2 Memory Mana 1
to generate Focus first, meaning as long as they Range = Scope, Line 1-3
have MP, they can use their main defensive tool,
Ward. Aegises can’t use Ward on themselves, so This AOE is a zone and can face any direction. The zone
they are incentivized to pick abilities that will keep counts as difficult terrain, and attacks that enter it,
them away from enemies. pass through it, or are made from within it receive +1 .
7: Classes and Jobs
88
RANK 2 RANK 3
Getting Started
BarrierPhase Bolster Dome Barrier Channel
Spell 2 Memory Mana 2 Range = Scope Spell 2 Memory Arcing, Mana 3, Summon
Range = Scope
Place one of the following protective barriers on a
character within Range. It lasts until the start of this Dome Barrier (Size 4, HP 20, Dodge/A-Def 5, Speed 0)
phase next round:
On Release: Create a dome barrier within Range.
Ø Protect: The target gains resistance to Physical, Other characters can share spaces with this barrier.
Astral, Lunar, and Force. 1/turn when a character or object fully within the
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Ø Shell: The target gains resistance to Stress and barrier is targeted by an attack from outside the bar-
Discord caused by other characters. rier, you may roll a d6: on 4+, the attack instead tar-
gets the barrier. This barrier can’t perform any actions
Specialized barriers that can reduce damage from (including reactions) even if another ability would
physical attacks or spells. allow it to do so.
Appendices
trapped in a room. Force shields are defensive artifacts, crafted as small
talismans or tattoos that rest upon the hand. When
aether is funneled into the shield, it manifests an aetheric
barrier.
89
ALCHEMIST
Getting Started
SUPPORT
B
ubbling cauldrons, explosive con-
coctions, and brightly colored BASE ATTRIBUTES
liquids are the telltale signs of an SCOPE:8 SAVE TARGET: 11
alchemist. They mix together ingre- BULK MIND
dients and magic to create powerful HP:7 STRESS CAP: 6
RECOVERIES:5 MEMORY: 5
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Sanitizing VapoursTrait
At the end of your turn, an ally within Range 3 can clear 1 Stress
, or up to 2 Stress if they are Breaking.
90
Getting Started Building Beacons 7: Classes and Jobs Appendices
91
LIMIT BREAK
RANK 1
Getting Started
are unaffected.
92
RANK 2 RANK 3
Getting Started
Scorpion Gauntlet Fight Grand Infusions Minor Action
Melee Weapon Main Magitech Mana 1, Support Item Main Consumable 2
Unique Reach 1 1d3 Discord
You can expend a charge for one of the following
On Hit (1/attack): If the target was an enemy, one of effects, which can be used on yourself or an
your Consumable abilities regains 1 charge. adjacent ally:
Articulated claws overlap the user’s fingers with a Ø Cleanse: The target clears all conditions.
Ø Expertise: Roll 2d6. The target’s next attack roll,
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needlelike tail along the forearm. The tail can strike at
nearby foes, injecting poison while extracting aetheric check, or save can’t be less than the result. You
energy. Once enough energy has been extracted, the can spend 1 MP to reroll one of the dice. You can
mechanism distills it into small vials. do this multiple times.
Ø False Life: Until the end of the target’s next turn,
if they are reduced to 0 HP or exceed their Stress
Volatile Mixtures Minor Action Cap, they don’t take the Wound or Overstress. Dam-
Support Item Light Consumable 3, Thrown 5 age and Stress continue to accumulate. If, at the
Thrown 5 end of their next turn they are still at 0 HP or less,
or over their Stress Cap, they take the Wound or
You can expend a charge for one of the following Overstress.
Appendices
Alchemy requires a great deal of trial and error. Trigger: You or a character within Scope fails an attack
Thankfully, even “errors” can still be useful. roll, save, or check.
93
ARSENAL
Getting Started
STRIKER
A
rsenals carry nearly limitless num-
bers of weapons. They can infuse BASE ATTRIBUTES
weapons with mana, creating SCOPE:5 SAVE TARGET: 10
bonds between themselves and their BULK MIND
weapons. These weapons can then be HP:10 STRESS CAP: 5
RECOVERIES:5 MEMORY: 5
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Flex WeaponsTrait
You can choose to treat your Main weapon slots as Light Light
slots, and your Heavy slots as Main Light slots.
Walking ArmoryTrait
When you Refresh, you can spend 1 MP to repair one of your de-
stroyed weapons or support items. During a Short Rest, you can repair
one weapon and one support item for free.
94
95
WEAPON SLOTS
MAIN MAIN HEAVY RANK 1
Getting Started
SUPPORT SLOTS
LIGHT LIGHT MAIN Weapon for the Job
Skill 1 Memory
LIMIT BREAK
When you attack with a weapon, you can spend
Cycle Weapons Phase Brawl 1 MP to change the damage to another non-Discord
Limit Break damage type of your choice (i.e., Physical, Astral, Lunar,
or Force). This new damage type remains until you
You repair all of your destroyed weapons, reload all use this ability again.
of your Reloading weapons, and regain all Phantom
Building Beacons
Armory profiles. You may also make an attack with Arsenals bind enough weapons to their souls that they
every weapon you have, including Slow ones. have one for every situation. Switching out one weapon
for an identical weapon with a different blade happens
Arsenals can bind a nearly limitless number of weapons with a mere thought.
to their souls, but manifesting them causes strain. The
more weapons an arsenal summons, the greater the
strain. To get around this, skilled arsenals rapidly switch Gunblade Volley (Ranged)/ Fight
between weapons, dismissing one as soon as an attack
is finished, using the momentum to summon a new one (Melee)
and flow into the next attack. Melee and Ranged Weapon Light Magitech
7: Classes and Jobs
96
RANK 2 RANK 3
Getting Started
Mana Siphon Masamune Full Attack
Support Item Light Enchantment Melee Weapon Heavy Blade Reliable 6,
Slow Reach 2 3d6+2 Physical
You may use one of the following Enchantments
at a time: Whenever you roll a 1 on a damage dice while at-
tacking with this weapon, take 1 Stress and roll
Ø Any Light Weapon: On a crit with this weapon, that die again. This effect can trigger multiple times
the target loses 1 MP and you regain MP equal to on the same roll and is not optional.
Building Beacons
the amount they lost.
Ø Any Main Weapon: On a crit with this weapon, A weapon so powerful it’s named after its creator. Every
the target loses 2 MP and you regain MP equal to swing seeks blood. If it cannot take it from its enemies,
the amount they lost. it will take it from its wielder.
Ø Any Heavy Weapon: On a crit with this weapon,
the target loses 3 MP and you regain MP equal to
the amount they lost. Disarming Strike Fight
Skill 2 Memory Stressful 1
Wielders of weapons enchanted this way report feelings
of “hunger” emanating from them. You attack with a melee weapon. On Hit: The target
takes half damage and must make a Bulk save.
Appendices
97
ASSASSIN
Getting Started
STRIKER
Assassins are stealthy attackers, experts at taking out isolated or vulnerable targets.
A
ssassins deal in death. Their skills
are used for taking lives through BASE ATTRIBUTES
stealth, subterfuge, or force. SCOPE:8 SAVE TARGET: 10
Anyone can commit murder. An BULK MIND
assassin’s strength comes from being HP:8 STRESS CAP: 5
RECOVERIES:3 MEMORY: 6
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98
99
LIMIT BREAK
RANK 1
Getting Started
Master of Stealth
Assassins want to get in close to their targets to take Skill 2 Memory
advantage of Assassinate, but their low HP means
they need to avoid taking damage. Their high Dodge To end your Hidden status at the end of their turn,
and stealth abilities help them do this, and abilities enemies must be within 10 spaces of you. Additionally,
from the Shadow Dancer class synergize with this enemies receive +1 to Search for you.
7: Classes and Jobs
playstyle well.
Your movements are precise and calculated. You move
only at the edges of vision, keeping to the corners.
Appendices
100
RANK 2 RANK 3
Getting Started
Garrote Reaper’s Shroud
Support Item Light Support Item Light Armor
When you successfully Grapple a target, they are +1 Armor. Whenever you defeat an enemy, you
Silenced for the duration of the grapple. Addition- become Invisible until the start of your next turn.
ally, they take 1 Piercing Physical for every space
moved while Grappled in this way, to a maximum The reaper’s shroud leaves no trace of the wearer be-
amount of damage each turn equal to your Speed. hind. No sounds, no fingerprints, not even their physical
Building Beacons
You can only garrote one target at a time, and a form.
character can only be garroted by one character at
a time.
Death Strike
A simple piece of wire wrapped around the throat can Skill 4 Memory
silently dispatch foes.
1/round when you critically hit a Bloodied or Breaking
enemy with a weapon or spell attack, there is a chance
Poisoner’s Kit the target will take an instant Wound or Overstress:
Support Item Main Consumable 3
Ø If the target is Bloodied and the attack deals dam-
Appendices
reveal Hidden enemies.
101
BERSERKER
Getting Started
STRIKER
B
erserkers are most often known for
their rage, but any emotion can be BASE ATTRIBUTES
fuel for these devastating warriors. SCOPE:5 SAVE TARGET: 10
Most draw on one specific emotion, BULK MIND
but others use several. HP:16 STRESS CAP: 6
RECOVERIES:6 MEMORY: 4
Building Beacons
RelentlessTrait
1/round when you critically hit, you can make an additional attack
Appendices
102
103
LIMIT BREAK
RANK 1
Getting Started
Primal StrikeSpecial
Limit Break
Charge Full Attack
When you hit with a melee attack, you can activate this Skill 2 Memory Stressful 1, Unique
limit break. All of the attack’s damage dice, including
bonus damage and extra sources of damage, are treat- You move up to your Speed in a straight line. As long
ed as if they had rolled their maximum values once. as you move at least 3 spaces, you can Fight or
Shove as a free action at the end of the movement.
Aether reacts to your emotions, building upon itself until
Building Beacons
you are teeming with it. You raise your weapon and your Getting somewhere is useless if you can’t do anything
energy pours into it. As you bring the weapon down, when you get there. But if you line it up right, you can
the excess of aetheric forces makes your strike stronger charge and attack.
than ever. A frightening attack that could fell titans – a
primal strike.
Victory Rush
Skill 1 Memory Unique
Berserkers are extremely dangerous when they crit-
ically hit, and can lean into this aspect of their play- When you defeat an enemy or give them a Wound,
style by finding abilities that can make them more you gain temp HP equal to Grit+2.
likely to achieve this (abilities that increase their
7: Classes and Jobs
, for example), or that do more things when they The thrill of battle is intoxicating, and victory tastes
critically hit (like the Deadeye talent). Berserkers can sweet.
also make good defenders due to their incredibly
high HP.
Appendices
104
RANK 2 RANK 3
Getting Started
Bloodrage Armor Support Item Rageblade Full Attack
Support Item Light Armor Melee Weapon Heavy Blade Inaccurate,
Reliable 5, Slow Reach 2 4d6+3 Physical
While Bloodied, you gain +2 Armor.
While Bloodied, your attacks with this weapon are
This armor requires blood to activate. When it has drunk not Inaccurate.
enough, it hardens the user’s aetheric field into a phys-
ical barrier. By forsaking any pretense of defense, a rageblade puts
Building Beacons
everything towards offense. If a rageblade’s wielder
isn’t stopped before they can attack, whatever they’re
Cut Through attacking is going to die.
Skill 3 Memory Stressful 1
Appendices
105
CHRONOMANCER
Getting Started
CONTROLLER
C
hronomancy is a rare but powerful
form of magic. The more common it BASE ATTRIBUTES
becomes, the more it is regulated. SCOPE:10 SAVE TARGET: 12
Entire civilizations have been wiped BULK MIND
out by abuse of the timelines, and un- HP:6 STRESS CAP: 6
RECOVERIES:3 MEMORY: 6
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Individual threads, a spinning instead of waiting until Phase Delay. You take 1 Stress for every
wheel, interlocking gears, or phase that has passed since the action’s usual phase. For example, if you
something else? use Defend during Phase Brawl, you would take 4 Stress .
Ø What is something you have or
know of from a different timeline?
Ø How do you think the timeline Pluck the Threads of TimeTrait
should be handled? Protected,
changed, cultivated, or something You gain the Pluck the Threads of Time spell, which is equipped
else? for free.
Ø What is something you wish you
could change in the timeline, and
what prevents you from being able Pluck the Threads of Time Reaction (1/Round)
Appendices
Effect: You force them to reroll the die, taking the second result.
106
107
LIMIT BREAK
RANK 1
Getting Started
Time ShuffleSpecial
Limit Break
Unwinding Beam Volley
At the start of a round, you may restructure the order Ranged Spell Attack 1 Memory Aetheric
of phases for that round only. You can put them in any Range = Scope 4 Force
order with the exception of Phase Delay, which is
always the last phase in a round. On Hit: Choose one of the following:
Chronomancers can distort space-time in localized Ø Backstep: You teleport the target up to 2 spaces.
areas. By exploiting a time loop to gain more aether Ø Repetition: During the target’s next turn, they
Building Beacons
than normally possible, they can amplify the distortion become Marked if they take the same action they
to effectively shuffle time, albeit for only a few took on their previous turn.
moments.
108
RANK 2 RANK 3
Getting Started
HastePhase Channel Rewind Channel
Spell 2 Memory Mana 2 Range = Scope Spell 2 Memory Mana 2 Range = Scope
On Release: An ally within Range gains the following On Release: Place a Rewind marker in one space
benefits: occupied by a character in Range. Each character
can only have one marker at a time, and the marker
Ø They may Rush 1/turn as a free action. doesn’t move with the character.
Ø They may take their turn during Phase Bolster, While you have a Rewind marker on the map, you
Building Beacons
and all actions (except for Release) are available gain the Revert reaction.
during that phase.
Rewind, retry. Over and over again.
This lasts for the rest of the scene or until you either
use this spell again or they gain a Wound or Over-
stress. RevertReaction
Haste spells supercharge their target’s aetheric field, Trigger: A character with a Rewind marker either
manifesting as electrical discharges. The target can act takes damage, takes Stress caused by another
beyond their normal limits in this state, but it is a perilous character, or starts their turn.
balance that can be easily disrupted.
Appendices
This is resolved as if it was another PC turn but doesn’t
count as a turn for the purposes of other effects.
At the start of each round after doing this, make a
Magic save against your Save Target. Continue doing
this each round until you fail this save. Failure: You are
removed from play for that round, appearing in the
same space or nearest free space at the start of the
next round. While removed from play, you can’t take
any damage, be affected by anything, or take a turn.
This effect persists between scenes until you take
a Long Rest. You can’t use this ability again until you
fail the save or take a Long Rest.
109
DEMON HUNTER
Getting Started
STRIKER
D
emon hunters are outcasts from
society, shunned by the worlds BASE ATTRIBUTES
that they have decided to protect. SCOPE:8 SAVE TARGET: 10
Many of their kind fall to temptation, BULK MIND
giving into the corruption that slowly HP:10 STRESS CAP: 9
RECOVERIES:4 MEMORY: 5
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successful, the trophy becomes an following effects (and all previous effects) when you reach the
important catalyst in their first taste relevant amount of Corruption:
of corruption.
Ø 2 Corruption: You deal +1 bonus Force on hits with attacks.
Ø How has your body changed as it Ø 4 Corruption: Your bonus Force increases to +2.
has acquired corruption? Ø 6 Corruption: You can activate your Demon Form trait.
Ø What do you fear might happen
if you are overwhelmed by
corruption? Demon Form Free Action
Ø What weapon, spell, or demonic Trait Polymorph
feature do you feel a connection
with? At 6 Corruption, you can reset your Corruption Die to 1 and assume
Appendices
Ø What demon continues to elude a demonic form until the start of your next turn. While in this form, you
you? gain the following benefits:
110
111
LIMIT BREAK
RANK 1
Getting Started
To defeat a monster, you must become one. Feel the When retracted, they allow for wide, sweeping attacks,
power rush through your veins – feel your aether but in an instant they can be snapped together like a
twist and distort. The power is alluring, intoxicating. mantis’s claw.
Give into it, and all will be yours.
112
RANK 2 RANK 3
Getting Started
Demon LeapPhase Reposition Sinbow Volley
Skill 2 Memory Arcing, Stressful 2 Ranged Weapon Main Bow Arcing, Unique,
Stressful 1 Range 10 1d3 Physical
You fly to a free space within a number of spaces equal
to twice your Speed and land, ignoring reactions. On Hit: While you are Breaking, this weapon deals
When you land, all adjacent characters must make bonus damage equal to half your Stress.
an Agility save. Failure: They take 2d6 Physical .
Sinbows are the weapons of demonic generals. Mortals
Building Beacons
The wings of the Ildam demons aren’t strong enough can barely use them, experiencing pain and horrific visions
to fly with, but they can leap long distances. The Ildam each time they pull the bowstring. Arrows fired by this bow
land with incredible crushing power, their long talons ravage the aetheric field of whatever they hit.
impaling anyone that can survive the impact.
Let Loose
Aether Sight Skill 3 Memory
Skill 1 Memory
While Breaking, you have resistance to Stress.
You gain the following benefits:
You’ve been at the edge more times than you can count.
Appendices
113
DEMONOLOGIST
Getting Started
CONTROLLER
Masters of summoning magic, demonologists call forth fiends and spirits from outside the world
and manifest them in their reality. These beings are merely pawns for demonologists to use.
D
emonologists use their magical
powers to rip holes in the fabric BASE ATTRIBUTES
of reality, pulling out demons and SCOPE:12 SAVE TARGET: 11
other creatures to do their bidding. The BULK MIND
process of becoming a demonologist HP:7 STRESS CAP: 6
RECOVERIES:2 MEMORY: 6
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Ø What relationship do you have with You call forth any one of the following demons. They share your Dodge
the creatures you summon? and A-Def, can move up to their Speed during your turn, and add your
Ø Where do you summon creatures Grit to their HP. You can only summon one of these demons at a time:
from?
Ø What creature do you know how to Ø Flameskipper (Size 1/2, HP 5, Dodge/A-Def = yours, Speed 3):
summon, but are afraid to? At the end of your turn, you choose one target within Range 5
of the flameskipper, who must make a Magic save. Failure: They
take 5 Astral .
Ø Painlash (Size 1, HP 8, Dodge/A-Def = yours, Speed 4): At the end of
your turn, enemies adjacent to the painlash must make a Bulk save.
Failure: They are Dazed and Slowed until the end of their next turn.
Ø Soultracker (Size 1, HP 5, Dodge/A-Def = yours, Speed 5): Enemies
Appendices
You destroy one of your Summons within Range. When you do so, you
can choose one of the following effects:
Ø Boost: You gain +1 on attacks, checks, and saves until the end of
your next turn.
Ø Essence Explosion: All characters within Burst 1 of the destroyed
Summon must make an Agility save. Failure: They take 2d6 Force .
Success: They take half damage.
Ø Life Link: You gain 4 temp HP and regain 1 MP.
114
115
WEAPON SLOTS SUPPORT SLOTS
MAIN LIGHT MAIN RANK 1
Getting Started
It is neither wise nor recommended to summon every Spell 2 Memory Mana 2, Summon
demon in your lexicon, but then again, summoning Range = Scope
demons isn’t recommended in the first place.
Corruption Fiend (Size 1/2, HP 5, Dodge/A-Def 10,
Speed 0)
Demonologists are a summoning class, but tend to
treat their Summons as disposable. If you want to On Release: You create a corruption fiend within
have as many Summons on the field as possible, Range. Enemies that start their turn adjacent to it must
you can pick up more summoning abilities from make a Mind save. Failure: They take 2 Discord .
other classes, but if you want to enhance your
existing Summons, the Shadebinder class has Tempters and seducers, corruption fiends read the minds
attractive options. of mortals and promise them their deepest wishes. They do
Appendices
this with the greatest weapon of all: truth. They don’t speak
in lies; they offer the path you are afraid to take.
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RANK 2 RANK 3
Getting Started
Gert’s Backbone Fight Skull of Kroldar
Melee Weapon Main Longarm Summon Support Item Main
Reach 2 1d6 Lunar
When a character within Scope is defeated, you gain
Ø Minor Action: You deploy this weapon as a 1 Soul Essence (to a maximum of 6). You can spend
Summon within Scope. Soul Essence in the following ways:
Gert’s Backbone (Size 1, HP 10, Dodge/A-Def 10,
Speed 0) Ø Summoning Essence: Soul Essence can be spent
in place of MP for abilities with the Summon tag.
Building Beacons
You can Fight with this weapon while it is deployed, Ø Double Summon: 1/scene when you create a
but you draw line of sight and Reach from it. If the weapon Summon, you can spend 6 Soul Essence to create
is ever thrown via the Thrown tag while deployed, another copy of that Summon. This can exceed
it can pick itself up for you. It can also perform the that ability’s normal limit on quantity of Summons
Opportunity Attack reaction, using its weapon profile. but must otherwise follow its usual restrictions.
If this Summon is destroyed, so is the weapon, and
vice versa. You can return the Summon to a weapon When you take a Long Rest, your Soul Essence resets
as a minor action if it is within Scope, but any damage to 0.
it has taken persists until you rest.
This is the skull of a royal demon, sealed and defeated
When you create a Summon, you can spend 1–3 MP. On Release: You create a ravager within Range.
The Summon gains Armor equal to the MP spent. Enemies that start their turn adjacent to it take
Appendices
It can’t have more than 3 Armor. 3 Physical and are pushed 1 space.
As beings of pure aether, the true name of a demon rep- Ø Minor Action: You command the ravager to make
resents the exact vocal frequency of its aetheric field. a Line 3 melee weapon attack as a free action,
Armed with this knowledge, demonologists can bind adding your Grit to the attack roll. On Hit: Targets
demons much easier. take 3 Physical and are Sundered until the end
of their next turn.
117
DRAGON RIDER
Getting Started
STRIKER
D
ragon riders are trained to fight
against aerial foes, staying mobile BASE ATTRIBUTES
and using spears to increase their SCOPE:5 SAVE TARGET: 11
reach. The best dragon riders bond BULK MIND
with the companions (typically drag- HP:9 STRESS CAP: 4
RECOVERIES:5 MEMORY: 5
Building Beacons
the target until they are a number of spaces away from you equal to
Ø What is your companion’s name, the weapon’s Reach.
and what are they like?
Ø What type of aerial threat were you
trained to fight against? SkyhunterTrait
Ø Where is your companion’s natural
habitat? You gain +1 on attacks against Flying characters, don’t receive
Ø What do you or your companion for making melee attacks against them, and cause Engagement against
fear fighting? them as normal.
Trait Stressful 1
You fly up to half your Speed in a straight line. If you fly at least
2 spaces, your next melee attack against an adjacent character that
turn gains +1 .
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LIMIT BREAK
RANK 1
Getting Started
injury or permanent physical changes in the likeness of engineers invented the jump pads, which propel anyone
the more powerful creature. standing onto them into the air.
Once the bond is complete, the rider and dragon Safety protocols require all personnel that work
become one. The strongest dragon riders can pour their near jump pads to wear personal parachutes in case of
mana into creating an echo of their companion made accidental deployment.
of pure aether. Even if their dragon companion is long
dead, a dragon rider is never alone – their partner will
live on inside them. Dragon Saddle Free Action (1/Turn)
Support Item Main Mana 1
Echo Wave Special You gain Flying, which lasts until you end it as a free
Melee Weapon Heavy Artifact action. During this time, whenever you move outside
Appendices
Close Blast 2 3 Astral + 1 Discord of your turn, you gain soft cover until the start of
your next turn.
Dragon Riders are anti-aerial strikers. They have a The dragon rider times their leap with the dive of their
penchant for longarm weapons, which makes the dragon, nimbly landing on its back.
Lancet talent a natural choice for them. They have a
high Speed, and any abilities that give them special
movement like flight or teleportation help them
maneuver around the battlefield with ease.
120
RANK 2 RANK 3
Getting Started
Extending Enchantment Crash Full Attack
Support Item Main Enchantment Skill 2 Memory Mana 1
You may use one of the following Enchantments You teleport up to your Speed, then all enemies within
at a time: a Burst 1 AOE must make an Agility save. Failure:
They fall Prone.
Ø Any Weapon or Technique with Reach: This ability You may then Volley, Fight, Shove, or
gains +1 Reach and doesn’t receive when making Grapple.
Building Beacons
melee attacks against Flying characters.
Ø Any Weapon or Technique with Range: This ability This fearsome technique is known only by dragon riders
gains +3 Range. who have been granted their full knighthoods. The knight
takes to the sky without the aid of their mount, and then
Magical versions of this enchantment lengthen the blade crashes down like a falling meteor.
or shaft without increasing the weight.
Longinus Fight
Transfuse Volley Melee Weapon Heavy Longarm
Ranged Spell Attack 2 Memory Reach 3 1d6+4 Physical
Range = Scope 1d3+1 Force
Appendices
target’s aetheric energy, and transforms it into a benefit
for the caster. The weaker the target’s aetheric field, the
greater the effect.
121
DRUID
Getting Started
CONTROLLER
A
whispering wind that grows into
a howling hurricane. A morning BASE ATTRIBUTES
dewdrop falling into a rushing riv- SCOPE:10 SAVE TARGET: 11
er. The seed that grows to reach the BULK MIND
heavens. These are the primal forces of HP:9 STRESS CAP: 6
RECOVERIES:4 MEMORY: 6
Building Beacons
most connected to? Forest, desert, is created in the spaces they occupied and any they move through
artic, or something else? (excluding their ending positions). Briar patches are difficult terrain,
Ø What type of weather makes and enemies take 3 Piercing Physical the first time they enter one
you feel calm, and what type of in a turn.
weather makes you feel alive? You may remove any briar patches of your choice within Scope as
Ø What is considered taboo by other a minor action.
druids?
Nature’s PathTrait
RootTrait
When you hit with an Opportunity Attack, you can choose to make
the target Immobilized until the start of their next turn instead of
dealing damage.
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LIMIT BREAK
RANK 1
Getting Started
Range. The storm lasts until the end of the scene and before venturing into the wider world.
its spaces are difficult terrain.
to command the fauna of their environments tend Range = Scope 1d6 Force
to choose the Companion support item (p. 218) and
ranks in summoning classes, while those that seek
to transform their bodies take ranks in the Shape-
shifter class (p. 178).
124
RANK 2 RANK 3
Getting Started
Wall of Thorns Channel Tether Vine Channel
Spell 2 Memory Mana X Range = Scope Spell 2 Memory Mana 2, Summon
Range = Scope
On Release: You create X+3 pieces of Size 1 soft cover
in free spaces within Range, where X is the amount of Tether Vine (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0)
MP you spend. The pieces of cover must be adjacent
to each other, but can be arranged in any way. On Release: You create a tether vine within Range.
These pieces of cover can be moved through. When summoned, or as a minor action on subse-
Building Beacons
Characters take 4 Piercing Physical the first time quent turns, you can select an enemy within Range 3
they enter one in a turn. of the tether vine and connect it to them. Only one
target can be connected to the tether vine at a time.
Stir the dormant land to life. Vines, thorns, and dirt rise At the start of each of the connected character’s turns,
up and cleave together. Lands long thought dead still they are pulled 1d6 spaces toward the tether vine.
have life that can be reawakened. They can make a Bulk save as a minor action. Suc-
cess: They break free.
Appendices
Range. It is difficult terrain and lasts until the Stir the aether of the sky. Reach above the clouds, where
end of the scene or until you dismiss it as a free sun and moon meet. Bring them to the ground, and let
action. All characters in the zone when you all become one.
release this spell are auto-hit for 2 Stress and
are Immobilized until cleared.
125
EQUINOX
Getting Started
ARTILLERY
Equinoxes harness celestial aether to empower their destructive spells. Aether of the sun enhances
the explosive potential of spells, and aether of the moon enhances the effective range of spells.
E
quinoxes pull celestial aether from
beyond the bounds of their planet, BASE ATTRIBUTES
mixing it with the native aether SCOPE:12 SAVE TARGET: 11
around them. This celestial aether BULK MIND
comes in two types – sun aether and HP:6 STRESS CAP: 5
RECOVERIES:3 MEMORY: 7
Building Beacons
Ø Which type of aether – sun or 0. You can only have one of these resources at a time, and they reset
moon – is easier for you to use, to 0 at the end of each combat scene.
and which one do you fear? Ø Minor Action: You set your Sun or Moon at 1 (setting the other at
Ø What spell do you know that others 0), or clear all Sun and Moon. If you already have 1 Sun or 1 Moon,
have declared too dangerous to you can instead increase it by +1, to a maximum of 2.
use?
Ø What celestial event are you waiting Sun and Moon have the following effects:
for, during which something Ø Sun: For each Sun you have, your AOE spells and artifact weapons
important will happen? An eclipse, gain +1 to their AOEs (Line AOEs have their width increased by +1,
a conjunction, or something else? instead); however, you must spend +1 MP each time you use one of
Ø What item helps you control your these spells or weapons. If you can’t, you immediately lose all Sun.
spells? Ø Moon: For each Moon you have, your Scope and Range with
Appendices
Mage TowerTrait
If you haven’t moved since the start of your last turn, you gain both of
the following benefits, which don’t stack:
126
127
LIMIT BREAK
RANK 1
Getting Started
TetraFlare Channel
Limit Break Arcing, Mana 1
Range = Scope, Blast 1 Exobomb Channel
Ranged Spell Attack 2 Memory Mana 2
If you stop channeling this ability before releasing Range = Scope
for any reason, it does not expend your limit break.
On Channel: Choose one of the following options:
On Release: One character in the center of the AOE
is auto-hit by a spell attack for 2d6+2 Force . All Ø Fireball: On Release: Enemies in a Blast 2 AOE
other characters in the AOE are auto-hit for half of within Range are auto-hit, taking 2d6+2 Astral .
Ø Squall: On Release: Center a Burst 1 AOE
Building Beacons
that damage.
You can spend up to +3 MP when you release this around a character within Range. All characters
ability, increasing the damage by 1d6 Force for within the AOE are auto-hit for 2d6+2 Lunar
each additional MP spent. You may also apply the and Slowed until the end of their next turn.
benefits of any amount of Sun and Moon to this ability
(to a max of 2 each), which affect this ability as if it
were a spell. This does not require you to have any Empowering a spell with sun or moon aether changes
Sun or Moon or spend any amount of either. the nature of the spell itself. Sun aether tends toward
astral manifestations like fire and lightning, and moon
Combining sun and moon aether at the same time results aether tends toward lunar manifestations like ice
in a cataclysmically dangerous spell. An equinox who and air.
7: Classes and Jobs
128
RANK 2 RANK 3
Getting Started
Celestial Ray Dividing Line Channel
Ranged Spell Attack 1 Memory Spell 2 Memory Mana 3 Line 15
Range = Scope 1d6+1 Damage
On Release: Designate all adjacent spaces along one
You gain the Ray of Fire and Ray of Cold ranged long side of the AOE as Astral and all adjacent spaces
spell attacks. along the other as Lunar. The spaces at the tips of the
line are unaffected.
Focus celestial energy into a narrow beam that grows Characters in or adjacent to the line, excluding
Building Beacons
stronger the longer it’s focused. yourself, must make an Agility save, taking damage
of a type determined by their location.
Failure: They take 2d6+6 damage and are Sun-
Ray of Fire Volley dered until the end of their next turn.
Ranged Spell Attack Astral Damage Success: They take 1d6+6 damage.
On Hit: If the target was hit by Ray of Fire on your Characters on the Astral side take Astral, characters on
last turn, they also take 4 Discord . the Lunar side take Lunar, and characters in the center
of the AOE take Force. Characters spanning more than
one location choose which damage they take.
Ray of Cold Volley
Appendices
planet. Different versions exist, shaped like different
planets or celestial objects, such as black holes or Expert spellcasters can replace the complicated
comets. requirements of their spells with an abundance of
mana.
129
GRAVEWALKER
Getting Started
DEFENDER
Manifestations of the slow, lumbering specter of death that follows all living
things. Gravewalkers use the power of necromancy to stave off death.
G
ravewalkers stride the line between
life and death. They have close rela- BASE ATTRIBUTES
tionships with death, and use their SCOPE:10 SAVE TARGET: 10
necromantic magic to protect their BULK MIND
allies. When you are friends with a HP:8 STRESS CAP: 5
RECOVERIES:6 MEMORY: 5
Building Beacons
Written NameReaction
Skill Focus 1, Innate, Unique
130
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LIMIT BREAK
RANK 1
Getting Started
Gravewalkers have walked the path of the dead. Dig a grave anywhere, and bury anything that stands
They know what lies on the other side of life. To kill a in your way.
gravewalker is to put them on a path they have already
marked before. As long as they can “walk”, they can
always come back. Touch of the Grave
Skill 1 Memory
seek out ranged options to get around their slow Those that work around the dead find their aetheric
speed, or choose heavy weapons to make devastat- energy shifts towards the dark. Gravewalkers and nec-
ing attacks when they finally reach their foes. romancers take advantage of this imbalance and use it
as a cloak against lunar-aspected energy.
Appendices
132
RANK 2 RANK 3
Getting Started
Entomb Channel Specter of Sins
Spell 3 Memory Mana 2 Range = Scope Skill 2 Memory Mana 2, Summon
On Release: A character within Range takes Specter of Sins (Size = your Size, HP = your HP be-
2 Stress and must make a Bulk save. Success: fore you Refresh, Dodge/A-Def 0, Speed 0)
They are Dazed and Slowed until the end of their
next turn. Failure: They are Blinded, Immobilized, When you Refresh, you can call forth a ghostly
and Slowed. manifestation of your sins in a free space within
Building Beacons
At the end of each of their turns, the target can Range 5 .
make another Bulk save. Success: They end the effect. As long as you are within Range 2 of the spec-
Failure: They take 2 Stress . ter, it takes any damage that you would take before
If the target is subjected to forced movement, resistances and Armor, and you take none of the
they clear Blinded and Immobilized. damage. Damage the specter takes can’t be reduced
in any way.
Pale hands reach out from the ground, grasping at legs You can only have one specter at a time.
with their bloody fingers. Dirty nails dig into flesh, and
pull their victim down… down… down. The sinful are burdened by their transgressions, which
weigh upon them like an anchor. Purge yourself of your
sins, and you will feel the weight lift off your soul.
Effect: You teleport to the closest free space adjacent +3 Armor, –1 Speed, and –1 Dodge.
to them.
When you take a Wound, you gain immunity to all
Psychopomps are escorts into the afterlife. You don’t have damage, and when you take an Overstress, you gain
to help ease their transfer, but you can take advantage immunity to all Stress. Any excess damage or Stress
of the free trip. is negated. This immunity lasts until the start of your
next turn.
Appendices
When you are defeated, roll 1d6 at the start of each
round. On a 5+, you return to action with full HP and 0
Stress and clear either 1 Wound or 1 Overstress; how-
ever, you also become Dazed and become Dazed at the
start of each of your turns until you take a Long Rest.
133
GUNSLINGER
Getting Started
ARTILLERY
Y
ou are the bullet. The trigger is
your breath. Breathe in. Squeeze. BASE ATTRIBUTES
Breathe out. SCOPE:8 SAVE TARGET: 11
Gunslingers are firearms special- BULK MIND
ists. Their insight into their weapons HP:8 STRESS CAP: 5
RECOVERIES:3 MEMORY: 5
Building Beacons
Ø What place have you sworn never you immediately reload it. You can spend MP to increase the result of
to return, and why? this roll by +1 per each MP spent.
Ø What is your motto or code?
Stare DownTrait
When you reload a weapon, you gain the Quick Draw skill until you
use it, or until start of your next turn.
Effect: You attack them with that weapon before they roll for the
attack.
134
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LIMIT BREAK
RANK 1
Getting Started
mies. On Miss: The target is unable to target you Reloading Range 8 2d6 Physical
with hostile effects until the end of their next turn.
Ø Piercer: The attack gains Piercing and becomes Unlike energy-based firearms, this weapon fires solid
a Line attack with a distance of any amount up to pieces of metal.
the attack’s Range. The attack also has Reliable
10 against objects and terrain.
Ø Shock Round: On Hit: The target is Stunned and
Slowed until the end of their next turn. On Miss:
The target is Slowed and can’t take reactions until
the end of their next turn.
136
RANK 2 RANK 3
Getting Started
Aim with Heart Ammo Crate Minor Action
Skill 3 Memory Unique Support Item Main Limited 2, Summon
When making ranged attacks against targets within Ammo Crate (Size 1/2, HP 10, Dodge/A-Def 10, Speed
Scope, you ignore up to 1 . 0)
Additionally, when you are Blinded, you can
target and draw line of sight to characters within You place an ammo crate in an adjacent space. It can’t
Scope. perform any actions (including reactions), even if an-
other ability would allow it to do so. It has 5 charges.
Building Beacons
In a world filled with magic, only a fool relies solely on While adjacent to it, you or an ally can expend a charge
their eyes. Gunslingers are taught to aim with their heart, as a minor action for either of the following effects:
a technique that uses aetherical fluctuations to discern
their true target. Ø Reload one weapon.
Ø Regain 2 MP.
Shardgun Revolver Volley When the ammo crate runs out of charges, it is de-
Ranged Weapon Light Magitech Piercing, stroyed. If it is defeated, it explodes in a Burst 2 area.
Reloading Range 5 / Reach 3 2d3 Force All characters in the area must make an Agility save.
Failure: They take 8 Force .
Widowmaker Volley
Ranged Weapon Heavy Magitech Accurate,
Reloading Range 15 3d6 Physical
Appendices
One shot, one kill.
137
HEXBLADE
Getting Started
STRIKER / CONTROLLER
H
exblades know pain and misery
better than most. These warriors BASE ATTRIBUTES
can take the suffering in their heart SCOPE:10 SAVE TARGET: 11
and use it to power an array of curses BULK MIND
and hexes. To a hexblade, the soul is HP:8 STRESS CAP: 5
RECOVERIES:4 MEMORY: 6
Building Beacons
MiseryTrait
138
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LIMIT BREAK
RANK 1
Getting Started
Evil eye. Mind-fog. Dancing legs. Sloughing skin. attack resolves. It can be used even if you are Dis-
Atrophied muscles. Eldritch horror. armed.
Warlocks and witches have hundreds of hexes and Ø Any Technique: This technique becomes Unbreak-
curses at their disposal. The most powerful hexblades able. If it’s a spell, it can be used even if you are
can create doom hexes – powerful curses that combine Silenced.
multiple curses into one.
When you make a pact for power, the patron will want
to monitor your progress. A weapon is manifested as
Hexblades mix weapon and spell attacks together. an extension of the patron and given to you. Refusal is
They excel when they focus on taking down one tar- not an option.
get at a time or on spreading conditions to multiple
7: Classes and Jobs
140
RANK 2 RANK 3
Getting Started
Curse Bolt Volley Hexing Aura Free Action
Ranged Spell Attack 1 Memory Aetheric, Spell 2 Memory Arcing, Aura 5
Mana 1 Range = Scope / Reach 1 1d6 Force
You can use one of the following Auras at a time:
This spell deals +1 damage for every condition the
target had at the time of the attack. Ø Intensify Hex: Enemies within your Aura gain
+2 when Dazed, instead of +1 .
On Hit: The target is Marked. Additionally, choose Ø Lingering Hex: Enemies within your Aura take
one of the following: 1 Stress for each condition they clear.
Building Beacons
Ø Haze Curse: Until the Mark is cleared, your target Misfortune follows hexblades. The smart ones learn how
treats you as Invisible. to make that someone else’s problem.
Ø Soul Curse: Until the Mark is cleared, your target
receives +1 on checks and saves.
Soul Strike
Skill 3 Memory Mana 1
Curses are natural phenomena that affect a creature’s
aetheric field. Warlocks have learned how to manipulate When you attack with a weapon, you can turn it into
these forces to induce specific types of curses. Hexblades a soul strike. The attack gains the Aetheric tag, deals
take that knowledge and force these curses into physical half damage, and deals all damage as Stress instead
Appendices
141
KNIGHTMARE
Getting Started
DEFENDER/ CONTROLLER
T
he Dreamscape is a realm few know
about, and accessible to even fewer. BASE ATTRIBUTES
The Awoken are those who can SCOPE:5 SAVE TARGET: 11
travel this realm of infinite creativity BULK MIND
and shape it to their whims; however, HP:9 STRESS CAP: 6
RECOVERIES:4 MEMORY: 5
Building Beacons
You are always considered at least Size 3 for the purposes of Grap-
ple and Shove and you can perform reactions while Grappled.
142
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LIMIT BREAK
RANK 1
Getting Started
Your chains move according to your will, wrapping around You don’t benefit from this ability while Sun-
your foes and dragging them screaming toward you. As dered.
they move closer, they find themselves transported into
a domain of the dreamscape chosen especially for them. Most people are about the size of a tower shield. They
They can see the waking world, but the dreamscape also do a pretty good job at blocking things – like a shield
fights them every step of the way. – even if they’re not happy about it.
144
RANK 2 RANK 3
Getting Started
Dream Eater Delirium
Skill 1 Memory Unique Skill 2 Memory Unique
1/turn, when an adjacent character gains Stress, you Whenever you take damage, you can take 1 Stress
gain 1 Focus. to lower the total needed for you to critically hit on
attacks by 1 (i.e., from 20+ to 19+, 19+ to 18+, etc).
As your foes become tired and stressed, you start to see This effect stacks and lasts until the end of the scene
the outlines of the nightmares that plague them. Turn or until you critically hit.
Building Beacons
these nightmares into your strength.
Give into your own nightmares, and let them take over
for a bit.
Recurring Dream
Support Item Main Enchantment
Wraith Chain Full Attack
You may use one of the following Enchantments Melee Weapon Heavy Longarm Aetheric,
at a time: Pull 2, Slow, Thrown 5
Reach 2 / Thrown 5 3d6+1 Force
Ø Any Weapon: When you hit with this weapon,
as long as you are attacking the same target, you On Hit: If you are adjacent to the target or this attack
Appendices
“Haven’t we been here before? It feels so familiar…”
145
LIFEWEAVER
Getting Started
SUPPORT
Lifeweavers are battlefield medics who weave flesh together. They can
keep their friends active and fighting even through deadly injuries.
L
ifeweavers have unique insights
into the dynamics of aetheric fields BASE ATTRIBUTES
and can use magic to heal wounds SCOPE:12 SAVE TARGET: 10
instantly. This knowledge also makes BULK MIND
them dangerous fighters, as they know HP:6 STRESS CAP: 6
RECOVERIES:10 MEMORY: 6
Building Beacons
Ø What mark is left behind on those a Short Rest, you can allow them to use your Recoveries instead.
you’ve healed?
Ø What type of effects or injuries do
you find difficult to fix? Quick StitchReaction
Ø What do aetheric fields look like Trait Mana 1
to you, and how is yours different?
Ø What is the worst injury from which Trigger: A Bloodied ally within Scope starts their turn.
you’ve saved someone?
Effect: You heal them for 1d6 HP.
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LIMIT BREAK
RANK 1
Getting Started
148
RANK 2 RANK 3
Getting Started
Inner Balance Channel HealPhase Bolster
Spell 1 Memory Mana 2 Range = Scope Spell 3 Memory Mana 1 Range = Scope
On Release: Choose one of the following: One character within Range can spend a Recovery
to regain all HP. If you spend 3 MP instead, they don’t
Ø Balance: Choose either yourself and one ally within need to spend a Recovery.
Range or two allies within Range. The targets swap
their current HP, Stress, or MP, your choice. Months of healing take place in moments. The process
Ø Imbalance: Choose an enemy within Range and
Building Beacons
repairs all wounds on the patient’s body, but leaves them
roll 2d6, adding +1d6 if they are either Bloodied feeling exhausted.
or Breaking or +2d6 if they are both. They take
Stress equal to the result of one die, and Piercing
Force equal to another, your choice. Serenity Channel
Spell 2 Memory Arcing, Mana 3
Lifeweavers seek to keep a harmonious balance between Range = Scope
the mind, body, and soul. By drawing from another’s
aetheric field, a lifeweaver can use both fields to balance On Release: Choose one of the following:
each other out or induce an internal imbalance.
Ø Lifewell: You create a Blast 1 zone of healing
Appendices
The needle itself is rarely seen. Instead, you catch glimpses Sungarde flags, and pirates flee from them.
of the shimmering magical thread.
149
PALADIN
Getting Started
DEFENDER / SUPPORT
Paladins draw upon their resolve to protect their allies and smite their
foes. They can manifest beneficial auras that enhance nearby allies.
P
aladins are motivated individuals
driven by their beliefs. What sepa- BASE ATTRIBUTES
rates a paladin from an advocate is SCOPE:5 SAVE TARGET: 10
their ability to turn their resolve into BULK MIND
power, bolstering their aetheric field HP:9 STRESS CAP: 7
RECOVERIES:6 MEMORY: 5
Building Beacons
Ø Who or what would you give your Additionally, you may have two Auras active at once, but they must
life to protect? be from different abilities.
Ø What is a belief you hold onto
strongly?
Ø What sensation or emotion do Aura of Inspiration Free Action
people feel when they’re near you? Spell Arcing, Aura 5, Innate, Unique
Ø When did you stand up for
something, and what did it cost You and all allies within this Aura gain +1 on checks and saves.
you?
RetributionTrait
150
151
LIMIT BREAK
RANK 1
Getting Started
Bastion of ResolveSpecial
Limit Break
Auras of Resistance Free Action
At any time during a combat scene, you may harden Spell 2 Memory Arcing, Aura 5
your resolve and surpass your normal limits. When
activated, you clear all conditions and gain the fol- You can use one of the following Auras at a time:
lowing benefits, which last until the end of this phase
next round: Ø Aura of Energy Resistance: Choose either Astral
or Lunar. You and all allies within this Aura gain
Ø You gain resistance to all damage. resistance to the chosen damage type.
Ø Aura of Freedom: You and all allies within this Aura
Building Beacons
152
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Getting Started
Holy Avenger Fight Auras of Protection Free Action
Melee Weapon Heavy Blade Spell 1 Memory Arcing, Aura 5
Reach 1 2d6+1 Astral
You can use one of the following Auras at a time:
This weapon is Accurate on turns other than your
own. Ø Aura of Steel: Allies within this Aura (excluding
you) gain +1 Armor (up to a maximum of 4 Armor).
On Crit: You or an ally within Range 5 can clear Ø Aura of Retaliation: 1/turn when an ally within
either a condition or all Discord. this Aura (excluding you) is hit by an enemy, the
Building Beacons
enemy takes 3 Astral .
The blade of a holy avenger is pure astral energy.
Without training, the manifested blade is dangerous Layers of magical protection can be used as armor or
and unstable. An aetheric field must be wrapped around turned into a retributive shield.
it as a form of containment, giving it a solid shape with
an appearance unique to the user.
Stalwart Shield
Support Item Main Unbreakable
Smite
Skill 2 Memory Mana 1, Unique Gain +1 Armor.
Appendices
Guardian Shield Block Reaction (1/round)
153
PHOENIX
Getting Started
ARTILLERY
P
hoenixes are elite spellcasters spe-
cializing in elemental fire. During BASE ATTRIBUTES
training, they take the mythical SCOPE:15 SAVE TARGET: 11
phoenix as their inspiration, focusing BULK MIND
on the different aspects of fire, such HP:7 STRESS CAP: 7
RECOVERIES:2 MEMORY: 6
Building Beacons
154
155
LIMIT BREAK
RANK 1
Getting Started
Supervolcano Channel
Limit Break Homing, Mana 2 Range = Scope
Immolate Volley
If you stop channeling this ability before releasing Ranged Spell Attack 1 Memory Aetheric,
it for any reason, you do not expend the limit break. Indirect Range = Scope 2 Discord
On Release: You create a Size 3 volcano – a piece On Hit: Choose one of the following:
of terrain – within Range. The volcano destroys any
objects (including terrain) other than objectives in its Ø Building Fire: If the target already has Discord, this
spaces. Characters in these spaces are considered to attack deals 1d3+1 Discord instead of 2.
Ø Spontaneous Combustion: You can spend 1 MP
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156
RANK 2 RANK 3
Getting Started
Inferno Channel Royal Phoenix Armor
Ranged Spell Attack 2 Memory Auto-Hit, Support Item Light Armor, Unbreakable
Mana 2
Range = Scope, Blast 2 3 Discord +1 Armor.
Enemies within Range 5 use your Save Target
On Release: You can choose to reduce the size of the when making Magic checks to clear Discord instead
AOE to increase the damage. For every –1 Blast, the of the normal target number of 10. Adjacent enemies
spell deals +2 Discord (e.g., reducing it from Blast 2 use your Save Target+2.
Building Beacons
to Blast 1 increases the damage to 5 Discord ).
If the AOE would be reduced to 0, it instead targets First worn by Taliesan, the Verdant Flame, phoenix feath-
a single space. ers adorn this red and gold armor. Fires burn brighter
and hotter in the presence of this artifact, to the point
This spell can funnel the heat of a raging inferno into of being unbearable when near it.
progressively smaller spaces, raising the temperature
exponentially.
Wildfire Minor Action
Spell 2 Memory Mana 1 Range = Scope
Vent HeatReaction
Skill 2 Memory Arcing, Unique Choose one of the following:
Appendices
them. This doesn’t cause them to immediately take
Discord damage.
157
RIFTBLADE
Getting Started
ARTILLERY
Armed with experimental blades that can cut rifts in space-time itself,
riftblades can travel between Reflections to explore new worlds.
R
iftblades explore the different Re-
flections of the Source, catalog- BASE ATTRIBUTES
ing as much about these new and SCOPE:15 SAVE TARGET: 10
interesting worlds as possible. The BULK MIND
main tool of a riftblade is their signa- HP:8 STRESS CAP: 5
RECOVERIES:3 MEMORY: 6
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Ø What do you hope to find in your You place a rift in a free space within Range. This doesn’t require line
travels? of sight.
Ø What did you leave behind in a rift Range, Reach, and line of sight for everything (except placing addi-
you’ll never be able to get back? tional rifts) can be drawn both to and from you as if you were standing
Ø Where are you forbidden to open in the rift’s space. The rift’s space is considered occupied by you.
a rift to? The rift itself is not an object and cannot be directly interacted with
or affected in any way. It lasts for the rest of the scene, until you use
this ability again, or until you dismiss it as a minor action.
RiftcutterTrait
Appendices
Riftcutter Fight
Melee Weapon Light Magitech Accurate, Innate,
Piercing, Unique Reach 1 3 Physical
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LIMIT BREAK
RANK 1
Getting Started
are fully within the gateway. If a character enters a Gravity generators are a standard piece of equipment
gateway as a result of forced movement, their forced for Riftblades. The ability to create a comfortable gravity
movement continues in the same direction from the field around themselves is sometimes the difference
other gateway starting in a space chosen by whoever between life and death.
initiated the forced movement.
If a character cannot end this teleport fully within
the gateway (e.g., because too many spaces are oc- Sensor Goggles
cupied), the teleport fails. Support Item Light
Riftcutters can be overcharged with energy, allowing You know the current HP, Stress, and MP of all
them to create larger and more stable rifts. With the Marked enemies.
7: Classes and Jobs
proper architecture, these gateways can become Additionally, 1/turn, you can reroll the Invisible
permanent portals, allowing instant travel between miss chance when attacking an Invisible target.
two places; however, the portable power packs that
riftblades carry aren’t strong enough, and the gateways These goggles are equipped with aetheric and biometric
they create will eventually close. scanners for any situation.
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RANK 2 RANK 3
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Flicker Enchantment Blink Minor Action
Support Item Light Enchantment Spell 2 Memory Mana 1
You may use one of the following Enchantments You teleport up to 1d6+1 spaces.
at a time:
The earliest riftblades studied teleportation magics and
Ø Any Armor: 1/round while this Armor is equipped, teleporting creatures to better understand the long-term
you can immediately teleport up to 1d6 spaces effects of repeated teleportation.
as a reaction when you take damage.
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Ø Any Weapon: 1/round when you critically hit with
this weapon, you can teleport the target up to Displacer Rod Full Attack
1d6 spaces. Ranged Weapon Heavy Artifact Mana 3,
Slow Range 15 X Force
Flicker armor is used for emergency escapes. When
triggered, it quickly hurls the wearer away from their This weapon’s damage is equal to the number of
attacker. spaces between you and the target, to a maximum
of 20 Force .
Portal Gun Minor Action Displacer rods create pulses of energy that grow in power
Appendices
161
RIMEGUARD
Getting Started
DEFENDER
T
he Rimeguard’s source of power is
their frozen heart. A splinter of ice BASE ATTRIBUTES
formed from the death of an ancient SCOPE:8 SAVE TARGET: 11
elemental spirit is driven into their BULK MIND
heart, encasing it in ice and freezing HP:1 STRESS CAP: 5
RECOVERIES:5 MEMORY: 5
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Ø Who did you save from certain You give an ally within Range temp HP equal to half your current temp
death? HP (to a minimum of 1). You can increase this amount by reducing your
Ø Where were you when you realized own temp HP by 1 for every additional +1 temp HP granted, granting
you would change the world? a maximum of 10 temp HP received.
Ø What can’t you feel when you
channel the cold?
Ø Who or what have you lost to the Icy VeinsTrait
cold?
You have resistance to Lunar.
Additionally, you start each combat scene with 6 temp HP, and this
amount refreshes whenever you take a Wound. When you gain Focus,
you can choose for any amount of it to become temp HP instead.
Appendices
You can stack temp HP to a maximum of 10 temp HP. You can exceed
this maximum if a single source of temp HP would put you over this
amount, but you can’t stack additional temp HP past that.
162
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LIMIT BREAK
RANK 1
Getting Started
When skin turns blue, the cold has claimed it. You have
given yourself to the cold. There is nothing left for it to
take.
Appendices
164
RANK 2 RANK 3
Getting Started
Ice Spikes Frozen Throne Free Action
Skill 1 Memory Unique Support Item Main Mana 2 Burst 1
If you become the target of an attack when you Inter- You create a zone of growing cold around you.
pose, you can deal 2 Piercing Lunar to the attacker Enemies that start their turn in the zone take 2 Lunar .
after their attack if they are within your Scope. At the start of each of your turns while this effect is
active, its damage increases by +2, after which you
You are one with the ice. Without conscious thought, it take the updated damage. This damage bypasses
Building Beacons
bristles at your foes, vibrating in anticipation. your Armor.
You can deactivate this ability as a free action,
which resets the damage back to its base value of 2.
White Wind Volley
Ranged Weapon Main Artifact “With ice in your heart, go forth into the world. Build
Reach 1 / Close Blast 2 3 Lunar our throne where you travel, and our kingdom will
follow.”
On Hit: The target is Slowed until the end of their
next turn.
Siphon Heat
This staff is powered by a crystal of ice – the same crystal Skill 3 Memory Unique
Appendices
165
SEEKER
Getting Started
ARTILLERY / CONTROLLER
S
eekers are warriors who form bonds
with primal spirits, which impart BASE ATTRIBUTES
upon them a fraction of their pow- SCOPE:20 SAVE TARGET: 11
er. In return for power, seekers act as BULK MIND
extensions of their patron spirits, oper- HP:6 STRESS CAP: 4
RECOVERIES:3 MEMORY: 6
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You gain the Guided Shot skill, which is equipped for free.
Appendices
Guided ShotReaction
Skill Innate, Unique
Effect: The attack roll misses, but the attacker may reroll the attack
roll against a different target within Range 5 of the original target.
A target can’t be hit more than once by the same attack.
166
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LIMIT BREAK
RANK 1
Getting Started
168
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Getting Started
Spectral Shot Astral Barrage Volley
Skill2 MemoryMana 1 Ranged WeaponHeavy BowReloading,
Unique Range 20 2d6 Force
Your single-target ranged attacks pass through objects
(including terrain). As long as you have line of sight Instead of attacking normally, you can choose to
to a target, you can ignore cover when attacking. You attack every Marked enemy within this weapon’s
can still attack targets without line of sight, but they Range. You consume each enemy’s Mark, taking
benefit from hard cover. 1 Stress for every additional target beyond the first.
Building Beacons
As you draw back the bowstring, you pour aether into the The longer you keep the bowstring drawn, the more
arrow. When it can take no more, it ascends to a higher arrows appear. Release to have them find their
state of matter and can pass through solid objects. home.
Appendices
becomes Marked. field, the serpent lashes out at anyone that draws near,
On Hit: The target is Marked until the end though it remains indifferent to its host.
of their next turn.
169
SHADEBINDER
Getting Started
CONTROLLER
S
udden shifts in an area’s aetheric
balance can give rise to shades BASE ATTRIBUTES
– creatures made of pure aether. SCOPE:10 SAVE TARGET: 12
These creatures can be dangerous, BULK MIND
often lashing out in pain and confusion HP:6 STRESS CAP: 5
RECOVERIES:5 MEMORY: 6
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you set, and what was it for? lose the action and pay any costs, like MP or Consumable charges,
Ø When were you unable to return a but the Summon is considered to be the one performing it. If it is a
shade to its home, and why? Channel action, the Summon is the one that concentrates and can
Ø What aetheric disturbance has release during Phase Release.
never been repaired, and is only While performing an action using this trait, your Summon benefits
getting worse? from your talents.
170
Dewdrop
Reaction Firestarter
Reaction Vinecutter
Reaction
(1/Round) (1/Round) (1/Round)
Trigger: An enemy adjacent to the Trigger: An enemy adjacent to Trigger: An enemy adjacent to
shade starts their turn. the shade takes damage or Stress. the Shade takes damage or Stress.
Effect: They are Marked by the Effect: They take 1d6 Discord Effect: They take 2 Stress from
shade and must make a Magic from the shade. the Shade and the Shade can slide
save. Failure: They lose 2 MP. them 2 spaces.
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Getting Started
Ø +10 current and maximum HP. choose one of the effects listed below. This lasts for the
Ø If it didn’t have a Speed, it gains Speed 4. Otherwise, rest of the scene, or until you choose another effect, end
it gains +2 Speed. it as a free action, or have no more active Summons.
These effects affect all of your Summons, includ-
It also gains the Hyper Ray, Slash, Snarl, and Recov- ing ones summoned after the profile is activated:
er abilities, which it can perform as standard actions.
Ø Threatening Summons: Attacks against your
Shades are aetheric creatures. By infusing them with aether, Summons gain +1 , and attacks against you re-
their form can change and grow, becoming stronger than ceive +1 .
before. This change is temporary, as this new form radiates Ø Unassuming Summons: Attacks against your
aether until it returns to its natural state. Summons receive +1 , and attacks against you
7: Classes and Jobs
gain +1 .
Hyper RaySpell You and your summons fight together and cover for
each other.
All characters in a Line 15 AOE must make
an Agility save. Failure: They take 10 Force .
Success: They take 5 Force . Trainer Items
After performing this action, the Summon can’t Support Item Main Consumable 3, Reaction
move or take any actions during your next turn, and
can’t be dismissed until the end of your next turn. You gain the Revive and Return reactions, which
expend a charge when used.
Appendices
The Summon regains all of its HP, clears a condi- Trigger: A character starts their turn.
tion, and gains hard cover until the end of your
next turn. Effect: One of your Summons (ignoring line
of sight) is teleported to a free space adjacent
to you.
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Getting Started
Buddy Bond Lifelink
Support Item Light Enchantment Spell 3 Memory
You may use one of the following Enchantments When you call forth a Summon, you can spend 1 MP
at a time: to forge a link between you. As long as you are both in
play, any time either of you takes damage (after Armor
Ø Any Support Item or Technique that Doesn’t and resistances), the damage is split between both
Require an Action to Activate: When you create characters. This cannot be avoided or mitigated in
a Summon, you can choose for it to also receive
Building Beacons
any way, and does not count as the second character
any passive benefits granted by this item or tech- taking damage (meaning it doesn’t trigger additional
nique. This lasts until it is defeated or dismissed. instances of this effect).
The Summon doesn’t gain the ability to use any The link lasts for the end of the scene, or until one
actions granted by this item or technique – just the of the characters is defeated or you end the effect as
passive benefits. Only one Summon can benefit a free action.
from this ability at a time.
Ø Any Equipment or Technique with the Summon Shadebinders can mix their aetheric fields with those of
Tag: When you regain HP, Summons created with their summoned companions, sharing in any damage
the enchanted equipment or technique regain half and pain received.
as much HP. This only affects Summons that are
Appendices
you. You may automatically do this at the beginning of Failure: They are Stunned and Immobilized
a combat scene, spending the required MP as normal. until the end of their next turn. Make note of their
When you call your familiar, choose Bulk, current HP and MP, and this item switches to the
Agility, Mind, or Magic. While you and your familiar Full profile. Success: They are Dazed until the end
are adjacent to each other, you both gain +1 to of their next turn and this item remains Empty.
checks and saves with the chosen ability score. Ø Full: As a minor action, one character within the
Whenever you move (excluding forced movement) thrown Range gains temp HP equal to the com-
while adjacent to this Summon, it can also move to bined HP and MP of the character that failed their
any free space adjacent to you, benefiting from any Magic save. This item switches to the Empty profile.
special forms of movement that you use (e.g., flight This does not expend a charge.
or teleportation).
These devices can convert shades back into pure aether,
This cute creature is your friend. You feel better and more allowing them to be transported safely and easily. When
capable when you’re near them. opened, they return their inhabitant to their normal
form. While originally created for use on shades, recent
improvements now allow capture orbs to extract trace
amounts of aether from other creatures, storing it for
later use.
173
SHADOW DANCER
Getting Started
STRIKER
Shadow dancers cloak themselves with darkness, moving unseen across the battlefield.
Their special connection with the shadows allows them to teleport between areas of darkness.
S
hadow dancers train in the dark,
increasing their attunement to the BASE ATTRIBUTES
power of the umbra. When they SCOPE:12 SAVE TARGET: 10
finish their training, their shadow has BULK MIND
changed: it moves differently, feels HP:8 STRESS CAP: 4
RECOVERIES:3 MEMORY: 5
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and what happens if it gets too These clones are the same Size as you, don’t cause obstruction, and
strong? aren’t characters or objects.
1/round when you or an ally damage a target adjacent to a shadow
clone, the shadow clone can cause the triggering ability to deal +1d6
bonus damage.
You can have any number of shadow clones, which last until the
end of the scene or until you are defeated.
Shadow RealmTrait
Any time you teleport, you can spend 1 MP to choose one of your
Appendices
Slip StepTrait
174
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LIMIT BREAK
RANK 1
Getting Started
Umbral shadows creep over any source of light, All shadows are connected, and you know how to move
plunging the area into darkness. Nothing is safe from between them. Step into one, appear from another. Be
the obscurement, not even the sun itself. prepared for what awaits you in the shadow realm.
176
RANK 2 RANK 3
GGetting
ettingSStarted
Shadow Sorcery Volley Shadow Meld Minor Action
Ranged Spell Attack 1 Memory Mana 1 Skill 2 Memory Mana 2
tarted
Range = Scope
You become Invisible until you attack or force a save.
On Hit: Choose one of the following:
You merge with the darkness, becoming an extension
Ø Darkness: Deal 2 Stress . The target cannot at- of the shadow realm. Your true form becomes that of a
tack or use abilities on targets beyond Range 3 shadow moving across the ground.
BBuilding
unless they are Arcing or Homing, and treats all
uildingBB
enemies as benefiting from soft cover. This effect
lasts until the end of their next turn. Living Shadow Volley
Ø Shadow Blade: Deal 1d6+2 Lunar . If you are Spell 2 Memory Mana 3, Summon
eacons
Hidden when you make this attack, you regain Range = Scope
eacons
any MP spent on it.
Living Shadow (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0)
A shadow dancer’s power is greatest at night, but that You create a living shadow within Range. This shadow
doesn’t mean they’re weaker during the day – it just emits a Burst 2 zone. Enemies are Blinded while
7: C7:lasses
means they’re more cunning. fully within the zone. Enemies that start their turn part-
ly within the zone must make a Magic save. Failure:
Classes
They are Weakened until the start of their next turn.
Flash-Step Dagger Fight
andand
Melee Weapon Light Blade Accurate, You call forth a creature from the shadow realm – a
JobsJobs
Thrown 3 Reach 1 / Thrown 3 1d3+1 Physical living shadow. Its very presence darkens the world
around it, draining life and light into a realm of absolute
On Hit: You may teleport to a free space adjacent darkness.
to the target.
RunningAthe
These daggers are carved with teleportation sigils.
When an attuned user throws them, they can activate
the magic to teleport directly to the dagger.
ppendices
Appendices Game
177
SHAPESHIFTER
Getting Started
SUPPORT
S
hapeshifters can change their
bodies, taking on the features of BASE ATTRIBUTES
other creatures or changing into SCOPE:10 SAVE TARGET: 10
different creatures altogether. The ear- BULK MIND
liest shapeshifters were lycanthropes HP:8 STRESS CAP: 7
RECOVERIES:4 MEMORY: 5
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SootheTrait
When an ally within Scope consumes a Mark, you can clear 1 Stress
from them as long as they aren’t Stunned.
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saves. Ø
Ø Dire Beast Weapons: Your Beast Weapons deal Ø You can’t attack or use spells.
1d6+2 Damage instead of their standard damage. Ø You can Mark a character within Scope as a
Ø Eagle Eye: You can Mark as a minor action. minor action.
Ø Perfected Form: Form for the Occasion no longer
causes Stress when you fly, and you have flight. This form lasts for the rest of the scene or until you
Ø Hunter’s Eye: At the start of your turn, you gain end the effect as a free action.
1 Focus.
Ø Insulated Hide: You gain resistance to Physical, By taking on a scouting form, you become a less visible
Astral, Lunar, Force, Stress, or Discord from other threat, but your reconnaissance skills remain the
characters. same.
7: Classes and Jobs
180
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Getting Started
Defender Form Minor Action Familiar Form Minor Action
Skill 2 Memory Mana 2, Polymorph Skill 2 Memory Mana 1, Polymorph
You assume a defensive form, with the following ef- You assume a form that is friendly or important to
fects: your foes. Any character that attacks you in this form
takes 2 Stress , but all your attacks receive +1 .
Ø You gain +1 Size (to a maximum of 3). This form lasts for the rest of the scene or until
Ø Allies gain the benefits of cover as if you were a you end the effect as a free action.
piece of hard cover.
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Ø When you enter this form or as a minor action, you Adopting the exact appearance of another person is
can select an ally within Scope. For the duration, incredibly difficult, but it can be done. Most shapeshifters
you can Interpose for them without spending recommend doing so for only a short time; otherwise, you
Focus and you gain +2 Armor against the trig- risk beginning to lose your own sense of self.
gering attack when you do. Only one ally can be
selected at a time.
Ø You can only attack using reactions. Snarl and Bite Reaction
Skill 2 Memory Stressful 2
The form lasts for the rest of the scene or until you
end the effect as a free action. Trigger: Someone makes a melee attack against you.
Appendices
the start of each of their turns.
181
SKALD
Getting Started
SUPPORT
Skalds are warrior poets who weave magic into song. A skald’s
songs can bolster their allies, providing powerful benefits.
T
here is magic in a song. There is
magic in a dance. Any performance BASE ATTRIBUTES
where you put some of yourself into SCOPE:10 SAVE TARGET: 11
it is magic. Skalds know this, and can BULK MIND
push it to its extremes. Stories come HP:7 STRESS CAP: 6
RECOVERIES:4 MEMORY: 6
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TempoTrait
Tempo Reaction
Skill Innate, Unique
182
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184
RANK 2 RANK 3
Getting Started
Parrying Dagger Reaction (1/round) Song of Rest Channel
Support Item Main Spell 3 Memory Arcing Burst 3
Trigger: The result of an attack roll would meet or On Release: Allies within the AOE can spend a
exceed your Dodge. Recovery to regain all HP.
Effect: You make a melee attack roll. The result On each subsequent turn, you can spend 1 MP to
becomes your Dodge against the triggering attack, move to the next verse of the song as a minor action,
Building Beacons
potentially turning a hit into a miss. granting 3 temp HP to all allies within Burst 3 .
If the attack misses you, you can spend 1 Focus to If you don’t continue the song this way, the effect
deal 3 Stress to the attacker. ends.
Parrying daggers are held in the offhand and used purely This song is soothing and relaxing. Listeners find their
defensively. aches and pains begin to fade away.
Appendices
You can have up to three of these zones in play at once.
You can dismiss a zone as a free action during your
turn. Otherwise, they last for the rest of the scene or
until you become Silenced or Stunned.
185
THUNDERCLAW
Getting Started
STRIKER
T
hunderclaws are named after the
elite canine warriors that created BASE ATTRIBUTES
the fighting style. Training atop a SCOPE:5 SAVE TARGET: 10
mountain in the Thunderfields, they BULK MIND
gained unique insights into the prop- HP:8 STRESS CAP: 5
RECOVERIES:5 MEMORY: 6
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it dangerous? Whenever you hit with a melee attack, you gain +1 Flurry. When you
Ø What does it feel like to hold hit with a melee attack, you can spend Flurry as follows:
lightning within yourself?
Ø 1/round, you can spend 1 Flurry to deal +1d6 bonus damage of
the same type.
Ø 1/round, you can spend 6 Flurry to make a Stunning Strike, forcing
one of the targets to make a Bulk save. Failure: They are Stunned
and Dazed until the end of their next turn.
BalanceTrait
Appendices
Once during each of your turns, you can convert any amount of Flurry
to an equal amount of Focus, or vice versa.
186
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RANK 1
Getting Started
thunderclaw’s body, and the longer it is held, the greater it to bounce off of surfaces and around corners.
the damage to the thunderclaw. If not discharged, this
technique will eventually kill the user.
188
RANK 2 RANK 3
Getting Started
Lightning Bolt Volley Chain Lightning Strikes Full Attack
Melee Spell Attack 2 Memory Mana 1 Skill 3 Memory
Line 10 1d6+2 Astral
Choose a character within Range 5 . You teleport
On Attack: Choose one of the following: to a free adjacent space and make a melee skill
attack against them, dealing 4 Astral on a hit. You
Ø Shocked: Characters in the AOE are Dazed and can’t can then repeat this, targeting a different character
perform reactions until the end of their next turn. each time, and increasing the damage by +1 Astral
Ø Drained: On Hit: Characters in the AOE lose MP
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every time you make the attack roll until the end of
equal to the total number of characters within the the turn. Each character can only be targeted by this
AOE, and you regain MP equal to the number of ability 1/turn.
characters hit.
Become a bolt of lightning arcing across the battlefield,
Your body is the generator. Your hand directs the flow. finding the shortest path between your foes.
Let the lightning loose.
Appendices
189
TIDECALLER
Getting Started
CONTROLLER / SUPPORT
C
ommon wisdom suggests that only
a fool braves the seas without a tide- BASE ATTRIBUTES
caller. Their command over water SCOPE:8 SAVE TARGET: 12
and their insight into weather patterns BULK MIND
make them invaluable additions to any HP:8 STRESS CAP: 6
RECOVERIES:3 MEMORY: 6
Building Beacons
seafaring vessel.
Tidecallers are strongly associated AGILITY MAGIC
with water-aspect aether, known for its DODGE: 6 A-DEF: 10
healing properties. A drop of this mag- SPEED: 5 MP: 5
ical water can heal a small cut, while a
deluge can repair deadly wounds and
restore vitality. An often-forgotten TRAITS
aspect of water-aspect aether is its
weight. Surprisingly, small quantities Rising TideTrait
can knock a grown person off their
feet and drag them around in its wake. You have an Aquatic Adaptation. Additionally, 1/turn when you
7: Classes and Jobs
This river current lasts for the rest of the scene or until you create
a new one, become Stunned, or are defeated.
Effect: They become Invisible until the start of their next turn. If
they are attacked while outside of the river current, Invisible ends
after that attack.
190
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LIMIT BREAK
RANK 1
Getting Started
Tidecallers use spells to move their allies and ene- Storm Surge Volley
mies around the battlefield with Rising Tide and Ranged Spell Attack 2 Memory Arcing,
River Current, while providing healing support Aetheric, Indirect
with spells like Tidal Healing. Their rank 3 Whirl- Range = Scope, Line 4 2 Stress
pool ability is incredibly strong in combat scenes
that require controlling an area, like Acquisition This attack’s AOE can point in any direction.
or Control.
On Hit: Targets are pushed to the furthest free spac-
es within the Line, following its direction. You can
spend 1 MP to force all hit targets to make a Bulk save.
Failure: They fall Prone.
Appendices
192
RANK 2 RANK 3
Getting Started
Abyssal Scepter Volley Drown Volley
Ranged Weapon Main Artifact Aetheric Ranged Spell Attack 2 Memory Aetheric,
Range 8, Reach 1 1d3+2 Lunar Indirect Range = Scope 1 Discord
On Hit: You can spend 1 MP to create a Burst 2 On Hit: Choose one of the following:
AOE around the target. All characters in the area are
pulled to the closest free space adjacent to the target. Ø Engulf Lungs: If the target gains Discord from
this attack, they are Silenced until they clear all
their Discord.
Building Beacons
This artifact creates crushing forces using a pearl from
the abyssal depths of the sea. Ø Submerge: The target must make a Magic save.
Failure: They are Blinded until the end of their
next turn.
Tidal Healing Channel
Spell 2 Memory Mana 2 Range = Scope Pool water in their mouth and lungs, drowning them
from the inside.
On Release: One ally within Range regains up to
1d6+4 HP. Another ally within Range 5 of them
regains up to half of that amount. You may continue Whirlpool Channel
healing new allies in this fashion, halving the amount Spell 2 Memory Mana 2
Appendices
The best tidecallers can treat ambient aetheric energy
like liquid, creating swirling vortexes from which there
can be no escape.
193
WARDEN
Getting Started
DEFENDER
The earth heeds the call of the wardens, rising to restrict their
foes while the wardens endure with the planet’s lifeforce.
W
ardens are connected to the life-
force of the planet, controlling the BASE ATTRIBUTES
elements of earth and rock. They SCOPE:5 SAVE TARGET: 10
feel what the planet feels, and when BULK MIND
it cries out in pain, they rise to defend HP:12 STRESS CAP: 6
RECOVERIES:6 MEMORY: 5
Building Beacons
you can make them Slowed until the end of their next turn.
Ø What earthlike features do you Additionally, you gain the Earthen Slide skill, which is equipped
have? Rocky skin, stone hair, for free.
something else?
Ø What creature or spirit did you
learn from? Earthen Slide Reaction
Ø How does the planet communicate Skill Focus 1, Innate, Unique
with you?
Ø What are the unique properties of Trigger: An enemy or ally starts their turn within your Scope.
the tree from which one of your
pieces of equipment is made? Effect: You slide them 1 space.
Appendices
Grasping VinesTrait
194
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LIMIT BREAK
RANK 1
Getting Started
You connect to the aetheric streams that crisscross the Inner Reserves
Reflection – the leylines. You become an extension of the Skill 2 Memory
Reflection’s will; an avatar of its wrath and destruction.
It acts through you, giving you the power to achieve its When you Refresh, you gain 2 Focus.
goals. Your goals. Our goals.
7: Classes and Jobs
You are never down and out. As long as you still breathe,
you fight. As long as you can still move, you protect. As
The Warden’s Earthen Slide and Grasping Vines long as you still live, there is hope.
let them bring enemies close and keep them there.
From there, they can use their Greatoak Mauler or
other close range AOEs to punish clusters of ene-
mies. The Great Weapon Master talent works great
with this type of playstyle.
Appendices
196
RANK 2 RANK 3
Getting Started
Nature Vortex Channel Greatoak Mauler Full Attack
Melee Spell Attack 2 Memory Auto-Hit, Melee Weapon Heavy Club Slow
Mana 1 Burst 3 2 Stress Reach 1 3d6 Physical
On Release: All enemies of your choice within the On Hit: All enemies adjacent to you take Physical equal
AOE are auto-hit for 2 Stress , pulled to the closest to the highest d6 result for this weapon’s damage.
free space adjacent to you, and Immobilized until
the end of their next turn. If there are no available To make a greatoak mauler requires wood sourced from
adjacent spaces, they are pulled to the free space
Building Beacons
a tree at least a thousand years old. The wood is dipped
closest to you. directly into a ley line, strengthening it with the aetheric
energies of the Reflection itself.
Vines and roots erupt from the ground and your skin,
grabbing anything nearby and pulling it close.
Weight of Earth
Skill 2 Memory
Earthwarden’s Shield
Support Item Main When you hit a character with a reaction attack, they
are Immobilized until the start of their next turn.
+1 Armor. When you Interpose, you can spend an
Appendices
197
WARLORD
Getting Started
SUPPORT
T
acticians and leaders, warlords are
the glue that holds their groups BASE ATTRIBUTES
together. They feel the rhythm of SCOPE:12 SAVE TARGET: 10
battle, adjusting their plans, tactics, BULK MIND
and people accordingly. HP:10 STRESS CAP: 5
RECOVERIES:5 MEMORY: 7
Building Beacons
promised to never let happen can Volley or perform a Phase Brawl action against the Marked
again? character as a reaction with +1 .
Ø Who do you wish you could learn
from or serve under?
Take a BreatherTrait
198
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LIMIT BREAK
RANK 1
Getting Started
creating a positive feedback loop between them and know you and know your leadership style trust in your
you. Your confidence inspires, their loyalty enkindles. wisdom.
Together, you all act as one.
200
RANK 2 RANK 3
Getting Started
Frontline Fight Focus Target
Melee Weapon Main Longarm Skill 3 Memory Stressful 2, Unique
Reach 2 1d6+2 Physical
1/round when an ally within Scope consumes a
On Crit: You can teleport one willing ally within Scope Mark, another ally of your choice within Scope can
up to 5 spaces. make a weapon or spell attack against the target as
a reaction.
Before battle, the troops gather around for a meal. As
Building Beacons
a surprise, their commander produces a treat – a deer It is more efficient to focus your attacks on one target at
they had hunted earlier in the day and prepared in the a time instead of spreading your blows around. If you
style of their homeland. As everyone enjoys the meal can take out an enemy, they pose no threat to you. But
and camaraderie, their aetheric fields become attuned a wounded enemy can still fight, and can wound you in
to the spear lying nearby. return. So, do everyone a favor, and make sure they’re
The next day, in the heat of battle, the commander dead before moving onto the next.
finds themselves separated from their troops. Facing
certain doom, the commander readies their spear. In
response, they feel aetheric energies beginning to rise Rally Reaction
from the spear, and then see a flash of light. The light Skill 2 Memory
fades, and the commander sees their troops stood before
Lead from the Front Effect: No excess damage or Stress carries over, and
Skill 1 Memory Unique your ally gains +4 temp HP and clears any Discord
and conditions.
When you Fight or perform a Full Attack with
a melee weapon, one ally of your choice within Scope “Rally to me! I will be your shield; I will hold the line! Their
gains 2 temp HP. assault ends here!”
Appendices
now neither will your martial prowess either.
201
8: TALENTS
Getting Started
Talents are bundles of abilities you can learn that Talents come in three ranks: rank 1, rank 2, and rank
aren’t tied to specific classes. Each talent has three 3. Ranks must be taken in order; you need rank 1 in a
ranks. Beacons start with three talents at rank 1. talent to take rank 2, and you need rank 2 to take rank 3.
When you level up, you can increase the rank of an
existing talent or gain a new one at rank 1.
Once you have a talent, its effects are always avail-
able to you.
Building Beacons
You add the following effects to your Aetheric Ø Mana Effort: Spend 1 MP.
Upgrades options:
Ø Flexible Spell: When you make a spell attack,
you can spend 1 MP to change the defense that it A R MO R E D D E F E ND E R
targets (Dodge or A-Def). Armor keeps you alive. The stronger and more
Ø Empowered Spell: When you use a spell that reliable your armor is, the longer you stay alive.
involves a save, you can spend 2 MP to impose
+1 on any saves it causes. Rank 1: Reinforced Plating
Ø Repeated Spell: When you make a non-AOE spell After you Defend, you can spend Focus, temporarily
attack, you can spend 3 MP to attack two targets. gaining +1 Armor per Focus spent, to a maximum of
They must be within Range 5 of each other and 6 Armor. This lasts until the start of your next turn or
within your Scope. until you next take Physical, Astral, Lunar, or Force.
202
ARTIFICE R Rank 3: Perfection
You have been building your own custom weapon and Your Experimental Weapon no longer malfunctions
Getting Started
while it’s not what most would consider “stable”, it’s and loses the Reloading tag. Additionally, when you
close enough for field testing. equip your Experimental Weapon or during a Long
Rest, you may choose one of the following improve-
Rank 1: Experimental Weapon ments for your weapon:
When you gain this talent or during a Long Rest, you Ø Clunky: Your weapon’s damage becomes 2d6+3
create an Experimental Weapon, which is equipped but it gains Reloading.
for free. You can only have one Experimental Weapon Ø Increased Range: Your weapon gains +1 Reach if
at a time. melee or +5 Range if ranged.
Ø Increased Damage: Your weapon’s damage
Experimental Weapon Volley (Ranged) /
3 becomes 1d6+4.
Ø Punch Through: Your weapon gains Piercing.
Building Beacons
5 Fight (Melee)
8: Talents
Magitech Reach 1 Mode, you are always Immobilized and your ranged
Ø Ranged Weapon: Artifact, Bow, or Magitech weapon attacks gain +3 Range and Arcing.
Range 10
Rank 2: Siege Ammo
This weapon doesn’t need to be reloaded after every 1/round when you make a ranged weapon attack in
use. Instead, roll a d6 Malfunction Die after each Siege Mode, you can spend 1 MP to apply one of the
use. On a 5–6, the weapon must be reloaded. following effects in a Burst 1 AOE around one of
the targets. The primary target is included in the area.
Ø Aethermarker Round: Characters in the AOE must
Appendices
make a Magic save. Failure: They are Marked.
Rank 2: Improvements Ø Concussion Round: Characters in the AOE must
Your Experimental Weapon only malfunctions on a make a Mind save. Failure: They are Dazed until
result of 6 on the Malfunction Die. Additionally, you may the end of their next turn.
choose two of the following improvements for your Ø Grounding Round: Characters in the AOE must
weapon each time you equip it or during Long Rests. make a Bulk save. Failure: They are knocked
Ø +Tag (Can be Chosen Twice): Your Experimental Prone.
Weapon gains one of the following: Accurate, Ø Shrapnel Round: Characters in the AOE must
Aetheric, Arcing, Push 1, Reliable 2, or Thrown 5. make an Agility save. Failure: They take
Ø +AOE: When you attack with your Experimental 2 Piercing Physical .
Weapon, you can spend 1 MP to attack with either
of the following AOEs instead of its normal Range. Rank 3: Aetheric Bombard
Ranged Weapon: Line 8 , or Blast 1 within Siege Mode has the following effects:
weapon’s Range. Ø You gain +3 Scope.
Melee Weapon: Burst 1 or Close Blast 1 . Ø Your spells gain Arcing.
Ø You have immunity to all forced movement and
benefit from soft cover against attacks further
than Range 8 .
203
BR AW LE R B R EA K E R
The unarmed gladiator leagues of Bastion are among Clubs are highly effective weapons against armor.
Getting Started
its most popular fighting competitions. The leagues Worst-case scenario, their powerful blows dent and
draw in competitors from dozens of different fighting deform armor, restricting foes’ movements. Best-case
styles, ensuring the bouts are always dynamic and scenario, they crush enemies inside their armor.
fun. Gladiators in the league assume over-the-top
personas and quickly amass dedicated fans. Rank 1: Dazing Blows
1/round when you hit a character with a club, they
Rank 1: Quick Hands must make a Bulk save. Failure: They are Dazed until
You can take 1 Stress to Grapple or Shove the end of their next turn.
as a minor action.
Additionally, you gain +1 on attacks against Rank 2: Sunder Armor
Building Beacons
targets Grappled by you. When you crit with a club, the target is Sundered until
the end of their next turn and they receive –1 Armor
Rank 2: Fisticuffs (to a minimum of 0) for the rest of the scene.
Your improvised weapon attacks deal 1d6 Physical ,
and gain Reach 1 , which allows them to be used Rank 3: Ring the Bell
with Opportunity Attacks. You gain the Ring the Bell action.
Additionally, when you crit with an improvised
weapon attack, choose one: Ring the Bell Channel
Ø The target is Dazed until the end of their next turn. Talent
Ø You automatically succeed on a Shove against
the target. On Release: You make a melee attack with any club,
8: Talents
204
COMMANDE R The Copycat talent is intended for fun, casual play
The difference between a good commander and a only. It’s not intended to be balanced. Check with
Getting Started
bad one is trust. A bad commander issues orders and your GM to see if they want this talent to be used.
expects them to be followed because of their rank. A
good commander knows their troops and trusts them
to follow orders, and the team trusts the commander D EA D EY E
to keep them alive. Everyone knows that you’re better off hitting a specific
body part than lashing out blindly, but it’s incredibly
Rank 1: Commander’s Mark difficult to put that knowledge into practice during a
When you make a character Marked, you can make it real fight. Those with the speed, skill, and accuracy to
a special Commander’s Mark. It functions as a normal reliably do so can end fights quickly.
Mark, but when an ally consumes it, you roll a 1d6: on
Rank 1: Precision
Building Beacons
a 5+, the target stays Marked with the Commander’s
Mark. You can only have one Commander’s Mark at Minor Action: You take 1 Stress to gain +1 on
a time; placing a new one turns the old one into a your next attack roll this turn. On a crit, it gains the
normal Mark. Piercing tag.
8: Talents
Ø Head: The target is Dazed until the end of their
Rank 3: Order next turn.
1/round when you make a character Marked, you Ø Leg: The target is Slowed until the end of their
can announce an action that you want any ally to take next turn.
against that target. The first ally that takes that action
against the target while they are Marked gains temp Rank 3: Pinpoint Lethality
HP equal to your Grit+2. The following are added to the list of Body Parts
options:
Ø Arm: The target is Disarmed until the end of their
Appendices
COPYCAT next turn.
Copycats possess the rare ability to mimic the abilities Ø Throat: The target is Silenced until the end of
of others. Those in possession of metamorphic ore their next turn.
can even copy the equipment of their enemies. Ø Eye: The target is Blinded until the end of their
next turn.
Rank 1: Scan
You can Search as a minor action.
Rank 2: Copy
When you Search an enemy to learn about their
ability scores, attributes, and abilities, you can spend 1
MP to gain access to one of those pieces of equipment
or techniques until the end of the scene. You can only
copy one thing at a time.
Rank 3: Imitate
Copy can now be used to gain access to enemy traits,
and you can copy up to two things at once.
Additionally, when an enemy uses a piece of equip-
ment, technique, or trait within your line of sight, you
can spend 1 MP to gain access to it until the end of
the scene.
205
E NC H A NT E R
Infusing items with aetheric energy allows you to grant them unique traits. Enchanted weapons are always better
Getting Started
types. Bolster.
Aspected Vorpal
Support Item Enchantment Support Item Enchantment
You may use one of the following Enchantments You may use the following Enchantment:
at a time: Ø Any Melee Weapon: 1/round when you roll the
Ø Any Armor: You gain +1 to checks and saves with highest possible value on a damage die as part
one ability score – Bulk, Agility, Mind, or Magic – of a melee attack with this weapon, roll that die
chosen when you apply this Enchantment. again and add that result to the total damage.
Ø Any Equipment or Technique: When you attack This effect can trigger multiple times.
with this ability, you can spend 1 MP to give it Only the damage from the weapon triggers
the Aetheric tag, or to remove it. This change this effect, not any bonus damage or extra sources
lasts for the rest of the scene or until you use of damage. On a crit, resolve which damage dice
this ability again. are being used before doing any of the rerolls.
206
G R EAT W EAP ON MASTER G UN K ATA
Heavy weapons have the advantage of great size, In a prolonged firefight, it’s just as important to avoid
Getting Started
allowing powerful swings that create space between getting shot as it is to accurately hit your enemies.
the wielder and their enemies. This fighting style uses movements meant to avoid
the most commonly attacked areas.
Rank 1: Cleaveent
1/round after you hit and deal damage to a character Rank 1: CQC
with a Heavy melee weapon attack, you can take Your ranged weapons with Reach don’t receive from
1 Stress to Cleave. Choose a different character being Engaged if your target is within their Reach.
within the weapon’s Reach and your line of sight,
even a Hidden one. That character takes damage Rank 2: Bullet Time
equal to half the total damage dealt to the original Your Light ranged weapons that don’t have Reach
target. The Cleave target can’t have been a target of gain Reach 1 . Additionally, 1/turn when you crit
Building Beacons
the original attack. with a ranged attack against a target within that
weapon’s Reach, you gain 1 Focus.
Rank 2: Carry Through
When you roll damage from a Heavy melee weapon, Rank 3: Death-Blossom
you can choose to treat any 1s as 2s. You have a d6 Gun Kata Die that starts at 1. Each time
Additionally, when you use Cleave, you can choose you make a reaction attack, increase the value of the
to gain temp HP equal to the amount of damage you Gun Kata Die by +1, to a maximum of 6. When the die
would deal to the second target instead of dealing reaches 6, you can reset it to 1 as a free action during
that damage. You lose that amount of temp HP at the your turn to deal 6 Physical split however you like
start of your next turn. If the first attack was a crit, you among any enemies of your choice within Range 3 .
8: Talents
can both deal damage and gain temp HP. 1/turn you can spend 1 Focus as a free action to
increase the value of your Gun Kata Die by +1.
Rank 3: Wide Cleave Your Gun Kata Die keeps its value between scenes,
When you roll damage from a Heavy melee weapon, but resets to 1 during Long Rests.
you can choose to treat any rolled 1s or 2s as 3s.
If you defeat an enemy with damage from Cleave,
you can trigger Cleave again that turn, bypassing the 1/ H O SPITA L L E R
round limitation. This effect can trigger multiple times. The battlefield is no place for proper medicine and
care, but in a pinch, the presence of a hospitaller can
Appendices
mean the difference between life and death.
Rank 1: Reserves
When you Refresh, you can pick two different
options from the second list instead of one.
Rank 2: Help
When you Refresh, an adjacent ally gains temp
HP equal to your Grit+3.
Rank 3: Medic
When you Refresh, you can spend a Recovery for
an adjacent ally to also gain the benefits of whatever
options you selected.
207
JUG GE RNAUT K NIF E JUG G L E R
“Never stop moving. If something stands in your way, With a quick flick of the wrist, the knife in your hand
Getting Started
run them over. You are unstoppable.” disappears, already embedded in your target.
– Captain Inyanafretziel, retired beacon,
training a new generation of linebreakers Rank 1: Thrower
Your Light melee weapons gain Thrown 3, and your
Rank 1: Leverage Main melee weapons gain Thrown 1.
You are considered to have +1 Size for Shove and Additionally, at the end of your turn all weapons
being smaller doesn’t impose . you threw that turn return to you.
Additionally, when you successfully Shove, you
can choose to push the target up to 3 spaces instead Rank 2: Perfectly Balanced
of 1. All of your Thrown weapons gain +2 Thrown (e.g.,
Thrown 3 becomes Thrown 5).
Building Beacons
208
L ANCET L IC H
The lancets are an elite group of dragon riders. As the Liches are arcanists that have discovered a path to
Getting Started
final stage of membership, the inductee must procure immortality. By creating a device called a soul vessel,
a piece of astral ore, which is used to forge their iconic the would-be lich can make a copy of their soul and
lancet spear. store it inside. Upon death, a new body is formed
around the soul vessel, and the process begins anew.
Rank 1: Quick Step
You can shift 1 after attacking with a longarm. Rank 1: Soul Vessel
You gain the Soul Vessel support item, which is
Rank 2: Poke and Prod equipped for free.
When you crit with a longarm, the target is Weakened
until the end of their next turn. Soul Vessel Minor Action
Building Beacons
Support Item Light Consumable 1, Innate,
Rank 3: Impale Summon, Unique
1/turn when you attack with a longarm, you can turn
the attack into a Line attack with a length equal to Soul Vessel (Size 1/2, HP 10, Dodge/A-Def 5, Speed 0)
the weapon’s Reach.
You expend a charge and summon your soul vessel
in a free adjacent space. While it is in play, you gain
L EYLINE WALKE R the Reformed reaction.
First discovered by General Magnus, leylines are
seams of aetheric energy that that crisscross the
world. Leyline walkers can sense these veins, and tap ReformedReaction
8: Talents
into their power.
Trigger: You would take damage or Stress from
Rank 1: Leyline Sensor another character.
At the start of each combat scene, create three
Blast 1 zones – your ley nodes – anywhere on Effect: The damage or Stress is immediately
the map. This doesn’t require line of sight but these negated along with any other effects. You im-
zones can’t contain any enemy spaces. If you or an mediately teleport to your soul vessel, which is
ally starts their turn fully within one of these zones, then destroyed.
roll a d6. On a 5+, they regain 1 MP.
Appendices
Rank 2: Leyline Drainer Rank 2: Demilich
1/round as a reaction when a character enters one of 1/scene when you defeat a character, your Soul
your ley nodes, you can force them to make a Magic Vessel regains 1 charge.
save. Failure: They lose 1d3 MP, and you regain that Additionally, you can remove Wounds or Over-
much MP. stresses for 1 Recovery each during Short Rests.
Additionally, you and your allies regain MP in your
ley nodes on a 4+ instead of a 5+. Rank 3: Living Vessel
Living Vessel (Size 1/2, HP 10, Dodge/A-Def 5, Speed 0,
Rank 3: Leyline Transportation immune to Aetheric attacks and Stress)
You create 4 ley nodes at the start of combat instead
of 3. While you are standing fully in one of your ley When you would be defeated, your body disappears
nodes, you can use your standard action during and you turn into your living vessel, a Size 1/2 object
Phase Reposition to teleport to another one of in one of your spaces. Living vessels can’t act or move.
your ley nodes. The ley node you left is destroyed. You gain a d6 Resurrection Die. At the start of
each round, roll your Resurrection Die and gain that
many charges. Once you have 6 charges, you return
with full HP and MP, and 0 Stress, and the living
vessel and your Resurrection Die are destroyed. If you
would return with 4 or more Wounds or Overstresses,
you return with 3 instead.
209
MAGI-TECH NICIA N SAVAG E F IG H T E R
Magitech weapons utilize technology to mimic the In the face of unbridled savagery, most training and
Getting Started
effects of traditional spells, letting anyone harness discipline finds itself lacking.
the destructive power of magic. Different civilizations
have created their own power sources for magitech, Rank 1: Never Down
from electrical currents through to soul gems. You receive the following benefits:
Ø While Bloodied, you gain +1 on attacks.
Rank 1: Growing Power Ø While Breaking, you gain 1 Focus at the start of
Whenever you crit with a magitech weapon, you get a each of your turns.
d6 Power Die. You can have up to 6 Power Dice, which
last until the end of a quest or until spent. Rank 2: Vicious
After rolling an attack or damage roll with a magi- You can use the Reroll Table to reroll damage rolls.
Building Beacons
– Myphos
Rank 3: Unstable Power Core
1/round when you crit with a magitech weapon, you Rank 1: Blend
can apply one of the following effects: While Invisible or benefiting from cover against all
Ø Magnetic: The target is Disarmed until the end enemies that have line of sight to you, you can take
of their next turn. 2 Stress to Hide as a minor action.
Ø Shielded: You gain 2 Focus.
Ø Shock: The target is Dazed and Slowed until the Rank 2: Hunt
end of their next turn. You gain +1 on your first attack roll while Hidden
Appendices
Ø Soul Gem: The target is Weakened until the end in a given turn.
of their next turn and Marked. Additionally, whenever you defeat an enemy, roll
Ø Volatile: The target is Sundered until the end of a d6 Hunt Die. On a 6+, you can choose to become
their next turn and knocked Prone. Hidden.
Rank 3: Infiltration
You can deploy in any free space within Range 5 of
an edge of the map.
Additionally, when you roll your Hunt Die, you
become Hidden on a 5+; if you were already Hidden
when you defeated the enemy, you become Hidden
on a 4+.
210
SL ASHE R S O L D IE R
Most cultures have their own unique version of the A versatile soldier must be consistent and reliable in
Getting Started
sword. Katanas, gladii, scimitars, and khopeshes are any situation.
all considered swords. A skilled wielder of blades can
adapt to just about any situation. Rank 1: Weapon Focus
The first time each turn you perform a melee attack
Rank 1: Feint with a Main weapon, that attack gains +1 .
1/round when you hit with a blade weapon attack,
you can take 1 Stress to Mark the target. Rank 2: Stances
Minor Action: You take 1 Stress and enter one of
Rank 2: Hamstring the following stances – Wolf Stance, Snake Stance,
1/round when you crit with a blade weapon attack, or Eagle Stance. You remain in this stance for the rest
Building Beacons
the target is Slowed until the end of their next turn. of the scene or until you perform this minor action
again. You may enter each stance 1/scene.
Rank 3: Weeping Cuts When you enter a stance, you gain a d6 Stance
1/round when you hit with a blade weapon attack, Die that starts at 6. After attacking with a Main melee
you can choose to treat half of the attack’s damage weapon, reduce the value of your Stance Die by –2. If
as normal, and half of the attack’s damage as Discord it reaches 0, you drop the stance.
instead of its normal damage type. For example, if a Ø Wolf Stance: Your Main melee weapon attacks
blade attack deals 10 Physical , you can choose to gain Reliable X, where X is the value of your
have it deal 5 Physical + 5 Discord instead. Stance Die. The Reliable damage can’t exceed
the weapon’s maximum damage.
Ø Snake Stance: The Armor of your targets can’t
8: Talents
SNIPE R reduce the damage of your Main melee weapon
Snipers are deadly marksmen. They live by the motto, attacks below the value of your Stance Die.
“one shot, one kill”, no matter how long it takes. Ø Eagle Stance: Before rolling an attack with a Main
melee weapon, you can do either of the following:
Rank 1: Steady Shot Treat one die as if it had rolled the value of
At the start of your turn, you can choose to start your Stance Die.
Aiming. You become Immobilized until the start of Treat one die as if it had rolled 7 minus the
your next turn and gain +1 on all ranged attacks value of your Stance Die. For example, if your
while Immobilized in this way. Stance Die is 4, you could treat the result of a
Appendices
die as 3 (7 – 4 = 3).
Rank 2: Zero In
When you miss with a ranged attack, you gain +1 Rank 3: Practiced
on all ranged attacks until you hit with one. This Instead of reducing your Stance Die by –2 after at-
effect stacks. tacking with a Main melee weapon, you only reduce
it by –1.
Rank 3: Pinpoint Shot Additionally, the following option is added to your
1/round when you crit with a ranged attack while Reroll Table:
Immobilized, you deal +1d6 bonus damage. Ø Flowing Stance: Reduce your Stance Die by –2.
211
SPE E D STE R S PE L L B L A D E
Go fast. Embrace speed. Put your problems behind Spellblades weave magic into their weapons, casting
Getting Started
you, and never stop running, or they’ll catch you. spells between weapon strikes.
Rank 3: Aetherblade
You can link a weapon and a spell together as if they
Appendices
212
SPE LLBREAKE R STO R MDA NC E R
Spellbreakers are anti-mages. Their job is to shut The history of the stormdancers can be traced to a
Getting Started
down enemy spellcasters, which they do with group of humanoids that lived in close proximity
surprising efficiency. to air elementals. The two cultures grew together
and eventually created the storm dance, in which a
Rank 1: Broken Concentration humanoid and an air elemental would dance together
When you force a character to make a concentration in a beautiful whirlwind.
save, they become Dazed until the end of their next When one of the Scourge’s heralds threatened
turn and take 3 Stress . This doesn’t trigger an their home, the humanoids and elementals fought
additional concentration save. together, using their dance as way for two creatures
to fight as one. The style has been adapted over time
Rank 2: Spell Evasion to be used without an elemental partner, although
with a lesser effect.
Building Beacons
If you succeed on a save against an effect that has a
reduced effect on a save (e.g., half damage or fewer
conditions), you don’t suffer those effects. Rank 1: Twin Strike
After hitting a character with the second of two dif-
Rank 3: Break ferent attacks in a turn, you don’t provoke reaction
You gain the Break Spell reaction. attacks from them until the end of that turn.
Additionally, you gain +1 on linked attacks
Break Spell Reaction (1/round) (see p. 16).
Talent
Rank 2: Whirling
Trigger: A character begins channeling within 1/round after hitting with the second of two different
8: Talents
Reach of one of your weapons. Light weapons during your turn, you begin Whirling.
This lasts until the end of your turn. During this time,
Effect: You attack them with that weapon. you can consume Whirling as a free action to do the
following in any order:
Ø Create a Burst 1 AOE, dealing 3 Physical to
enemies in the AOE.
SP OT TE R Ø Move up to 3 spaces.
Spotters are usually paired with snipers. The sniper
is the gun, and the spotter is the eye. Together, you Rank 3: Dual Wielder
Appendices
are dead. One of your Main or Light Light weapon slots
becomes a Main Light slot, or one of your Light
Rank 1: Shotcaller slots becomes a Light Light slot.
1/round, when you make a target Marked, you can
force them to make a Mind save. Failure: They are
Sundered until the end of their next turn.
Rank 2: Radar
When you perform a Full Attack, you can replace
one or both of the actions with Mark.
213
SUMMONE R T H AUMAT URG E
Pull creatures from other Reflections and dimensions, Artifacts are the weapons of spellcasters. Tomes filled
Getting Started
or coalesce aether into solid forms. You have a close with arcane rituals, dueling wands, and powerful
connection to the creatures you call forth that allows staves can amplify their wielders’ mana.
them to perform beyond expectations.
Rank 1: Magical Charges
Rank 1: Strong Summons When you crit with an artifact, you regain 1 MP.
Your Summons gain +5 maximum HP.
Ø Minor Action: One of your Summons within Scope Rank 2: Overcharge
moves up to 4 spaces. You gain the Overcharge action.
Talent
Interpose. Additionally, you gain 1 Focus if you end
your turn within Range 5 of one of your Summons. On Release: You auto-hit with an artifact weapon,
even a Slow one.
Rank 3: Tend to the Swarm
Minor Action (1 MP): You restore 4 HP to one of your
Summons within Scope. Rank 3: Empowerment
1/round when you hit a target with an artifact, you
can spend 1 MP to apply one of the following effects:
SUN-BL OT TER Ø Cold: The target is Slowed until the end of their
“It rained for three days, an endless barrage of death. Our next turn.
8: Talents
soldiers drowned in the deluge, and we were broken.” Ø Dark: The target must make a Magic save. Failure:
– An Ardentine soldier, recounting the battle of Idol They are Blinded until the end of their next turn.
Ø Fire: The target takes 1 Piercing Astral
Rank 1: Overdraw for every space they move during their next turn.
Minor Action (Stressful 1): Your next bow attack gains Ø Force: The attack gains Push 1 and the target is
+5 Range . This effect can stack multiple times, and Dazed until the end of their next turn.
ends when you attack with a bow. Ø Light: The target is Marked.
Ø Lightning: The target can’t use any reactions until
Rank 2: Powershot the end of their next turn.
Appendices
When you attack with a bow while benefiting from Ø Toxic: The target takes 1 Discord .
Overdraw, you can take 1 Stress to choose one
of the following:
Ø Ballista: Your attack becomes a Line X attack,
where X equals the weapon’s Range. This replaces
the attack’s Range, and the attack can’t benefit
from Arcing.
Ø Catapult: On a hit, the target must make a Bulk
save. Failure: They are automatically affected by
a Shove from you.
Ø Rain of Arrows: All enemies within a Burst 1
AOE around the target are Marked.
214
TR ACEUR WA RCA ST E R
Parkour is a movement style focused on travelling Using magic on the battlefield is nothing like learning
Getting Started
between two points in the fastest, most efficient way. it academically. Battlemages sacrifice flexibility for
Practitioners can jump, roll, or climb over any obstacle. power and speed. Warcasters must learn how to hold
their focus no matter what is happening around or to
Rank 1: Limber them. Pain is a distraction that leads to death.
You receive the following benefits:
Ø You gain +1 on Agility checks and saves Rank 1: Maintain
Ø You move normally in difficult terrain. You gain +1 on concentration saves.
Ø Climbing costs half as much movement as normal. Additionally, being Engaged doesn’t give your
Ø Standing from Prone costs half your movement, ranged spell attacks +1 .
instead of all of your movement.
Rank 2: Spellfighter
Building Beacons
Rank 2: Rollout Your Volley and Fight spell attacks that don’t
You receive the following benefits: have Reach gain Reach 1 . You can Opportunity
Ø At the start of your turn, you can shift 1. Attack with these spells.
Ø You can move through spaces occupied by
enemies. Rank 3: Unflinching
Ø When you become Engaged , you can take While channeling, you gain resistance to Physical,
1 Stress to not lose your unused movement. Astral, Lunar, and Force.
Ø When you are subjected to forced movement from
another character, you can slide yourself 1 space.
You can’t slide into a space the forced movement
8: Talents
moved you out of.
Appendices
TR EASURE HUNTE R
Delving into caves and abandoned ruins is dangerous,
but it can lead to great treasures and riches.
Rank 2: Gambler
When you get loot crates, you can reroll either the
Slot 1 or Slot 2 option once.
Additionally, you automatically succeed at open-
ing locks.
215
9: BASIC EQUIPMENT
Getting Started
AND TECHNIQUES
Beacons have access to an array of basic equipment Whenever you prepare for a quest, you can always
and techniques. These abilities are always available to choose equipment and techniques from those listed in
beacons, either because they’re easy to find, learn, or this section. Additionally, because none of these abilities
craft, or because they’re cheap. are Unique, you can equip multiple copies of each, as
long as you have the slots or Memory to equip them.
Building Beacons
Crystal Staff Volley Heavy Aetheric, Mana 2 Range 10, Blast 2d6 Lunar
Artifact 2
Forbidden Tome Volley Main Artifact Aetheric, Arcing, Range 15, Blast 1 1d3+1 Lunar
Mana 1
216
NAME ACTION SIZE/TYPE TAGS RANGE DAMAGE
Getting Started
Lunar Full Heavy Magitech Reliable 4, Line 15 3d6+3 Lunar
Cannon Attack Reloading, Slow
Building Beacons
Shortbow Volley Main Bow Arcing Range 10 1d6 Physical
Armor, Medium Support Item Main Armor Climbing Gear Support Item Light
217
Companion Minor Action Mana Potion Minor Action
Support Item Main Summon Range = Scope Support Item Light Consumable 2
Getting Started
Companion (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0) You can expend a charge to regain all MP.
must end this movement as close to the triggering and become Marked.
character as possible.
You can only have one companion in play at a time
and they retain their current HP when dismissed. They Resistance Enchantment
regain all HP during Rests. If they are defeated, this Support Item Main Enchantment
item is destroyed.
You may use one of the following Enchantments
at a time:
Explosive Materials Minor Action
Support Item Main Consumable 3, Thrown 5, Ø Any Armor: While this Armor is equipped, you gain
Trap resistance to Physical, Astral, Lunar, or Force,
9: Basic Equipment and Techniques
You can expend a charge and a Recovery to regain You gain the Shield Block reaction. If you meet the
all HP. trigger condition of Shield Block while using Inter-
pose, you can automatically use its effect as part of
that Interpose reaction.
Lore Book Minor Action
Support Item Light Mana 1
Shield Block Reaction (1/round)
Choose a character in the scene. You can Search
them, but only to learn their ability scores, attributes, Trigger: You would take Physical, Astral, Lunar,
and abilities. or Force.
218
Shield, Tower Supply Convoy
Support Item Main Support Item Heavy Limited 4
Getting Started
Allies gain the benefits of cover from you as if you You receive –1 Speed while this item has charges
were a piece of hard cover. remaining.
You gain the Shield Block reaction. If you meet
the trigger condition of Shield Block while using Minor Action (You or Adjacent Ally): You expend a
Interpose, you can automatically use its effect as charge to do one of the following:
part of that Interpose reaction. Ø Regain all MP.
Ø Regain all HP.
Ø Clear all Stress.
Shield Block Reaction (1/round) Ø Repair one destroyed piece of equipment or tech-
Building Beacons
nique.
Trigger: You would take Physical, Astral, Lunar,
or Force.
Thieves’ Tools
Effect: You take 2 Stress and gain resistance Support Item Light
to that damage.
You receive the following benefits:
Ø You can automatically open locks as a free action.
Smoke Charges Minor Action Ø You can attempt to disable Hidden Traps.
Support Item Light Consumable 3, Ø You gain +1 on checks to disarm Traps and saves
Thrown 5, Trap triggered by Traps.
219
BASIC TECHNIQUES
Getting Started
Getting Started
When you Release a channeled ability, you can 1/turn when you would take Physical, Force,
take 2 Stress to release a different one than the Astral, or Lunar after Armor and resistances, you can
one you were channeling. You must pay the costs of reduce the amount by –1 for every point of Focus
both abilities. you spend. You can’t use this ability if you are unable
to take reactions.
Building Beacons
Arcane Bolt
Building Beacons
Volley
Ranged Spell Attack 1 Memory Accurate, Hinder Spell Volley
Aetheric, Indirect Range = Scope 1d3 Force Ranged Spell Attack 1 Memory Aetheric,
Indirect Range = Scope 2 Stress
Arcane Explosion Channel On Hit: The target is Dazed until the end of their next
Ranged Spell Attack 2 Memory Auto-Hit turn.
Range = Scope, Blast 1 5 Force On Miss: You can spend 1 MP to deal 2 Stress to
the target.
On Release: You can spend 1 MP to increase the dam-
9: Basic Equipment and Techniques
+2 maximum HP. When you Interpose and end the movement next
to the attacker, you can push them 1 space after the
attack.
220
Getting Started
Building Beacons
9: Basic Equipment and Techniques
Shocking Grasp Fight Two-Weapon Fighting
Melee Spell Attack 1 Memory Skill 2 Memory Unique
Reach 1 2 Stress
1/round immediately after you Volley or Fight
On Hit: The target can’t use reactions until the end with a Light weapon, you can attack with a different
of their next turn. Light weapon as a free action. The extra attack can’t
include a weapon used as part of the original action,
and doesn’t trigger linked attacks.
Support Training, Basic
Skill 2 Memory Unique
Weapon Training, Basic
Appendices
You can equip one Main support item in a Light slot. Skill 3 Memory
You can equip one Heavy support item in a Main slot. Weapon Training, Heavy
Skill 4 Memory
221
APPENDICES
KEY SECTIONS
Appendix A: Shops and Supplies p. 224
223
A: SHOPS AND SUPPLIES
Getting Started
Shops are places where beacons can exchange gold for When beacons Go Shopping or otherwise have an
supplies (p. 18). Supplies are minor items beacons opportunity to select Supplies from a shop, not every
can bring on quests that don’t cost equipment slots or option is always in stock. Instead, the GM either random-
Memory to equip. They must be equipped at the begin- ly or manually decides which supplies are currently
ning of each quest, at the same time as other equipment available. It is recommended that no more than five
and techniques. Beacons can equip up to three supplies different supplies are available in each shop at a time.
per quest (no duplicates), and all equipped supplies Similarly, not every shop will be available during every
are destroyed at the end of the quest. downtime. For example, a city that hates magitech may
Shops provide a way to thematically group supplies not always have an Engineer available; however, the
together. For example, the Alchemy Shop sells sup- General Store should always be available.
Building Beacons
4 Rations 1 gold Minor Action (1/quest): You can regain HP equal to your Bloodied value.
5 Rented Gear X gold You gain access to any weapon or support item from any class for the duration
A: Shops and Supplies
of one quest, although it still needs to be equipped as normal. This costs Gold
equal to the class rank required to unlock it.
6 Rumors 1 gold You learn the environmental factors and NPC types that will be encountered
during this quest. If the GM doesn’t know them all yet, they will instead
provide as much guidance as they can on what the environments and NPCs
might be like.
7 Sleeping Bag 1 gold At the end of each combat scene, you regain HP equal to 1/4 of your maxi-
mum HP.
8 Treasure 1 gold 1/quest at the start of a combat scene, the GM will place a treasure chest in
Map the scene.
9 Tutor X gold You gain access to any technique from any class, although it still needs to be
equipped as normal. This costs gold equal to the class rank required to unlock it.
10 Waterskin 1 gold Minor Action (1/quest): You can clear Stress equal to your Breaking point.
224
ALCHEMY SHOP Potions and elixirs with a variety of magical effects.
Getting Started
SUPPLY COST EFFECT
1 Acid 1 gold This support item is equipped for free. Support Item Main Consumable
3, Innate, Thrown 5 Minor Action. Expend a charge to make a support
attack within the thrown Range. On Hit: The target is Sundered until the
end of their next turn.
2 Alchemist’s Fire 1 gold This support item is equipped for free. Support Item Light Consumable
3, Innate, Thrown 5 Minor Action. Expend a charge to make a support
attack within the thrown Range. On Hit: The target takes 1 Discord .
Building Beacons
3 Antitoxin 1 gold Free Action (1/quest): You can clear all Discord.
4 Astral Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to Astral for
the rest of the scene.
5 Barkskin Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to Physical for
the rest of the scene.
6 Catseye Elixir 2 gold During this quest, you can Search as a minor action for 1 Stress .
Appendices
8 Diamond Flasks 3 gold All of your Consumable equipment gains +1 Consumable.
16 Flask of Life 1 gold 1/quest at the start of a combat scene, you gain +5 maximum HP for the
rest of the scene. Your current HP also increases.
17 Force Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to Force for
the rest of the scene.
18 Invisibility Potion 2 gold Free Action (1/quest): You become Invisible until the start of your next turn.
19 Lunar Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to Lunar for
the rest of the scene.
225
ALCHEMY SHOP Potions and elixirs with a variety of magical effects.
Getting Started
20 Memory Potion 2 gold 1/quest during a Short Rest, you can repair one destroyed technique
without spending a Recovery.
21 Minor Healing 1 gold 1/quest during a Short Rest, you can regain all your HP without spending
Potion a Recovery.
22 Minor Mana 1 gold Free Action (1/quest): You regain 1d6 MP.
Potion
Building Beacons
26 Prismatic Potion 2 gold 1/quest at the start of a combat scene, you gain resistance to Astral and
Lunar for the rest of the scene.
Appendices
28 Ruptured Flask 1 gold This support item is equipped for free. Support Item Light Consumable
3, Innate Minor Action. You expend a charge and your aetheric field
becomes dangerously unstable. You gain a d6 Explosion Die that starts at 1.
Whenever you take damage, increase the value of your Explosion Die by 1
to a maximum of 6. As a free action you can discharge this unstable energy
in a Burst 2 area, dealing an amount of Force equal to your Explosion Die
to characters in the AOE. You take half as much Force. This effect then ends.
A: Shops and Supplies
226
BLACKSMITH Forged metal gear and equipment.
Getting Started
SUPPLY COST EFFECT
1 Adamantine Plating 2 gold 1/quest when one of your weapons or support items would be destroyed,
it isn’t.
2 Adaptive Armor 1 gold You become immune to the effects of an environmental factor or terrain
feature of your choice (excluding Locks).
3 Armor Kit 1 gold 1/quest at the start of a combat scene, you gain +1 Armor until the end
of the scene.
Building Beacons
4 Armor Spikes 1 gold You deal 1 Piercing Physical on hits with Grapple, Shove, or
improvised weapon attacks.
6 Cold Iron Weapon 1 gold One of your weapons that deals Physical, Force, or Astral deals Lunar instead.
7 Counterweight 2 gold One of your melee weapons changes its type to club.
Appendices
9 Handle 2 gold One of your melee weapons changes its type to longarm.
10 Helmet 1 gold 1/quest when you would become Dazed, you don’t.
11 Links 3 gold One of your Light weapon slots becomes Light Light.
12 Lockpick 1 gold 1/quest, you can automatically unlock a lock as a free action.
13 Manacles 1 gold 1/quest when you Grapple a character, they are Disarmed until the
14 Mithral Plating 2 gold Choose one of your weapons. When you use the Reroll Table to reroll an
attack with that weapon, the reroll gains +1 .
15 Padlock 1 gold As a free action while adjacent to a chest, door, or other object that can
be locked, you can lock it. Enemies receive +1 to unlock it.
17 Portable Wall 1 gold Minor Action (1/quest): You can place a Size 2 piece of hard cover.
18 Reinforced 1 gold 1/quest when you would become Marked, you don’t.
19 Repair Kit 1 gold 1/quest during a Short Rest, you or an ally can repair a piece of destroyed
equipment without spending a Recovery.
20 Sharpened 2 gold One of your weapons crits on rolls of 19+, instead of 20+.
227
BLACKSMITH Forged metal gear and equipment.
Getting Started
21 Sharpening Stone 2 gold One of your melee weapons changes its type to blade.
22 Solarite Weapon 1 gold One of your weapons that deals Physical, Force, or Lunar deals Astral instead.
24 Thorium Weapon 1 gold One of your weapons that deals Force, Astral, or Lunar deals Physical instead.
During Short Rests, you and your allies can each swap out an equipped
Building Beacons
25 Wagon 3 gold
weapon or support item with a different option for free. Destroyed weapons
and support items, and those with 0 charges remaining can’t be swapped.
26 Weapon Chain 1 gold One of your weapons can be used while Disarmed.
27 Weapon Ring 2 gold 1/quest at any time, you can swap out any number of your weapons for
different ones that can fit in the same slots.
1 Ammo Pouch 2 gold Free Action (1/quest): You can reload a weapon.
6 Bloodroot Belt 1 gold 1/quest at the start of a combat scene, you regain 1 MP at the start of
each round for the rest of the scene.
8 Dragonscale Lining 1 gold 1/quest at the start of a combat scene, you gain resistance to Astral or
Lunar. You are Vulnerable to the other damage type. These effects
last for the rest of the scene.
9 Dragonstrike Gloves 2 gold Your weapon attacks critically hit on 19+, instead of 20+.
10 Explosive Ammunition 1 gold 1/quest, you can give one ranged weapon attack Blast 2 .
11 Fine Clothing 1 gold You gain +1 on skill checks to impress, convince, or make good im-
pressions.
228
LEATHERWORKER/CLOTHIER Sturdy leather gear and lightweight clothing.
Getting Started
SUPPLY COST EFFECT
12 Focus Band 1 gold 1/quest when you would be reduced from full HP to 0 HP, you instead
go to 1 HP.
13 Frostfur Lining 2 gold You are immune to the Slowed condition from other characters.
14 Gem-Studded Belt 1 gold Minor Action (1/quest): You regain all your HP.
Building Beacons
16 Lava Tunic 2 gold 1/quest at the start of a combat scene, you become immune to Astral
for the rest of the scene.
17 Leather Kit 1 gold 1/quest at the start of a combat scene, you gain +1 Armor until the
end of the scene.
18 Polar Tunic 2 gold 1/quest at the start of a combat scene, you become immune to Lunar
for the rest of the scene.
19 Prismatic Armor 2 gold At the start of each combat scene, you randomly gain resistance to
either Physical, Astral, Lunar, or Force.
Appendices
20 Raptor-Hide Boots 2 gold You gain +1 Speed.
21 Reins 3 gold You gain a mount, which counts as an allied NPC. It is 1 Size larger than
you, has HP equal to your Bloodied value, Dodge/A-Def 8, and Speed
4. The mount can carry one character smaller than it at a time. It moves
during Phase Reposition, and can only use its standard movement
and Rush. If the mount is reduced to 0 HP, it is defeated. You can
spend a Recovery to restore all the mount’s HP during a Short Rest.
24 Spellstrike Gloves 2 gold Your spell attacks critically hit on rolls of 19+, instead of 20+.
25 Spellweave Lining 2 gold 1/quest at the start of a combat scene, you gain resistance to all
damage from spells for the rest of the scene.
26 Spidersilk Boots 2 gold You are immune to the Immobilized condition from other characters.
29 Tent 3 gold 1/quest when you take a Short Rest, you reduce all Recovery costs
by –1 for you and your allies that rest, to a minimum of 0.
30 Wild Armor 1 gold You gain two random +1 bonuses to your Bulk, Agility, Mind, or Magic
checks/saves this quest. Randomly determine where each increase goes.
Both increases can go into the same ability score.
229
ENGINEER Cutting-edge tech and magitech.
Getting Started
2 Arcane Retrofit 2 gold One of your weapons changes its type to artifact.
3 Auto-Picker 2 gold Free Action(1/scene): You can automatically disable either a Trap or a lock.
4 Autofeeder 3 gold Minor Action (1/scene): You can reload one weapon.
Building Beacons
6 Blasting Charges 2 gold 1/quest, you destroy a piece of terrain Size 1 or smaller, or create a Size
1 hole in a larger piece of terrain.
7 Bouncing Betty 1 gold Flying characters trigger your Traps, and aren’t immune to them.
Upgrade
8 Combined Weapon 3 gold One of your weapons gains another, additional weapon type.
9 Composite 2 gold One of your ranged weapons changes its type to bow.
Construction
Appendices
10 Crawling Mines 1 gold Minor Action: You move one of your Traps up to 2 spaces.
11 Dynamite 2 gold This support item is equipped for free. Support Item Main
Consumable 1, Innate, Thrown 5 Minor Action. Expend a charge and
select a space within the thrown Range. The dynamite explodes in that
space, and all characters in a Blast 2 AOE must make an Agility save.
Failure: They take 2d6 Force . Success: They take half damage.
If this support item is destroyed, it immediately explodes with the
A: Shops and Supplies
15 Gadget Goggles 2 gold You are immune to the Blinded condition from other characters.
16 Grapple Gun 1 gold Minor Action (1/scene): You can fly up to 3 spaces.
17 Hydraulic Suit 1 gold You count as +1 Size larger for the purposes of Grapple and Shove.
18 Jetpack 2 gold 1/quest, you have flight for the duration of a combat scene.
19 Minor Job Crystal 2 gold You gain access to a job of your choice, which must be equipped as normal.
For the duration of this quest, you can imprint into an additional job crystal.
230
ENGINEER Cutting-edge tech and magitech.
Getting Started
SUPPLY COST EFFECT
20 Mech Suit 3 gold Free Action (1/quest): You can activate a mech suit. You gain the following
benefits for the rest of the scene: +2 Size, temp HP equal to 2+Grit, +2
Armor. You can Grapple and Shove as a minor action. Additionally,
if you take a Wound or Overstress and it isn’t your fourth of that type, you
don’t have to make the wound or overstress roll.
Building Beacons
22 Spyglass 1 gold You gain +2 Scope.
23 Tech Retrofit 2 gold One of your weapons changes its type to magitech.
24 Telescoping 2 gold One of your melee weapons changes its type to longarm.
25 Walking Bomb 1 gold Walking Bomb (Size 1/2, HP 5, Dodge/A-Def 10, Speed 3, Tags: Summon)
Appendices
A: Shops and Supplies
231
TAVERN Food and drink to keep you full and hydrated.
Getting Started
2 Bubble Tea 2 gold 1/round when you would trigger a Trap, you can make an Agility check to
avoid doing so.
8 Fruit Smoothie 2 gold 1/quest at the start of a combat scene, you become immune to Lunar for
the rest of the scene.
10 Ginger Tea 1 gold 1/quest when you would be Silenced by another character, you aren’t.
12 Grog 1 gold 1/quest at the start of a combat scene, you can clear 1 Stress at the start of
each of your turns for the rest of the scene.
13 Hard Bread 1 gold You are immune to forced movement from other characters.
A: Shops and Supplies
14 Hero’s Feast 3 gold You can use your limit break a second time this quest.
15 Honey Walleye 1 gold You start each combat scene with 1 Focus.
16 Hot Cocoa 1 gold Each round you can use one Reroll Table option 2/round instead of 1/round.
19 Lucky Lollipop 1 gold Whenever you defeat an enemy, roll 1d6. On 5+, you gain 1 gold. This can
trigger 5 times.
20 Mac & Cheese 2 gold You only take 2 damage from dangerous terrain.
21 Mango Moxie 1 gold 1/quest when you take a Wound or Overstress and it isn’t your fourth of that
type, you don’t make the wound or overstress roll.
232
TAVERN Food and drink to keep you full and hydrated.
Getting Started
SUPPLY COST EFFECT
22 Margarita 2 gold 1/scene when you use the Strain option from the Reroll Table, you only gain
1 Stress.
25 Rockfruit 1 gold 1/quest when you would be Sundered by another character, you aren’t.
Building Beacons
26 Spicy Noodles 2 gold 1/quest at the start of a combat scene, you become immune to Astral for
the rest of the scene.
27 Transmutive 1 gold You change your ancestry for the duration of the quest, choosing a new an-
Biscuits cestry trait.
28 Wildfruit 2 gold You gain two random +2 bonuses to your Bulk, Agility, Mind, or Magic
checks/saves this quest. Randomly determine where each increase goes. Both
increases can go into the same ability score.
Appendices
MAGIC SHOP / DOJO
Magic shops and dojos stock random assortments of LOOT techniques, which can be purchased as
Supplies. Magic shops sell spells, while dojos sell skills.
Techniques received as Supplies are equipped for free, and are destroyed at the end of the quest
as normal.
233
B: LOOT
Getting Started
Loot is bonus equipment and techniques that beacons earn as quest rewards. Loot is
usually presented to the players in loot crates, each of which is three pieces of loot from
which the player can select one to keep.
The GM can either randomly or manually pick loot to give to PCs. The tables later in this
appendix arrange loot by type (weapon, support item, technique) and rarity (Uncommon,
Rare, Legendary) to make it easier to randomly generate loot. In addition, a loot crate
randomizer can be found here.
This section lists all loot in alphabetical order.
Building Beacons
Melee Weapon (Uncommon) Main Artifact Ø You can move through solid objects as if they were
Reach 1 1d6+1 Physical difficult terrain, but you can’t end a turn inside
one. If you end a turn inside or partly inside an
On Crit: You regain 1 MP and your target loses 1 MP. object, you are moved to the last free space you
moved through that turn.
Adamantine Armor
Support Item (Rare) Heavy Aether Shield
Armor, Unbreakable Spell (Rare) 1 Memory Mana X, Unique
B: Loot
+3 Armor, –2 Speed, –2 Dodge. Additionally, when When you would take damage (after Armor and resis-
you would be critically hit, it becomes a normal hit tances), you can spend MP to reduce the damage tak-
instead. en. You take –2 damage for every 1 MP spent. This spell
can’t reduce Piercing damage or Discord, and can’t
be used if you are incapable of taking reactions.
Adamantine Construction
Support Item (Legendary) Light
Enchantment, Unbreakable, Unique Agile Discord
Skill (Rare) 1 Memory
You may use one of the following Enchantments
at a time: You can use Agility instead of Magic when making
checks to clear Discord.
Ø Any Armor: This Armor gains +1 Armor and is
Unbreakable.
Ø Any Weapon: This weapon gains Piercing and
Unbreakable.
234
Aid Reaction (1/Round) Animated Shield
Spell (Uncommon) 1 Memory Mana 1 Support Item (Rare) Light Summon
Getting Started
Range = Scope
Trigger: An ally within Scope makes an ability check
or save. You gain the Shield Block reaction. If you meet the
trigger condition of Shield Block while using Inter-
Effect: You grant them +1 on the check or save. pose, you can automatically use its effect as part of
that Interpose reaction.
Building Beacons
You or an adjacent ally can expend a charge to reload within Range or return it to you. While it is deployed,
a single weapon. it provides hard cover and you cannot use the other
effects provided by this support item.
Amulet of Health
Support Item (Uncommon) Light Shield Block Reaction (1/round)
You gain +1 on Bulk checks and saves. Additionally, Trigger: You would take Physical, Astral, Lunar,
when you Refresh, you gain 4 temp HP. or Force.
Appendices
Angelsteel Armor to that damage.
Support Item (Legendary) Heavy Armor
B: Loot
Ø Any Armor: When you take a Wound while this
Armor is equipped, you gain temp HP equal to
Animate Objects Minor Action your Bloodied value.
Spell (Uncommon) 1 Memory Mana X Ø Any Armor: When you take an Overstress while
Range = Scope this Armor is equipped, you gain charges equal to
your Breaking Point. Until the end of the scene,
You move an object or piece of terrain within Range whenever you would take Stress, you can instead
up to 6 spaces. The amount of MP you spend deter- spend 1 charge per Stress.
mines the Size of the object or piece of terrain you
can move:
Armor Plates
Ø Size 1/2: 1 MP Support Item (Uncommon) Light
Ø Size 1: 2 MP Enchantment, Unique
Ø Size 2: 3 MP
Ø Size 3: 4 MP You may use one of the following Enchantments
at a time:
235
Astral Infusion Minor Action Bane Reaction (1/Round)
Spell (Rare) 1 Memory Mana 1 Spell (Uncommon) 1 Memory Mana 2
Getting Started
Range = Scope
Trigger: An enemy within Scope makes an attack roll.
You place the following Enchantment on a weapon
equipped by an ally within Range (their choice). It Effect: They receive +1 on the roll.
lasts until the end of their next turn:
Volley
Spell (Rare) 2 Memory Mana 3, Summon from play. They return to play during Phase Delay
Range = Scope of the next round in the same space or the nearest
free space. Each character can only be affected by
Astral Projection (Size = your Size, HP 5, this ability 1/scene.
Dodge/A-Def 10, Speed 0)
Bag of Holding
Support Item (Rare) Free Unique, Barkskin Minor Action
Unbreakable Spell (Uncommon) 2 Memory Range = Scope
One of your other support slots increases by one size An ally within Range gains 1 Focus.
(i.e., from Light to Main, or Main to Heavy).
236
Beam Saber Fight Blinding Powder Minor Action
Melee Weapon (Rare) Main Blade Piercing Support Item (Rare) Light Consumable 3
Getting Started
Reach 1 1d6+1 Astral
You can expend a charge to make an adjacent enemy
You ignore all penalties from low visibility. Blinded until the end of their next turn.
Building Beacons
instead of you.
damage until the end of your next turn.
You can regain charges for this item during Short
Belt of Giantkind Rests by spending 1 Recovery per charge.
Support Item (Uncommon) Light
Appendices
Support Item (Uncommon) Main Mana 1
B: Loot
Support Item (Rare) Main Armor, Summon
An adjacent enemy must make a Magic save. Failure:
They are Dazed until the end of their next turn. +1 Armor.
Blackiron Armor
Support Item (Rare) Heavy Armor
237
Book of Alternative Explosions Caduceus Volley
Support Item (Legendary) Light Mana X Ranged Weapon (Rare) Main Artifact
Getting Started
You start Flying, but can’t move. You can only clear Challenge-Seeker Fight
this status by ending this effect as a minor action. Melee Weapon (Uncommon) Main Longarm
Reach 2 1d3+2 Physical
Boots of Speed Minor Action This weapon deals +1d6 bonus damage against tar-
Support Item (Legendary) Light Stressful 1 gets that have their maximum HP.
You Rush.
Charging Spear Fight
Melee Weapon (Uncommon) Main Longarm
Broom of Flying Free Action Reach 2 1d6+1 Physical
Support Item (Rare) Main Mana 1
When you use the movement option from Rush,
You gain Flying until you end it as a free action. you can Fight with this weapon at +1 when you
end the movement.
238
Chill Touch Minor Action Cursesong Armor
Skill (Rare) 1 Memory Mana 1 Support Item (Rare) Main Armor, Mana X
Getting Started
You deal 2 Lunar to an adjacent target. +2 Armor. Gain the Curse reaction.
Building Beacons
Minor Action on all attacks, checks, and saves per MP spent.
Support Item (Uncommon) Main This decreases by –1 at the end of each of their
turns.
You gain 1 Focus.
Appendices
the end of their next turn. Minor Action: You deploy this weapon within Scope.
It has flight. You can attack with this weapon from
its space.
Counterspell Reaction (1/round) If the dancing blade is reduced to 0 HP, it is
Spell (Legendary) 2 Memory Mana 2 destroyed and returns to you. You can recall it as a
minor action if it is within Scope, but any damage it
Trigger: A character within Scope uses a spell. has taken remains until you Rest.
B: Loot
The spell fizzles and the action is lost. Danger Sense
Skill (Uncommon) 1 Memory Unique
On Hit: The target is Slowed until the end of their Trigger: You are hit by a melee attack.
next turn. If they are already Slowed, they are also
Immobilized until the end of their next turn. Effect: You spend 1 Focus and deal 3 Lunar to
the attacker.
239
Darksight Armor Defensive Fighter
Support Item (Uncommon) Light Armor Skill (Uncommon) 1 Memory Unique
Getting Started
+1 Armor. Additionally, you ignore all penalties from 1/round when you critically hit, you gain 1 Focus.
low visibility and don’t treat Hidden characters as
Invisible in areas of low visibility.
Deflect Reaction (1/round)
Skill (Rare) 2 Memory Unique
Death’s Gambit Dice
Support Item (Uncommon) Light Trigger: You are hit by an attack and reduce the dam-
age to 0 through Armor or other effects.
When you make a wound roll, you can roll twice and
Effect: You negate any effects the attack would have
Building Beacons
Submitted by M. Tyson.
Demigod
Skill (Legendary) 1 Memory Unique
Unbreakable Bond Reaction (1/round)
You are immune to the Dazed condition, and you
Trigger: Your attuned ally is targeted by an attack gain +2 Stress Cap.
while within Range 10 .
B: Loot
240
Devil’s Crown Reaction (1/round) Double Spell
Support Item (Legendary) Light Mana 1 Spell (Legendary) 3 Memory Mana 3
Getting Started
Trigger: You take Physical, Astral, Lunar, or Force 1/round when you use or Release a spell, you can
after Armor and resistance. immediately use a duplicate of that spell. The target
must be within Range 5 of the original target and
Effect: The damage is reduced by –1d6. If the source cannot be the original target. Each character can only
of the damage is within Scope, deal Piercing damage be affected by one of these spells per turn.
to them equal to the damage reduced.
Building Beacons
Reach 1, Close Blast 1 2 Discord
Dimension Anchor Fight
Melee Weapon (Uncommon) Heavy Club
Inaccurate Reach 1 3d6 Physical Dragon Mask Fight
Support Item (Uncommon) Main Mana 1
On Hit: The target must make a Magic save. Failure: Close Blast 2
They are Immobilized until the end of their next
turn. Characters Immobilized by this weapon can’t You make a melee spell attack against characters in
be subject to forced movement while Immobilized, the AOE that deals 1d6+1 Astral or Lunar , chosen
even teleportation. when equipped.
Appendices
Displacer CloakReaction Duck Reaction (1/round)
Support Item (Rare) Main Mana 1 Skill (Uncommon) 2 Memory
Trigger: You are hit by an attack. Trigger: You are hit by an attack.
Effect: You teleport a number of spaces equal to the Effect: You gain resistance to any damage from the
damage dealt (after Armor and resistance), to a mini- attack, but you become Prone.
mum of 1 space and maximum of 10 spaces.
B: Loot
Durable Construction
Distracting Force Minor Action Support Item (Uncommon) Light
Spell (Uncommon) 2 Memory Mana 1 Enchantment, Unbreakable, Unique
A character that is channeling within Scope must You may use the following Enchantment:
make a concentration save.
Ø Any Equipment or Technique: This equipment or
technique gains Unbreakable.
Distracting Strike Fight
Melee Skill Attack (Uncommon) 1 Memory
Reach 1 3 Physical Efficient Burns
Skill (Rare) 2 Memory Unique
On Hit: The target is Marked.
When an enemy within Scope fails a check to clear
Discord to which you contributed, you regain 1 MP.
Distraction Mark
Skill (Uncommon) 1 Memory Burst 1
241
Electrical Pack Endless Stamina
Support Item (Uncommon) Main Skill (Legendary) 1 Memory Unique
Getting Started
Support Item (Legendary) Light Ø Any Weapon, Skill Attack, or Spell Attack: You
Enchantment, Unique can use this weapon or technique to attack char-
acters you are Grappled with as a minor action.
You may use one of the following Enchantments
at a time:
Ethereal Walk Minor Action
Ø Any Weapon, Skill Attack, or Spell Attack: This Skill (Legendary) 2 Memory Mana 2
ability deals +1d3 Astral or Lunar.
Ø Any Armor: This Armor grants resistance to Astral You enter the ethereal plane, gaining resistance to
B: Loot
Ember Volley
Ranged Spell Attack (Uncommon) 1 Memory Exploding Heart Full Attack
Range = Scope 2 Astral + 1 Discord Melee Skill Attack (Legendary) 2 Memory
Slow Reach 1 3 Stress
Empowered Spells On Hit: The target must make a Bulk save. Failure: The
Spell (Rare) 2 Memory Mana 1, Unique Stress dealt by this attack is either equal to their Breaking
point or as normal, whichever is higher. Additionally, they
1/round when you use a spell, you can give it +2 Save are Stunned until the end of their next turn. Success: They
Target. are Slowed until the end of their next turn.
242
Extend Spell Firebrand Fight
Spell (Uncommon) 1 Memory Mana X, Unique Melee Weapon (Legendary) Main Blade
Getting Started
Reach 1 1d6 Physical + 2 Discord
When you cast a spell with Range, you can increase
its Range by +2 for each MP spent. You ignore all penalties from low visibility.
On Crit: This attack deals +2 Discord.
Extended Scope
Skill (Legendary) 1 Memory Unique Flamethrower Volley
Ranged Weapon (Rare) Heavy Magitech
You gain +3 Scope. Close Blast 2 5 Discord
Building Beacons
False Swipe Fight Flare Channel
Melee Skill Attack (Uncommon) 1 Memory Ranged Spell Attack (Legendary) 1 Memory
Accurate, Reliable 3 Reach 1 2d6+2 Physical Auto-Hit, Mana X
Range = Scope, Blast 2 4d6 Force
This attack can’t reduce targets below 1 HP.
This attack consumes all of your MP, and you must
have at least 2 MP to use it.
Fast Movement
Skill (Uncommon) 1 Memory Unique On Release: All characters in the AOE are auto-hit.
Appendices
Flash Step Standard Movement
Skill (Legendary) 2 Memory Stressful 1,
Fatigue Fight Unique
Melee Weapon (Rare) Main Magitech
Reliable 2 Reach 1 1d6 Physical You teleport up to your Speed.
B: Loot
Feel No Pain +1 Armor.
Skill (Rare) 2 Memory Unique
Minor Action (1–3 MP): You gain +1 Speed for each
While you have 3+ Wounds, you gain resistance to MP spent until the end of your turn.
all damage. While you have 3+ Overstresses, you gain
resistance to Stress.
Additionally, when you receive your fourth Wound Flawless Job Crystal
or Overstress, you aren’t defeated and can keep acting Support Item (Legendary) Free
as normal, although you can’t regain HP or clear Stress Unbreakable
until you Rest. Roll 1d6 whenever you take damage
or Stress in this state. On a 1, you are defeated. When you acquire this item, you gain permanent ac-
cess to a job of your choice without needing any levels
in that job’s class. If you acquire this item again, you
Feral Instincts must pick a different job.
Skill (Uncommon) 1 Memory
243
Frightening Howl Fight Gambling Dice
Skill (Rare) 1 Memory Stressful 1 Burst 1 Support Item (Uncommon) Light Consum-
Getting Started
able 3, Unique
All enemies in the AOE must make a Mind save.
Failure: They take 2 Stress and are unable to When you would make an attack roll, you can instead
voluntarily move further away from you during their expend a charge and roll 1d6 to determine the out-
next turn. come of the attack:
Frost Fang Fight Your improvised weapon attacks can deal Force, and
Melee Weapon (Rare) Light Longarm you can Opportunity Attack with them as if they
Reach 1, Line 5 1d3+1 Lunar have Reach 1 .
Line 10 2 Stress
Your improvised weapon attacks gain the Aetheric
On Hit: The target must make a Bulk save. Failure: tag and deal Force. You can Opportunity Attack
They are Slowed until the end of their next turn. with them as if they have Reach 1 .
244
Golden Carp Volley Guard Break Fight
Spell (Legendary) 2 Memory Summon Melee Skill Attack (Uncommon) 1 Memory
Getting Started
Range = Scope Reach 1 2 Stress
Golden Carp (Size 1/2, HP 15, Dodge/A-Def 10, Speed 1) On Hit: Until the end of the target’s next turn, they
can’t perform reactions, take damage on the behalf
You create a golden carp within Range. It cannot of others, or make themselves the target of attacks
perform actions. on the behalf of their allies.
As a free action during each of your following
turns, you must spend 2 MP or the carp is dismissed.
Once you have spent 6 MP in this way, the carp Hamstring Fight
transforms with the following effects: Melee Skill Attack (Rare) 1 Memory
Building Beacons
Reach 1 3 Stress
Ø It becomes a Size 3 Summon, pushing other char-
acters out of its spaces and destroying non-objec- On Hit: Until the end of their next turn, the target
tive objects and terrain it grows into. takes 2 Stress every time they attack or use a spell.
Ø It regains all HP, clears all conditions, and gains the
ability to take actions.
Ø It gains flight, a Speed of 4, and 2 Armor. Hand Cannon Volley
Ø It gains the Dragonflame weapon listed below, Ranged Weapon (Rare) Heavy Magitech
and can use it as a standard action. Range 5 / Reach 3 10 Force
You must continue spending 2 MP as a free action If the target is within this weapon’s Reach, it attacks
during each of your turns to keep the carp in play with Push 1. This weapon’s deals –2 damage for every
Appendices
active. If you fail to do so, it is dismissed. space beyond Range 1 the target is from you.
B: Loot
Grounded Caster Headband of Intellect
Skill (Uncommon) 1 Memory Unique Support Item (Rare) Light Unique
1/round when you crit with a spell attack, the ground You gain +1 Memory, and +1 on Mind checks and
around you becomes temporarily supercharged. Until saves.
the start of your next turn, non-Flying characters that
start their turn adjacent to you take 2 Astral .
Healer’s Pact Free Action
Spell (Legendary) 1 Memory
Ground Pounder Volley
Spell (Rare) 2 Memory Mana 2, Summon 1/scene, you can activate this ability when you restore
Range = Scope HP to an ally. At the start of each of your subsequent
turns, you regain 2 MP if you restored HP to an ally
Ground Pounder (Size 1/2, HP 5, Dodge/A-Def 10, since the start of your prior turn. If you didn’t, this
Speed 0) effect ends.
Inaccurate Reach 1 4d3+1 Physical Auto-Hit, Mana 1 Range = Scope 2d6 Lunar
This weapon loses the Inaccurate tag and instead On Release: One target within Range is auto-hit and
gains +2 when attacking allies. connected to a continuous beam of magic. On sub-
sequent turns, as long as they remain within Range,
On Hit: Instead of dealing damage, you can spend 1 you can use a minor action to deal 2 Lunar to them
MP to heal the target for the amount of damage that automatically.
would have been dealt. This connection lasts until the target is no longer
within Range, you use this ability again, or you be-
come Stunned or Silenced.
Heaven-Piercing Fang
Building Beacons
Volley
Ranged Skill Attack (Uncommon) 1 Memory
Range 5 1d6+3 Astral Hold Channel
Spell (Uncommon) 2 Memory Mana 1
Range = Scope
Heavy Draw
Skill (Rare) 1 Memory Unique On Release: One target within Range takes 2 Stress
and is Immobilized until the end of their next turn.
Your weapons with Range gain +3 Range.
Homing Enchantment
Helm of Teleportation Minor Action Support Item (Rare) Main Enchantment
Appendices
246
Ice Crown Volley Lava Lob Volley
Spell (Rare) 1 Memory Mana 2 Ranged Spell Attack (Rare) 1 Memory
Getting Started
Range = Scope 1d6 Astral
You gain 3 Ice Shards (which is the maximum). As a
minor action, you can expend an Ice Shard to make Hits with this attack against targets with Discord be-
a ranged spell attack against a target within Scope, come critical hits.
dealing 3 Lunar on a hit.
Building Beacons
You can Interpose when an ally within Range 4 is you are adjacent.
targeted, instead of within Range 3 , and you can
shift +1 space when doing so.
Leech Fight
Melee Weapon (Rare) Main Magitech
Improved Spells Reach 1 1d3+2 Lunar
Skill (Uncommon) 2 Memory Unique
On Hit: You regain HP equal to the amount of HP the
You deal +1 damage with all spells that deal Physical, target lost from this attack.
Force, Astral, or Lunar. Stress and Discord are
unaffected.
Lifedrinker Armor
Appendices
Support Item (Rare) Main Armor
Improved Weapons
Skill (Uncommon) 2 Memory Unique +1 Armor. You gain the Drink Life reaction.
B: Loot
Invisibility Cloak Minor Action Effect: You spend 1 MP and gain 4 temp HP. You
Support Item (Legendary) Main Mana 1 can spend an additional +1 MP to also give all allies
within Range 5 4 temp HP.
You become Invisible until you next attack, force a
save, or take a hostile action.
Lightburst Summon Volley
Spell (Legendary) 1 Memory Mana 2,
Jack of all Trades Summon Range = Scope
Skill (Rare) 1 Memory Unique
Lightburst Summon (Size 1/2, HP 1, Dodge/A-Def 10,
You gain +1 on all ability checks. Speed 0)
Silenced.
On Miss: You deal 1d6+1 Physical to the target. On Crit: You deal +1d3 Stress to the target.
Mace of Terror Fight blade (melee weapon), and effects that apply to either
Melee Weapon (Rare) Main Club apply to this weapon regardless of profile used. You
Reach 1 1d6+2 Physical can Volley using this weapon’s ranged profile or
Fight with its melee profile.
On Crit: The target is Dazed and can’t attack you until
the end of their next turn.
Mithral Construction
Support Item (Legendary) Main
Mana Battery Enchantment, Unique
Skill (Legendary) 2 Memory Unique
You may use the following Enchantment:
You regain 1 MP at the start of each of your turns as
long as you aren’t Silenced and haven’t spent any Ø Any Equipment: This equipment’s size is reduced
MP since the start of your last turn. by one level, (Heavy to Main, Main to Light).
If the equipment was Light, it can be equipped
for free.
248
Momentum Fight Multitasker
Melee Weapon (Rare) Heavy Club Skill (Rare) 1 Memory Unique
Getting Started
Thrown 8, Inaccurate
Reach 1 / Thrown 8 2d6+4 Physical Your Surge cost never goes above 1d6+2 Stress.
Building Beacons
You gain +1 Reach with all weapons that have Reach,
and +1 on Mind checks and saves.
Appendices
Range = Scope
Mortar Full Attack
Ranged Weapon (Uncommon) Heavy Magitech On Channel: Expend a charge and pick a space within
Arcing, Reloading, Slow Range. If you stop channeling for any reason, you
Range 15, Blast 1 2d6+4 Force regain the spent charge.
B: Loot
+1 if they are at least 3 spaces away from the center
You bestow an adjacent ally with protective energy. After space. Failure: They take 14 Astral . Success: They
they next take damage, they regain 3 HP. Each character take 7 Astral .
can only have one such effect on them at a time.
Submitted by Aioran.
249
Overwhelming Penta Quiver
Skill (Legendary) 1 Memory Unique Support Item (Legendary) Main
Getting Started
Enchantment
You gain +2 Save Target. Additionally, whenever a
character fails a save against you, they take 1 Stress . You may use the following Enchantment:
Ø Any Non-Slow Equipment or Technique: When for every damage die rolled for this attack.
you Full Attack, you can attack with this weap- Explosive: On Hit: Characters in a Burst 1
on twice instead of with two different weapons. AOE around the target are auto-hit for half
of the attack’s damage.
Seeker: This weapon gains Homing.
Paragon Poisoned: On Hit: The target is Dazed until
Skill (Legendary) 1 Memory Unique cleared. They can make a Bulk save at the end
of each of their turns, clearing the condition
You can pick two ancestry traits each quest. on a success.
Penance Fight
Melee Weapon (Rare) Light Longarm Physical Discord
Reach 2 1d3 Physical + 2 Stress Skill (Rare) 1 Memory
On Hit: The target loses concentration. You can use Bulk instead of Magic when making
checks to clear Discord.
Piercer Volley
Ranged Weapon (Rare) Heavy Bow
Range 15 2d6+1 Physical
250
Pincer Strike Power Armor
Skill (Legendary) 2 Memory Stressful 1 Support Item (Legendary) Heavy Armor
Getting Started
1/round when you Volley or Fight, you can +3 Armor, –1 Dodge. You have flight and an Aquatic
attack with two different weapons. All attacks must Adaptation.
target the same target. You can’t use this ability with Additionally, you gain the following ranged weap-
Full Attack. on attack: Range 10 1d6 Force .
Building Beacons
You create a Size 1 or Size 2 object that counts as +2 Armor. Additionally, at the start of each combat
hard cover in a free adjacent space. scene, you are permanently Vulnerable to either
Astral, Lunar, or Force, determined at random. This
lasts until the end of the scene.
Portalis Fight
Melee Weapon (Rare) Light Longarm
Reach 2 1d3 Physical Psi Blade Fight
Melee Weapon (Uncommon) Light Blade
You can use this weapon to attack targets that are ex- Stressful 1 Reach 1 1d3+3 Force
actly Range 5 from you, and deal +2 damage when
doing so. This doesn’t extend the weapon’s Reach.
Pummel Minor Action
Appendices
Skill (Rare) 1 Memory Stressful 1
Potion of Climbing Minor Action
Support Item (Uncommon) Light You deal 2 Physical to an adjacent target.
Consumable 2
You expend a charge. Until the end of the scene, Purge Minor Action
climbing doesn’t cost any additional movement. Spell (Uncommon) 1 Memory Mana 1
Additionally, when you climb, you can bring a will- Range = Scope
ing adjacent ally with you as long as there is enough
B: Loot
space for both of you to stand. A character within Range must make a Magic save.
Failure: You can end one ongoing effect on them,
excluding statuses and conditions.
Potion of Giants Minor Action
Support Item (Legendary) Light
Consumable 2 Push Through Pain Reaction (1/round)
Skill (Rare) 2 Memory
1/scene, you can expend a charge to gain +1 Size,
+1 Reach with all effects with Reach, and +2 on Trigger: You would take damage.
Bulk checks and saves. These effects last until the
end of the scene. Effect: The damage you take (after Armor and resis-
tances) becomes Stress instead of its normal damage
type.
Potion of Size Minor Action
Support Item (Rare) Light Consumable 3
Push to the Edge
You can expend a charge to change your Size to 1/2, Spell (Rare) 2 Memory Unique
1, 2, or 3 for the rest of the scene.
Your abilities that deal Stress deal +2 Stress against
Breaking characters.
251
Quick Arm Fight Razorwire Enchantment Minor Action
Melee Weapon (Uncommon) Main Blade Support Item (Rare) Light Enchantment
Getting Started
can spend 1 MP. The next time you hit with this
ability this turn, the target takes 2 Physical if
Quick Rush Minor Action they make a melee attack against you before the
Skill (Legendary) 2 Memory end of their next turn.
You Rush.
Reckless Swing
Skill (Uncommon) 1 Memory Unique
Quickstep Boots Minor Action
Support Item (Uncommon) Light Stressful 1 As long as you aren’t already Marked, you can Mark
yourself to reroll the damage of a melee attack.
You move up to 2 spaces.
Appendices
Skill (Legendary) 2 Memory Unique of you. The attacker rerolls the attack against the new
target.
You can take Stress in place of spending MP, at a rate
of 2 Stress per MP.
Regeneration
Skill (Legendary) 1 Memory Unique
Railgun Full Attack
Ranged Weapon (Legendary) Heavy Magitech As long as you aren’t defeated, you regain 1 HP at the
Reliable 6, Reloading, Slow start of each of your turns.
Line 25 3d6+5 Astral
252
Restful Presence Runic Tattoos
Skill (Rare) 2 Memory Support Item (Rare) Main Armor
Getting Started
During Short Rests, you and your allies automatically When you Interpose, you gain +3 Armor against
regain all HP. the attack.
Contributed by Koleos.
Retribution Shield Minor Action
Spell (Uncommon) 1 Memory Mana 1
Range = Scope Safe Travels
Skill (Uncommon) 1 Memory
You place a magical shield on an ally within Range.
You are immune to dangerous terrain.
Building Beacons
Until the end of their next turn, they deal 2 Astral
to any character that hits them with a melee weapon
attack.
Scarab Staff Volley
Ranged Weapon (Rare) Heavy Artifact
Returning Weapon Aetheric, Mana 1 Range 10, Blast 1 3 Stress
Support Item (Uncommon) Light Enchantment
On Hit: The target is Dazed until the end of their next
You may use the following Enchantment: turn.
Appendices
to you when thrown. Melee Weapon (Uncommon) Light Blade
Reach 1 1d3+1 Physical
B: Loot
return to play adjacent to you with their HP equal to to become immune to all damage until the end of
their Bloodied value and their Stress equal to their your next turn.
Breaking point.
While Bloodied, you regain 1 HP at the start of each On Crit: The target is Blinded until the end of their
of your turns. next turn.
You gain +1 to attacks that cost Focus to make. +1 Armor. You move normally in liquid-based difficult
terrain, and have an Aquatic Adaptation. Addition-
ally, characters that successfully Grapple you take
Rocket Sledge Fight 2 Physical .
Melee Weapon (Rare) Heavy Club Push 2,
Reloading Reach 1 3d6+4 Physical
253
Shatterstone Minor Action Slam Minor Action
Support Item (Uncommon) Light Skill (Uncommon) 2 Memory Stressful 1
Getting Started
Consumable 2 Range 5
An adjacent enemy must make a Bulk save. Failure:
You can expend a charge to make a ranged weapon They are Dazed until the end of their next turn.
attack against a character within Range. On Hit: They
are Sundered until the end of their next turn.
Slime Staff Volley
Ranged Weapon (Rare) Main Artifact
Shield of the Evil Eye Mana 1 Range 10 1d3 Lunar + 3 Discord
Support Item (Rare) Main
On Crit: One enemy adjacent to the target (your
1/round when you are missed by an attack, you can
Building Beacons
or Force.
You may use the following Enchantment:
Effect: You take 2 Stress and gain resistance
to that damage. Ø Any Weapon, Skill Attack, or Spell Attack:
1/round when you crit with this weapon or tech-
nique, it deals the maximum possible damage.
Shock Glove Fight
Melee Weapon (Rare) Light Magitech
Reach 1 1d3+1 Astral Soaring Light Fight
B: Loot
254
Spacewarp Enchantment Spiked Fist Fight
Support Item (Uncommon) Light Enchantment Melee Weapon (Uncommon) Light Club
Getting Started
Reach 1 1d3+2 Physical
You may use one of the following Enchantments
at a time: Whenever you roll a 1 on any damage dice with this
weapon, you take 1 Stress and roll that die again. This
Ø Any Armor: Any time you teleport while this Ar- effect can trigger on the same die multiple times and
mor is equipped, you increase the distance you is not optional.
move by spaces equal to your current Armor.
Ø Any Channel Technique: When you release this
ability, you can teleport up to 3 spaces. Spikes
Support Item (Uncommon) Main
Building Beacons
Enchantment, Unique
Spectral Dash Rush
Skill (Rare) 1 Memory Mana 1 You may use one of the following Enchantments
at a time:
You Rush, and can move through characters and
objects as part of the movement from this action, ig- Ø Any Armor: When you Interpose and end the
noring Engagement. You can’t end your turn sharing movement next to the attack with this Armor
a space with something. equipped, you can deal 1 Piercing Physical to
them as part of the same reaction.
Ø Any Channel Technique: While channeling this
Spellstrike Fight ability, adjacent characters take 1 Piercing when
Melee Weapon (Uncommon) Main Artifact they hit you with a melee attack.
Appendices
Mana X Reach 1 X Force
Spider Staff Volley On Hit: This weapon deals its damage three times, with
Ranged Weapon (Legendary) Heavy Artifact Armor and resistance applying to each instance. Bonus
Aetheric Range 10 1d6+6 Lunar damage is only dealt on the first instance of damage.
B: Loot
As long as this weapon is equipped and isn’t de- On Crit: As a hit, but weapon deals 3 Physical each
stroyed, you have the Poison Web spell, which is time instead of 2.
equipped for free.
255
Starbow Volley Tactical Analysis Minor Action
Ranged Weapon (Uncommon) Main Bow Skill (Uncommon) 1 Memory
Getting Started
The next time you Volley with a spell this turn, you Taunt Mark
become Invisible until the start of your next turn. Skill (Uncommon) 2 Memory Range = Scope
Fight
Melee Weapon (Legendary) Main Club have +1 on any attacks that don’t include you until
Unbreakable, Unique Reach 1 1d6+3 Force the start of their next turn.
Telekinesis Shove
Appendices
Teleport Partner
Super Speed Skill (Rare) 2 Memory Unique
B: Loot
256
Tetherknot Minor Action Thunder Volley
Support Item (Rare) Light Consumable 3 Spell (Rare) 1 Memory Range = Scope
Getting Started
You can expend a charge to throw this ball of wire A character within Range must make an Agility save.
at a character within Range 5 . They must make an Failure: They take 1 Discord . Until they clear all
Agility save. Failure: They are Immobilized until the Discord, you can use this spell again (targeting any
end of their next turn. character within Range) as a minor action whenever
they fail the check to clear their Discord. This effect
lasts until the end of the scene or until you use it again,
The Unblinking Eye Reaction (1/round) whichever comes first.
Skill (Legendary) 2 Memory Unique
Building Beacons
Fight
Skill (Uncommon) 1 Memory Stressful 1
Effect: You make an enemy Marked. Burst 1
Appendices
Reach 1 3d6+4 Force
Thorium Armor
Support Item (Uncommon) Main Armor On Hit: The target must make a Bulk save. Failure:
They are Stunned until the end of their next turn.
+3 Armor, –2 Dodge, –2 Speed.
On Miss: The target is Dazed until the end of their
next turn.
Throat Chop Reaction (1/round)
Skill (Rare) 1 Memory Stressful 1
B: Loot
Timber Fight
Trigger: An adjacent character uses a spell or begins Melee Weapon (Uncommon) Heavy Blade
channeling. Reliable 3 Reach 1 2d6+2 Physical
Effect: They take 2 Stress and are Dazed until the This weapon deals +1d3 bonus damage to characters
end of their next turn. that are larger than you.
Thrust
Skill (Rare) 2 Memory Stressful 1
257
Time’s Eclipse Free Action Toughness
Support Item (Uncommon) Light Stressful Skill (Legendary) 1 Memory Unique
Getting Started
equipped at any range, and don’t need line of sight next turn.
to them to do so.
Titan Grip
Skill (Legendary) 3 Memory Unique Trap Sense
Skill (Uncommon) 1 Memory
If you have two Heavy weapons equipped, you can
turn them into a linked Heavy Heavy weapon. You don’t trigger Traps unless you want to, and you
gain +1 on saves forced by Traps.
B: Loot
Tomb-Link Armor
Support Item (Legendary) Heavy Armor Twin Death
Support Item (Legendary) Light
+3 Armor, –1 Speed, –1 Dodge. Gain the Grant Unlife Enchantment, Unique
reaction.
You may use the following Enchantment:
Ultimate Protector
Torch Mace Fight Skill (Legendary) 1 Memory Unique
Melee Weapon (Uncommon) Light Club
Reach 1 1d3 Astral + 1 Discord You gain +1 Focus whenever you gain Focus.
258
Unarmored Defense Vicious Enchantment
Skill (Uncommon) 1 Memory Unique Support Item (Rare) Main Enchantment,
Getting Started
Unique
You gain +1 Armor if you don’t have a support item
with the Armor tag equipped. This Armor still applies You may use the following Enchantment:
while you are Sundered.
Ø Any Weapon, Skill Attack, or Spell Attack: On a
crit with this weapon or technique, you deal +1d6
Unbreakable Skin bonus damage.
Skill (Legendary) 1 Memory Unique
Building Beacons
Spell (Legendary) 2 Memory Unique
Unyielding Wallbreaker
Appendices
Skill (Rare) 1 Memory Unique Support Item (Rare) Heavy
All forced movement you inflict is increased by +1, You can move through solid, impassable terrain, in-
and you can reduce forced movement inflicted on cluding walls, equal to your Size. When you move
you by –1 (to a minimum of 0). through terrain in this fashion, you destroy it and
take Stress equal to the terrain’s Size for each piece
of terrain you destroy (to a minimum of 1 Stress). This
Vampiric Touch Fight applies to any movement, including forced move-
Melee Spell Attack (Uncommon) 1 Memory ment, always applies, and is not optional.
B: Loot
Reliable 2 Reach 1 1d6+1 Lunar
259
Warstaff Fight Wind Infusion Minor Action
Melee Weapon (Uncommon) Main Artifact Spell (Rare) 1 Memory Mana 1
Getting Started
You can move normally in liquid-based difficult ter- Ø Any Weapon: On a critical hit with this weapon,
rain (e.g., water). you can attack with it again after the attack
resolves.
Weapon Ring
Building Beacons
Minor Action
Support Item (Rare) Main Consumable 3, Windsprint Armor
Unique Support Item (Rare) Light Armor
You can expend a charge to replace one of your +1 Armor. Additionally, when you perform a Phase
equipped weapons with a different weapon you have Reposition action, you become Invisible until
unlocked that could be equipped in that slot. You can the end the turn.
also do this during Rests.
Windstep Armor
Weave Magic Support Item (Legendary) Main Armor
Spell (Legendary) 1 Memory Unique
Appendices
260
Techniques
Getting Started
UNCOMMON TECHNIQUES
TYPE NAME RARITY
1 Spell Aid Uncommon
2 Spell Animate Objects Uncommon
3 Spell Bane Uncommon
4 Spell Barkskin Uncommon
5 Skill Battle Chant Uncommon
6 Spell Bestow Curse Uncommon
7 Skill Bloodthirst Uncommon
8 Skill Cartwheel Uncommon
Building Beacons
9 Skill Cleansing Touch Uncommon
10 Skill Critical Healing Uncommon
11 Skill Danger Sense Uncommon
12 Skill Defensive Fighter Uncommon
13 Spell Distracting Force Uncommon
14 Skill Distracting Strike Uncommon
15 Skill Distraction Uncommon
16 Skill Duck Uncommon
17 Spell Ember Uncommon
18 Spell Energy Shield Uncommon
19 Spell Extend Spell Uncommon
LOOT BY TYPE AND RARITY 20 Skill False Swipe Uncommon
Appendices
This section lists loot by its type and rarity. When ran- 21 Skill Fast Movement Uncommon
domly generating loot, first determine the loot type 22 Skill Feral Instincts Uncommon
and rarity, and then manually or randomly pick from 23 Spell Frost Bolt Uncommon
the appropriate list. 24 Skill Ghost Fist Uncommon
25 Skill Give Order Uncommon
LOOT CRATE CONTENTS 26 Skill Grounded Caster Uncommon
27 Skill Guard Break Uncommon
D100 TYPE (ANY SLOT) 28 Skill Heaven-Piercing Fang Uncommon
29 Skill Heroic Leap Uncommon
B: Loot
1-17 Skill 30 Spell Hold Uncommon
31 Skill Improved Interpose Uncommon
18-34 Spell 32 Skill Improved Spells Uncommon
33 Skill Improved Weapons Uncommon
35-67 Weapon 34 Skill Leap Uncommon
35 Skill Mortal Strike Uncommon
68-100 Support Item 36 Spell Purge Uncommon
37 Skill Reckless Swing Uncommon
RARITY D100 38 Spell Retribution Shield Uncommon
SLOT 1 SLOT 2 SLOT 3 39 Skill Riposte Uncommon
40 Skill Safe Travels Uncommon
Uncommon 1-75 1-30 – 41 Skill Slam Uncommon
42 Skill Slippery Uncommon
Rare 76-100 31-90 1-75 43 Skill Tactical Analysis Uncommon
44 Skill Taunt Uncommon
Legendary – 91-100 76-100 45 Skill Third Wind Uncommon
46 Skill Thunderstomp Uncommon
47 Skill Trap Sense Uncommon
48 Skill Unarmored Defense Uncommon
49 Spell Vampiric Touch Uncommon
50 Skill Water-Walking Uncommon
261
Getting Started
262
Support Items
Getting Started
UNCOMMON SUPPORT RARE SUPPORT LEGENDARY SUPPORT
ITEMS ITEMS ITEMS
NAME RARITY NAME RARITY NAME RARITY
1 Aether Flask Uncommon 1 Adamantine Armor Rare 1 Adamantine Legendary
2 Ammo Kit Uncommon 2 Animated Shield Rare Construction
3 Amulet of Health Uncommon 3 Armor of Growing Rare 2 Angelsteel Legendary
4 Armor Plates Uncommon Endurance Armor
5 Barbed Uncommon 4 Bag of Holding Rare 3 Book of Legendary
Enchantment 5 Barkskin Armor Rare Alternative
6 Belt of Giantkind Uncommon 6 Blackiron Armor Rare Explosions
Building Beacons
7 Belt of Growing Uncommon 7 Blinding Powder Rare 4 Book of Endless Legendary
and Shrinking 8 Bonecaller Armor Rare Pages
8 Bloodstone Uncommon 9 Broom of Flying Rare 5 Boots of Speed Legendary
Armor 10 Cursesong Armor Rare 6 Devil’s Crown Legendary
9 Boots of Uncommon 11 Darkleaf Armor Rare 7 Elemental Legendary
Levitation 12 Defender’s Bond Rare Enchantment
10 Cloak of Uncommon 13 Defending Rare 8 Flawless Job Legendary
Protection Enchantment Crystal
11 Darksight Armor Uncommon 14 Displacer Cloak Rare 9 Helm of Legendary
12 Death’s Gambit Uncommon 15 Elemental Burst Rare Teleportation
Dice Armor 10 Invisibility Legendary
13 Dragon Mask Uncommon 16 Fleetfoot Armor Rare Cloak
Appendices
14 Durable Uncommon 17 Headband of Rare 11 Mithral Legendary
Construction Intellect Construction
15 Electrical Pack Uncommon 18 Homing Rare 12 Paired Legendary
16 Elven Cloak Uncommon Enchantment Enchantment
17 Escape Uncommon 19 Hydra Helmet Rare 13 Penta Quiver Legendary
Enchantment 20 Lifedrinker Armor Rare 14 Potion of Giants Legendary
18 Gambling Dice Uncommon 21 Orbital Strike Rare 15 Power Armor Legendary
19 Ghost Gloves Uncommon 22 Oversized Rare 16 Scroll of Legendary
20 Ghostwalker Uncommon Enchantment Protection
B: Loot
Armor 23 Potion of Size Rare 17 Skeleton Key Legendary
21 Justicar Armor Uncommon 24 Razorwire Enchant Rare 18 Snickersnack Legendary
22 Mountainous Uncommon 25 Runic Tattoos Rare 19 Tomb-Link Armor Legendary
Armor 26 Sharkskin Armor Rare 20 Twin Death Legendary
23 Orb of Power Uncommon 27 Shield of the Evil Rare 21 Windstep Armor Legendary
24 Portable Cover Uncommon Eye
25 Potion of Climbing Uncommon 28 Tetherknot Rare
26 Prismatic Armor Uncommon 29 Titan Blood Rare
27 Quickstep Boots Uncommon 30 Vicious Rare
28 Returning Weapon Uncommon Enchantment
29 Revive Kit Uncommon 31 Wallbreaker Rare
30 Ring of Uncommon 32 Weapon Ring Rare
Regeneration 33 Windsprint Armor Rare
31 Shatterstone Uncommon
32 Spacewarp Uncommon
Enchantment
33 Spikes Uncommon
34 Sprinter’s Potion Uncommon
35 Telescope Uncommon
36 Thorium Armor Uncommon
37 Time’s Eclipse Uncommon
263
Weapons
Getting Started
30 Warstaff Uncommon
264
C: NPC TYPES
Getting Started
These tables list all NPCs by their Initiative and role. This is to help GMs populate combat scenes with a diverse
array of NPCs.
Building Beacons
SPELLSHIELD Defender 1 WARMAGE Artillery 2
HEALER Support 2 ARCHITECT Controller 5
MINDREAVER Controller 2 MINDREAVER Controller 2
MIRAGE Controller 2 MIRAGE Controller 2
OVERLORD Support 2 SPECTER Controller 3
ROGUE Striker 2 SWARM Controller 4
CONJURER Artillery 2 TITAN Controller 7
WARMAGE Artillery 2 VULTURE Controller 3
MARSHAL Support 3 ELEMENTALIST Defender 1
RANGER Striker 3 FORTRESS Defender 5
SHARPSHOOTER Artillery 3 GLADIATOR Defender 5
SPECTER Controller 3 PROTECTOR Defender 1
Appendices
VULTURE Controller 3 SPELLSHIELD Defender 1
CHARGER Striker 4 CHARGER Striker 4
PEGASUS Striker 4 CLEAVER Striker 7
SWARM Controller 4 EXPENDABLE Striker 5
ARCHITECT Controller 5 FIREBUG Striker 5
EXPENDABLE Striker 5 FURY Striker 7
FIREBUG Striker 5 PEGASUS Striker 4
FORTRESS Defender 5 RANGER Striker 3
GLADIATOR Defender 5 ROGUE Striker 2
C: NPC Types
CLEAVER Striker 7 ARDENT Support 1
FURY Striker 7 HEALER Support 2
GUNNER Artillery 7 MARSHAL Support 3
TITAN Controller 7 OVERLORD Support 2
265
D: GLOSSARY
Getting Started
GENERAL TERMINOLOGY
Ancestry: Ancestry describes a beacon’s heritage or NPC Template: Templates are additional sets of features
species. It determines their Size and gives access to that can be added to NPCs, which can drastically alter
a list of ancestry traits. Whenever a beacon goes how they play. There are two types of templates:
on a quest, they can choose to equip one of their thematic and mechanical.
ancestry traits.
NPC Tier: NPCs come in one of three tiers: tier 1 (T1),
Boss: The toughest enemies in the game are Bosses. tier 2 (T2), and tier 3 (T3). NPCs of higher tiers are
Building Beacons
Bosses have their own unique rules for combat. stronger and tougher than those of lower tiers.
Battle Plan: Battle plans provide the framework for NPC Type: NPC types are collections of abilities and
combat scenes, determining the win conditions attributes that represent general themes, similar to
for the PCs, the NPC budget, and any special rules. player character jobs.
Class: Classes represent specialized approaches to Quest: Quests are adventures that beacons go on,
combat. Classes unlock equipment and abilities each comprising a combination of narrative and
that beacons can equip for quests. Each class has combat play.
three ranks, with each rank unlocking additional
equipment and abilities. Reflection: The many settings of BEACON. Each setting
is called a Reflection.
Appendices
were successful or not, your beacon gains another narrative play to gain a +2 bonus to a skill check.
character level. The maximum character level for
beacons is 12.
266
NARRATIVE TERMINOLOGY COMBAT TERMINOLOGY
Adversity Challenge: A type of skill challenge represent- Ability: All techniques, traits, and equipment. Basically,
Getting Started
ing the obstacles the beacons encounter between if something does something in combat, it’s an ability.
combat scenes, like moving through dangerous
rooms in a dungeon or sneaking past patrolling Ability Check/Save: A roll made to overcome an obstacle
guards to ambush a target. or resist an effect. Effects that prompt ability checks
or saves indicate which ability score – Bulk, Agility,
Background Skills: Words or brief phrases that represent Mind, or Magic – is used for the roll. Background
a beacon’s history and training. Background skills skills, Grit, and titles don’t apply. To succeed on an
have three ranks. Skill checks use background skills, ability check, you need a result of 10+. To succeed
and grant +1 on the roll for reach rank in the skill. on a save, your result must equal or exceed the Save
Target of the initiator, or 10 if not otherwise specified.
Downtime Activity: When beacons have free time,
Building Beacons
they can perform downtime activities. Ability Scores: The four ability scores – Bulk, Agility,
Mind, Magic – affect a character’s attributes and
Narrative Action: Narrative actions are a type of skill actions in combat play.
check with specific outcomes.
Ally: A character friendly to you or on the same side.
Skill Challenge: Skill challenges are series of rapid skill You don’t count as your own ally.
checks. Skill challenges can be split into two catego-
ries: story challenges and adversity challenges. Area of Effect (AOE): Abilities and effects with an AOE
affect multiple targets or spaces. Blast, Burst, Close
Skill Check: Skills checks are used to determine success Blast, and Line are types of AOEs.
during narrative play.
Appendices
Attack: Attempts by characters to hit and harm some-
Story Challenge: A type of skill challenge. Story chal- thing with weapons, magic, or other means. To hit
lenges are used when an obstacle or scene is too your target, your result must equal or exceed their
complex to be resolved with a single skill check. defense (either Dodge or A-Def, depending on the
type of attack). Attacks can be either melee attacks
or ranged attacks, and can be further categorized
as weapon, spell, support, or skill attacks.
D: Glossary
in combat play, such as Dodge and Size. These scores
are determined by a character’s level, job, ancestry,
talents, ability scores, equipment, and techniques.
Critical Hit: On a result of 20+, an attack roll is a crit. Roll Grit: An attribute representing the combat experience
all damage dice twice and take the highest result. that beacons gain when they increase their character
level. Starting at character level 2 and then at every
Damage: Harm done to another character. Damage second level after that (i.e., levels 4, 6, 8, etc.), beacons
is subtracted from HP, and comes in different types gain +1 Grit. Grit is a passive bonus that applies
(Physical, Force, Astral, Lunar, Discord). to several other attributes.
Dangerous Terrain: Terrain that can cause damage. Immunity: When a character is immune to something,
1/round when you enter dangerous terrain or end they are unaffected by that type of effect.
your turn in it, you must make an ability check of
the GM’s choice. Failure: You take 5 damage of any Initiative: NPCs take their turns in a different way than
Appendices
type or Stress based on the type of terrain. PCs. Instead of acting based on the phase of the
standard action they want to perform, each NPC has
Defeat: When a beacon is defeated, all effects on them an Initiative, which ranges from 1–8. This specifies
and that originated from them are removed, includ- the phase in which they take their turn. During that
ing Summons. Damage, conditions, statuses, and phase, the NPC can take any action, not only those
created objects and terrain remain, including Traps. options available to PCs during that phase.
Difficult Terrain: Terrain that slows movement. It has Limit Break: Every job has a limit break, which is a
+1 movement cost. power, scene-changing ability unique to that job.
D: Glossary
Equipment: Weapons and support items are equipment. Object: Anything that isn’t a character (or part of one).
The terrain, parts of the environment, and deployed
268 items (like Traps) are all objects.
Obstruction: If a character or object is the same Size as Stress: A special type of harm that doesn’t count as
you or larger, you can’t move through their spaces. damage and doesn’t affect the recipient’s HP. Stress
Getting Started
Allied characters and enemy characters smaller than accumulates up to a character’s Stress Cap.
you don’t count as obstructions and you can move
through their spaces, but you can’t end a movement Surging: Beacons can surge 1/round to take a second
sharing spaces with another character. turn at the cost of taking Stress (p. 42).
Phase: The various stages of the round during which Talent: Sets of abilities that don’t need to be equipped.
characters can act. The phase in which a character Once your beacon has learned a talent, they will
takes a turn is usually decided by the action they want always have access to any abilities unlocked by their
to perform, as each action can only be performed ranks in that talent. Each talent has three ranks.
in a specific phase.
Techniques: Skills and spells are techniques.
Building Beacons
Range/Reach: The maximum number of spaces within
which a given ability can be used. Range and Reach Teleport: A special form of movement that allows for
work in the same way, but some effects trigger based instant movement between two spaces. Teleporta-
on one or the other, not both. tion doesn’t require line of sight, doesn’t provoke
reactions, and ignores Engagement. Teleportation
Reaction: Special actions performed in response to always counts as moving 1 space. If a character tele-
specific triggers, even on other character’s turns. ports into a space they can’t occupy, the teleport
You can perform one reaction per turn, but there is fails and the action is lost.
no limit on how many times a specific reaction can
be used unless one is specified. Terrain: A specific subset of object that includes the
environmental elements in a combat scene – trees,
Appendices
Reroll Table: When making an attack, ability check, walls, rocks, and similar.
or save in combat, you can reroll the dice by using
the Reroll Table. To use the table, you choose one Terrain Features: Terrain features modify spaces and
of the listed options and reroll all dice for one roll terrain on the battlefield. While they generally affect
(including or ). Each option from the table can single spaces, multiple terrain features can be placed
only be chosen once per round (p. 52). next to each other to create a continuous feature.
Resistance: Reduces damage by half. Trait: Abilities that reinforce a beacon’s identity and
playstyle. Traits come from a beacon’s ancestry and
D: Glossary
Round: Each combat scene is made up of a number of equipped job.
rounds, each of which is split up into eight distinct
phases. At the end of the eighth phase, the round Turns: Each character takes one turn per round, taken
ends and another round begins. during one of that round’s phases. The action they
want to take on their turn determines which phase
Shift: A special movement that doesn’t provoke reac- they act in. On their turn, a character can perform
tions and ignores Engagement. You can’t shift if their standard movement, one standard action,
you are Slowed or Immobilized. one minor action, and any number of free actions
(within reason). Most NPCs only take one turn per
Scene: An entire combat, from beginning to end. Once round, but some NPCs might take multiple turns.
the fighting is over, the scene ends.
Wound/Overstress: Characters can receive Wounds or
Squeezing: A special form of movement that allows become Overstressed. As they accumulate Wounds
characters to fit into spaces one Size smaller than and Overstresses, their combat performance weakens
them, but increases the cost of all movements by until they are no longer able to fight.
+1 while doing so (p. 55).
Zone: A lingering effect from an AOE, which remains
Standard Action: Characters can take one standard in play for a set time or until the end of the scene.
action per turn. Beacons can only use standard
actions from the current phase.
269
TAGS
Accurate: Attacks with this tag gain +1 . If an Enchantment is destroyed, the ability it is en-
Getting Started
Auto-Hit: Attacks with this tag automatically hit without Limited X: Abilities with this tag can only be used X times
making an attack roll. per quest. Limited abilities provide powerful effects
that can’t be replenished during a quest once used.
Blast X: Abilities with this tag have an AOE. It affects all
Appendices
targets within a radius of X spaces from the center Line X: Abilities with this tag have an AOE. It affects all
space, including the center space. Cover and line targets in a straight line with a length of X spaces
of sight are calculated from the center space. Users and a width of 1 space, drawn directly away from
can be affected by their own Blast. you in any direction.
Burst X: Affects all targets within a radius of X spaces Mana X: Abilities with this tag cost X MP to use.
from the edge of the spaces occupied by the target,
including the target’s spaces but excluding the target Polymorph: Abilities with this tag modify the target’s
itself. Cover and line of sight are calculated from form. A character can only be under the effect of one
D: Glossary
the edge of the spaces occupied by the target. If a ability with this tag at a time, and any subsequent
Burst forms a zone, the zone moves with the target. polymorph effects are automatically cancelled while
they are under the effects of a polymorph.
Close Blast X: Abilities with this tag have an AOE. It
operates like a Blast, but: Piercing: Damage with this tag ignores Armor.
at least 1 space must be adjacent to the user
the user can’t be in the area Pull X: Abilities with this tag inflict a type of forced
cover and line of sight are calculated from the user. movement. On a hit, the target is moved X spaces
directly toward the origin.
Consumable X: Abilities with this tag can only be
used X times per quest. Consumable abilities rep- Push X: Abilities with this tag inflict a type of forced
resent potions, elixirs, and other items that can be movement. On a hit, the target is moved X spaces
replenished. directly away from the origin.
Enchantment: Abilities with this tag modify other Range X: Abilities with this tag can be used on targets
abilities. Enchantments can typically only be ap- within X spaces.
plied to specific types of abilities and can only be
applied to one ability at a time. Additionally, each Reach X: Abilities with this tag can be used on targets
ability can only have one Enchantment at a time. within X spaces. This tag also determines the range
Enchantments can only be applied to a new ability of the Opportunity Attack reaction.
while preparing for a quest or during a Long Rest.
270
Recharge X: Whenever an NPC uses a Recharge ability, Summons are defeated if they are reduced to 0
it can’t be used again until that ability recharges. HP. They can also be dismissed by their summoner
Getting Started
At the start of each of the NPC’s turns after using a as a free action. Summons last until dismissed or
Recharge ability, the NPC rolls a d6 recharge die. If defeated, or until the end of the scene.
the result equals or exceeds the Recharge value (X) By default, each character can only have one
of any Recharge abilities they have, those abilities Summon per ability with this tag in play at a time. If
recharge. NPCs only make one recharge roll each turn, a Summon is defeated or dismissed, a new one can
but that roll can recharge multiple abilities at once. be made using that same ability. Summons can’t
create Summons.
Reliable X: Abilities with this tag always deal at least X
damage, even if they would miss or deal less than Thrown X: Abilities with this tag can be used to make
X damage. Reliable damage inherits the ability’s a thrown attack, a melee attack made against a
damage type and tags; however, Reliable damage
Building Beacons
target within X spaces. Thrown attacks are affected
does not count as a hit and doesn’t trigger any effects by cover. If throwing a weapon, it lands in a space
that require a hit. adjacent to the target (thrower’s choice), and must
be picked up as a free action while adjacent to it
Reloading: Abilities with this tag must be reloaded before it can be used again.
after each use before they can be used again. This
can be done using Refresh and other abilities. Trap: Abilities with this tag place traps – objects that
modify spaces – or are traps themselves. They must
Slide X: Abilities with this tag inflict a type of forced be placed in a free adjacent space. They become
movement. On a hit, the target is moved X spaces armed at the end of the turn in which they are placed.
in any direction. Moving into or adjacent to a space occupied by a
trap triggers it, activating its effects, after which it
Appendices
Slow: Abilities with this tag can only be activated as is removed from play.
part of Full Attack. Traps are permanently Hidden, but can be auto-
matically detected with Search. You can attempt
Stressful X: Abilities with this tag inflict X Stress on to disarm a trap by making an Agility check as a
the user. minor action when moving into or adjacent to its
space (before it is triggered). On a success, the trap
Summon: Abilities with this tag create one or more is removed from play without being activated. On
temporary characters under the control of another a failure, it activates as normal.
character, each of which has the Summon tag.
D: Glossary
Summons have the following statistics unless Unbreakable: Abilities with this tag cannot be destroyed
otherwise indicated: and can’t be selected for destruction if there are
non-Unbreakable options left. If an Unbreakable
Basic Summon (Size 1/2, HP 5, Dodge/A-Def 10, result is selected from a wound or overstress roll, it
Speed 0, Save Target = Summoner's Save Target, becomes a Dazed result instead.
Bulk/Agility/Mind/Magic 0)
Unique: Characters can only equip one copy of each
Summons can only be created in free spaces that ability with this tag at a time.
they could normally enter (they can’t be summoned
into impassable terrain, for example).
Summons are characters with a standard action,
standard movement, and minor action per round;
however, they can’t perform any actions unless
they have an ability that lets them do so and can’t
perform a movement unless they have Speed. Their
turn is their summoner’s turn, and if they can take
actions or move, they can do so at any point in their
summoner’s turn.
271
INDEX
Getting Started
272
M Crystal Warriors 233 Close Blast 64
Magic 12 The Soul Guard 236 Consumable 64
Getting Started
Mana 15, 65 Reliable 65 Enchantment 64
Memory 15 Reloading 65 Focus 64
Mind 12 Reroll Table 52 Homing 64
Minor Actions 47 Resources 17 Inaccurate 64
Modifiers 9 Combat Resources 17 Indirect 64
Movement 54 Narrative Resources 18 Innate 64
Rewards 20 Limited 64
N Supplies 18 Line 64
Narrative Actions Ruins 231 Mana 65
Convince 24 Piercing 64
S
Building Beacons
Gain Insight 25 Polymorph 65
Gather Information 25 Safety Tools 227 Pull 64
Make Conflict 25 Saves 9 Push 64
Move Unseen 26 Save Target 15 Range 64
Overcome 26 Scope 14 Reach 65
Recall Lore 26 Scourge 230 Reliable 65
Use Magic 26 Session 0 226 Reloading 65
Narrative Play 22 Shifting 54 Slide 65
Narrative Resources Shops 346 Slow 65
Gold 18 Alchemy Shop 347 Stressful 65
Residuum 18 Blacksmith 349 Summon 65
Non-Player Characters 259 Engineer 352 Thrown 65
Appendices
NPC Actions 261 General Store 346 Trap 65
NPC Features 260, 304 Leatherworker/Clothier 350 Unbreakable 65
NPC Initiative 260 Magic Shop / Dojo 355 Unique 65
NPC Templates 259 Tavern 354 Talents 13, 202
Mechanical Templates 306 Size 14 Targeting 49
Thematic Templates 310 Skill Challenges 33 Techniques 17
NPC Tier 259 Adversity Challenges 34 Free Techniques 17
NPC Type 259 Story Challenges 33 Skills 17
Skill Checks 23 Spells 17
Index
O Slide 65 Teleportation 54
Objects 48 Slow 65 Terrain Features 57, 251
Obstruction 56 Source 7 Themes 229
Overstress 15 Speed 15 Thrown 65
Squeezing 55 Title 11
P Standard Actions 44 Tone 227
Phases 42 Stress 58 Traits 16
Piercing 64 Stress Cap 15 Trap 65
Polymorph 65 Stressful 65 Turns 42
Pull 64 Summon 65
Push 64 Supplies 346 U
Surging 42 Unbreakable 65
Q Unique 65
Quests 241 T
Tags 64 W
R Accurate 64 Weapons 16
Range 64 Aetheric 64 Weapon Type 16
Reach 65 Arcing 64 Wounds 15
Reactions 47, 399 Armor 64
Recharging 260 Aura 64 Z
Recoveries 15 Auto-Hit 64 Zones 53
Reflections 233 Blast 64
Colossus 235 Burst 64 273
COMBAT QUICK GUIDE
Getting Started
Delay Delay OVEREXTEND You can only choose this option if you
are adjacent to an enemy or within
Any Phase Ready Reach of an enemy’s weapon. The
enemy can choose one of the follow-
Player Turns ing, which resolves before you reroll:
You take your turn each round during one of the eight
phases. During your turn, you can do the following in Ø They make an Opportunity
any order: Attack against you.
Ø They deal 3 Physical to you
1 Standard 1 Standard 1 Minor as a reaction.
Action Movement Action
274
SURGE
Each PC can Surge once per round, allowing them to
Getting Started
take a second turn. This costs a certain amount of Stress SURGE LEVEL STRESS COST
based on their Surge level, which increases each time
they Surge and resets when they next take a Long Rest. 0 2 Stress.
This second turn counts as a brand-new turn, giving
them a new standard action, standard movement, and 1 1d3+1 Stress.
minor action.
The Stress cost for surging is listed below. This Stress 2 1d6+2 Stress.
is taken at the start of a Surge turn, before anything
else. The cost does not progress past 1d6+4. 3 1d6+4 Stress.
Building Beacons
STANDARD ACTIONS
Phase 1: Bolster Phase 2: Channel
You gain Focus equal to your Armor+1d3. Until the You begin to enact a Channel ability, the effect of
start of your next turn, attacks against you are made which you can unleash in Phase with the Release
with +1 . action. This is the only way to trigger a channeled
Appendices
ability’s Release effect. Until you release it, you are
considered to be channeling.
Refresh Phase Bolster While channeling, if you take any damage (after
Armor) or Stress not caused by yourself, you must
Choose one of the following: pass a Bulk save against the other character’s Save
Ø Spend a Recovery to regain all HP. Target. This is called a concentration save. On a
Ø Clear all Stress. failure, you lose concentration: you stop channeling
Ø Regain all MP. and the ability fizzles.
You can only channel one ability at a time, and
275
Phase 3: Skirmish Phase 5: Brawl
Getting Started
A character within your Scope and line of sight be- You make one of the following attacks:
comes Marked.
Ø Melee attack: Make a melee attack with an abili-
ty against a target within the ability’s Reach. Roll
Search Phase Skirmish 1d20+Grit. If your result equals or exceeds the tar-
get’s Dodge (or A-Def for Aetheric attacks), it hits.
Choose a character or object within Scope and pick one: Ø Improvised weapon attack: Make a melee weap-
on attack against an adjacent. Roll 1d20+Grit. If
Building Beacons
Ø If they are Hidden, you make a contested Mind your result equals or exceeds the target’s Dodge,
check against their Agility. On a success, they are they take 1d3 Physical .
no longer Hidden.
Ø You learn the target’s ability scores, attributes, and
abilities. Grapple Phase Brawl
Rush Phase Reposition Shove attacks can be made while you are Disarmed
(p. 62).
Choose one of the following:
Ø You move up to your Speed.
Ø Until the end of the turn, you ignore Engagement
and don’t provoke reactions from movement.
276
Phase 6: Release Any Phase
Getting Started
Release Phase Release ReadyAny Phase
You release an ability you are channeling, causing it You prepare your standard action at a later moment,
to take effect. This is resolved as if you were taking a turning it into a customizable reaction:
turn, following the rules for alternating turns between
PCs and NPCs, but doesn’t count as a turn. Instead of 1. Select a trigger, which must be a specific action,
releasing an effect, you can continue channeling it movement, or reaction taken by any character.
and release it during Phase in the next round. You 2. Select your effect, which must be an action or mi-
can’t release an ability if you are Silenced. nor action you can take during your current turn.
3. Until the start of your next turn, you can perform
that readied action as a reaction when the trigger
Building Beacons
Phase 7: Full Attack is met. If you haven’t used your readied action by
the start of your next turn, the action is lost. You
Full Attack Phase Full Attack can’t use any other reactions while you have an
action readied. You can forgo yur readied action
1/round, choose one of the following: at any time.
Appendices
Phase 8: Delay
REACTIONS
Counterattack Interpose Opportunity Attack
Reaction (1/round), Focus 1 Reaction, Focus 1 Reaction (1/round)
Trigger: You are hit by an attack Trigger: An ally within Range 3 is Trigger: An enemy begins a move-
from a character within the Reach targeted by an attack. ment within the Reach of one of
of one of your abilities. your abilities.
Effect: You can shift up to 2 spaces.
Effect: You can Volley or Fight If you end this movement next to Effect: You can immediately Vol-
against that character with one the targeted ally, you can choose to ley or Fight against that character
of those abilities. Each attack roll become the target instead, even if with one of those abilities.
can only be counterattacked once you would otherwise not be a valid
– multiple characters can’t Coun- target. Each attack roll can only be
terattack in response to the same interposed once – multiple charac-
attack roll. ters can’t Interpose in response to
the same attack roll.
277
278
Getting Started Building Beacons Appendices Combat Quick Guide
name title
BEACON
LEVEL
LIMIT BREAK
LK
U
BACKGROUND SKILLS
CHARACTER SHEETS
// CLASS RANKS
TY
RANK used
I
IL
GRIT 1
G
A
2
D
IN
3
M
IC
4
G
A
M
6
E
G
D
7
O
D
8
EF
-D
A
9
E
SIZE
10
V
A
S
11
E
P
O
12
C
SPEED
S
HP STRESS MP
MAX
MAX
MAX
WOUNDS OVERSTRESS RECOVERIES
X
A
M
CONDITIONS STATUSES SURGE COST REROLL TABLE
2 Stress STRAIN
Blinded Marked Sundered Bloodied Grappled Take 1d3 Stress.
1d3+1 Stress
Dazed Silenced Vulnerable Breaking Hidden ENDANGER
1d6+2 Stress Become MARKED. You can't use this
Disarmed Slowed Weakened Engaged Invisible option if you are MARKED.
1d6+4 Stress OVEREXTEND
Immobilized Stunned Flying Prone If you are adjacent to an enemy or
within their weapon’s reach, they can
a) OPPORTUNITY ATTACK you, or
b) deal 3 Physical to you.
TRAITS
NOTES LOOT
EQUIPMENT
weapon weapon weapon
name support type name support type name support type
TECHNIQUES