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DAWN

A Diceless High Fantasy resource management TTRPG


A Game Written by Joel Vreugdenhil

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

DAWN: The RPG © 2024 by Joel Vreugdenhil is licensed under CC BY 4.0.


To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

1
Table Of Contents
Introduction........................................................................................................................................................................... 6
Cliff Notes.........................................................................................................................................................................7
Inspirations and Assumptions.......................................................................................................................................... 8
Inspirations................................................................................................................................................................ 8
Assumptions.............................................................................................................................................................. 8
Rule Zero, Consent.......................................................................................................................................................... 9
Play Materials................................................................................................................................................................... 9
The X-Card:................................................................................................................................................................9
Playing The Game............................................................................................................................................................ 9
Modes Of Play..................................................................................................................................................................9
Worlds of Dawn...................................................................................................................................................................11
Sample Settings............................................................................................................................................................. 12
The Bare Essentials................................................................................................................................................. 12
The World Of Sand And Stars........................................................................................................................................ 13
The World Of Daggers And Dusk................................................................................................................................... 16
The World Of Faeries And Frost..................................................................................................................................... 19
Setting Creation Activity.................................................................................................................................................22
Universal Rules................................................................................................................................................................... 24
Always Round Up...........................................................................................................................................................25
Specific Overrides General.............................................................................................................................................25
Attributes........................................................................................................................................................................ 25
Scenes............................................................................................................................................................................25
Tension.....................................................................................................................................................................25
Challenge Rolls.............................................................................................................................................................. 26
Unique Roll Types.................................................................................................................................................... 27
Intermissions.................................................................................................................................................................. 27
Knockouts...................................................................................................................................................................... 27
Clocks............................................................................................................................................................................ 28
Influence.........................................................................................................................................................................28
Tiers................................................................................................................................................................................29
Campaign Scale............................................................................................................................................................. 30
Character Creation............................................................................................................................................................. 32
Unstructured Play Checklist...........................................................................................................................................33
Structured Combat Checklist.........................................................................................................................................33
Example Combat Builds.................................................................................................................................................34
Body Primary Characters.........................................................................................................................................34
Talent Primary Characters........................................................................................................................................35
Spirit Primary Characters.........................................................................................................................................36
Mind Primary Characters......................................................................................................................................... 37
Unstructured Play............................................................................................................................................................... 39
Unstructured Challenge Rolls........................................................................................................................................ 40

2
Quick Rolls...............................................................................................................................................................40
Gaining Advantage.................................................................................................................................................. 40
Threats........................................................................................................................................................................... 41
Responding To Threats............................................................................................................................................41
Failing Challenge Rolls.............................................................................................................................................42
Tense Scenes................................................................................................................................................................. 42
Ranks............................................................................................................................................................................. 43
Skills............................................................................................................................................................................... 43
Example Skills..........................................................................................................................................................43
Abilities........................................................................................................................................................................... 44
Creating Unique Words............................................................................................................................................44
Ability Glossary...............................................................................................................................................................45
Bonds............................................................................................................................................................................. 46
Bond Tags................................................................................................................................................................46
Character Concepts....................................................................................................................................................... 48
History......................................................................................................................................................................48
Aesthetic.................................................................................................................................................................. 49
Outlooks......................................................................................................................................................................... 50
The Rebel.................................................................................................................................................................51
The Loyal................................................................................................................................................................. 51
The Quiet................................................................................................................................................................. 52
The Confident.......................................................................................................................................................... 52
The Light.................................................................................................................................................................. 53
The Wolf...................................................................................................................................................................53
The Accursed...........................................................................................................................................................54
The Blessed............................................................................................................................................................. 54
The Mentor...............................................................................................................................................................55
The Apprentice.........................................................................................................................................................55
Structured Combat............................................................................................................................................................. 57
Turn Order...................................................................................................................................................................... 58
Damage And Health....................................................................................................................................................... 58
Wounds And Knockouts.......................................................................................................................................... 58
Earning Influence Through Wounds.........................................................................................................................58
Spending Influence In Structured Combat.....................................................................................................................58
Armor And Evasion.........................................................................................................................................................59
Tension........................................................................................................................................................................... 59
Focus..............................................................................................................................................................................59
Alternative Foci:....................................................................................................................................................... 59
Speed............................................................................................................................................................................. 59
Spaces, Movement, and Range.....................................................................................................................................59
Special Targeting..................................................................................................................................................... 60
Terrain...................................................................................................................................................................... 61
Alternate Mode: Cinematic Combat...............................................................................................................................61
Effect Listing...................................................................................................................................................................62
Basic Actions................................................................................................................................................................. 63
Combos................................................................................................................................................................... 63
3
Movement................................................................................................................................................................ 63
Attacks.....................................................................................................................................................................64
Defense....................................................................................................................................................................65
Utility........................................................................................................................................................................ 66
Dueling........................................................................................................................................................................... 67
Techniques..................................................................................................................................................................... 69
Archetypes...............................................................................................................................................................69
Powerhouse.........................................................................................................................................................................71
Vagabond.............................................................................................................................................................................76
Bulwark................................................................................................................................................................................ 81
Altruist..................................................................................................................................................................................86
Disruptor..............................................................................................................................................................................91
Ruiner...................................................................................................................................................................................96
Narrator Tools................................................................................................................................................................... 102
Specific Advice.............................................................................................................................................................103
Using Influence As A Narrator................................................................................................................................103
Human Foes...........................................................................................................................................................103
Breaking The Power Ceiling...................................................................................................................................103
Resolving Conflicts.......................................................................................................................................................104
Antagonist Rules.......................................................................................................................................................... 105
Antagonist Points...................................................................................................................................................105
Antagonist Edges...................................................................................................................................................106
Building Structured Combat............................................................................................................................................ 108
Enemy Rules................................................................................................................................................................ 108
Encounter Design......................................................................................................................................................... 109
Compound Enemies.....................................................................................................................................................109
Example Deployments................................................................................................................................................. 110
General Enemy Types...................................................................................................................................................111
DPS Enemies......................................................................................................................................................... 111
Tank Enemies.........................................................................................................................................................114
Support Enemies................................................................................................................................................... 117
Engine Enemies..................................................................................................................................................... 119
Modifier Enemies................................................................................................................................................... 122
Sample Combat Scenarios.......................................................................................................................................... 124
Defense..................................................................................................................................................................124
Assault................................................................................................................................................................... 124
Credits............................................................................................................................................................................... 125

4
Introduction

The journey begins.

5
Introduction
DAWN is a grid-based, combat-focused, setting-agnostic tabletop roleplaying game (or TTRPG), inspired by battle
manga, anime, and tactical video games.

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

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

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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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6
Cliff Notes Custom Skills
If you’ve played a number of different TTRPGs before In unstructured play, players can write their own
this, you may have made some assumptions about the ‘Skills’, modifiers that can be added to rolls to make it
game’s mechanics, or will start doing so as you read. easier to succeed. There is no set list that they must
pick from, only guidelines to create a sense of
Here’s a basic rundown of some of those more consistency between all Skills.
recognizable traits and shared mechanics so that you
can get an idea of how DAWN plays: "Toolbox” Character Building
Though ‘Archetypes’ exist for creating combat-ready
characters, they only serve as a way to organize and
Build Your Own World
This game is fully setting-agnostic. This means that categorize the unlockable and leveled 'Techniques’ that
you can build or play in any world, existing or original, serve a similar purpose to “Feats” in other games.
so long as it can house combat, involves the Characters can build any combination of Techniques
supernatural, and is not too concerned with realism. from up to 3 Archetypes.

XD6 Resolution System Split Unstructured Play and Structured Combat


When attempting to resolve conflict, you’ll roll 6-sided A harsh divide exists between the systems of
dice (D6), treating rolls of 4 or more as ‘Hits’. You’ll ‘unstructured play’ and ‘combat play’, so that players
need some number of Hits on multiple dice to succeed. who value one over the other don't need to make any
concessions over what they choose to prioritize.

Exploding 6s
When you roll a 6 using the XD6 system, it’s counted Implied Inventory
as a ‘Critical Hit’, letting you roll an additional die. This game is not concerned with the players
managing weapons, armor, or consumable items. If
you feel like your character should have a sword, they
Meta-Resource
have a sword, when they heal they could pop a
Players will gain and track ‘Influence’ throughout a
regeneration serum, use magic, or just tough it out. A
Series. A meta-resource that serves to reward
character’s equipment only depends on what the user
players who interact with the story. It's incredibly
finds most interesting.
important and can be spent in any mode of play.

7
Inspirations and Assumptions Assumptions
Before moving forward, I—Joel, the author—feel that it's There are many assumptions I made while writing the
important to talk a little about the inspirations I had and book, and if you or your group would not agree with
the assumptions I made when writing DAWN. This way, these assumptions, you should discuss them with each
you can better understand what kind of game it is. other. If you can't find ways to reconcile these
problems, then it may also be good to find a different
game to play.
Inspirations
Though many of these inspirations are used in how
DAWN is advertised and described—hence you may A Love For Combat
already know many of them—I feel it is important to list This game is fully wrapped in fighting from head to toe.
each explicitly. This should better set up a reader’s Its Narrative high points, mechanical focus, and
expectations for the game and its themes. general theming only really work if you as a player
enjoy the idea of combat, even if only in the context of
fiction. Your characters should be able to fight when the
Anime and Manga
game demands it of them.
This is the most clearly advertised part of the game by
far, and for good reason, many elements of this
game's aesthetics, language, and themes are taken A Non-Lethal World
from the shōnen anime I watched when I was This game never forces a player to kill their characters, it
younger like Magi or Fairy Tail and the manga I still is always a choice they can make. Tension is meant to
read now like Gokuraikugai, Fire Force, and Kengan come from that character's connections and
Asura. Though that's not the full picture and does not personal stories, not from being threatened directly.
represent some more specific aspects of the game. If you don't think you could enjoy a game like that, you
should discuss it with your group, since by default this
will be how the game is played.
Tactical Games
A huge part of DAWN is its focus on tactical “wargame”
combat, and this combat holds many inspirations. The A Respect For Your Group
obvious connection to make is to other tactical Although there are guard rails and incentives in place to
TTRPGs such as Lancer or the other works of Massif prevent players from ruining the game for others, there
Press. However, that comparison is only surface is nothing that can be done about players who don't
level, as I'm not actually a huge fan of most tactical communicate to or respect each other.
TTRPGs (those examples withstanding).
Especially in DAWN, as it gives a lot of opportunities for
It's more accurate to say that DAWN's combat is players to indulge in drama and have moments in the
inspired by the video games I enjoy, such as tactical spotlight. If a player wants to exploit that and isn't
RPGs like Disgaea or Waven, beat-em-up MMOs like challenged, then they can really take the wind out of
Elsword or Grand Chase, card games like Wildfrost or everyone's sails.
Legends of Runeterra, and pretty much any fighting
game by Arc System Works. However, it's important to remember that almost no
one will do this on purpose, they may just struggle
with some social cues or not know when to stop their
Fluid Narrative TTRPGs
momentum, and because of that you should always
For the mechanics I’ve written used outside of combat,
extend the same attempts at communication for them.
I take quite a few inspirations from TTRPGs I
consider more fluid and less mechanically restrictive
than some others. Some good examples of this would
be; Tenra Bansho Zero, Icon, and Fabula Ultima.

8
Rule Zero, Consent Playing The Game
Like in anything cooperative, consent is paramount in a There are two roles that need to be fulfilled to play
TTRPG. Always acting with the consent of your DAWN. One person is the Narrator, the rest are players.
fellow players is the first and most important rule of As a group you play through ‘Chapters’, instances of
the game, superseding everything else within this play that should take anywhere from one to five hours,
book or outside of it. Define lines that should not be with all connected Chapters making a ‘Series’.
crossed with your fellow players, if not with the table
you should do so for yourself. And always make sure Narrator: Guide the story, present challenges to the
players feel comfortable speaking up about things they group. Be a fan of the players. Ask them questions, fill
want from the game. the world with their answers.

Player: Describe what your character does. Give


Play Materials everyone a time to shine. Fill the world with your
If you want to play DAWN, you’ll need the following, or ideas. Take risks, and rise up from failures.
substitutes, to fulfill their purpose.
After a Chapter ends, your group can continue at
This book. another date, or not, the decision is up to you.
Lots of dice. When this game refers to dice, it
specifically means 6 sided dice, or D6. Modes Of Play
While playing DAWN, you will be in one of two ‘modes’,
A character sheet (These can be found online).
unstructured play, or structured combat. These
A group of friends to be the players and Narrator. function differently and rarely interact with each other.

The X-Card: Unstructured Play


Unstructured play occurs when the majority of players
The X-Card is an optional tool (created by John
are not fighting. In this mode, rules are much looser,
Stavropoulos) that allows anyone in your game,
allowing each player to use their problem-solving and
including the Narrator, to edit out any content anyone is
Abilities to solve problems. Mechanics like ‘Skills’ and
uncomfortable with as you play.
‘Abilities’ are core to unstructured play.
Since most RPGs are improvisational, and we won't
know what will happen till it happens, it's possible the Structured combat
In opposition to this is structured combat. In structured
game will go in a direction people don't want. An
combat, each character is arranged on a 7x7 board of
X-Card is a simple tool to fix problems as they arise.
tiles, using strictly structured combat rules and tactics
to take out their opponent(s). Mechanics like
TO USE THE X-CARD, AT THE START OF YOUR GAME, SIMPLY SAY: ‘Attributes’ and ‘Techniques’ are core to combat.
“I’d like your help to make this game fun for everyone. If
anything makes anyone uncomfortable in any way…” Joel's Notes: Asymmetrical Character Building
Characters do not carry over their features from one
[draw X on an index card]
mode to the other by default. Having an Ability that lets
“ …just lift this card up, or simply tap it” you stop time does not let you take extra Turns in
combat, and having 3 levels in a Summoner Technique
[place card at the center of the table].
doesn’t mean you can summon whatever you want in
“You don’t have to explain why. It doesn't matter why. unstructured play. Points of explicit overlap exist, by
When we lift or tap this card, we simply edit out anything spending resources you may pull these unstructured
X-Carded. And if there is ever an issue, anyone can call Abilities into combat in a “Duel” for example, but these
for a break, and we can talk privately.” only exist when explicitly mentioned.

9
Worlds of Dawn

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

10
Worlds of Dawn
DAWN is designed to embody all sorts of high-action, fantasy stories, in worlds that the players can create
themselves. Though creating this world with your players can be fun, I understand that there are plenty of reasons why
someone may not want to. You may not know your players, they may not be comfortable with that sort of creative work,
or you may just find the process tedious.

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

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

11
Sample Settings The Bare Essentials
Though DAWN can be played in almost any No matter what setting you’re playing in, there will be
setting—and it's recommended you experiment—it some parts of it that will be either assumed, due to the
would be incredibly difficult to write it coherently under tropes in DAWN’s inspirations, or required due to
that assumption. DAWN’s mechanics. The 3 following points are
required elements in any DAWN game.
Because of that, there are three official and original
settings used in DAWN that will continue to be Magic
referenced as the book goes on. This section of the The first and most vital factor. DAWN and the idea of the
book is mostly dedicated to explaining the 3 example supernatural are deeply intertwined. Many of the abilities
settings; of both players and NPCs are explained with the
presence of some sort of magic, and due to the
The World Of Sand And Stars mechanics of the game all players are capable of
using this magic, unless they choose not to.
The World Of Daggers And Dusk
This could be magic in the traditional sense, casting
The World Of Faeries And Frost
spells and all that, but it could also be complex
technology, advanced physical techniques, or any
These settings are meant to be used as a quick and
other things that your heroes would have access to that
easy jumping-off-point for a Series of your own, as well
many normal people don't, or do not understand.
as showing the breadth of worlds that can be
represented in the game.
Action
Though they are in no way the only ways the game can At least half of this book is made to explain how you
be played nor are they recommended any more than punch good. This was written under the assumption that
using a world you enjoy and/or have created, they may characters will be fighting quite a lot, and that these
be a good place to start. Everyone who's read DAWN fights would be non-lethal and spectacle-focused. If
fully should know at least a little about each, which will someone playing this game is completely opposed
not be true with all settings, especially if the players are to the idea of fighting for fun, or as a sport, they may
not incredibly familiar with each other. feel uncomfortable.

Unity
Though it’s recommended players explore different
ideas with any setting, it’s important that each one
has one unified theme or subject that any player can
come back to and use to develop their character.
These universal rules and themes should apply to all
characters bar none. The unique traits of these
characters should be based on how they subvert the
assumptions one may make or how they expand on
more vague parts of the theme, not by adding
completely new rules that would affect the other players
or contradict established parts of the setting.

12
The World Of Sand And Stars
Beneath a star strewn sky, a cosmically small speck
of dust houses millions. Those brave enough to find
the conduits required draw supernatural power from
these stars, using it to elevate their position in the world
or provide for those who can’t.

This is Ka'Sha, a desert world where humans draw


power from the constellations that dot their sky. Uses
the stars to perform impossible supernatural feats of
magic. Mounted on sand skiffs, ambitious mages search
their planet for stars that, for reasons unknown, have
fallen from their constellations above .

And bravery they must have, as these fallen stars carry


a passenger, one whose terrifying form and unbelievable
power strike fear into all who bear witness.

Unity
Characters in the world of Sand and Stars might mix
thematic elements of cosmic horror, the 1001 nights,
and other desert fantasy settings, like Dune.

Magic
Within this world, magic is a tool. One used by those
who are lucky or wealthy enough to find and keep hold
of a ‘Star Shard’ left by falling stars. These are most
commonly nomad adventurers, desperate outcasts, or
members of “The Empire”.

This magic is most often used in one of two ways:


through absorption or utilization.

When a character absorbs the latent energy of a Star


Shard, they will likely be given an Ability or set of
Abilities that holds some power over an element of the
natural world, often sand, light, or wind.

Star Shards can also be utilized in technology, creating


all sorts of esoteric effects not limited by our knowledge
of technology.

Action
There are many threats across Ka’Sha, and the common
people are likely to be facing one of the many armored
monsters that roam the sand, the imperial soldiers
drunk with the power given to them by their utilization of
Star Shards, or the bandits that wander trade roads.

13
The Fallen Stars The Dune Runners
Building sized crystalline meteors. With each new moon, An organization of ambitious nomads, each hoping to
a star falls from the sky, carrying with it a massive find fallen stars before the Imperials and absorb their
amount of power and a profit for any brave enough to shards in order to amass more and more power. They
salvage it. Most scholars on the subject suspect these use their titular Dune Runners to race over the dunes
are not actually stars, or even that far from the surface the night of a falling, praying they’re lucky enough to
world, as the destruction created from their landing isn’t find what they’re looking for.
nearly as intense as one would expect from that kind of
impact, but what they actually are is still unknown. The exact motives of a Dune Runner are dependent on
the individual, some seeking out of an outright hatred
Most stars are quickly taken apart by agents of the for the Empire and their monopolization of the stars,
Empire, using incredibly efficient magical tools and some seek to take the shards they find and distribute
mining equipment to harvest it before the Passenger them among the less fortunate, and some just don’t
has a chance to retaliate. Small chunks of the crystal are want to pay for a shard’s sale tax.
then sold to the people living in their cities, with ones of
exceptional purity being auctioned to imperials at
Example NPCs : Notable Dune Runners
private high collar events.
- Qayid Āl-Rashid: A boisterous, giant, heroic man with
The Passengers long dark hair and scimitar at each hip. A former slave
Pale and alien, sleeping in a star’s core, only seeming to and arena fighter, Qayid led a revolt that shook the very
wake a few hours after it’s landing. Few outside the foundations of the empire and led many of his fellow
Imperial Harvesters have ever seen a Passenger, most fighters to freedom.
of the stories of them coming from drunken travelers Enemy Type: Berserker / Ronin Compound.
across the common cities. Some claim the passengers Antagonist Edge: World- Renowned.
are giant white hyenas with empty eye sockets, some
say a mist that wafts out of a broken star and kills any - Sheikh Shirin: A white haired elderly woman who
who inhale it, some are fanatically insistent that each carries a cannon meant for ships despite her diminutive
star caries beautiful gods, and that the only way to stature. Shirin is a well known treasure hunter among
escape their wrath is worship en masse. The Empire Dune Runners, and unfortunately a well known criminal
and its officials have confirmed none of these rumors, among Imperial Guards, both for her hunting of treasure
and have done their best to hide any clues that may technically owned by the empire and for her blatant
have surfaced through their collection. disregard for the customs of the imperial cities she stops
by to rest.

Example Secret Hooks: Fallen Stars and their Passengers Enemy Type: Cannoneer / Bruiser Compound.
Antagonist Edge: All-Seeing.
- The stars are the broken fragments of the heavenly
realm, with the passengers being all that remains of the - Cassim Nuwas: A slim and handsome man with the
gods and their servants. sides of his head shaved and a large dagger strapped to
his leg. Cassim is a world famous thief and assassin,
- Ka’Sha exists in a gravitational whirlpool, ripping alien who paradoxically shares the reputation of greed—one
vessels from the sky and crashing them to the surface. who will kill even his own mother for the right price—and
Their magic is highly advanced technology that its for his difficulty to find and hire.
inhabitants know little about.
Enemy Type: Viper / Assassin Compound.
- Ka’Sha was once the site of a great calamity. The stars Antagonist Edge: Swift- Stepping.
and their passengers are the survivors of their former
world, now battling against the new humanity that has
sprung up long after their time.

14
The Brass Empire The Imperial battalions
A young power who’ve been inserting themselves into Along with its many disparate squadrons and political
the lives of locals since the discovery of star power. A heads, the empress has created the “6 Imperial
few decades ago the people of Ka’Sha were diplomatic, Battalions”. Parties of well trained magi and imperial
with each city electing its own leaders, the only contact soldiers sent out on missions befitting their specialties.
with their neighbors being for travel and trade. That
changed when one of these leaders discovered a more Each Battalion is led by a “Mushir” who commands the
practical use for the fallen stars, that being to power many smaller squads that make it up, each of those
technology of brass, creating tools to ease the work squads having a captain of their own.
required for a variety of trades. This person was a
scholar employed by Shahrazad, the woman who is now
Example NPCs : The Mushir
the Empress.
- Mushir Ahmed: Leader of Battalion Suen, specializing
Over the course of the next ten years Shahrazad would in public relations. Well loved by the common people for
become a trade powerhouse, using her resources to his warm demeanor and willingness to help civilians.
develop and commission hundreds of pieces of Though asking fellow imperials may lead to a different
“Brasswork”, the name she gave these pieces of impression, that of a killer with a perfect mask for any
technology. It started with the now widely used Dune occasion and a dagger at your back when it goes wrong.
Runners, and eventually developed into Brasswork
Enemy Type: Baron / Viper Compound.
carriages, security systems, toys, and firearms. The
Antagonist Edge: World-Renowned.
wealth and power this granted Shahrazad only grew,
eventually resulting in the sudden and violent takeover - Mushir Hussain: Leader of Battalion Nergal, a group
of her rivals with Brasswork never seen before, and her of brutal warriors often sent to slaughter monsters and
establishment of the Empire, an event she refers to as troublesome insurgents. Though he’s employed for his
“The dawn of a new age”. skill with spell and sword, he’s most well known for an
enormous scar that stretches from his scalp and
disappears into his clothes, with any who speak of it in
Example Hook: A pale-iron Revolution front of him normally meeting a gruesome end.
- During a commute between two cities the players find Enemy Type: Executioner / Necromancer Compound.
a scholarly looking man lying in the sand and clearly Antagonist Edge: Cruel-Hearted.
injured. He cursed the empire as he lies, seeming not to
notice the players until they address him directly. He - Mushir Zaman: Leader of Battalion Merodach, who
claims that he was attacked by Imperial officers because manage and design the construction and architecture of
they discovered his great invention, an Iron alloy that the empire. Zaman is often sent to non imperial cities
could recreate the effects of Imperial Brass with more and towns to offer them his services, and though the
affordable ingredients. If the players help him he offers price is often high, very few seem willing to refuse him
to make anything they need out of his magical alloy. and his forces.

Enemy Type: Illusionist / Enchanter Compound.


Antagonist Edge: All-Seeing.

15
The World Of Daggers And Dusk
Pantomime is the world capital of an alternate Earth. It is
known for three things: its status as a massive industrial
titan, its attractive growing market, and the presence of
the “Knightly Syndicates”, criminal and corporate
alliances each meant to remove their business rivals.

Each shady alleyway and smoky club backroom is as


much a battlefield as its darkened alleys, fought with as
many biting comments as hidden blades. The Knightly
Syndicates would do anything to keep it this way, a
game rigged in their favor. Whether you use their games
to your advantage or seek to flip the table entirely is up
to you.

Unity
Characters and Syndicates in the world of Daggers and
Dusk are named and themed after Charlemagne's
twelve Paladins and the Arthurian Knights, with French
words as family names to create a sense of shared
cultural identity. This is to paint knights in a shrewd and
explicitly criminal light, inverting the classic chivalrous
fantasy. Something that feels missing in a lot of fiction.

Magic
Over the last 30 years the citizens of Pantomime
—especially the Knights of the Syndicates—have been
granted a ‘Virtue’, seemingly at random. These Virtues
give their host the power to invoke a person or thing
from their history, with the personality and life of the
citizen influencing what this lets them do.

Many of those in power are either born with a powerful


Virtue or control other Virtuous. Many of said Virtues
being based upon the tyrants and monarchs of the past.

Other citizens could have almost anything, but many


end up disappointed. Someone may be blessed by the
powers of some mighty god or legendary weapon, only
to have it translated as an incredibly mundane knack for
something vaguely related to it.

Action
This world is lethal. Guns and blades kill with a single
blow, with Virtues making it easier more often than not.
Hits in structured combat should be lucky grazes or
close dodges that drain the target’s stamina rather than
any trading of real harm, to maintain a feel of lethality.

16
The Mundane Past The Knightly Syndicates
In the 1990s, scientists discovered a secret in the deep Some are seen as royalty, legally owning districts of
ice of Antarctica. The head researcher didn’t know at Pantomime and using as much as that power as
the time, but that discovery made him a sort of “patient possible, some are refined, presenting themselves as
zero”, the first of the Virtuous. helpful corporations with benefits for the public, most
are recognized as what they are, exploitative crime
The current year is 2050, and though barely anyone families with a budget.
cares to remember its origin, this discovery has shaped
the lives of every person on earth. Carolingian Syndicate
The local syndicate, with deep connections to local
officials and police. They blur the line between gang
Example Secret Hooks: Mundanity’s End
activity and government sponsorship.
- Virus found in the ice that causes mutation in people in
A family run organization, with all the higher echelons
their lineage.
being related in some way.
- A Time traveler is released, creating virtues to secure
their own existence in the future. Racketeering, blackmail and production of illegal
produce grant them the financial power to back
- Ancient humans trapped in the ice can tap into the legitimate businesses under their employ.
Atlantean spirit grid, so they give people Virtues to help
“Carol Singers” is local slang for their racketeers.
them fight God.
Avalonian Syndicate
- Alien ghosts trapped in ice giving powers to humans
The oldest of the syndicates, but only newly arrived
based on previous hosts.
within a generation.

Has constant internal friction between its entrenched


The Common Virtues
foreign old guard and its groundswell of newer, local
The life of a common citizen is a monotonous one, even
membership.
for those with virtues. Someone may be granted
impossible strength in short bursts, only to use it to Controls shipping, smuggling, drugs trade
carry machinery for their employer. Leans towards Arthurian Virtuous.

The few people who’re given these powers and try to “Sending them to Avalon” is a common innuendo for
rise above their station—Whatever that station may drowning someone at sea.
be—are normally struck down by the company heads
and crime lords who’ve already reached that point, the The Merry Men
rich get richer and the working class are expected to Don’t think of themselves as a syndicate
stay where they were. Thieves and freedom fighters.

Women and nonbinary members of the group are


always annoyed at the name.

By far the weakest of the syndicates.

17
The Directors
Though most don’t consider them the real authority of
Pantomime, the Directors are its official leaders.

Often snobby types in pristine white uniforms, the


Directors supply resources to the population of the city,
food, energy, technology, and housing, these things are
what makes them relevant to its citizens, and their last
defense against the possibility of Syndicate takeover.

The City Districts


Pantomime consists of 26 distinct districts, one for each
letter of the English alphabet. Though officials claim that
these borders exist to properly assess the needs of their
citizens, those same officials haven’t spoken in the past
20 or so years.

Most districts now exist as land for the more wealthy


Syndicates to buy, racketeers are a constant
annoyance, and if you’re one of the unlucky few those
syndicates won’t care to take your District with an
orderly deal.

Example Locations: Tourist Districts


- District R: Currently occupied by the independent
“Black Beard Syndicate”. Though said Syndicate does
not technically own District R, they don’t take kindly to
being told it to their face, and very few city officials have
ever tried to oppose their rule.

They can be represented by Privateers, Ronins, and


Cannoneers in combat. Lots of damage fast.

- District A: The first of the Districts and one of the few


still free of Syndicate influence. Though this does not
mean it is free from corruption, in many ways those
living in District A are cattle, made to feel superior with
their fancy houses and high class events, their wallets
are milked by the highest rent and taxes anywhere in the
city. Most believe this District is the only thing that gives
the city officials any power in the city, and its sanctity is
prioritized over anything else.

The APD can be represented by Guardians, Barons, and


Bodyguards in combat. Lots of stalling and control.

18
The World Of Faeries And Frost
A deadly cold blankets the world. Despite the arid
tundra that houses it, the kingdom of Elfhame is thriving
within its walls, with its Fey Keepers lining the outside
protecting its citizens from the beasts that threaten it.

Elfhame is a kingdom the size of most countries,


housing hundreds of thousands of Elves, most of which
assuming they’re the only sentient species.

Alongside them live Fairies, magical beings that range


from the size of a fly to a small dog, appearing as
translucent and non-verbal Elves, with a sole exception,
Oberon, the black-eyed king rumored to stand at the
height of four men.

Magic
Fairies appear everywhere in the kingdom, with different
subspecies seemingly being gravitated to things that
share their natures.

A Flame Fay may happily dance around a family’s hearth


initiating their faint orange flow, where a slim and sad
Sorrow Fay may follow the journey of a young exile into
the snow, its violet-gray glow shining through the wall
sleet long after their host disappeared.

The Fey Keepers are the only citizens capable of


communicating with Fairies. Allowing for the use of a
strange magic, creating effects based on the Fairies that
accompany them. The method of communication a
Keeper has with their Fairies differs between each and is
influenced by their Teacher.

Action
Oberon is a lighthearted and colorful place, combat in
its walls is assumed to be non-lethal and for the sake of
a greater goal. This is contrasted with the wild and
dangerous outside world, where animals kill and eat to
survive.

Unity
Characters in the world of Faeries and Frost can fit into
fairly solid fantasy archetypes, knights, rouges, and
mages making up a large portion of the citizenry, with
some room for more mundane positions in the city or
students learning the mysterious arts of Keepers.

19
The Wall The Fey Keepers
An enormous bare stone wall surrounding the Kingdom, An officially recognized order of mages using Fairy
its utilitarian plainness contrasting with the lavish familiars to channel their spells. A person may become
Pavilions inside. The top of this wall is guarded by the a Keeper through an apprenticeship with another who’s
Watchers, a division of guards with armor that matches already qualified, with this process often taking about 3
the plain gray walls they stand on. The wall could be years to complete. Though many Keepers are seen as
keeping a lot of different things out, enormous essentrics and no apprenticeship is like another, the
monsters, the cold itself through some strange magic, trials one needs to take on are fully dependent on what
or an expelled people from the outside world. their master considers essential for the care and use of
Fairies.
The Watchers
Stoic soldiers who stand at the wall surrounding If it wasn’t obvious, Keepers serve to represent the
Elfhame. The Watchers are sometimes Keepers, but magical players and NPCs of your game, with the
only at the highest ranks, most are simply well-trained Fairies existing fun power source for those characters.
soldiers appointed by Oberon or his representatives. Because of this, characters who control multiple bodies
These are the premier physical fighters of the setting, make a lot of sense, but it is in no way required, most of
they have no defined weapon or fighting style and can these characters will have their Fairies only serve as an
represent any kind of physical ally or enemy aligned with aesthetic flair for actions.
Oberon.

Example Monsters: Notable Fairies


Example Secret Hooks: What’s Outside The Wall
- Lumen: Elf shaped and small enough to fit into the
- A society of people–Elves or otherwise–who were palm with a pale yellow flow. Lumen Fairies are used to
exiled from Elfhame centuries ago. create magical light, both as the main partners for the
Keepers specializing in it and as a utility for anyone else
- Giant, monstrous Fairies who seem driven to attack
who would need to take a light around with them.
any who interact with the city’s docile Fairies.

Though normally harmless, an especially large and


- A Edenic promised land that Oberon and his allies
dangerous Lumen could be represented with an
seem determined to hide from his citizens.
Enchanter in combat.

- Nothing. - Tristitia: 1-2 foot tall lanky elves with a dark violet hue.
The Tristitia appear around people in their darkest hour,
seeming to sustain themselves off the stresses and fears
The Mayflies
of their host. They use it to create slowing and
A resistance group made mostly of exiles and criminals
restraining magic.
who oppose Oberon and his values. There are lots of
people who aren't a fan of it, the Mayflies being the These creatures can often be dangerous if starved, and
most prevalent group. The Mayflies are an activist group should be represented by Captors in combat..
who oppose Oberon and believe that the Wall is a tool
- Pyre: Swarming and barely visible on their own, they
he uses to entrap the citizens. They exist on the fringes
glow a bright orange and bear sharp teeth. They gather
and are generally scrappy and keep to the fringes, with
around fires of all kinds, seeing to eat the ash and
worn mismatched weapons and clothes. They can be
melted wax that comes from it.
mechanically represented with Effect dealing
Pires are the archetypical Swarm in combat, but could
also be represented by other Fodder based enemies like
Slimes, Brutes, or Broodmothers.

20
Oberon
Narcissistic, influential, and completely beyond the
reach of his citizens. Oberon claims that he existed
before the Kingdom, before the beasts of the outside
world, and before any of his citizens came to be. This
may or may not be true depending on the Narrator's
interpretation, but in either case no outright proof has
come forward to prove either, at least no credible proof.

Oberon’s Personal Guard


Oberon is rarely seen in the flesh, and whenever he is
forced to travel, it is by a lavish caravan lined by his
personal guard. This guard is entirely made up of
physically fit and magically proficient soldiers, each
sworn to an oath of silence and is clad in spotless
golden platemail.

When represented mechanically, the personal guard


should be incredibly imposing. They should always roll
more dice in Opposed Rolls related to Spirit, Body, or
Talent, and can serve as a variety of Tank and DPS
Enemy Types in combat, probably a compound of two
or ones of a higher Tier to show their advertised
strength.

21
Setting Creation Activity Open Questions
The following activity exists for those who’re interested The person reading this section should allow each
in creating a world to play in with your group. This player to answer some questions, with their answer
activity serves primarily as a sort of ice-breaker and becoming an element of the world.
way to gauge the interests of the players, and in the
process a simple framework of your world will be Players uncomfortable with any point stated should say
created. so, as stated in rule 0.

As with the last few points, anything that comes up


Asking
naturally in conversation should be prioritized, the
First, it's important to make sure that everyone is on the
examples below only need to be used if people can’t
same page. The Narrator (or whoever else organized the
think of anything.
game if it was not the Narrator) should start by setting
some common ground.
Here are said examples:
Ask the players what kind of game they were
“Name and/or describe the best/most important
expecting or would be excited for. Something super
person/thing in X category.” X can be anything that
simple like "A fantasy game kind of like X", or "A game
exists in more than one place or time, such as a type
about Y". There are no wrong answers here, and
of job, a type of creature, or a supernatural thing.
different ideas should be encouraged and explored.
“Tell me something that no one's ever done before.”
Each player should be encouraged to name
something they thought was interesting from “Describe a massive threat to the world.”
another player's idea. This may come up naturally
“Name something that exists in our modern world that
when the ideas are brought up; if so, that's great and
does not exist/is fundamentally different here.”
this paragraph can be skipped.
“Describe something that sounds unnatural to us, but
Agreeing is totally normal here.”
At this point, the players should try to agree on the
basics. Hopefully, there was an idea the majority was
Joel's Notes: Building On Your Own
excited for, but if not, players can choose to throw out Though the setting creation activity is meant to be a sort
new ideas. of ice-breaker for the players and Narrator, it could also
serve as an effective world building prompt.
This is what the game considers “the basics”:
If you want to use it on your own, just try to note down
What’s the general tone of the story? your answer to the first four basic questions, as well as
What is the supernatural element of the world? 2 or 3 answers for the five more specific questions.

How do/did people get/learn/use the supernatural?

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

Much more can and should be established, but that can


be done with the questions listed on the next page.

22
Universal Rules

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

23
Universal Rules
Though there aren’t many, there are a few rules that apply to both structured combat and unstructured play. These
universal rules form the core of the game and reach out to touch every other mechanic, in ways both big and small. For
this reason, this section is one of the most important to read and fully understand out of them all.

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

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

24
Always Round Up Assigning Attributes
As stated, when presented with a fraction, it should When creating a player character, you must assign each
instead be rounded up to the nearest whole number. of your Attributes as either a Primary, Secondary, or
Tertiary. This will determine the Attribute’s starting
value.
Specific Overrides General
If the specific function of any feature in this book seems A character has:
to contradict a general rule stated earlier, the specific
rule should always be used. If two specific rules One Primary Attribute that starts at 4.
contradict each other, the user can choose one to use.
One Secondary Attribute that starts at 3.

Attributes And two Tertiary Attributes that start at 2.


Attributes are abstract character traits that define
their user’s best and worst approaches in a Scene. Is
Joel's Notes: Combat is Tall, Not Wide
your character strong? Subtle? Hopeful? Intelligent?
When creating and progressing your character, it’s
Attributes are meant to imply and enforce it, being given
important to realize that keeping your Primary high is
a numeric value to rate how well it does so.
incredibly powerful. Most builds can turn that single
Attribute into a powerful offensive and defensive tool. In
The four Attributes affect the dice you roll for nearly
most cases, spreading your Attributes thin will lead to
every action your character makes, both in structured
unimpactful attacks and mediocre defenses.
combat and unstructured play. Each Attribute is
additionally used to calculate secondary statistics.
Scenes
The four Attributes are as follows: A Scene is a measurement of time that lasts as long as
is required, much like how Scenes are defined in film.
Body Despite its flexibility, they are used in many of the
Your physical health and strength. Affects Health and game’s systems and are important to understand.
physical power.
While the length of most Scenes can be determined at
Talent the Narrator’s discretion, there are some hard rules that
Your ability to move quickly and perform stunts.
should be understood to maintain the pace of the game.
Affects Speed and physical power.

Spirit When a player is acting for any reason, it takes place


Your natural ability to use, and/or knowledge of, the within a Scene.
supernatural. Affects Focus and other magic.
When there is a “Fade to black”, skip in the story, or
Mind the game is otherwise brought to a halt, a new Scene
Your non-supernatural knowledge and/or ability to starts.
think on your feet. Affects utility actions.
When the game changes between unstructured play
and structured combat or vice versa, a new Scene
Joel's Notes: Attributes Are Not Character starts.
These Attributes should not influence how you, or other
players, see a character. Attributes should instead Tension
mechanically support the actions you want your Scenes in any mode can accrue Tension. The ways this
character to take. A character with low Mind does not is done and the effects it has on a Scene differ between
need to be “dumb”. The player just doesn’t want to modes, but they are fundamentally the same resource
focus on Mind for the scenes that character is in. and both reset to 1 at the end of a Scene.

25
Challenge Rolls Critical Hits
Almost all player actions in DAWN involve a Challenge If any dice in a Roll results in a 6, it’s counted as a
Roll. Challenge Rolls have three parts, the Reward (the ‘Critical’ Hit (Also known as a Crit). Crits count as a Hit,
thing given to the roller assuming they succeed), the but also allow the user to roll an additional D6. Any
Risk (the thing that happens to the roller assuming they dice rolled as a result of a Critical Hit can also
fail), and the Challenge (how difficult it is to succeed). trigger a Critical Hit themselves.

In unstructured play, Reward is normally defined by Advantage/Disadvantage


the player taking the action as they state their intent. Challenge Rolls can also be modified with Advantage or
The Risk and Challenge can then be defined by the Disadvantage.
Narrator, stating what they think is fit at the moment.
When a roll is made at Advantage the dice rolled
In structured combat, all rolls have their Rewards increases with the amount of Advantage, up to a
defined by the mechanics found in the book. Most maximum of double the base dice.
combat rolls don't have a Challenge or Risk,
instead rewarding more with more ‘Hits’. The opposite occurs for Disadvantage. If a Roll has
both Advantage and Disadvantage, they cancel each
When someone takes a Challenge Roll, they roll a other out at a 1-1 ratio.
number of D6 equal to their most relevant Attribute,
then count each result of 4 or more as a “Hit”. Hit Chances
Each dice in a roll is worth ~0.6 Hits on average, This
If there are more Hits than the Challenge, the user can be used to calculate Challenge numbers. As a
receives the Rewards. This is a “Success”. simple example, take a player’s highest Attribute, half it,
and you know they have a (slightly better than) 50/50
If the Hits are equal, they receive both the Reward
chance of getting that many hits in a standard roll using
and the Risk. This is a “Partial Success”.
that Attribute with no bonuses.
If the Hits are less than the Challenge, the user
receives only the Risk. This is a “Failure”. So that you don't need to do math with adding together
your players bonuses, here are some baseline examples
When this game asks you to make a Challenge Roll, it for unstructured play to get you started:
will often phrase it as “Roll X”, meaning “make a
Challenge Roll rolling dice equal to X”, with X being Easy for anyone, 0: Even a character with a 1 in the
an Attribute or other statistic tracked via a number. most relevant Attribute and no bonuses has a ~50%
chance to fully succeed, and it’s impossible to fail. If
something is this easy, it’s probably not worth rolling.
Joel's Notes: Non-Exclusive Rewards And Risks
Because characters can receive both the Rewards and Requires some skill, 3: Characters rolling 6 dice will
Risks of a roll, it’s important that Narrators don’t make have a ~50% chance to succeed. Tier 1–3 characters
the Reward and Risk of a roll mutually exclusive. will require a relevant primary Attribute and a relevant
bonus for early game characters.
If a character wants to pick a lock, the assumed reward
is that they want to open the door, and that means the Fairly difficult, 6: Requires 12 dice for ~50%. At this
Risk can’t be that they don’t do so, as that’s implied by point just having the relevant Attribute and bonus
full failure anyway. won’t be enough even if you’re a little lucky, Tier 1–3
characters will need two or more fully leveled bonuses
Instead, consider making them lose a resource or take to succeed.
damage, a broken lock pick or a tipped security system
Impossible for most, 9: This is asking for a total of 17
being the obvious answer for the example given.
dice to meet a ~50% success rate, meaning that only
characters fully kitted for this problem will succeed.

26
Unique Roll Types Intermissions
Due to the vastly different mechanics of each, Rolls An ‘Intermission’ represents the downtime between
done in unstructured play and structured combat major events in a Series, normally between each
will often have vastly different rulings. Not including Chapter, but sometimes more or less often.
the rules stated in the Universal Rules section.
Intermissions remove the ‘Wounds’ and ‘Stress’ from
Opposed Challenge Rolls every character involved, and let those characters
Challenge Rolls can also be “Opposed” when two develop their ‘Bonds’.
characters are directly opposed to one another.
Though this is not a hard rule, and a Narrator should
In an Opposed Challenge Roll Challenge there is no set feel free to supersede it for pacing reasons, it is also
Challenge. Instead, both participants Roll at the same recommended that players are given an opportunity
time and treat their opponent’s Hits as their to flesh out what they’re doing during their
Challenge, with the character who got the most Hits Downtime. A character could chat with another to
winning and receiving their Rewards. further explain their Bonds, or go train a specific Skill
relevant to their last fight, it could really be anything the
If both characters Roll the same number of Hits, they group finds interesting at the moment.
rebound and must reroll. Alternatively, if the Rewards
are not mutually exclusive, the Narrator may have both
parties receive their Rewards.
Knockouts
In both unstructured play and structured combat, player
characters can get Knocked Out and removed from the
Group Rolls
current Scene. The specifics of how this is done is
When two or more player characters are doing the
different between each mode, but in both cases, players
same thing and want to work together, they can
can stop it by putting something ‘On The Line’.
make a ‘Team Roll’ instead of a normal Roll, each of
them making their own Roll, with the player who rolled
Putting It On The Line
the most Hits having theirs counted against the
Though normal Knockouts are implied to be non-lethal
Challenge.
and temporary, there are ways a player can incur
permanent injuries if they choose to take the risk.

Any time a player would be Knocked Out, they can


put something On The Line instead. When a player
does this, they’re set to 2 ‘Stress’ (explained in
“unstructured play”) and restore their ‘Health’ (explained
in “structured combat”). If a player is Knocked Out again
in the same Scene, the thing they put On The Line is
lost forever and they gain 3 Influence.

The things a player can put On The Line are as follows,


if they get Knocked Out while risking any of the
options they chose again:

- A ‘Skill’ of your choice.

- An ‘Ability’ of your choice.

- A ‘Boon’ from one of your Outlooks.

- Your character’s life.

27
Clocks Influence
When the PCs face a complex obstacle, the Narrator In structured combat and unstructured play, there are
can choose to draw a Clock. situations where players will be given Influence. This is
the only resource that is shared between both
Clocks are circles divided into an even number of modes of play, and it has different uses in each mode.
segments (Normally 4, 6, or 8) that can be filled over the
course of time. Influence is kept between Scenes and Chapters, with no
upper limit for each player.

Players should receive one Influence when one of the


following things happens:

- The Chapter starts and they have no Influence.

- Their character receives a Stress or Wound.


When a Clock is made, it should be given a defined - They become a Legend (via “Exposit” Bond Action).
result for when it is filled, either by the Narrator or by the
rules of a feature that creates it. This result can be good
or bad depending on what created the clock.
Joel's Notes: Fluid Influence Exchange
Though it is not recommended for groups who don’t
personally know each other, the Narrator and players
A harmful clock might be progressed through failing,
freely give each other Influence if they choose to.
bringing you close to some looming danger. Where a
positive clock will often be filled by succeeding, with
This includes the Narrator giving out Influence for more
each small victory bringing you closer to your reward.
minor contributions from the table (ie. suggesting names
for people and places, creating a cool character
Clock Categories
All Clocks can fit into two categories, though they both moment), or players offering to spend Influence on
function identically they serve very different purposes: things that aren’t defined in the game’s mechanics (ie.
spending Influence to have a flashback or conveniently
The first is a Set Clock. These are associated with know a character or solution to a problem at hand).
different abilities written in the book, possessing fixed
effects, and fixed methods of progressing them. Spending Influence
In both unstructured play and structured combat, the
The second is a Story Clock. These Clocks track any following is a list of universal ways Influence can be
granular task that is not explicitly defined by the rules spent. Most of these will be explained in full in their own
written in this book. A Story Clock could be used to sections.
track the number of clues found in an investigation, the
distance traveled in a chase scene, or the time left until 1 INF: All Out: Reroll a Roll you made, all your dice
something arrives. that land on 3 or more are counted as Hits.

1 INF: Break Out: Take a Swift non-Attack Action at


no Cost when a character ends their Turn.

1* INF: Awaken: Instantly increase your Tier by 1.


*This can only be used after spending Influence on
another outlet, making this cost at least 2 Influence.

4* INF: Duel: Pull a character out of combat to have a


1 on 1 duel. *This has its cost reduced by Tension.

28
Tiers Optional Rule: Faster Tiers
Like most RPGs, characters in DAWN will grow in The previous Tier rules assume you’ll be playing with a
strength over a Series. This is done through increasing group for a LONG amount of time, around 4 months at
their Tier, which starts at 1 by default. least. You’ll probably be gaining a Tier every 4 or 5
Chapters, which means you’ll be reaching your peak
Experience from 1-6 after ~23 Chapters. If you plan to play for a
Each player character gains Experience at the end of a shorter amount of time it may feel like your characters
Chapter. Gaining 2 by default, and one more for each don’t change enough, for that reason there are a few
different way Influence was spent in the Chapter, up optional rules for speeding up the Tiers.
to a maximum of 5 total Experience (not including
Influence that was refunded). To do this, increase the default Experience gained each
Chapter to 3, and make it so you gain 1 extra for each
When a character gains 10 or more Experience they Influence a player spends rather than the different ways
lose 10 and their Tier increases by 1, up to a they spend it.
maximum of 6. When a character increases their Tier,
they gain each of the following benefits:

- +1 to two different Attributes.

- Two Levels to spend on new/existing Techniques.

- Two Character Ranks that can be spent on


new/existing Skills/Abilities now or later.

- A new Boon from any Outlook (so long as you don’t


exceed your 3 max Outlooks).

- 5 Additional Health.

Awakening
In addition to increasing your Tier the conventional way,
a character can ‘Awaken’ once per Series. When a
player uses Influence they can choose to Awaken by
spending an additional Influence.

When a character Awakens they immediately increase


their Tier by one and gain all the benefits they’ve
prepared beforehand, as well as removing all Stress and
Wounds. Awakening puts your character into
‘Burnout’ making them lose the next 10 Experience
they would otherwise gain when ending a Chapter.

Joel's Notes: In-The-Moment Awakenings


If a character Awakens suddenly without preparing they
may be given time to assign their features, however this
does interrupt the game and a Narrator is fully in their
right to have them put it off till the end of the Chapter.

29
Campaign Scale 4: Established Elite
E.g. Final Fantasy 12, LOTGH, Triangle Strategy
This game can present a lot of different stories with their
own threats. You may be rookies on the path to
A person in some sort of position of power, whether it
greatness or near gods grappling with equally enormous
be due to official authority, or the respect of those within
responsibilities.
your line of work.

Normally this scale is determined by what strength the


At this point, player characters have wide-reaching
players are when the game starts, these strengths
responsibilities, either being able to directly affect social
being sorted into Tiers, and in the following section
groups like towns or specific subcultures, or having
examples of “Scale” will be given for games that start
ways to indirectly affect the world at large.
from Tiers 1-6.

5: Best Of The Best


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

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

Novices, students, and journeymen, people who have at


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

The recommended scale for those experienced with


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

30
Character Creation

A complete guide on the creation of player characters, for both unstructured play and structured combat.

31
Character Creation
The following is a two part guide on creating a character for DAWN,
placed front and center as it is the most important part of playing the game for a lot of players.

When read from front to back, this section will be missing context.
Feel free to come back to this section after reading the rules in full.

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32
Unstructured Play Checklist Structured Combat Checklist
When creating a character for unstructured play, you’ll When creating a character for structured combat, you’ll
need to get all the following things. need to get all the following things.

- A Concept to communicate the bare essentials of - Techniques to gain new ways to interact with
your character and their characterization. combat.
- A set of Abilities and Skills to enforce what things - Attributes to focus those Techniques into one or two
your character excels in. defined groups.
- An Outlook to define how your character interacts - And your default statistics to codify the options
with their Concept. you’ve selected.
- And Attributes to enhance all the features above.
1. Select Your Techniques (Page X)
Gain 5 Technique Levels from up to 3 different
1. Establish A Concept (Page X)
Important characters may be created with a Archetypes. Techniques are the main combat features
‘Concept’, a set of four words the player chooses to for player characters, they are each split into 3 Levels
describe a character’s History and Aesthetic. These and contribute to that character’s overall build. These
Concepts are an important aspect of using Influence Techniques will also shape what Archetypes you can
and should be thought over to make sure you can use pick from when choosing further Techniques.
your character as you would like.
2. Assigning Attributes (Page X)
Assuming you haven’t already made the unstructured
2. Spend Your Character Ranks (Page X)
Every player character starts with 8 Character play portion of your character, you must assign each of
Ranks. At least four must be spent on Skills, the your Attributes (Body, Talent, Spirit, and Mind) as
mundane things your character excels at. The remainder either a Primary, Secondary or Tertiary. A character has:
can be spent on Abilities, the supernatural things your
character is capable of. Your initial 8 Character Ranks - One Primary Attribute that starts at 4.
can't be saved for later. - One Secondary Attribute that starts at 3.

3. Choosing Your Outlook (Page X) - And two Tertiary Attributes that start at 2.
You can now choose one of the Outlooks, as well as
two Boons from that Outlook. An Outlook illustrates a 3. Determine Default Stats (Page X)
character’s perspective and way they interact with At this point you’ll be able to set up your Guts, Health,
others. Each is paired with an Outlook that represents Speed, and Focus. These are the passive statistics
its opposite. Boons are the unlockable benefits a used to run combat, and no choices past what’s already
character gets for choosing an Outlook. been done that need to be made to calculate them.

4. Assigning Attributes (Page X) - Your starting Guts is 4 plus [Body / 2].


When creating a player character you must assign each
- Your starting Health is [Body x 2] + [Tier x 5].
of your Attributes (Body, Talent, Spirit, and Mind) as
either a Primary, Secondary or Tertiary. A character has: - Your starting Speed is 2 plus a [Talent / 2].

- One Primary Attribute that starts at 4. - Your starting Focus is 1 plus [Spirit / 2].

- One Secondary Attribute that starts at 3.

- And two Tertiary Attributes that start at 2.

33
Example Combat Builds

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

Body Primary Characters

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

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

Attributes: Attributes:
Body: 4 Talent: 2 Spirit: 3 Mind: 2 Body: 4 Talent: 2 Spirit: 2 Mind: 3

Techniques: Techniques:
Stalwart Sentry 2 Stone Crusher 2 Lancer 2 Battle Jockey 2

Shield Bearer 1 N/A Skirmisher 1 N/A

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

Battle Rager / Reckless Thug Dust Gunman / Grade 1 Mercenary

Archetype(s): Powerhouse Archetypes: Bulwark / Powerhouse

Attributes: Attributes:
Body: 4 Talent: 3 Spirit: 2 Mind: 2 Body: 4 Talent: 3 Spirit: 2 Mind: 2

Techniques: Techniques:
Berserker 3 Flagellant 2 Absolute Bastard 3 Gunslinger 2

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

Summary: Summary:
A tanky bruiser who benefits from taking Wounds. One of the few paths to take for a ranged Body build.
Both of your Techniques will make it so receiving a With “Gunslinger” this build is fairly basic in its usage,
Wound is less punishing, more beneficial, and easier, you attack and you attack until you run dry. At which
letting you get into scraps even with the most point you can take a turn Investigating and Taunting
damaging enemies without it being a huge risk. via “Absolute Bastard”, triggering a reload.

34
Talent Primary Characters

The Professional / Shadowy Archer Martial Monk / Peaceful Pugilist

Archetype(s): Vagabond / Ruiner Archetype(s): Powerhouse

Attributes: Attributes:
Body: 3 Talent: 4 Spirit: 2 Mind: 2 Body: 2 Talent: 4 Spirit: 2 Mind: 3

Techniques: Techniques:
Distant Killer 3 Hollow Soul 2 Martial Artist 3 Equilibrium 2

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

Summary: Summary:
Taking out their enemies in a single shot, safely A quick and versatile brawler. “Martial Artist” serves
dealing burst damage from a long range. This build is as a strong base for any build that plans to do melee
made almost entirely to enable all three levels of combat, it gives a suite of mobility and disruption,
Distant Killer, a Technique that allows for some of the and with the addition of “Equilibrium”, a decent
highest single attack damage in the game, at the cost amount of sustainability.
of lacking mobility and constant preparation.

Cruel Brigand / Deadly Dancer


Sword Saint / Deft Duelist
Archetype(s): Disruptor / Vagabond
Archetype(s): Vagabond
Attributes:
Attributes:
Body: 2 Talent: 4 Spirit: 2 Mind: 3
Body: 2 Talent: 4 Spirit: 3 Mind: 2
Techniques:
Techniques:
Bloodletter 2 Knife Juggler 2
Blade Master 3 Cunning Fighter 2
Skirmisher 1 N/A
N/A N/A
Summary:
Summary:
An incredibly mobile mid-ranged Vagabond build.
The archetypical Vagabond build. A sword saint is Using the free movement provided by “Bloodletter” 2
built around setting up a situation where they can and “Skirmisher” 1 it can get extra free attacks, extra
best utilize their high reward combo, “Divide In One AP, and even more free movement so long as it
Motion” from “Blade Master”. Cunning Fighter allows places its weapons from “Knife Juggler” 2 in spaces it
for additional Breathe uses via investigating their can access.
opponent, and with those Breathes they can easily
enter their sword stance and wreak havoc.

35
Spirit Primary Characters

Healer Of The Cloth / Combat Medic Bolt Blade / Witch Hunter

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

Attributes: Attributes:
Body: 2 Talent: 2 Spirit: 4 Mind: 3 Body: 2 Talent: 3 Spirit: 4 Mind: 2

Techniques: Techniques:
Heavenly Saint 2 Talisman Caster 2 Spell-Sword 2 Thunder Blood 2

Chronomancer 1 N/A Cunning Fighter 1 N/A

Summary: Summary:
A classic healer-support. The combination of A teleporting electric duelist. This build focuses on
“Talisman Caster” and “Healer” lets you place a “Spell-Sword”, promoting the combination of Casts
marker on allies, letting you heal them at any range, and Skirmishes, the other two Techniques are here to
and with “Chronomancer” on top you can provide support that. “Thunder Blood” lets your Casts teleport
some other buffs along with the healing. you to your target, meaning you can Skirmish after to
gain the benefits of Spell-Sword, with “Cunning
Fighter” you can take free Breathe actions to gain the
Phoenix Child / Incendiary Expert resources needed to use Thunder Blood.

Archetype(s): Ruiner
Skilled Summoner / Drone Commander
Attributes:
Archetype(s): Ruiner / Disruptor / Bulwark
Body: 2 Talent: 2 Spirit: 4 Mind: 3
Attributes:
Techniques:
Body: 3 Talent: 2 Spirit: 4 Mind: 2
Flame Heart 3 Ritualist 2
Techniques:
N/A N/A
Sellsword’s Call 2 Servant’s Call 2
Summary:
Cryomancer 1 N/A
A single target DPS built to stand still, charge up their
spells, and sacrifice their health for damage. This is Summary:
possibly the simplest route to take when building a
mage-eque build, with “Ritualist” this character is A fragile mage commanding a giant swarm. This build
fantastic at standing in one spot and attacking at is surprisingly simple, so long as you’re willing to
range, from there you add in almost any other check the narrator’s tool section. Using Sellsword’s
Technique that enhances your Casts, this one is fire Call and Servant’s Call, it can create and control a
flavored and uses “Flame Heart”. number of enemies equal to double its Tier, so long
as they take a Cast to summon each.

36
Mind Primary Characters

Alchemist / Apothecary Mad Scientist / Scrap Savant

Archetype(s): Altruist / Powerhouse Archetype(s): Vagabond / Bulwark / Ruiner

Attributes: Attributes:
Body: 2 Talent: 3 Spirit: 2 Mind: 4 Body: 3 Talent: 2 Spirit: 2 Mind: 4

Techniques: Techniques:
Alchemist 3 Improvisational Fighter 2 Modified Meister 3 Runic Aegis 1

N/A N/A Long Draw 1 N/A

Summary: Summary:
A combat ready and versatile support character. Two A risky sniper with variable ranges, damage, and risk.
words, breathe and interact. When you Breathe you To run this build, you mostly need to worry about
can use “Alchemist” to create some helpful (and preparing with “Long Draw”, as it gives additional
sometimes debilitating) potions that you can apply to range and advantage at the cost of your extra actions.
other characters using Interact, “Improvisational Once you’re ready, you can attack using “Modified
Fighter” makes using those Interacts cheaper. Meister” to get a Mind-based bonus to your damage.
“Runic Aegis” only exists to protect you a little.

Charming Bard / Mystic Dancer


Battle Tactician / Shrewd Investigator
Archetype(s): Altruist / Vagabond
Archetype(s): Vagabond
Attributes:
Attributes:
Body: 2 Talent: 2 Spirit: 3 Mind: 4
Body: 2 Talent: 2 Spirit: 2 Mind: 4
Techniques:
Techniques:
Bardic Savant 3 Cunning Fighter 2
Dim Mak 3 Cunning Fighter 1
N/A N/A
Skirmisher 1 N/A
Summary:
Summary:
An area of effect support who serves to increase the
damage and actionability of their allies. Using Breath One of the few options for a fully Mind invested DPS
this character can prepare a giant song using “Bardic character. This build is mostly focused around
Talent”, the song can be debuffing, buffing, or letting triggering the effect of “Dim Mak” to gain a Mind
more actions from your allies. No matter what the based bonus on their Skirmishes. “Cunning Fighter”
song does, you can prepare it faster and with more naturally synergizes with “Dim Mak” as both receive
utility by using “Cunning Fighter” to get free utility their primary benefits when using Investigate, on top
actions along with Marks from your Investigates. of that it and “Skirmisher” lets the user trigger “Dim
Mak” more easily, as it can provide the movement
needed to use its damage bonus.

37
Unstructured Play

The rules that dictate the non-tactical elements of DAWN, use these to get immersed and create tension in the narrative.

38
Unstructured Play
The purely narrative portion of a Series, the place where players are free to chat in-character and think of all sorts of
solutions to the puzzles presented to their character, be they literal or metaphorical.

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

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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

39
Unstructured Challenge Rolls Gaining Advantage
The most important thing to know about running In almost all Challenge Rolls, the player making the Roll
unstructured play in DAWN is the following: will want some way to gain Advantage.

The Narrator should not roll dice in most Scenes, as When a character takes a Challenge Roll in unstructured
they are not in control of mechanical characters, they play, they may gain Advantage equal to the total Ranks
are in control of the story itself. Instead, Narrators of one Skill, Ability, and Bond they have. Each of these
should present the players with Threats. features will be explained in this section.

Quick Rolls Example Of Play: Gaining Advantage


In unstructured play a player can be asked to make a
Narrator (Played by Olivia): “Alright, you’ve made it past
Quick Roll in place of a regular Challenge Roll. As the
the wall without being noticed, what now?”
name suggests it is made for the sake of taking less
time than a full Challenge Roll. Yvon (Played by Noah): “Sick, I’m going to make my way
into the warehouse.”
Difficulty
Narrator: “After opening the door, you see a guard, who
Rather than having a Challenge set by the Narrator,
looks like they’re waking up from a nap on the clock due
Quick Rolls are set to one of three ‘Difficulties’.
to you entering. How’re you going to deal with the
Threat of them finding out there’s someone here?”
Standard: A difficult feat of skill, power, or intellect,
but something anyone could do with enough luck or Yvon: “Oh lord, well I’ll quickly try to duck behind some
experience. It could be: cracking a good joke, dodging
cover before he realizes I’m here, can I roll for that?”
a punch, or using an Ability in a standard and/or
already established way. Narrator: “Sure, there’s probably a crate nearby you
Heroic: A feat only expected of the heroes and villains could use, and that sounds like a Talent Roll. You got
of this world, but expected none-the-less. It could be: any bonuses for that?”
changing the views or opinions of a massive crowd,
Yvon: “Yeah, could I add my ‘Hidden in plain sight’ Skill
dodging a bullet, or using a new, but straightforward,
interpretation of an Ability. or my ‘Become Shadow’ Ability?”

Legendary: A feat never before seen. It could be: Narrator: “The first doesn't really sound applicable since
Completely changing the outlook of a named there’s nothing to distract them, but the second is fine,
character, deflecting the Antagonist’s ultimate attack, make a Roll with Advantage from that Ability.”
or developing a nearly unrelated use for an Ability.
Yvon: “Alright (rolls 4 dice from his Talent and 5 more
To make a Quick Roll, state your character’s intent if from his max Rank Ability) 3 Hits, how’d I do?”
they succeed, the Narrator sets a Difficulty based on
that, either “Standard”, “Heroic”, or “Legendary”, and Narrator: “Oh that’s a fail, you duck away and disappear,
you roll 3D6 counting the total, adding however many but end up knocking over a spare paint can as you
dice you would use in a standard Roll (Advantage + move, the sound puts the guard on edge, and you see
Attribute). them pull out a radio to contact someone.”

Each difficulty has a target value, If the roll’s total is less


than the then it, you fail, if it was equal or higher you
Succeed. The target values are as follows:

Standard: 15 + [Tier].

Heroic: 20 + [Tier].

Legendary: 25 + [Tier].

40
Threats Responding To Threats
The effect of a Threat is mostly self-descriptive, at any
point the Narrator can tell the players that something Responding With A Challenge Roll
bad is going to happen, and that they have a chance to In most cases a player can respond to a Threat by
do something about it. attempting a Challenge Roll. In that case the Threat
becomes the Risk for their Roll.
Dramatic Irony
It’s important that players know when their Unless explicitly stated otherwise, any character can
characters are under Threat, and in most cases, respond to any Threat no matter what their features
what that Threat is, even if their characters do not. may say they can do. Features are meant to enhance
This is due to rule zero, having a player regret a decision their relevant actions rather than restrict others.
because the Narrator refused to tell them something is a
worst-case-scenario. Responding With Stress
All player characters track their Stress in unstructured
play, it serves as a general measure of their mental and
Example Of Play: Creating Threats physical stamina.
A player is navigating through the den of a great beast,
and you (the Narrator) want to create tension to show When a player Fails a Roll or would otherwise be
they’ve decided to do something dangerous. You could forced to take a Threat, they can choose to receive 1
say the following as a Threat. Stress instead. If this is due to a Failed Roll the result is
counted as a Success instead.
- “Alright, you’ve made it about halfway into the cave, at
this point if something goes wrong it’ll be hard to get out
If a character ever reaches 3 Stress they're
without getting hurt, [Unless you do something to stop
"Knocked Out”, and are then set to 2 Stress.
it, the beast is going to wake up and attack.]”

The text in the [square brackets] is the actual Threat, and When a character is Knocked Out via Stress, they
in this case the exact consequence has been left a bit also gain 1 Influence.
vague, but it’s implied that it won’t be good for the
player in question. For any Threat, it’s important that you Going All Out
set the Scene beforehand so that the player has enough While in unstructured play and taking a Challenge Roll,
information to think of solutions related to the players can spend 1 Influence to go “All Out”.
environment, and that the Threat is threatening enough
to make the player want to think of ways to avoid it. All Out: Reroll a Roll you made, all your dice that land
on 3 or more are counted as Hits.

*Joel's Notes: Putting Players on the spot


The two example Risks labeled with a “*” will in some
way force players to take action and think of something
related to the scene. This can be stressful or tiring for
some players and that should be considered before
they’re used.

41
Failing Challenge Rolls Tense Scenes
Inevitably a player will fail a roll, and when they do they There are some Threats that a Narrator may want to
will be faced with a Risk. extend past a single roll, a dramatic clash with the
Antagonist, impossible feat attempted in a time of need,
Though a Risk can be anything negative, an effective anything that feels tense enough. These can be turned
and compelling Risk can be hard to think of on the spot, into Tense Scenes to draw out the drama and award
for this reason a list of Risks can be found below, each players with Influence.
sorted by the situations they make sense in.
Tracking Tension
Example Risks As soon as a Threat is introduced into a Scene the
Narrator may choose to begin tracking Tension and set
Double Edged: The effect that the character wanted it to 1.
to push onto their opponent happens to them instead.
By default, the Tension becomes the Challenge of all
Escalation: A new, related, and more impactful Threat Rolls done in this Scene (Because of this Quick Rolls
is immediately levied against the acting character. cannot be used in Tense Scenes). In addition, all Rolls
have an additional effect based on whether they
Strange Ties: A piece of unsettling or surprising succeed or fail.
information is revealed that connects the acting
character and their opponent. The player may choose If a Roll is a Success the Tension increases by 1.
to create a Rank [Tier/2] Bond with their opponent at
the cost of increasing the Tension by [Tier]. If a Roll is a Failure the Tension is Shattered
automatically and Tension stops being tracked.
Compromise: The acting character loses something.
Be it an essential item, the safety of a non-player ally, If the Narrator feels that the Challenge is far too high or
or a value used to justify the roll by the acting low for the scene they may choose to set their own
character. Challenge.

Falter: The acting character’s opponent presents a Shattering Tension


point or ultimatum related to the acting character’s At any time during a Tense Scene a player may ask the
Motivation. If a character chooses to accept it they others if they may ‘Shatter’ the Tension, taking a Roll
must change the part of their character questioned but with [Tier] + [Tension] Challenge.
they gain 2 Influence.
If the Roll is a success the Scene ends in the way the
*Memento: The acting character’s opponent presents player wanted, and all players involved gain [Tension/2]
a reminder related to the acting character’s History. In Influence. Successes from using Stress do not give
the next two Intermissions the acting player may Influence.
choose to go into detail on what their opponent was
talking about, doing so rewards them with 2 Influence. If the Roll was a failure the Scene ends with the player
failing and no Influence is awarded.
Scene Change: The acting characters are moved to a
different Scene with the Tension within that Scene set
to [Tier].

*Trip Up: A problem pops up completely unrelated to


the threat at hand. Any of the character's fellow
players may choose to be inconvenienced by this to
be rewarded with 1 Influence.

42
Ranks Example Skills
The primary three features used in unstructured Skills can be tough to think of, and harder to approve as
play—Skills, Abilities, and Bonds—all have an a Narrator, because of this DAWN provides a set of
associated numeric Rank that represents their ‘Example Skills’ to give you an idea of how Skills are
strength. This number can range from 1 to 5. Skills and formatted and split between the Attributes.
Abilities can be upgraded by spending Character Ranks,
8 of which being given at character creation. Bonds are Body Skills
ranked passively over time.
Intense ______ training.
When a character is created, they are given 8 starting Physical intimidation.
Character Ranks, spending at least 4 on Skills. Poison resistance.
Talk shit, get hit.
Your initial Character Ranks can't be saved for later, but Master of the seventh form of Ken-Ryu.
the two you receive from increasing your Tier can. Defender of the weak.
Chivalrous combat.

Skills
Talent Skills
Skills reflect a character’s capabilities as a result of their
training, lifestyle, and/or upbringing. You may spend
The ______ technique.
one Character Rank to gain a new Skill or Rank up
Whirling Dervish.
an existing Skill, with each Skill increasing up to a
Hide in plain sight.
max Rank of 3. You may gain or upgrade Skills at any
Master Burglar.
point in a Chapter, even in the middle of a roll.
Race the sun.
Straight shooter.
Skills are custom written by their user and should
Rooftop parkourist.
follow the following guidelines:

Spirit Skills
Short And Sweet: The Skill should be 5 words long at
most, and 2 words long at least.
Natural ______ ability.
Not Too General: It should be obvious where a Skill Spiritually enlightened.
can’t be used. The monster within.
Sharpened senses.
Skills, Not Abilities: A Skill should be something Mana sense.
anyone is capable of without the assistance of Fae whisperer.
supernatural elements. Alien physiology.

Mind Skills

A ______’s knowledge.
Pillar of the community.
First Strategist of the House of Blood.
Grease monkey.
Gift of the gab.
Master of disguise.
A surgeon’s hands.

43
Abilities Optional Rule: Tight / Universal Ability Systems
Most player characters are also created with one or This game assumes that Abilities are varied across your
more Abilities. Abilities are things that a character world and that most characters can access them, hence
can always do that are impossible for a “mundane” the wide range of possible effects.
person. Each Ability can also be upgraded, just like
Skills. Some settings have a limited pool of effects players can
use (i.e. the elements in Avatar), in these settings the
Creating Abilities Narrator may limit the Nouns to 1–4 options, reducing
Unlike Skills, you can't spend a Character Rank to gain the cost for each by 1.
any Rank 1 Ability. To obtain an Ability you must spend
Character Ranks equal to the Ability’s total cost, with a In settings where some Abilities are usable by anyone
minimum of 1 (After purchasing an Ability it can still be willing to put in the effort (i.e. flight in Dragonball) the
upgraded normally up to 3, spending 1 Rank for each). Narrator may establish them as Skills that can be picked
up by anyone.
All Abilities follow the format of:
“You can [Verb] [Noun], so long as [Condition].”
Creating Unique Words
Even if you follow these rules, a player who wants to
On the following page, there is a list of terms that can
make custom words for their Abilities must brief their
be used to fill in those bracketed sections, and a cost
Narrator and get their approval. However, both to make
associated with each. The total cost of an Abilities Verb,
judging the quality of these words easier for Narrators
Noun, and Condition adds up to the cost of the Ability.
and to make the creation easier for players, these more
concrete guidelines exist.
Progressing Abilities
Unlike Skills, Abilities have two district measurements of
Impact And Access
strength, that being their Rank, and the words used to
Every word in an Ability, no matter if it is a Verb, Noun,
create it.
or Condition, can be judged in one of two distinct
categories, the word's Impact and its Access.
Like Skills, Abilities can be Ranked up at any point,
but they can also be ‘altered’. When altering an Ability
Verbs: These words are possibly the most important
you may swap out its Verb and/or Condition with one
ones in an Ability, and when creating a new one, a
that has a higher price, paying the difference in price
player must ask “How Impactful is this word.” A Verb’s
from the word you’re replacing in Character Ranks.
Impact describes how much it can change in a story
when used at its most extreme. The Verbs “Obliterate”
Like Ranking up, this can be done at any point if you
and “Create” share the highest cost among all Verbs.
can afford it.
Nouns: Often the most descriptive and flavorful word
Not Always Effortless of an Ability, Nouns are often connected to the user’s
Though it is assumed that an Ability’s user can use it at Aesthetic and need to be judged based on their
will with no roll, It is important to know that the Narrator Access. A Noun’s Access describes how many
can always oppose actions that would dramatically different and important things are under their umbrella.
change the story or seem far-fetched based on their
Conditions: The least interesting and most important
understanding of the Ability. This is normally by having
part of an ability, Conditions utilize both Impact and
a player make a Roll in order to achieve their goal.
Access. To further explain, here is an example. “You
build it” limits the Impact your other words can have, it
This is also why Ability Ranks exist, to show the extent
has to fit in the limit of “being buildable”. “You touch it”
of control a character has over their Abilities and how far
instead affects how often your character can use that
they can stretch the uses of that Ability.
Ability, with no effect on what it can do.

44
Ability Glossary

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


Verb Cost Noun Cost Condition Cost
Breathe ✢ 0 Ghosts 0 You roll a 6 on a d6 -2

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

See ✢ 0 Food 0 At a Specific Time -1

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

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

Launch / Grab 1 Melee Weapons ✝ 1 You Build It 0

Repair / Heal 1 Sound ✢ 1 You Carry It 0

Damage / Bruise 1 People ✝ 2 You Sign On It 0

Conceal / Reveal 2 Machines ✝ 2 You Aren’t Seen 0

Control 2 The Four Elements ✝ 2 You Touch It 0

Stop / Immobilize 2 Light / Shadow ✝ 2 You Hear / Smell It 1

Duplicate 2 Animals ✝ 2 You Dance 1

Enlarge / Shrink 2 Heat ✢ 2 You Understand It 1

Cut / Break / Melt 2 Mana / Electricity ✢ 2 You Speak To It 1

Teleport 2 Meat / Bone 2 You Draw It 1

Locate 2 Ranged Weapons ✝ 2 You Explain It 1

Create ✢ 3 Yourself ✢ 2 You Hold Your Breath 1

Obliterate 4 Gravity ✢ 3 It Can Hear You 1

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

Transform X Into ☾ X Anything 4 You Remember It 3

✢ (If you pick any part that is marked like this your Ability ends after the Noun, not including a Condition)

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

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

45
Bonds Quick BOnds
Bonds—like Skills and Abilities—are Ranked features In addition to forming Bonds during Intermissions,
that can be used to gain Advantage in Rolls. However, players can choose to form one Quick Bond at will at
unlike the other features, Bonds can’t be gained with a any point during a Chapter.
resource and are not based on the traits of a
character, they instead represent the relationship Quick Bonds are always Rank 1, cannot be used to gain
they share with another character in the game. Influence, and are removed at the end of a Chapter,
unless the player chooses to use an Influence to sustain
They can represent any sort of connection or it and make it a normal Bond.
relationship, be it compassionate, competitive, or purely
antagonistic. The only consistent element of a Bond’s Bond Actions
nature is that it’s always a one-way-street, only These can be used at any time, each one having an
representing the user’s feelings. implied narrative effect and a Tag associated with it.
Bond Actions always target a character the user is
Bonded with. If the target is a player, a Bond Action can
Forming Bonds
During Intermissions, player characters can choose to only be taken with said player’s permission.
form a Bond with any other named character that they
can speak to or have spoken to in the time between that Bond Actions cost one Influence, but the first time a
Intermission and the last, as well as increasing the character takes each Bond Action with each of their
Rank of any Bonds that also fit that criteria, Bonds, they ignore the Influence cost and must
increasing them up to the maximum Rank of 3. assign the associated Tag to said Bond. When a
Bond is at its maximum number of Tags, the user can
only use the Bond Actions labeled with its Tags.
Bond Tags
All Bonds start blank, with no other descriptive features.
The Bond Actions are listed on the following page.
But as a player interacts with their Bonded, they may
use ‘Bond Actions’ to add ‘Bond Tags’. A Bond can
have a number of Tags equal to its Rank.

Joel's Notes: Returning Characters


Once a non player character is Bonded with, they
should be considered an important and central element
of the story by the Narrator.

If you are a Narrator, you should always try to make


these characters relevant at multiple points in the game.
After all, if a player has gone so far as to bond with an
NPC, they likely enjoyed your portrayal of them.

For example, If the players leave the city that character


lives in, give that character a reason to travel that they
can explain to the character they’re Bonded with when
they meet again. This can often be a good way of
seeding new story hooks, or feeding the players
interesting lore details.

46
Challenge (Rival): Taken when a character starts a Shenanigans (Buddy): Taken when a character has a
contest—implicit or explicit—with their Rival. The user bad plan or running joke with their Buddy. The user
gains [Tier × 2] Advantage on their current Roll, [Tier × only gets to roll one die on their current Roll, but
3] if the Bond is also Rolling. counts all hits rolled as Critical Hits.

Divulge (Partner): Taken when a character chooses to Abandon (N/A): Taken when something has changed
share something embarrassing, personal, or traumatic in the perception a character has with their Bond. This
with their Partner. The user can lose all of their Stress. removes that Bond and gives the user an equal
amount of Influence. Once a PC has Abandoned a
Explain (Student): Taken when a character tries to
character, they lose the ability to gain Influence by
teach something to their Student. The user may create
Abandoning the same character. This Bond Action can
a Skill and offer it to their Bond at Rank [Tier/2]. If the
be taken with any Bond, even if it’s at its max Tags.
Bond accepts they gain the Skill, if they don’t, you
regain any Influence spent on this.

Exposit (Legend): Taken when the Legend is


introduced into a scene or has something revealed
about them. You may—with the Bond's explicit
permission—tell a story about the Bond, their Bond's
controller may then state that that story is fact, myth,
or parody. Your bond gains one Influence.

Lead (Teammate): Taken when the user initiates a


task with their Teammate behind them. When you take
this name a general objective (get to X, find Y, beat Z),
for the rest of the Scene all your Teammates gain [Tier]
Advantage on Rolls related to said goal.

Listen (Teacher): Taken when a character actively


learns something from their Bond. The user may gain
one of the Teacher’s Skills at Rank [Tier/2].

Protect (Ward): Taken when a character stops their


Ward from being harmed. The user may take a Threat
targeting their Bond if they’re in the same Scene and
roll a single dice Roll, with at least 1 Hit they may
prevent the Threat without spending Stress.

Reassure (Confidant): Taken when a character


attempts to help their Confidant after a terrible event.
The Bond loses all of their Stress.

Examine (Subject): Taken when the user's Subject


does something that's worth examining. When your
Bond rolls a Critical Hit in s Roll you may ask them for
an often overlooked detail of their process or action, if
they do so they can roll one extra dice for each Critical
Hit they rolled before you did this.

47
Character Concepts
Important characters may be created with a ‘Concept’. This always includes players, as well as major villains and
other important non-player characters. These Concepts are an important aspect of using Influence and should be
thought over to make sure the player can use their character the way they would like.

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

History
A History is a descriptor of a character’s past. It’s meant to be incredibly general and imply the broad strokes of their
experience. It can be used as a justification for having certain items in unstructured play flesh out a character’s
personality. A History may be determined using the roll table below, by combining an Adjective, Noun, and Flair.

2D6 Roll Table


Adjective Noun Flair

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

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

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

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

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

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

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

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

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

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

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

Joel's Notes: A Non-Exhaustive List


A character’s History is really just what the player thinks is cool or fun to show with their character, it may tie into other
aspects of the character’s Aesthetic, but it’s not a requirement. The options above can just serve as examples, and the
same is true for the following page and its examples of Aesthetic.

48
Aesthetic
This half a Concept is more abstract than the first, and is made up of two parts: the ‘Motivation’ and ‘Theme’.

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

A Theme, on the other hand, is purely fluff. It guides how the player wants to represent their actions aesthetically.

2D6 Roll Table


Motivation Theme

2: Altruism 2: Time / Gravity

3: Competition 3: Body Horror

4: Repentance 4: Nature

5: Discovery 5: An Animal

6: Community 6: Raw Strength

7: Freedom 7: An Element

8: Revenge 8: Martial Arts

9: Responsibility 9: Possession

10: Idolization 10: Magical Weapon

11: Love 11: Light / Darkness

12: Greed 12: Robotics / Puppetry

Joel's Notes: Using Aesthetic For Non-Characters


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

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

A player who’s themed around their “Curiosity and Wealth” may be compelled to form a Bond with or otherwise interact
with a fearsome antagonist who mirrors their focus on Wealth, but rather than “Curiosity” uses it along with “Fear” or
“Greed”.

49
Outlooks
Each player character is created with one of the following ‘Outlooks’, the one they choose serving as their
‘Primary Outlook’. As a character increases their Tier, they can advance that Outlook or branch into new ones. Any
Outlooks gained after character creation are considered ‘Secondary Outlooks’. A character can have up to three
total Outlooks, one of them their Primary and two of them their Secondary.

Boons
A character’s Primary Outlook provides them with a variety of ‘Boons’. Boons are features that can be used in
unstructured play to gain an advantage. When creating a character a player can choose two Boons from their Primary
Outlook, and will be given more options as you Tier.

Favored Bond Actions


An Outlook also comes with 2 ‘Favored Bond Actions’. When a character would be asked to spend Influence to use
one of their Favored Bond Actions from any of their Outlooks they can take one Stress instead.

The ten Outlooks are as follows:

The Rebel The Wolf


You believe in the power of action. All of your problems You try not to get too involved with others, dark and
came from a lack of it, and you won’t let that happen brooding. You have a hard time bonding with those
again. It’s time for you to take your life into your own around them, and prefer to work on your own in all
hands. things, whether it be for efficiency or for the safety of
those around you.
The Loyal
You're a person who’s dedicated yourself to a cause. The Accursed
This oath may have been taken on your own or to align Doomed by the narrative, granted power you never
yourself with a greater organization, in either case its asked for. You’re capable of things seemingly
tenants are your lifeblood. impossible, and most people aren’t happy about it,
often including yourself.
The Quiet
You’re one of the little people in other’s stories. You may The Blessed
be talented, you may be intelligent, but you’re not You’ve lived your life with all the benefits you could
important, at least in the eyes of the average person, possibly want. You were born privileged, be it by fate,
and this is your time to change that. some higher being, or the society they live in, in any
case those benefits tend not to last long.
The Confident
You must make yourself known, you’ve been The Mentor
disrespected too much. The Confident lives for the Wise for your years, sometimes physically older, but it is
limelight and the risks that come with it. in no way a requirement. You live to teach and to
prevent the calamities they experienced or have
The Light knowledge of.
Impossibly optimistic, kind, or protective of those in
need. You’re a light post for those who’ve lost their way, The Apprentice
determined to do what they can to defend and help Bright-eyed greenhorns and kids looking to make a
those in need. name for themselves. You’re starting small, but hold big
ambitions for the future, and no matter what happens
you’ll never lose that.

50
The Outlooks Of Authority

The Rebel The Loyal


You believe in the power of action. All of your problems You've dedicated yourself to a cause. You may have
came from a lack of it, and you won’t let that happen done it on your own or to align yourself with a greater
again. It’s time for you to take your life into your own organization, in either case its tenets are your lifeblood.
hands.
Favored Bond Actions
Favored Bond Actions Exposit (Legend): Taken when the Legend is
Challenge (Rival): Taken when a character starts a introduced into a scene or has something revealed
contest—implicit or explicit—with their Rival. The user about them. You may—with the Bond's explicit
gains [Tier × 2] Advantage on their current Roll, [Tier × permission—tell a story about the Bond, their Bond's
3] if the Bond is also Rolling. controller may then state that that story is fact, myth,
or parody. Your bond gains one Influence.
Protect (Ward): Taken when a character stops their
Ward from being harmed. The user may take a Threat Listen (Teacher): Taken when a character actively
targeting their Bond if they’re in the same Scene and learns something from their Bond. The user may gain
roll a single dice Roll, with at least 1 Hit they may one of the Teacher’s Skills at Rank [Tier/2].
prevent the Threat without spending Stress.
Inherent Boon
Boons The Oath: This must be taken in addition to your two
Until My Last Breath: When at 2 Stress or higher, you starting Boons if you choose “The Loyal” as your
gain 3 advantage on Body and Talent Rolls. Outlook. This Boon can't be taken after Tier one. You
no longer have a Motivation, you instead have an
Insolent Dissonant: When you don’t have a Buddy, Oath, a single word that you must embody at all times.
you can freely make a Rank 2 Bond outside
Intermissions, but doing so gives them the Buddy Tag.
Boons
When you take the Shenanigans Bond Action with
The Family Arts: Choose a Noun for an Ability, your
someone who is officially your superior you can roll 2
Abilities must use this Noun. Gain 4 Character Ranks
dice instead of one.
that can be spent on Abilities.
Supernatural Deafness: You can't gain Abilities or
Durandal: You’ve been entrusted with a massively
use other supernatural equipment. In exchange, you
important weapon or tool. Note what it is and what it
gain double the Advantage from Bonds and gain 3
excels in as if you were creating a Skill. When your tool
Character Ranks.
is applicable in a Challenge Roll, gain 2 Advantage and
Overpower: When you fully succeed in a Tense Scene you may go “All Out” by gaining 2 Stress instead of
related to combat you may disregard your opponent using Influence.
entirely and choose not to have the Tension raise due
“My Master’s Teachings”: Gain a Rank [Tier] Teacher
to your success..
Bond with an NPC you’ve met or of your creation. You
Overexertion: When you make a roll, you may go All may always use the “Listen” Bond Action with them
Out by taking a Stress instead of spending an even if they are not in the Scene.
Influence (this does not give you Influence).
Lord’s Rite: You hold information about law and the
State. Once per Chapter, you may choose an
unnamed character in a scene and give them a full
name. The GM must then tell you if they are a criminal,
and if so, the most notable crime they have
committed.

51
The Outlooks Of Image

The Quiet The Confident


You’re one of the little people in other’s stories. You may You must make yourself known, you’ve been
be talented, you may be intelligent, but you’re not disrespected too much. The Confident lives for the
important, at least in the eyes of the average person, limelight and the risks that come with it.
and this is your time to change that.
Favored Bond Actions
Favored Bond Actions Challenge (Rival): Taken when a character starts a
Divulge (Partner): Taken when a character chooses to contest—implicit or explicit—with their Rival. The user
share something embarrassing, personal, or traumatic gains [Tier × 2] Advantage on their current Roll, [Tier ×
with their Partner. The user can lose all of their Stress. 3] if the Bond is also Rolling.

Examine (Subject): Taken when the user's Subject Lead (Teammate): Taken when the user initiates a
does something that's worth examining. When your task with their Teammate behind them. When you take
Bond rolls a Critical Hit in s Roll you may ask them for this name a general objective (get to X, find Y, beat Z),
an often overlooked detail of their process or action, if for the rest of the Scene all your Teammates gain [Tier]
they do so they can roll one extra dice for each Critical Advantage on Rolls related to said goal.
Hit they rolled before you did this.
Boons
Boons Spite: When you lose, either in the narrative or in an
The Talent: When you create a relevant Skill in the Opposed Roll, to a character you’re Bonded with you
middle of a Challenge Roll, you gain 3 Advantage. may assign them as the target of your spite. When you
use that Bond to gain Advantage in any sort of
The Sneaky Superposition: At any time when your competition with the subject of this Bond you may
exact position is unclear, you may gain 1 Stress to also Crit on rolls of 5, if the roll is a full Success that
appear somewhere else within reason. character is no longer the target of your Spite.
Reversal Of Fortune: When you successfully respond “And I’ll Only Use One Hand…”: Once per Chapter
to a Threat coming from another character with a Roll when you take an Opposed Roll with someone else,
and get at least 1 Crit, you may reverse the situation. you may give them a handicap. This gives them 2
When you do so you levy the Threat you were Advantage and gives you 1 Influence.
responding to against them, the narrator must either
have them receive its effects or give you 2 Influence. Chatty: When you perform an Opposed Roll, you can
begin talking, be it monologuing, quipping, taunting or
Gearhead: You can now create ‘Gadgets’ by spending ranting, gaining 2 Advantage plus any Bond ranks you
Character Ranks. They are treated as Abilities for their have with your opponent. If you fail this roll, your
creation, costing, Ranking, and usage in Rolls. Unlike character receives 1 Stress.
Abilities, Gadgets are physical and can be given to,
and used by other characters in Rolls, others gain one Spotlight: So long as you’re in a Unstructured Scene
less Advantage than what you would gain. Your your allies may treat the Tension as being 2 lower.
Gadgets can be permanently destroyed through the
Perspective Of A Lancer: When you create a Bond or
Risks you receive, but also refunding you any
Rank Up a Bond, you may assign that character you’re
Character Ranks you spent on them. Gain 3 Character
Bonded with as your ‘Lancer’. Your Lancer is always
Ranks to spend on Gadgets.
tagged as a Rival, even if they’ve already reached their
Knacks And Hobbies: You gain 3 Advantage on all max Tags, and you gain double the normal Advantage
rolls that don't oppose or relate to another character. when using their Bond in a Challenge Roll. When you
don’t have a Lancer, you can make Rank 2 Quick
Bonds outside Intermissions, but doing so makes
them your Lancer.

52
The Outlooks Of Dependence

The Light The Wolf


Impossibly optimistic, kind, or protective of those in You try not to get too involved with others, dark and
need. You’re a light post for those who’ve lost their way, brooding. You have a hard time bonding with those
determined to do what they can to defend and help around them, and prefer to work on your own in all
those in need. things, whether it be for efficiency or for the safety of
those around you.
Favored Bond Actions
Protect (Ward): Taken when a character stops their Favored Bond Actions
Ward from being harmed. The user may take a Threat Explain (Student): Taken when a character tries to
targeting their Bond if they’re in the same Scene and teach something to their Student. The user may create
roll a single dice Roll, with at least 1 Hit they may a Skill and offer it to their Bond at Rank [Tier/2]. If the
prevent the Threat without spending Stress. Bond accepts they gain the Skill, if they don’t, you
regain any Influence spent on this.
Reassure (Confidant): Taken when a character
attempts to help their Confidant after a terrible event. Examine (Subject): Taken when the user's Subject
The Bond loses all of their Stress. does something that's worth examining. When your
Bond rolls a Critical Hit in s Roll you may ask them for
Boons an often overlooked detail of their process or action, if
Saint: You have 2 Advantage on Rolls against they do so they can roll one extra dice for each Critical
characters who have no negative feelings towards Hit they rolled before you did this.
you.

Friendly And Approachable: Your Quick Bonds with Inherent Boon


non-player characters start at Rank 2. You may also Lone Wolf: This must be taken in addition to your two
form more than one Quick Bond in a Chapter by taking starting Boons if you choose “The Wolf” as your
one Stress when doing so. Outlook. This Boon can't be taken after Tier one. You
can only have 3 Bonded characters at a time, you
Performance Artist: Choose one of your Skills, it
always know where someone you’re Bonded with is.
gains an additional Rank. When first get a Full Success
with your chosen Skill in a Scene, anyone Bonded with
you can remove 1 Stress. Boons
The One Thing You Can Rely On: You may form
True Hero: You may use the Protect Bond Action on Bonds with weapons as if they were characters, when
any character, when you use it on characters you’re you do so they are always Rank one and Partners.
Bonded with you succeed on its Roll on rolls of 3. Abandoning a weapon makes you lose it permanently.
Weapons created by your Abilities are all counted as
Books And Their Covers: When you offer to befriend
the same weapon for this Boon.
someone who’s tried to kill you before, you may spend
1 Influence to force the Narrator to either have them Dark Urge: When you attempt to use an Ability in a
accept the offer or give you 3 Influence. If this is Challenge Roll you may choose to gain 4 Advantage,
attempted on the same character more than once, the but if you roll an odd number of Hits your Narrator can
Narrator can deny it without giving you Influence. force you to use any of your Skills or Abilities on a
character you weren’t targeting, you can resist this
effect by taking 2 Stress. Gain 4 Character Ranks that
can be spent on Abilities.

Outgunned: When you’re working against more


enemies than you have allies, you gain 2 Advantage on
all Rolls.

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


Bond is treated as being 2 Ranks higher when used in
a Roll and are always Tagged as your Ward (this can
surpass the Rank 5 maximum).
53
The Outlooks Of Fortune

The Accursed The Blessed


Doomed by the narrative, granted power you never You’ve lived your life with all the benefits you could
asked for. You’re capable of things seemingly possibly want. You were born privileged, be it by fate,
impossible, and most people aren’t happy about it, some higher being, or the society they live in, in any
often including yourself. case those benefits tend not to last long.

Favored Bond Actions Favored Bond Actions


Divulge (Partner): Taken when a character chooses to Exposit (Legend): Taken when the Legend is
share something embarrassing, personal, or traumatic introduced into a scene or has something revealed
with their Partner. The user can lose all of their Stress. about them. You may—with the Bond's explicit
permission—tell a story about the Bond, their Bond's
Reassure (Confidant): Taken when a character
controller may then state that that story is fact, myth,
attempts to help their Confidant after a terrible event.
or parody. Your bond gains one Influence.
The Bond loses all of their Stress.
Lead (Teammate): Taken when the user initiates a
Boons task with their Teammate behind them. When you take
Volatile Blood: When you go All Out while using an this name a general objective (get to X, find Y, beat Z),
Ability, you may change one word on the Ability you’re for the rest of the Scene all your Teammates gain [Tier]
using to another word with a lower, equal, or a 1 cost Advantage on Rolls related to said goal.
higher word for the duration of the scene.

Uncontrollable Power: Your abilities are now Boons


formatted as “You [Verb] [Noun] When You A Web Of Connections: When you use Influence, you
[Condition]”. Meaning, their effects are always applied can identify an unnamed NPC in the Scene. You gain 2
when the condition is fulfilled. Gain 4 Character Ranks Advantage on Rolls where that NPC is relevant.
that can be spent on Abilities.
Trust Fund: You have 10 ‘Funding Tokens’, when you
Sacrifice: You may use this Boon after any Roll to make a Roll you may spend any number of Funding
make it a full success by sacrificing one of the Tokens to explain how you use your wealth to help you
following (It can't be restored, only replaced). and gain equal Advantage. Gain 5 more Funding
‣ Your eye. Tokens when you Tier up.
‣ Your arm.
‣ Your leg. Convenient Transport: You always have access to
‣ Your tongue. some sort of all-terrain vehicle or mount that can carry
‣ Your life. up to 8 people.

Turning Over A New Leaf: When a problem occurs Social Setup: Once per Chapter, you can spend 1
that could be easily solved using one of your Abilities, Influence to claim you have connections in the place
you may lose 2 Stress and choose not to use your you’re in or relating to what you’re doing. When you
Ability instead. do this, Roll Mind with Advantage equal to your Tier
and set all hits aside. Any time you’re in a Scene with
Tainted Body: One or more of your limbs or eyes are an unnamed character, you may claim that that person
wrapped in bandages or otherwise concealed from is the one you mentioned with this Boon and gain
other people. Once per Series, when you spend Advantage on all rolls relating to them equal to the Hits
Influence, you may reveal this body part to gain 3 + you set aside.
your Tier Character Ranks to spend on gaining and/or
Ranking up a new Ability. “Do You Know Who I Am?”: When you dramatically
introduce yourself around unnamed characters, you
may use this Boon to prompt them to: gasp, become
interested in you, or make fun of you (Narrator’s
choice). When you get a reaction you haven’t before
gain an Influence.

54
The Outlooks Of Experience

The Mentor The Apprentice


Wise for your years, sometimes physically older, but it is Bright-eyed greenhorns and kids looking to make a
in no way a requirement. You live to teach and to name for themselves. You’re starting small, but hold big
prevent the calamities they experienced or have ambitions for the future, and no matter what happens
knowledge of. you’ll never lose that.

Favored Bond Actions Favored Bond Actions


Explain (Student): Taken when a character tries to Listen (Teacher): Taken when a character actively
teach something to their Student. The user may create learns something from their Bond. The user may gain
a Skill and offer it to their Bond at Rank [Tier/2]. If the one of the Teacher’s Skills at Rank [Tier/2].
Bond accepts they gain the Skill, if they don’t, you
Shenanigans (Buddy): Taken when a character has a
regain any Influence spent on this.
bad plan or running joke with their Buddy. The user
Exposit (Legend): Taken when the Legend is only gets to roll one die on their current Roll, but
introduced into a scene or has something revealed counts all hits rolled as Critical Hits.
about them. You may—with the Bond's explicit
permission—tell a story about the Bond, their Bond's Boons
controller may then state that that story is fact, myth, "Never Give Up!”: When you fail a Challenge Roll and
or parody. Your bond gains one Influence. use a Stress, you may immediately retry the Roll with 1
Advantage for every point of Stress you have.
Boons
Amazing Potential: You may only choose this when
Old, Calloused Hand: Write two “Calluses”, a negative
creating your character. You start with 6 Character
event that you’ve dealt with before, leaving you
Ranks for Skills and Abilities rather than 8, but you
stronger. When you’re presented with a Threat related
only need to spend 2 on Skills. Gain one extra
to your Callus, you may lose 1 Stress.
Character Ranks every Tier.

Past Your Prime: You may only choose this when


Land Among The Stars: When an opponent rolls
creating your character. You start with 12 Character
more dice than you in an Opposed Roll, you gain 1
Ranks for Skills and Abilities rather than 8, and must
Influence.
spend at least 8 on Skills. Gain one less Character
Rank every Tier.
Plenty To Learn: When you go All Out, you may flash
back to a Scene where you were taught something
An Organized Style: When you use one of your
relevant to your current Roll. Doing so grants you 4
Abilities in a way you’ve never used it before, you can
Advantage.
give that specific usage a name to gain 3 Advantage.
A Step Behind, But Still Running: You may Awaken
A Power That Must Never Be Used Again: Choose
twice in each game. You can't Awaken while in
one of your Abilities, it can now instantly kill any NPC
Burnout.
standing in front of you regardless of context. If you
ever use the effect of this Boon, you lose three Bond
Ranks with a character of your choice. If you lose all of
your Bonds, you lose control of your character
permanently.

Perspective Of A Teacher: Your Bonds with Students


always count as being 2 Ranks Higher when used in a
Roll (this can surpass the Rank 5 maximum). When
you only have one Student and you use Influence with
them present, they gain an Influence.

55
Structured Combat

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

56
Structured Combat
The tactical element, the most game-like part of DAWN, meant to be used when two evenly, or almost evenly,
matched groups face each other in battle. And though combat’s risks can create some tension, it’s mostly done for
fun and to reinforce the player character’s aesthetics in ways that can only be shown in combat.

In structured combat players are asked to optimize builds, handle threats, and control whatever variables they can to
defeat their enemies as efficiently as possible, the way they use their Actions and choose their Techniques
determines whether they live or die as well as implicitly enforcing their character’s themes and aesthetic.

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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

57
Turn Order Damage And Health
Structured combat is made up of ‘Actions’, ‘Reactions’, All interactions in structured combat will be motivated
'Turns’, and ‘Rounds’. A Round consists of the Turns by damage, whether it’s to avoid it or deal it. Damage is
of all involved players and at least one Enemy Turn how this game tracks progress in its fights.
for each, these Turns contain a player’s Actions.
Health
Actions And Action Points Characters all have a maximum Health (often shortened
When a Round starts, all player characters receive 3 to HP) that determines their durability in combat,
‘Action Points’ (AP), losing any they had. These can resetting at the end of each Scene. As characters are
be spent on a Basic Action (detailed on page X). Each Attacked and take damage, they lose their Health.
Action has a listed AP Cost (sometimes shortened to Health can go as low as 0, but no further.
Cost) that must be spent to take said Action.
A character's maximum Health is equal to:
Action Limit and Swift Actions [Body × 2] + [Tier × 5]
A character can't use the same Basic Action more (A negative Body Attribute is treated as 0.)
than once each Round unless that Action was
‘Swift’, an attribute often granted by the effects of Guts
Techniques. Your character’s Guts is a statistic equal to 4 plus
[Body / 2] that increases the number of ‘Wounds’ you
Reactions can take before being ‘Knocked Out’.
Reactions can be used outside a Turn when certain
conditions are met, and can also cost AP (this is why Wounds And Knockouts
AP is gained at the beginning of a Round and not at the A Wound symbolizes a long-lasting injury that weakens
start of a Turn). Reactions are still Actions and abide by those who have it.
the once per Round limitation.
When you take damage at 0 HP, you receive a Wound
Break Out for every 3 damage you took in that instance.
In addition to normal Reactions, all non-Attack Actions (Damage does not carry over between instances.)
can be taken as a Reaction to a character ending
their Turn by spending 1 Influence to ‘Break Out’. A character is Knocked Out when they reach
Actions from Break Out have no Cost and are Swift. Wounds equal to their Guts. A character with 0 Guts
(this includes all Enemies) is Knocked Out as soon as
Taking Turns their Health drops to zero. Characters lose their Wounds
Players and NPCs both treat the Turn order differently. when they take an Intermission.
Each method will be described below. When combat
starts, all players must decide amongst themselves Earning Influence Through Wounds
who should take the first Turn. After this is When you receive a Wound—from a source other than
determined, that player takes their first Turn, taking yourself—you also receive an Influence.
Actions until they can’t or don’t want to anymore.

When a player ends their Turn an enemy of the


Spending Influence In Structured Combat
Narrator’s choice that has not yet taken their Turn In combat, you can spend 1 Influence to go ‘All Out’ or
takes theirs, if all enemies have taken their Turn an ‘Break Out’. Their effects are as follows.
enemy who has already acted can take a Turn instead.
After this Turn ends the last player who acted can All Out: Reroll a Roll you made, all your dice that land
choose a player who has not yet taken their Turn, on 3 or more are counted as Hits.
that player then takes theirs, this repeats until all
players have taken their Turns. Break Out: Take a Swift non-Attack Action at no Cost
when a character ends their Turn.

58
Armor And Evasion Spaces, Movement, and Range
Though most characters don’t have access to it by
default, some have one of the following defensive stats. Setting Up
Combat should almost always take place on a 7 × 7
Armor space board, no smaller and no larger. With players
If a character has an Armor value, damage they take ‘Deploying’ on the edge (outermost spaces) opposite to
from Attacks is reduced by its value (minimum of 1). the enemies.

Evasion Movement and drawing range


If a character has a Evasion value, Attacks that target When moving, characters must measure each space
them and have a Roll don’t Succeed unless more Hits orthogonally (Manhattan Distance), can’t move
are rolled than the defender’s Evasion. through opponents or ‘Terrain’, and can’t end
movement in a Space another character occupies.
Tension
Tension is a resource that starts at 0 at the start of Adjacency
every combat, as it increases, characters become The spaces orthogonally closest to a character are
more powerful and gain new options. It is shared considered “adjacent”. A character entering these
between all characters, players and enemies. Tension spaces enters “adjacency”. You cannot be adjacent to
increases by one when one of the following happens: yourself, even if you take up multiple spaces. You are
always adjacent to enemies in your space.
- A Round ends.
Push and Pull
- An enemy is Knocked Out. When pulling, the puller must move the target
- A player character is Knocked Out. directly towards themselves in a Line. When
pushing, the pusher must move them directly away
Focus in a Line. If the target is not in a Line relative to the user
Focus is a resource used for powerful Attacks and some , they must use the closest Line.
more specific features. When combat starts, player
characters have their Focus set to 1 plus half their Teleporting
Spirit, and they can regain more by using specific When a character Teleports, they move from one
Actions, with no upper maximum. space to another without passing through the
spaces between. This still qualifies as movement.

Alternative Foci:
Though all characters use Focus by default, some—via
Targeting Allies
Some Actions will tell you that you must target an “ally”.
the effects of their Techniques—will exchange it for an
These are the characters—player or NPC—that you’re
alternate resource under a different name.
working with, but notably not yourself.

These resources will come with their own unique effects


and conditions, but unless otherwise specified they
can all be spent and gained as if they were Focus,
but not other Focus alternatives.

Speed
All characters have a ‘Speed’ that determines how far
they can move with an Action. Player characters have
Speed equal to 2 plus a half of their Talent.

59
Special Targeting Centered Zones
There are some effects that will have you target Sometimes features that create Zones specify that the
something other than a single target in a range. Zone must be “centered” on a specific character or
space. This means that there must be as many
With this targeting, and any other form of spaces of the Zone adjacent to the centered space
multi-character targeting, attacks are rolled once, as possible, and if possible, with said space in the
with that one roll being shared for all targeted dead center of the Zone. If there are multiple valid ways
characters. If a source of Advantage would apply to to do this the creator decides. The following examples
one of the targets but not all roll the added dice are valid 3×3 and 2×3 Zones centered on the user.
separately for that target and add the Hits to the Hits
that target would take.

Zones
A Zone is a shape listed as “X×Y” (ie. 2×2, 3×3) with X
and Y representing how many spaces it can be wide or
tall (they may be swapped freely). When creating a
Zone in a targeted space, the user can place any
part of said Zone within that space. The following
examples are valid ways to place an adjacent 2×2 Zone.

Lines
A Line expands from any of the orthogonal or diagonal
directions from its user, unlike normal range, Lines
count diagonals as being one space apart. The
following is an example of all possible 3 space long lines
you could make in the center space of the board.

Moving In Straight Lines


As will be described above, straight lines can be
drawn orthogonally or diagonally, counting diagonal
spaces as being one space apart. When a character
has to move in a straight line, they also count diagonal
spaces as being one space apart.

60
Terrain Alternate Mode: Cinematic Combat
Terrain is an object on the battlefield that blocks There exists a second mode of structured combat, and
movement or attacks, but not a line of sight. Terrain it’s recommended for fights between smaller groups,
can be destroyed, and has a set Health based on its or if you would rather not need to spend so long in
size. A piece of Terrain’s Health is 10 times the number combat scenes. This mode is called ‘Cinematic
of spaces it takes up, unless stated otherwise. Combat’.

Difficult Terrain In Cinematic Combat, all characters are placed along


Some spaces are considered Difficult Terrain. When a a 7 space long line, with allies Deploying on the 2
character enters a space of Difficult Terrain, their Speed leftmost spaces, and enemies Deploying on the
is reduced to 0 until the end of the turn. This also opposite 2 spaces.
ends any movement they are currently taking.
Characters who started their turn in Difficult Terrain Unlike in standard structured combat, any number of
become immune to all connected pieces until the end of characters can fit in one of these spaces, and
their turn. Climbing a sheer surface counts as characters can move through their opponents, but
entering Difficult Terrain. moving into an enemy’s space counts as Difficult
Terrain (Unless the movement would normally be able
to pass through enemies).

Standard targeting and Line targeting can only target


one character in the spaces it targets, however actions
that target multiple spaces other than Line targeting
must target all characters in the spaces it targets.

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Effect Listing
Effects represent all sorts of ongoing benefits and status. Characters lose their Effects when they end their turn,
unless it’s stated otherwise. Effects can't be removed in this way on the Turn they’re applied. If an Effect would be
applied to a character who already has it it counts as being applied on that Turn.

Positive Effects:

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

Hastened: Your Speed is doubled. When you move in a way that doesn't rely on speed, you may move twice as far.

Disappeared: You’re removed from the board. You lose this Effect when you take any Action or start your Turn. When
you lose this Effect, reappear on any space that isn’t adjacent to a character. This does not count as movement.

Invisible: You Disappear as a reaction to losing it or for free on your turn, doing so removes this Effect.

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

Reinforced: You gain [Tier] Armor.

Steady: You cannot be moved unwillingly.

Strengthened: Your Attacks gain [Tier] Advantage.

Negative Effects:

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

Dazed: You start your Turn with 1 less AP. (Enemies are instead prevented from taking more than one action each Turn.)

Feared: Your Attacks that target the character who applied Fear to you have [Tier] Disadvantage. This is removed when
the Fearing Character is Knocked out.

Immobilized: You can’t willingly move. You can't benefit from Evasion.

Launched: You can't take your turn before any non-Launched allies, you can’t willingly move. When someone targets a
Launched character, they may choose to ‘Spike’ them, giving them [Tier] Advantage and removing Launched. This is
removed when you start your Turn.

Marked: Attacks that target you gain [Tier] Advantage.

Slowed: Your Speed is halved. When you move in a way that doesn't rely on speed, you may move half as far.

Shredded: You can't benefit from Armor.

Snared: When a character applies this, you’re pulled adjacent to them. While your ensnarer is on the board, you can’t
willingly move, when they move you are moved adjacent. You can't benefit from Evasion.

Taunted: Your Attacks that don't target the character who applied Taunt to you have [Tier] Disadvantage. This is
removed when the Taunting Character is Knocked out.

Weaken: Your Attacks gain [Tier] Disadvantage.

62
Basic Actions Movement
The following are a set of basic Actions and Reactions Unlike in other tactical systems, the following two
to be used in structured combat. Actions can only be Actions are the only ways a character can move by
used on your turn, but Reactions can be triggered default. Some
when specified.
Jump
Combos
As a character gains Techniques and progresses, they AP Cost: 1
may gain ’Combos’.
Move [Talent] spaces in a Line. This movement
ignores enemy spaces and Difficult Terrain.
A Combo is a string of two or more Actions
formatted as “[ X → Y ]” that results in some bonus
when performed with no other Actions in-between
Stride
(only one Combo can occur per Action). If a
Technique Level starts with a Combo, its effects only AP Cost: 1
happen if that Combo is used.
Move [Speed] spaces. This movement can be saved
and used after taking other Actions.
After using a Combo, it goes on ‘Cooldown’ until the
end of your next Turn. Combos cannot be used while
they are on Cooldown.

63
Attacks
The damage dealing Actions, each with slightly different functions and requiring different Attributes. Unlike other Actions,
when targeted by an Attack, a character can respond with a Defensive Reaction.

Cast

AP Cost: 1

Choose an enemy within 5 spaces of you, make a


Spirit Roll with a Challenge of 1.

Reward: Deal [Hits] damage.

Finisher

AP Cost: 2

Choose an enemy adjacent to you. You may spend


Focus up to the current Tension, then make a Roll
using any Attribute with a Challenge of 1. This Roll
gains Advantage equal to the Focus Spent.

Reward: Deal [Hits] + [Tension] damage.

Skirmish

AP Cost: 1

Choose up to 2 enemies adjacent to you, make a


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

Reward: Deal [Hits] damage.

64
Defense
When a player is targeted by an Attack they can respond using one of the following defensive reactions (this must
be done before the attacker rolls).

Two of the three are completely free, and have the possibility of reducing damage at the risk of taking more damage.

Block (Reaction)

AP Cost: 0

When you’re targeted by an Attack, Gain [Body]


Armor for the duration of the Attack and get pushed
one space away from the attacker. If you took more
than 1 damage after Armor, your guard is broken,
Shredding you before the damage is dealt. You may
spend 1 Focus to make this Swift.

Clash (Reaction)

AP Cost: 0*

*To use this Reaction, you must spend 2 Focus.


When you’re targeted by an Attack, where the
attacker is in range of your Skirmish or Cast, start
an Opposed Roll using the amount of dice you
would roll while using either your Skirmish or Cast,
the opponent rolls what they roll with their Attack.
The winner resolves their chosen attack against the
loser as if the Opposed Roll was their Attack Roll.
You may spend 1 Focus to make this Swift.

Dodge (Reaction)

AP Cost: 0

As a Reaction to being targeted by an Attack, you


may move up to 2 spaces and make a Talent or
Mind Roll with a Challenge of 1. If you don’t move at
least 1 space, you can't take this reaction. You will
still be the target of said Attack if you move out of
its range using this movement. You may spend 1
Focus to make this Swift.

Reward: Gain [Hits + 1] Evasion for the duration of


the Attack, if the attack still hits you it deals [Tier]
additional damage.

65
Utility
Actions that don't directly affect the damage being dealt Investigate
or taken. This category of Actions is rarely directly
referenced, with most features referencing specific AP Cost: 1
Actions in the category.
Mark an enemy in [Mind] spaces. You may ask the
Narrator to tell you the value or effects of any or all
Breathe of the following:
- HP.
AP Cost: 1 - Armor and/or Evasion.
- Speed.
Gain one Focus. - Passive.
- Primary Attack.
- Aces.
Charge

AP Cost: 2

Make a Spirit Roll with a Challenge of 0.

Reward: Gain [Hits] Focus (minimum 2).

Hide

AP Cost: 1

If you have not Attacked on your Turn and are on


the board’s edge, you may Disappear.

Interact

AP Cost: 1

Use your unstructured play features or something in


the environment to use any of the following effects
that your Mind value matches or exceeds the
required value next to the effect.

2: Move an adjacent character 1 space.

3: Create a 10 Health piece of Terrain in an


unoccupied space adjacent to you.

4: Inflict or remove an Effect of your choice to/from


a character adjacent to you or yourself.

To use unlisted effects or effects that you don’t


meet the requirements for, ask your Narrator and
make a Mind Roll with a Challenge of their choice.

66
Dueling

The ultimate representation of personal drive and motivation in structured combat. A moment where a player can break
free from the confines of combat’s structure to put the motivations of their character at the forefront.
A single moment where it’s just you against them.

This element of structured combat is its most esoteric, because this rule exists; structured combat can fluidly meld into
unstructured play. If you’re a player, try to make use of this to emphasize the most emotional moments of your combats.

What Is A Duel Failing A Duel


During your Turn, so long as they haven’t Attacked on When you fail a Duel, you lose the ability to Duel until
their Turn, a player can initiate a “Duel” as an Action your next Intermission and return to combat in a space
by spending 4 Influence rather than AP. This of your choice on the board’s edge, refunding any
Influence cost is reduced by the current Tension, to Influence you spent on the Duel. The enemy you
a minimum of 1. targeted does the same afterward.

This removes said player and an adjacent opponent Succeeding In A Duel


from the Scene, moving both to unstructured play. When you succeed in a Duel, you’ll return to structured
They remain in this state until either starts their next Turn combat with your target in any two spaces of your
(unless there are no other enemies in the Scene, in this choice at the end of the next Round. When this
case execute the Duel immediately). happens, you’ll also be able to choose one of the
following rewards.
Executing A Duel
When their next Turn starts, they execute the Duel, Finishing Blows: Deal 3 damage to your target X
initiating an Opposed Challenge Roll between the player times, X is your Hits from the Duel’s Roll.
and enemy removed/ The player can use any Attribute
Heartfelt Speech: Choose an enemy, the Narrator
they want. Said opponent rolling 5 dice plus their Tier,
may remove that enemy from the combat, if they
if the opponent is an Antagonist they may spend any
don’t, you regain your spent Influence and gain [Hits]
number of Antagonist Points to gain an equal amount of
Focus.
Advantage.
Restrain: Immobilize, Daze, and Weaken your target.
This will always be more dice than you will be rolling
before bonuses, so in order to beat this, you’ll want to
use a variety of methods to gain the advantage. Like
any unstructured Roll, you can use an Ability, Skill,
and Bond to gain Advantage when applicable.

And on top of all that, there are a few ways you can gain
Advantage that are specific to Duels.

All For One: If you Break a Bond during a Duel, you


gain Advantage on its Roll equal to the Bond’s Rank.
You can only use this effect once per Duel

One For All: When you take a Duel any of your allied
players can spend any amount of Influence to grant
you 2 Advantage for each. This gives one Experience
to each player who participates.

67
Example Of Play: Duels
- Round 3 of combat, the Tension is at 6.

Narrator (Played by Olivia): “And with that it’s come to


your turn, Noah, what’re you going to do?”

Yvon (Played by Noah): “You know what, I’m kind of


getting sick of this monster, I’m going to use a Stride to
get over to it, then I’m going to start a Duel.”

Narrator: “Oh alright, do you want to describe that?”

Yvon: “Yeah! I’m going to dart in between the mooks in


front of it, slicing them as I do, since I’ve got Speed
Demon. When I get over, I give them a strong knee to
the chest, knocking us both a good distance away from
the rest of the fight.”

Narrator: “Wonderful, spend that 1 Influence it’s costing


you, and I’ll remove you both from the board.”

- Round 4 of combat, first Turn.

Mayflower (Played by Leo) : “I say we give Noah the first


Turn, I want to see what he’ll do in that Duel.”

- The rest of the table agrees.

Narrator: “Alright, Noah, you have the floor. Tell me what


you’re doing in this Duel and tell me what bonuses you
want to use at the end of it.”

Yvon: “Ok, I’m going to keep the momentum going from


the knee I talked about earlier, as they keep flying I’m
going to try to catch up on foot and slash ‘em up, using
my “Become Shadow” ability to do it faster. I’m going to
be rolling Talent, using my “Knife Fighting” Skill and my
“Become Shadow” Ability for a total of 12 dice.”

Narrator: “Alright, this is just an unnamed enemy so


they’ll be rolling 7 dice, I have a feeling you’ll win this
but let's see how well.”
- Both roll their dice.

Yvon: “Let's go! I got 10 hits to their 6, and I’m going to


use the “Finishing Blows” option as my reward.”

Narrator: “That’ll do it, 3 damage 10 times, so 30 total.


The enemy’s been Knocked Out and you can return to
the combat in a space of your choice.”

68
Techniques Archetypes
In structured combat, player characters are defined by Each player character is created with one of the
their use of ‘Techniques’. Techniques are the main following ‘Archetypes’ to serve as their ‘Primary
combat features for player characters, with each Archetype’. When a character is created or Tiers up
contributing to that character’s overall build. They they can gain Techniques from their Primary Archetype
are mostly passive and serve to add new effects to the or up to two other Archetypes, when you take a
statistics and Actions given to all players by default. Technique from another Archetype it becomes one
of your ‘Secondary Archetypes’.
The following block is an example of a Technique:
A character can have up to 3 total Archetypes, one of
them their Primary and two of them their Secondary.
Berserker | (1) ★ | (1) Revenge, Wounds, Tanking
The six Archetypes are as follows:
(2) “To stagnate is to forget your purpose, to still is to
die. Here you’ll live, each scar a mark of pride, each beat
of your heart a melody all your own. When we live slowly The Powerhouse
Bacchus weeps.” Techniques effective in sustained fights. Often requires a
high Body Attribute for Attacks, or Talent if you want to
(3) 1: Revenge: When you take a Wound, you may
spend 1 Focus to immediately take an Action with a be a little more frail and fast.
cost of 1 at no cost and with Swift.
(3) 2: Take A Beating: Double your Guts, you now The Vagabond
receive a Wound when you take 2 damage at 0 Health Techniques effective at defeating single targets. Often
rather than when you take 3 damage. requires a high Talent to get into and escape
(3) 3: Cornered Dog: When you receive an effect, you skirmishes.
may choose to ignore it and take a Wound instead.

The Bulwark
1: Complexity Stars And Tags Techniques effective at tanking for a team. Can build for
Each Technique has 1-3 complexity stars and some almost any Attribute, as all provide an option to survive
tags. Complexity stars represent the number of choices longer, but Body is the most common.
that must be made to acquire or use the Technique.
Tags show the most broad effects and synergies the The Altruist
Technique has. These things have no effect on what Techniques that mainly benefit your allies. As many of
the Technique does and are meant to summarize its these Techniques don’t need to deal damage, Mind is
complexity and effects respectively. often your best Attribute.

2: Flavor Text The Disruptor


A short piece of fiction that is in some way related to the Techniques that restrict, metaphorically or literally. As
Technique in question. These blocks of text have no many of these Techniques trigger their controlling
effect on the mechanics of the game and exist only effects when Casting, they value a high Spirit Attribute.
for fun.
The Ruiner
3: Technique Levels Techniques with high impact and cost. Almost all of
Each Technique has three Levels, and when gaining these Techniques give you high damage setups for
a Technique you only gain one Level at a time, Spirit Finishers, Spirit is a must.
starting from 1 and going up to 3. Player characters are
given 5 total Technique Levels when they’re created.
This is often spent on the three Levels of one Technique
and first two Levels of another, but it can be spread out
as widely as someone wants, as all Techniques can be
progressed at the same flat rate.

69
Techniques

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

70
Powerhouse

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

71
Berserker | ★ | Revenge, Wounds, Tanking Breacher | ★ ★ | Weapon, Body, Displacement

“To stagnate is to forget your purpose, to still is to die. “A hundred pellets at 1600 feet per second hurts about
Here you’ll live, each scar a mark of pride, each beat of as much as you would expect.”
your heart a melody all your own. When we live slowly
1: Buck Shot: Your Skirmishes can target a character in
Bacchus weeps.”
4 spaces instead of its normal targeting. Your
1: Revenge: When you take a Wound, you may spend 1 Skirmishes Against targets in 2 spaces push your target
Focus to immediately take an Action with a cost of 1 at 1 space away on a success.
no cost and with Swift. 2: Both Barrels: When you Skirmish, so long as you're
2: Take A Beating: Double your Guts. You now receive not Weakened, you can choose to fire ‘Both Barrels’.
a Wound when you take 2 damage at 0 Health, rather Doing this gives the Attack [Body/2] Advantage, but also
than when you take 3 damage. Weakens you after it resolves.
3: Cornered Dog: When you would receive an Effect, 3: Annihilate: Your Body Finisher can now target
you may choose to take a Wound instead. characters up to 3 spaces away and can use the effect
of “Both Barrels”. When you use “Both Barrels” with a
Skirmish or Body Finisher, you may target a 2x2 space
Braggart | ★ ★ | Delayed, Attacks Zone adjacent to you instead of its normal targeting.

“You weren't even worth cleaning up the stains…”


Dragonslayer | ★ ★ | Weapon, Body, Anti-Armor
1: Hubris: Begin tracking ‘Pride’, a 6 Segment Clock
that’s emptied after every Scene. After you do one of
the following, fill one Segment of this Clock: “That thing was too large to be called a sword. Too big,
- Get hit by an Attack without Defending yourself. too thick, too heavy, and too rough, it was naught but a
- Attack rolling one of your two lowest Attributes. heaping hunk of iron.”
While your Pride Clock is full, you gain 1 Advantage 1: Speed Is Weight: Your successful Body Finishers
on all Rolls for the remainder of the Scene. Shred your target after dealing damage.
2: Prove Yourself: While your Pride Clock is full, you 2: Wide Arc: When you spend 3 or more Focus on a
may ‘Hold Back’ at any time, emptying the Clock and Body Finisher, you can have it target a 2x2 Zone placed
reducing its total Segments by 2 (to a minimum of 2). If on yourself, without targeting you instead of its normal
your Pride Clock has less than 6 Segments, “Hubris” targeting.
grants one additional Advantage for every two 3: Titanic Heave [ Breathe → Body Finisher ]: The
Segments it is less than 6. Finisher counts all dice as Hits, pushes enemies it hits 2
3: A Worthy Opponent: When an enemy deals a Wound spaces back, and Weakens you after it resolves.
to you, you may fill a Pride Segment. If this fills its least
Segment you cannot Hold Back.
Deft Duelist | ★ | Skirmishes, Tanking, Effects

“What’s wrong, can't you hit me? You were so adamant


you would only need one strike. So go on. Strike me.”
1: Riposte [ Block → Skirmish ]: The Skirmish lets you
move 3 spaces before targeting and Taunts your target
on a Success.
2: Parry: Using Block against an adjacent character
Dazes your attacker.
3: Deflecting Blow: When you use Block on an Attack
from a range of 2 or more, you may spend 1 Focus to
Skirmish a character within 5 spaces of the attacker.

72
Dual Wielder | ★ ★ | Weapon, On-Skirmish Triggers Flagellant | ★ | Revenge, Self-Effects, Attacks

“My lord used to beat me for my left-handedness. “There is no fate that cannot be surmounted by scorn.”
When I killed him, I used both hands. Out of respect.” 1: Thrill: When you receive a Negative Effect, you may
1: Twinned Blow: When you Skirmish and only target also Strengthen yourself.
one character, you may “Flurry”, repeating the Attack 2: Blood Rush: The first time you Skirmish each Turn,
with Swift at no cost. This reduces the dice rolled for before targeting, you may Blight yourself to move up to
both to half (before applying Advantage/Disadvantage). 2 spaces in a Line. If your target is Adjacent, You gain 2
2: Frenzied Barrage: When you spend 2 or more Focus Advantage for each space moved. When you Blight
on a Finisher, you may substitute it with three Swift yourself while already Blighted using “Blood Rush” you
Skirmishes used one after another. Mark yourself and may move one additional space.
3: Varied Blades: Your Skirmishes have an additional 3: Bled Dry: You are unaffected by Negative Effects, so
two effects that alternate every time you use Skirmish, long as you have 3 or more Wounds.
resetting at the start of your Turn (first Skirmish uses
effect A, second uses effect B, third uses effect A
again). Choose two of the options below as effects:
Gunslinger | ★ | Weapon, AOE, Range
- Astral: Gain [Tier / 2] Focus.
- Blazing: Deal [Tier / 2] damage to your target. Alt Resource. Can't take with other alt resources.
- Umbral: Teleport to a space within [Tier] spaces.
- Vorpal: Restore [Tier / 2] Health. “Adept fixers know their guns as well as they know
- Phasing: This attack ignores its target’s Armor. themselves; each part maintained and accounted for.
- Whirling: Move your target [Tier] spaces. Famous fixers just need to let shots fly.”
1: Big Iron: You now use ‘Bullets’ instead of Focus. You
start all Scenes with 6 Bullets. To Skirmish, you must
Equilibrium | ★ ★ | Effects, Tanking, Versatile spend at least 1 Bullet and target 1 character in 4 range
instead of its normal targeting. For each additional Bullet
Born under the twin stars, Qayid Āl-Rashid existed in a you spend, you may gain 1 Advantage, or target an
state of extremes; his life oscillating between terrible additional character.
misfortune and unforgettable luck. It was only after he 2: Lock And Load: Your Skirmishes gain 1 Advantage.
came of age that he learned to balance these chaotic When you end your turn without Attacking, you can set
forces, and channel them in battle. your Bullets to 6.
1: Mind Made Manifest: While you have Strengthened, 3: Bullet Juggle: When you Skirmish a single character
gain 2 Armor. While you have Haste, gain 1 Evasion. while spending 3 or more Bullets, you Launch them.
2: Of Two Worlds: When you use an Attack Action or
Clash, gain 1 ‘Wrath’. When you use Breathe, Charge, or
a Defense Technique (excluding Clash), gain 1 ‘Peace’. If Improvisational Fighter | ★ ★ ★ | Interact, Terrain
you end your turn with an equal amount of Wrath and
Peace (minimum 1 each) you may spend 1 of each to “I’ll take all you bastards on! I’ll flatten your whole
gain both Strengthened and Haste. damned Pavilion! You’ll rue the day you slighted me!
3: Sublime Equanimity: You may trigger the end of turn And the record of it will be written with your scars!
effect from “Of Two Worlds” even if there is a difference
of 1 in your Wrath and Peace. Well… I would say that if I still had my sword. Until then,
a concussion and some splinters will do.”
1: Everything’s A Tool: You may always Interact to
create a piece of 10 Health Terrain in 5 spaces of you
—identifying some mundane object to do so—or
remove adjacent Terrain you’ve created to make a Swift
Skirmish or Cast action using any Attribute for its Roll.
2: Oh! That One Hurt!: You may Interact at no cost and
with Swift once per Round, so long as it doesn’t result in
an Attack. Attacks from Interact have 3 Advantage.
3: Last Resort: Once per scene, you may attack using
“Everything’s A Tool”, even if there isn’t a piece of terrain
to remove. This use gains [Tension] Advantage.

73
Lancer | ★ | Weapon, Body, Range Warring Ascendant | ★ ★ ★ | Delayed, Versatile
Transformation. Can’t take with other transformations.
“Mankind is a friend to the spear. We grew in wisdom
and technique alongside our oldest defender. Know this,
vile foe: this thrust carries the weight of all human “My dearest brother, born on the battlefield. I know you
history behind it!” expect more, but I implore you. Lend me your strength,
and feel the air on your skin. I call upon you in my time
1: Pierce: Your Skirmish and Body Finisher can target of greatest need, heed, o’ Durandal!”
one enemy up to 2 spaces away instead of its normal
targeting. Your Skirmishes gain up to 3 Advantage 1: Heavenly Arm: Choose a Technique with the Weapon
based on your target’s distance from you. Tag. Once per Scene, when you Charge with at least 2
2: Phalanx: Your Skirmish and Body Finishers can Tension, you may ‘Transform’, pushing all enemies
target an enemy up to 3 spaces away instead of its within 2 spaces of you 3 spaces away. While
normal targeting. Skirmish targets all enemies between Transformed you count as having all three Levels of the
yourself and your original target(s), dealing half damage Technique you chose. When you’re reduced to 0 Health
to each. while Transformed, it ends, and you’re Dazed.
3: Cannon-Arm [ Breathe → Skirmish ]: The Skirmish 2: Esoteric Blades: Choose one other Technique of any
can target a space in 4 spaces and raises the maximum kind, while you are transformed you count as having the
Advantage from “Pierce” to 4. If the attack had 4 or first two Levels of that Technique.
more total Advantage, it additionally targets all spaces 3: Saintly Sword, Durandal: You may choose to lose
adjacent to the original, dealing half its damage to said your Transformation when you use your Finisher, if you
targets. Each affected space becomes Difficult Terrain. do so that Finisher can target all enemies along a ∞
space long Line where at least one targeted space is
adjacent, dealing one additional damage for each
character it targeted.
Martial Artist | ★ ★ | Skirmishes, Versatile, Effects

“I’m pretty experienced myself y’know, 15 years of Baji


Quan, 11 years of Aikido, and a semester of Capoeira.
Oh, sorry. We should be dueling about now! I’ve got a
bad habit of bragging when I don’t think I’ll be seeing
someone again.”
1: Art Of The 8 Hammers: When you successfully
Skirmish or Body / Talent Finisher without using a
Technique with the Weapon Tag, you can do 1 of the
following. Each can be used once per Round.
- Quick Step: Move up to 3 spaces.
- Binding Blow: Snare your target.
- Rising Knee: Launch your target.
- Iron Shoulder: Push your target 3 spaces.
2: Flow-State: “Art Of The 8 Hammers” gains the
following option.
- Combo: Deal [Body/2] + [Talent/2] to a character
you’ve attacked this Turn.
3: Unlimited Blows: Your Skirmishes gain 1 Advantage.
When you roll a Critical Hit on a Skirmish or Finisher,
“Art Of The 8 Hammers” triggers an additional time.

74
SpellSword | ★ ★ | Skirmishes, Casts Unbroken | ★ | Revenge, Wounds, Influence

“Versatility is a power you can’t buy. It must be learned “You must not give in! You cannot! Claw and bite like a
through a complete mastery of all of its parts.” cornered rat! It’s the only option you have left.”
1: Spell Blade: Wherever you use a Skirmish or Finisher, 1: Get Back Up: Once per Scene, you may spend an
you may spend 1 Focus to have it benefit from your Influence to put it On The Line at no cost. Doing this
Techniques that would normally affect Casts, not makes you lose the ability to gain Influence for the
remainder of the Scene.
including the other levels of “Spellsword”.
2: Furious Revival: When you spend an Influence in a
2: Twin Suns [ Cast → Skirmish ]: The Skirmish is
combat Scene, you may take an Action with a cost of 1
Swift, has its cost reduced to 0. When using it, you can for no cost with Swift.
Teleport to a space in 3 range before targeting. 3: Phoenix: When put it On The Line using “Get Back
3: Witch Hunter [ Cast → Body/Talent Finisher ]: If Up” you may heal all your wounds but 1.
the Finisher targets the same character as the Cast, it
deals [Spirit] additional damage.
Predator | ★ | Sustain, Wounds, Movement

Struggler | ★ ★ | Revenge, Reliability “I see you. I see you. I see you. I see you. I see you. I see
you. I see you. I see you. I see you. I see you. I see you. I
see you. I see you. I hunger. I see you. I see you. I see
“But take heed, Struggler. Struggle, endure, contend.
you. I see you. I see you. I see you. I see you.”
For that alone is the sword of one who defies death. Do
not forget these words.” 1: Yearn: The first time you Investigate each Turn, it
becomes Swift and has its Cost Reduced to 0.
1: Effort: When you roll a 1 in any Challenge roll, you
However, it can only be used to ask what your target’s
may reduce your Speed by 1 for the duration of the
current and maximum HP is. When any opponent is
Scene (to a minimum of 1) to treat it as a 6 instead,
Knocked Out while adjacent to you, you heal a Wound.
converting it to a Critical Hit. If you cannot lower your
2: Obsess: When you know an opponent has half their
Speed, you receive [Tier] damage instead.
maximum HP remaining, your Speed is increased by 3,
2: Adrenaline: When you take a Wound, you may move
and you ignore Difficult Terrain, but you cannot move
up to 3 spaces towards an enemy of your choice. If this
unless you’re moving closer to at least one of said
brings you adjacent to the enemy, you may Mark them.
opponents.
3: Defy Reason: You may use the effect of “Effort” on
3: Devour: Once per Scene, when you heal a Wound
any roll that comes from a Finisher, regardless of value.
using “Yearn” you may ‘Indulge’, Immobilizing and
Dazing yourself. While you’re under these Effects, the
Focus gained through Breathe and Charge are replaced
Technician | ★ ★ | Combos, Charge with healing an equal number of Wounds.

“A fighter is not their body, but a collection of


techniques and experiences.”
1: Stretch: When you Charge, you ‘Stretch’. After
Stretching, until the end of your next Turn, completing a
Combo gives you 1 AP, this cannot trigger on the same
combo more than once per Turn.
2: Perfect Form: When you complete a Combo, you
gain 1 Armor until the start of your next Turn.
3: Final Blow [ Skirmish → Finisher ]: The Finisher
costs 1 AP.

75
Vagabond

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

76
Acrobat | ★ ★ | Movement, Avoidance Assassin | ★ ★ | Attacks, Avoidance

“Obstacles are found everywhere. In overcoming them, “A bloodied coin spends just as well as any other.”
we nourish ourselves.” 1: Ambush: if the first Action you take after Deploying is
1: Flying Kick [ Jump → Skirmish ]: The Skirmish Hide, it has no Cost and ignores its requirements.
gains Advantage equal to the number of spaces you 2: Assassinate: Attacks you make while Disappeared
moved during your Jump. This only applies to Attacks gain [Tier] Advantage, let you reappear adjacent to
made while adjacent to your target. characters, and the dice rolled Crit on rolls of 5 or 6.
2: Wall Jump: When you end a Jump’s movement 3: Speed of Dark [ Hide → Stride ]: The Stride has no
adjacent to a piece of terrain or board edge, you may cost and grants you Invisible when used.
move an additional 3 spaces in a straight line and gain 1
Evasion for the next Attack that targets you this Round.
This additional movement is considered part of the
Blade Master | ★ ★ | Weapon, Talent, Breathing
Jump’s total movement. You can only “Wall Jump” once
per Turn.
“A weapon’s strength is secondary to the strength of
3: Weightless Body: You may “Wall Jump” any number
those who wield it.”
of times in a Jump. The Evasion gained from doing so
can be stacked indefinitely. You can't use the effect of 1: Draw Stance: When you Breathe or Charge, you may
“Wall Jump” on the same terrain or board edge more enter ‘Draw Stance’. This effect ends after you Attack,
than once per Jump. Stride, or Jump. When you use a Talent Finisher in Draw
Stance, you can Crit on rolls of 5 or 6.
2: Divide In One Motion [ Breathe → Jump ]: The
Jump does not end Draw Stance. After using the Jump,
Aerial Ace | ★ | Movement, Versatile
you may use a Talent Finisher at no cost. The Finisher
targets all characters you moved adjacent to or through
Once, the mysteries of green silk were known only to during your Jump.
hidden sages, carefully weaving each small patch into 3: Leaping Koi: When you use “Divide In One Motion”
the wondrous flying carpets of yore. Today, though, it is roll the Finisher before using your Jump’s Movement.
a foolish clan head who does not keep a few green silk For every Critical Hit rolled in the Finisher you may move
coats in their armory, lest their rivals gain uncontested an additional 3 spaces in a straight line. This additional
control of the skies. movement is considered part of the Jump’s total
1: Soar: When you Jump, you may ‘Take Flight’ rather movement.
than moving. While Take Flight is active, increase your
speed by 2 and force [Tier] Disadvantage on incoming
Attacks. Take Flight ends when you use an Attack. Cunning Fighter | ★ ★ ★ | Investigate, Mind, Utility
2: Over And Around: Increase your Speed by [Talent /
2]. While Take Flight is active, you ignore the effects of
“Heavy Build. Tall. Reach advantage. Confident,
Terrain while moving and can move through enemy
capable. Trained in the four forms of Cavalcabo.
spaces.
3: Falling Ax Strike: The Attacks you use while Take Their salute will transfer into a sudden flèche. This has
Flight is active can roll [Speed] rather than an Attribute, served them well against inexperienced opponents. Bind
before modifying it via Effects (ie. Haste and Slow). the attack, then transfer to a quick glide. During their
shock, apply knee to groin. Begin gloating.”
1: Plan and Execute: Begin tracking ‘Cunning Plan’ a 4
Segment Clock that’s emptied after every Scene. When
you Investigate a character you haven’t Investigated in
the Scene, fill one Cunning Plan Segment. Once per
Turn, you may empty a Segment to take any non-Attack
Action, reducing its cost by 1 and gaining Swift.
2: Plans Within Plans: “Plan and Execute” is no longer
once per Turn.
3: At a Glance: The first time you Investigate each Turn
you may spend 1 Focus to Investigate all characters in a
2x2 Zone within [Mind] spaces.

77
Dim Mak | ★ ★ ★ | Investigate, Mind, Attacks Drunkard | ★ ★ | Self-Effects, Movement, Avoidance

Topple the Goliath, find the minute weaknesses in “A little something to take the edge off~”
everyone you face, disassemble their idiot stances, fight 1: Down The Hatch: If it is not clear to every player,
dirty, and have a plan to kill everyone you meet. establish what direction is “up” after Deploying. When
1: Study Weakness: When you Investigate a single you Breathe you may choose to ‘Drink’ Slowing
character, your next Investigate against them becomes yourself. When you start or end your Turn while Slowed
Swift, the third Investigate you use is Swift and has its you must roll a d6, and move one space in a straight line
Cost reduced to 0. When you Investigate a character, based on the result. If a 1 was rolled move up, if a 2 was
you may place a ‘Weak Point’ in an unoccupied space rolled move right, if a 3 was rolled move down, if a 4
adjacent to them. Weak Points move to match their was rolled move left, if a 5 or 6 was rolled you may
host’s movement (even if the new position is occupied). move in any direction (including diagonally). When
When you attack a character while standing on one of involuntary movement would move you adjacent to, out
their Weak Points, you may remove that Weak point to of adjacency with, or have your movement prevented by
gain [Mind / 2] Advantage and make the attack Swift. an enemy you may deal [Tier] damage to them.
2: Field Investigation: When an attack fails to hit you, 2: Fool’s Dance: When you are attacked your Evasion
you may Swiftly Investigate the attacker at no cost. counts as being equal to [Tier] + the number of different
When you remove a Weak Point, you gain 2 Evasion on Negative Effects between yourself and the attacker, so
the next time you’re Attacked this Round. long as this doesn't lower your Evasion.
3: 4-Point Execution: Track the number of times you 3: Chug: When you Drink while Slowed you Shred,
remove a Weak Point on a character in a Turn. When Weaken, and Blight yourself. If you have 3 or more
you remove a Weak Point 3 times on a single target, you Negative Effects at once you may ignore the effects of
may Teleport to any unoccupied space adjacent to them each. The movement from “Down The Hatch” now
and perform a Mind Finisher on them at no cost. triggers when you have any Negative Effect, and when
triggered with two or more Effects has you move at the
start and end of your Turn.
Distant Killer | ★ ★ | Weapon, Talent, Range

“The unseen attack is unrivaled in its lethality.”


1: Long Shot: Your Talent Finisher can target characters
up to 5 spaces away instead of its normal targeting.
2: Bunker Down: When you end your turn without
Attacking you may “Bunker Down”, gaining Immobilized.
While you’re Immobilized your Talent Finishers gain 5
additional range and Crit on rolls of 5 or 6.
3: Deadeye [ Hide → Talent Finisher ]: The Finisher
deals one additional damage for each Critical Hit, Crits
on rolls of 5, and targets all enemies between yourself
and your original target.

78
Egomaniac | ★ ★ | Attacks, Movement, Avoidance Knife Juggler | ★ ★ | Weapon, Movement
Alt Resource. Can't take with other alt resources.
“Only the most conceited, self-important, piece of
sho’vah grit could do what you do.”
“No, that’s not a damn compliment!” “Though it’s fallen slightly out of favor, thrown weapons
have been a part of our culture for hundreds of years,
1: Peak Condition: Begin tracking ‘Style’, a 4 Segment and it’s time people start respecting that”
Clock that’s emptied after every Scene. Whenever you
Attack, fill one Style Segment for each of the following 1: Throw: You now use ‘Weapons’ instead of Focus.
conditions that it fulfilled. When you’re hit by an Attack, You start all Scenes with 4 Weapons. When you
you empty one. When you fill the Clock, empty it, move Skirmish, you can choose to ‘Throw’, spending 1
up to 2 spaces in a straight line, and gain 1 AP. Weapon, reducing its cost to 0, and letting it target one
- Drama: The Attack rolled 2 or more Critical Hits. character up to 4 spaces away instead of its normal
- Dance: Last Action moved you Adjacent to the target. targeting.
- Diversify: You didn’t use the Attack on your last Turn. 2: Resupply: When you use Throw, place a ‘Weapon
- Denouement: The Attack brought you to 0 AP. Marker’ in the space you targeted or an unoccupied
2: Taunt, Flaunt, Daunt: When you fill your Style Clock, space adjacent to it. When you move into a Weapon
you may forgo the AP gained to Taunt or Fear all Marker’s space, you may remove it to move 1 space in
Enemies within 3 spaces of you. any direction, recover 1 AP, and gain 1 Weapon.
3: Finale: When you Charge, you may fill [Tension × 2] 3: Chaser: When an enemy moves outside a Weapon
Segments on your Style Clock, these can carry over Marker, you may Teleport to the marker and use a Swift
between Clocks. After you do this, you lose the Style Skirmish on them (paying its costs), this Skirmish can't
Clock for the remainder of the Scene. use Throw.

Enchained | ★ ★ | Casts, Movement, Skirmishes Malicious Mimic | ★ ★ ★ | Dodge, Attacks

“These scars and bindings are a reminder of what I was. “Impossible… she only saw that technique once!”
And in keeping them, I remind myself of what I can be.” 1: “Anything You Can Do…”: After successfully
1: Hook Shot: When you Cast targeting a non-adjacent avoiding an Enemy's Primary Attack using a Dodge or
unoccupied space, you may ‘Swing’. When you do, Clash, you gain an ‘Impression’ with the same name as
track your distance from the target, and Teleport to any the enemy. As an action with no cost, you may spend
space an equal distance away from the target. any of your Impressions to use the indicated Enemy's
2: Draw In: When you Cast targeting an opponent, you Primary Attack as if you were an enemy. All Impressions
may choose not to deal damage. If you do, the Cast has are lost at the end of a Scene.
its Cost reduced to 0, move one space towards them, 2: Rehearsed Movements: When you attempt to
and pull them one space towards you, repeating until Dodge an enemy while you hold an Impression
you’re both adjacent. matching their name, you gain 4 Advantage.
3: Momentum [ Cast → Skirmish ]: If movement 3: “…I Can Do Better”: When using “Anything You Can
provided by your Cast moved you adjacent to the target Do…” you may spend 1 AP to use the enemy's Ace
of your Skirmish, you gain [Tier x 2] Advantage on that rather than their Primary Attack.
Skirmish and you push them 4 spaces on a success.

79
Modified Meister | ★ ★ | Skirmishes, Mind, Wounds Skirmisher | ★ ★ | Skirmishes, Movement
Alt Resource. Can't take with other alt resources.
“Float like a butterfly…”

You feel the vibration of whirring chains, the sound of 1: Perpetual Motion: When a Skirmish would cause you
spinning gears, the buckling of mismatched plating and to be moved adjacent to an enemy, you may move 1
loose screws, it almost feels like it’s alive. additional space in any direction.
2: Shifting Blows: You may move up to two spaces in a
1: Running Hot: You now use ‘Heat’ instead of Focus. straight line before or after using a Skirmish.
You start all Scenes with 0 Heat, you can't gain Heat 3: Rebound: Your Skirmishes gain 1 Advantage. If
using Breathe or Charge. If your Heat increases to 6 or movement provided by Skirmish makes you leave
more it is immediately reset to 3, and you explode, adjacency with a character, you may target them with
dealing [Mind] damage to yourself and all adjacent said Skirmish in addition to your normal targets. Targets
opponents. added via “Rebound” take half damage.
2: Overload: When you successfully Skirmish or
Finisher you may “Overload”, gaining [Mind / 2]
Advantage, Blighting the target(s), afterwards you
receive 1 Heat for every dice that was not a Hit. Speed Demon | ★ | Movement, AOE
3: Last Resort [ Investigate → Mind Finisher ]: The
Finisher must Overload and has double the base dice “It was over before it even started. I don’t know who you
rolled at the cost of doubling any Heat you would pissed off, but they moved like nothing that I’ve ever
receive from it. seen.”
1: Fade: You can move through enemies. You still must
end your movement in an empty space.
Opportunist | ★ ★ | Skirmishes, Talent, Support 2: Flash Step [ Breathe → Stride ]: The Stride lets you
triple the distance you can move.
“You were really expecting a fair fight?” 3: Flash Strike: When you move out of a character’s
space using “Fade” you may deal [Talent] damage to
1: Pack Tactics: Once per Round, when an ally resolves them (this is not an Attack). You can't use this on the
an Attack on a character within [Talent] spaces, you may same target more than once each Round. When you
Swiftly Skirmish targeting them at no Cost. If you are trigger this while using “Flash Step” you may Launch
outside the Skirmish’s range, you may Teleport to an any characters you damage.
unoccupied space adjacent to the target before
choosing your target(s).
2: Hungry Eyes: When an ally within [Talent] spaces
targets a character with an attack, you may spend 1 Untouchable | ★ | Avoidance, Movement
Focus to Mark the target.
3: Launcher Combo: Once per Round, when an ally “And what's this! It looks like she can’t be hit! They’re
inflicts an Effect to an enemy within [Talent] spaces, you moving at speeds I can’t even keep up with! Champ
may use the effect “Pack Tactics” on the same target. looks like she’s boxing ghosts!”
This level has a separate once per Round limitation from 1: Duck: The first time you Dodge each Round gain
the one in “Pack Tactics”. [Talent / 2] Evasion for the duration of the attack.
2: Weave: Increase the spaces moved when using
Dodge to three spaces. Failed Dodges no longer make
you take additional damage.
3: Fighter's Instinct [ Dodge → Skirmish ]: The
Skirmish lets you move 3 spaces before targeting and
lets you Crit on rolls of 5 or 6.

80
Bulwark

Stoic and resolute, mitigate incoming damage to defend others. Techniques effective at tanking for a team.
Can build for almost any Attribute, as all provide an option to survive longer, but Body is the most common.

81
Absolute Bastard | ★ ★ | Investigate, Tanking Crusher | ★ | Weapon, Body, Effects

“You’re an expert at making strangers hate you, huh?” “It’s said that in order to effectively counter an oncoming
1: Easy To Hate: When you Investigate an enemy, you force, one would need 5 times the force to stop it. I
may use this Technique to Taunt them. This can only be assure you… I have that.”
used 3 times per Scene. 1: 30,000 Tons: When you would Skirmish you may
2: Bully: Once per turn when you Taunt a character you choose to ‘Raise’ instead, Reinforcing yourself and
may move up to 3 spaces towards them, if you move Taunting all adjacent enemies. When you Skirmish while
adjacent to them, you may Snare them and gain 1 AP. Reinforced you must ‘Fall’, dealing double damage and
3: Add Injury To Insult: Your Attacks against characters losing Reinforced.
you’ve Taunted gain [Tier] Advantage. 2: Hammerfall: When you Fall after taking at least 5 pre
mitigation damage since the end of your last Turn you
target all spaces adjacent to you instead of your normal
targeting and Weaken all targets.
Battle Jockey | ★ ★ ★ | Tanking, Displacement
3: You Look Like A Nail: When you Fall after taking at
least 10 pre mitigation damage since the end of your
One of the most fearsome gangs is Pantomime, the
last Turn you deal triple damage.
infamous “Cavalry”, riding diesel guzzling steeds. These
petty criminals are known across the guild city for their
“Night rides”, driving around their turf and encircling
anyone who dares standing in their way. Giant Frame | ★ | Body, Skirmishes, Range
1: Trusty Steed: After Deploying, you may Summon a
Mount with a Tier equal to your Tier adjacent to you. “Woah. You’re bigger in person. Like. Way bigger. Oh
This Mount cannot redirect targeting with its Passive. right, the armor, right away sir!”
2: Grasping Jaws: When your Mount attacks an enemy, 1: Big Arms: When you use a Body Finisher, you may
you may have it Taunt them. spend 1 additional Focus to have it target each
3: Roaring Entry: Once per Scene when your Mount character in a 2x2 Zone adjacent to you so long as at
would take its Turn, you may have it Roar instead. When least one of those spaces are adjacent to you.
your Mount Roars, it Dazes all enemies in 3 spaces of it, 2: Immense: You may choose to take up a 2x2 section
pushing them 3 spaces away. of spaces rather than a single space when you Deploy,
if you do so you may freely move through 1x1 enemies
and Terrain, you must end your Turn in unoccupied
spaces. Gain [Tier] Guts. When you choose your size,
Beastial Ascendant | ★ ★ ★ | Delayed, Versatile
you must stick with it until your next Tier up.
Transformation. Can’t take with other transformations. 3: Shockwave: When you use a Body Finisher, you may
spend 1 Focus to have it target all spaces adjacent to
“Don’t worry, this happens to everyone your age.” you, deal half damage, and have it Launch its targets.

1: Beastly: Choose two non-Modifier Enemy Types.


Once per Scene, when you Charge with at least 2
Tension, you may ‘Transform’, pushing all enemies
within 2 spaces of you 3 spaces away and restoring
[Guts x 2] Health. While Transformed you can use one of
your selected Enemies' Primary Attacks in place of a
Skirmish. When you’re reduced to 0 Health while
Transformed, it ends, and you’re Dazed.
2: Inheritance: Choose one of the two Enemies you
chose when gaining “Beastly”. You gain that enemy’s
Passive while Transformed. If the Passive triggers when
the user is Knocked Out, it triggers when you end your
Transformation instead.
3: Apex: When you’re Transformed you can use one of
your enemies’ Aces by spending 2 AP. Each of your
Aces can only be used once per Scene.

82
Grappler | ★ | Finishers, Body, Restricting Iron Bodied | ★ | Tanking, Body

“Make way for Pantomime’s blazing star!” Mushir Ahmed has a reputation for his displays of
confidence. Most famously is his armor, one that covers
“The killer king with the inescapable pin!”
his legs and arms but leaves his chest bare. A choice
“The one, the only… Raphaël Blasé!” that baffles advisors and opponents alike, less for its
1: Restrain: When you Successfully Body Finisher, stupidity and more for the lack of scars he shows.
Snare your target. 1: Tough As Stone: You can never take more damage
2: All Eyes On Me: Your Skirmishes gain 1 Advantage. than 4 + [Tier/2] in a single instance (after all forms of
When you have a character Snared, they can't take any damage reduction).
actions that target characters other than you if you are 2: Resilience: Gain [Body / 2] Armor.
also a valid target. 3: Stainless Stride: You can never have a Speed lower
3 Finishing Move [ Body Finisher → Jump ]: Instead than 3 and can always move using your own Actions,
of moving with this Jump you and the target Disappear, ignoring all other rules to the contrary. At the beginning
at the start of the next round you both return to the of your Turn, you may Immobilize yourself. While
board in the same space, Launching all enemies in 2 Immobilized, the text of “Tough As Stone” reads: “You
spaces of you, and letting you Body Finisher the initial can never take more damage than 2 + your Tier in a
target at no cost. single instance (after all forms of damage reduction)”.

Guardian Angel | ★ ★ ★ | Tanking, Spirit Juggernaut | ★ ★ | Displacement, Body, Movement

“I don’t exactly know where it came from. I just know it His physique spoke to me.
protects me when I need it. It’s given me this one It said, “Get the fuck out of my way.”
chance to change things for the better.” 1: Wild Charge: When you Jump, you may move [Body]
1: Two Bodies: Upon Deployment, your character is spaces instead of [Talent], deal 30 damage to Terrain
split into two separate spaces: the ‘Guardian’ space and you pass through, and move any number of characters
the ‘Defendant’ space. When you move, you move both you passed through or moved adjacent to to a space
the Guardian and Defendant separately. When you Cast, adjacent to you.
it must draw its range from the Defendant space. When 2: Violence: When you move characters using “Wild
you Skirmish, it must draw its range from the Guardian Charge”, you may deal [Body] damage to them and
space. When the Defendant receives damage, it is dealt Launch them.
as if they had 0 Health. 3: Hard Turn: When you Jump, you may reduce the
2: Together In Life: When you successfully Cast, the number of spaces you move by 2 to make it so you can
target becomes Weak. When you successfully Skirmish move without moving in a straight line.
a Weak character, you Launch the target(s).
3: Together In Death: Your Health and Guts now scale
off your Spirit instead of your Body. If an ally is Attacked
within 4 spaces of the Guardian, you may spend 1
Focus to have the Guardian teleport adjacent to them
and become the target of the Attack.

83
Mundane | ★ ★ | Revenge, Body, Tanking Servant’s Call | ★ ★ ★ | Casts, Spirit, Expensive
Alt Resource. Can't take with other alt resources.
Tybalt’s Fairy is a strange thing, and it stays hidden
whenever it can. The fairy’s ability to shield and mend is
“No tricks, no frills, no magic. invaluable for an imperial guard like Tybalt, but he
Just sit ups, squats, and plenty of juice” worries that something's wrong with it, with every beast
1: For What The Spirit Lacks: You now use ‘Tenacity’ they fend off it stares at the body a little longer, and
instead of Focus or AP, gaining and losing it rather than when tensions rise Tybalt swears he hears sobs.
the former. You start each Round of combat with 1 Tybalt worries it’s learning what death is.
Tenacity + [Body / 2], and you must spend it in place of
Focus and AP. You can't gain Tenacity using Breathe or 1: A Subordinate’s Honor: When you Cast targeting an
Charge. You can't use Cast or Spirit Finishers. empty space, you may spend 1 Focus for each empty
2: Dig Deep, Stand Firm: When you are targeted by an space and create a Tier 1 Guardian, Slime, or Paladin
Attack, you gain 1 Tenacity. Summon there. It can only do 1 damage when it attacks
3: In The Face Of The Beyond: When you Breathe or and has half its normal HP. You can only have [Tier]
Charge, you may Taunt a number of characters equal to Summons from this Technique at a time.
the Focus you would have gained within 4 range. When 2: Hero’s Hymn: When you Charge you may Teleport
rolling for Charge, you may Roll Body instead of Spirit. one of your Summons into a space adjacent to you.
Until the start of your next turn, that Summon must be
targeted instead of you if you’re targeted by an attack.
3: Supreme Servant: Once per Scene when you use a
Rising Challenger | ★ ★ | Talent, Tanking, Support Spirit Finisher targeting a single empty space, or start a
combat Scene, you may spend 3 Focus and create a
Two swordsmen lock blades silhouetted by moonlight, Tank Summon of your choice with a Tier equal to yours.
the impact reverberating throughout the streets, blowing That enemy is a named character who has a Rank 3
out a nearby streetlamp. Bond with you.
One survivor lives on, regretting every second of it.
1: Perfect Deflection: When you perform a successful
Clash, you gain 1 Focus and can move [Tier] spaces.
2: “You’ll Have To Get Through Me!”: You may Clash
with Attacks that target allies within [Talent] spaces.
When you Clash, you may Teleport to a space adjacent
to the character who initiated the attack.
3: Drama And Spite: Gain 3 Advantage in Clashes.

Runic Retribution | ★ | Tanking, Mind, Support

“No fear. No Sleep. No dreams.”


1: Lash: When an ally is hit by an Attack you may
Swiftly Cast the attacker regardless of range at no Cost.
2: Loving Rite: When you Investigate an ally you may
offer them a deal. If they take this deal they may
immediately take any 1 Cost Action Swiftly but you also
Mark them. If they don’t take the deal you restore 1 AP.
3: Devotion: When an ally takes the deal from “Loving
Rite” they may choose to ‘Double Down’, Marking an
enemy of their choice and making both Marks applied
unable to be removed for the remainder of the Scene.
When an ally you’ve Marked takes any Action they may
choose to move one space towards any Marked enemy.

84
Shield Bearer | ★ ★ | Body, Tanking, Movement Vanguard Defender | ★ | Tanking, Body, Support

They stood their ground. A breathing, bleeding wall “If I get hurt, don’t stop running.”
between the people they had sworn to protect, and the 1: White Knight: You may Block Attacks that target
coming darkness. allies within [Body] spaces, when you do so you
1: Wall: When you Block, you may spend 2 Focus to Teleport to a space adjacent to the ally being targeted
gain [Tier] additional Armor, and retain the Armor until and become the target instead.
your guard is broken, or you start your Turn. 2: Steel Angel: The first Block you use each Round is
2: Shield Charge: When you Block, place a ‘Shield Swift can't Shred you, so long as you’re Blocking for
Marker’ in a space adjacent to you until you stop your allies.
blocking. The Shield Marker moves to match your 3: Inspire Courage: When you start a source of
movement. When your movement would move your movement by moving out of adjacency with an ally, they
Shield Marker into an opponent's space, you may may move to a space adjacent to your new location and
remove the Marker to deal [Body / 2] damage to them Reinforce.
and push them 2 spaces.
3: Focused Defense: While you have a Shield Marker,
indicate a 3×3 Zone centered on it. If an enemy attacks
Mecha Pilot | ★ ★ ★ | Tanking, Versatile
you while inside that Zone, you count as having [Tier]
additional Armor for the Attack.
“Runic alignment complete. Aether levels nominal. We
got this partner. For Oberooooon!”

Stalwart Sentry | ★ ★ | Skirmishes, Displacement 1: Rune Core Engine: You enter all combat Scenes with
a ‘Suit’ adjacent to you. This is a 2x2 piece of terrain
“Nothing gets past me, at least not in one piece.” with 50 Health and [Tier] Armor. By Interacting with it,
you put the Suit on. This removes the Terrain, grants you
1: Guardian: So long as you haven’t moved during your [Tier] Armor, and makes your character 2x2 in size. You
turn. The spaces diagonally connected to your count as may use Interact again to leave the Suit, losing these
being adjacent when it would benefit you. benefits and placing the terrain adjacent to you in
2: On Watch: Begin tracking ‘Vigilance’, a 4 Segment sufficient empty spaces.
Clock that’s filled at the start of every Scene. You may 2: Autonomous: The Suit is now a Summoned non-
empty one Segment of this Clock when performing a Modifier Enemy of your choice with a Tier equal to
Punish to have it not cost AP. When you Charge you yours, so long as you don’t have it on. It is still 2x2 in
refill the Vigilance Clock. size and counts as both Terrain and an Enemy,
3: Zone Of Influence: When you Investigate you may regardless of the enemy chosen. When your Summon
place up to 4 ‘Spotlights’ in any unoccupied space on takes its Turn, you may choose to Skirmish a character
the board. A Spotlight is a unique piece of Difficult adjacent to it in place of one of its Attacks.
Terrain that only affects enemies. When a character 3: Perfect Sync: You may Interact with the Suit after
enters a Spotlight you may teleport to an unoccupied Deployment at no Cost. Even when you are in the Suit, it
adjacent space and Punish them as if they left may still take Turns as a Summon, sharing your space
adjacency with you. and moving you when it moves. While you are in the
Suit, the Summon is Dazed.

85
Altruist

Friendly and versatile, enable your allies to overrun the enemy. Techniques that mainly benefit your allies.
As many of these Techniques don’t need to deal damage, Mind is often your best Attribute.

86
Alchemist | ★ ★ | Breathing, Interact, Effects Bardic Savant | ★ ★ ★ | Breathing, Mind, Support

“Eye of newt and toe of frog, Wool of bat and tongue of “Doesn’t it all seem to have a rhythm to it? When the
dog, Adder’s fork and blind-worm’s sting, Lizard’s leg bullets are flying and everyone else is in chaos, that
and owlet’s wing, For a charm of powerful trouble, Like a rhythm guides me.”
hell-broth boil and bubble.” 1: Musician: When you Breathe, you gain a ‘Verse’ of
1: Quick Mix: When you Breathe, you can make one of your choice from the list below. You can hold up to 5
the following ‘Potions’. You may always Interact to use Verses at a time (Including repeated verses). When you
one of these potions on an adjacent character. use Charge, you may expend all the Verses you are
1: Pure Water: Remove any Effect(s) from the target. holding and grant the effects listed on them to
2: Fury Vapors: Strengthen the target. characters in a range of your Mind + your Tier.
3: Growth Serum: Regenerate the target. - Harsh: Allies Strengthen.
4: Adrenaline Stim: Hasten the target. - Soothing: Allies gain [Mind] Health.
5: Stoneskin Balm: Reinforce the target. - Inspiring: Allies gain 1 Focus.
6: Vilethorn Poison: Blight the target. - Raucous: Enemies are Shredded and Weakened.
2: Administer: You may use potions on characters up to - Frantic: Affected allies may choose to use any
4 spaces away. non-attack with 1 cost action at no cost.
3: High Intensity Mix: You may forgo the Focus gained 2: Quick Composition: Once per Turn, when you
from Breathe to trigger “Quick Mix” two more times, Breathe you may forgo the Focus given to reduce its
randomly determining the potion with a D6 roll for each cost to 0. Your Breaths are Swift.
rather than choosing. 3: Encore: When you Charge, you may forgo the Focus
given to reduce its cost to 1.

Artist | ★ ★ ★ | Interact, Versatile, Support


Battle Instructor | ★ ★ | Breathing, Influence, Support
The 7th Battalion has been described as “Avant-garde.”
Both meanings are equally accurate. “Keep your back straight!”
1: Stroke Of The Brush: You may always Interact to “Strengthen your footing!”
‘Paint’ on an adjacent space in a ‘Color’ of your choice. “Remember what we spoke about!”
Each Color has a specific effect that triggers when you “...”
or an ally enters its space or starts their Turn in it for the “That was good, keep at it, kid.”
first time in a Round. The Colors are as follows. 1: Strike Order: When you Mark a character, you may
- Red: Strengthen yourself. choose an ally, that ally may move up to 3 spaces
- Yellow: Teleport to another Colored space. towards the character. Your Investigates are Swift.
- Blue: Gain 2 Focus. 2: Teaching Moment: When an ally makes a Roll, you
- White: Push any number of enemies in 3 spaces 3 may spend an Influence to form a Bond with them or
spaces away from you. upgrade their Bond Rank and allow them to redo, taking
- Black: Pull any number of enemies in 5 spaces into the highest of the two results.
spaces adjacent to you. 3: Remember Your Training: Once per scene when an
2: Canvas Of Flesh: When you Interact with an ally, you ally who you have a Bond with Attacks, you may spend
may spend 3 Focus to create a ‘Seal’ on them, letting 2 Focus to give their attack [Tier] Advantage plus the
them gain the effect of one of your Colors every time Bond Ranks you have with them.
they end their Turn.
3: Brush-Brand: When you Skirmish a character, you
may ‘Brand’ them with a Color of your choice until the
end of your next Turn. When you or an ally successfully
Attack a Branded character, they gain the effect of the
chosen Color.

87
Chronomancer | ★ | Casts, Support, Effects Deckbuilder | ★ ★ ★ | Casts, Mind, Versatile

Time until death: T- 2 minutes 4 days 10 days 2 weeks “I have faith in the soul of my deck”
1 month 1.5 months 3 months 5 months 1 year 5 years 1: Draw: After deploying, roll one die and set it aside.
6 years 6.5 years 10 years 25 years These dice are your ‘Cards’. When you Breathe with
1: Accelerate: When targeting an ally with Cast you three or fewer Cards, roll a new Card. When you Cast
don't deal damage, cannot deal Negative Effects, they you may spend any of your Cards to roll [Mind] instead
may move spaces equal to the damage you would have of [Spirit] and gain the Card’s assigned bonus. The
dealt, and then Hasten them. bonuses granted by each Card are as follows:
2: Decelerate: Your Casts gain 1 Advantage. When an 1: Illness: Does not deal damage. Blights the Target.
Effect on any character would be removed, you may While the target is Blighted, they are also Slowed.
spend 1 Focus to apply the Effect to them again. 2: Etteilla: When targeting an enemy, you restore Focus
3: Time Stop: Begin tracking ‘Flux’, a 8 Segment Clock equal to the damage dealt.
that’s emptied after every Scene. When you apply an 3: Night: Does not deal damage. The target Disappears
Effect to an ally fill one Flux Segment. Once per Scene, and becomes Invisible.
when you start your Turn with a full Flux Clock you may 4: Protection: Does not deal damage. Reinforces the
spend all your AP to empty it and Cast targeting all target, this Effect is not lost at the end of Turn.
characters in the Scene, you may take a Wound to go 5: Union: Teleport to an unoccupied space adjacent to
All Out on this roll. the target and Snare them.
6: Folly: Does not deal damage. Dazes, Immobilizes,
Launches, Fears, and Taunts the target.
2: Card Trap: At any time you would gain a new Card,
Dancer | ★ ★ | Movement, Utility, Support
you may refrain from rolling to place a ‘Trap’ on an
unoccupied space adjacent to you instead. A Trap is a
The intimacy of combat is something that’s difficult to piece of Difficult Terrain that, when stepped on, forces
recreate. That intoxicating passion has drawn more you to Swift Cast at no Cost targeting the character on it
people together than you can possibly know. while rolling a new Card and immediately spending it to
1: Dance Partner: You may always Interact with a add its effects. This removes the Trap.
willing character to set them as your ‘Partner’. You may 3: Greed: “Draw” has you roll double the Cards in all
only have one Partner and lose them if you end your scenarios, and you may gain Cards by Breathing when
Turn outside of adjacency. When a Partner moves at or below 5 cards instead of 3.
willingly, their Partner may move to a space adjacent to
them and gain Haste.
2: Hearts In Tandem: When a Partner Hides, or gains
Fog Walker | ★ ★ | Avoidance, Breathing, Support
Focus, their partner gains the benefits in addition.
3: The Prestige: When a Partner uses a Finisher, their
When the fog rolls off the river Undine, the city streets
Partner may Daze themselves to have the Finisher Crit
are empty. For the darkened hunts would find those who
on rolls of 5. Using this effect makes the user lose their
do not flee, meeting those who carry a smile as easily as
Partner status.
a blade.
1: Blowing Smoke: When you Breathe, you may forgo
the Focus gained to create a ‘Fog Cloud’ in a space
adjacent to you. At the end of your Turn, move your
Clouds up to 2 spaces in any direction. If you or an ally
moves into Fog or vice versa before Attacking on your /
their Turn, you / they Disappear. When a character
Disappeared through this level reappears, they must do
so in a Fog Space, or as close as possible.
2: Mystic Mist: When a character reappears in a Fog
space, they gain 1 Focus and move up to 3 spaces.
3: Stinging Steam: Your Breaths are Swift. When you
Charge you may forgo the Focus gained to move your
Fog Clouds up to 2 spaces and deal 2 damage to
enemies every time a Fog Cloud passes through them.

88
Gourmand | ★ | Interact, Mind, Support Heavenly Saint | ★ ★ | Casts, Spirit, Support
Alt Resource. Can't take with other alt resources.
“Cooking is like painting or writing a song. Just as there
are only so many notes or colors, there are only so many
flavors—it’s how you combine them that sets you apart.” “When allies falter, your presence is the whispered
promise of safety—a testament that even in the throes of
1: Healthy Meal: You have one ‘Meal’ that you may chaos, salvation is found in compassion.”
refresh at each Intermission, you may always Interact to
hand an adjacent character your Meal. A character 1: Strength Of Prayer: You now use ‘Faith’ instead of
given a Meal can eat it immediately, or save it and eat Focus. You start all Scenes with [Spirit] Faith. You can't
their Meal when they Breathe. When a character eats gain Faith using Breathe or Charge, but you gain 1 Faith
one of your Meals, they can restore a Wound and gain every time you target an ally with an action or the effect
[Tier + Mind + 10] Health. of a Technique.
2: Bottomless Pantry: Gain two additional Meals per 2: Cleansing Light: When targeting an ally with Cast
Intermission. you don't deal damage, cannot deal Negative Effects,
3: Shared Experiences: When someone you’re Bonded and instead heal [Hits / 2] Health to your target(s) have
with eats one of your Meals you both gain [Mind] Focus. all Effects of their choice removed from them.
3: Grand Restoration: Your Spirit Finisher gains the
effects of “Cleansing Light”. When using a Spirit Finisher
on an ally, they begin Regenerating and lose a Wound
(The Wound healing can only be done once per
character per Scene).

Last Hope | ★ | Avoidance, Spirit, Support

He felt stupid. There it was, his face plastered on the


gray brick in front of him. A blurry picture of it, but his
face nonetheless.
These posters must have been put up by someone he’s
helped, claiming he was some mythic savior. A
reputation that would only make his life harder.
What annoyed him most, though, was a certain
someone now knew he wasn't going to stop.
1: Notably Absent: At the start of any Combat Scene,
you may choose to be ‘Absent’ from the fight, removing
you from the board. If the Tension reaches 3 you must
return to the board on an edge space. When you take
your Turn while Absent you may only take the three
following Actions (All are Swift and have 1 AP Cost).
- Motivate: You may let an ally move [Spirit] spaces.
- Inspire: You may Strengthen, Hasten, or Reinforce an
ally. These can't be lost so long as you are Absent.
- Focus: You may Mark or Weaken an enemy. These
can't be lost so long as you are Absent.
2: Heroic Return: When you return to the board, you
gain all the Positive Effects on your allies. These Effects
can't be removed until combat ends.
3: Explosive Return: As soon as you return to the
board, you may take a Turn, even if it would interrupt the
turn of an Enemy. If this interrupted an ally’s Turn you
must wait for them to finish.

89
Precognizant | ★ | Expensive, Mind, Support Surgeon | ★ | Skirmish, Mind, Support

“I already won.” ”To blessed Hippocrates, I grant an offering. Let my


1: Flash Of Insight: After any Roll from an enemy or hands remain steady and true. Let not guide this soul to
willing ally, you may spend 1 Focus to force its initiator Thanatos’ waiting grip. This I swear. This is my Virtue.”
to redo it. This can only be used [Mind] times per Scene. 1: Do No Harm: When you Skirmish an ally, you may
2: Take Advantage: When using “Flash Of Insight” choose to ‘Operate’ on them. When you Operate you
against an enemy’s Attack the attack’s target gains must roll Mind instead of Talent or Body, and your target
[Mind] Evasion for the next Attack that targets them. restores [Hits / 2] Health rather than taking Damage.
3: Hurl Into The Infinite: When you hit a character with 2: Operational Procedure: When you take this feature
your Mind Finisher, you may spend 2 additional Focus or when you take an Intermission, lose any stocks of
to Daze and Immobilize them. ‘Bandage’ or ‘Disinfectant’, then make a Mind Roll. For
every odd number rolled, gain one Bandage. For every
even number rolled, gain one Disinfectant. When you
Operate you may expend any number of Bandages to
Replicator | ★ ★ | Attacks, Casts, Support
heal an equal number of Wounds, and/or any number of
Disinfectant to remove an equal number of Effects.
An infinite barrage of bullets and blades. A force that
3: Miracle Worker: Gain 3 Advantage on your “Do No
resembles an army but was born from a single hunter
Harm” Roll. When you roll two or more 1s or two or
with a mage at their side.
more 6s with “Operational Procedure” you may
1: Echo Form: When you Cast targeting only a single replace the resources gained by those dice with a
ally or yourself, you don’t deal damage. Instead, create ‘Miracle’. When an ally is Knocked Out, place a marker
an ‘Echo’ adjacent to them. You can only have 3 Echos where they were. When you Skirmish targeting this
using this Technique at a time. Echos are targetable Marker; you may expend a Miracle to bring the Knocked
pieces of Difficult Terrain with 1 HP. A character with an Out character back to that space or an adjacent one if
Echo may draw range from their Echos. it’s occupied with 0 HP and no Wounds.
2: Symmetry: When a character with an Echo moves,
they may move their Echo an equal number of spaces.
3: Full Sync: Characters with an Echo start the Round
Talisman Caster | ★ ★ | Casts, Spirit, Versatile
with 1 additional AP per Echo they have. Characters
benefiting from this give Swift to their Attacks, so long
as each draws its range from a different Echo. Every surface is covered in small, intricately detailed
papers. This sort of obsessive protection seemed silly to
her, but when removing one of these seals resulted in
voices echoing around the room, she reconsidered.
1: Sacred Seal: When you Breathe, you may place a
‘Talisman’ on an adjacent character or space. Spaces
and characters with these Talismans on them are always
valid targets for your Casts, no matter the distance.
2: Tossed Talisman: When using “Sacred Seal” you
may place Talismans in 3 Range, and when you Charge
you may do this three times in a row.
3: Exorcize: Your Spirit Finisher can target all characters
and spaces with a Talisman on them at once.

90
Disruptor

Sadistic and calculated, chain down the enemy’s options. Techniques that restrict, metaphorically or literally.
As many of these Techniques trigger their controlling effects when Casting, they value a high Spirit Attribute.

91
Autophage | ★ ★ | Attacks, Body/Spirit, Effects Chemist | ★ | Terrain, Mind, Effects
Alt Resource. Can't take with other alt resources.
“Now there’s a smell you can feel!”

“The Students of Mardrus were widely renowned in their 1: Sublimation: When resolving an action targeting a
day, creating the doctoring profession as we know it. piece of Terrain, you may destroy it to create a 3×3
Shame their achievements are overshadowed by the Zone of ‘Gas’ centered on its space that disappears at
human cost of their good work.” the start of your next Turn. When an enemy enters Gas
they are Weakened. Allies in the Gas gain 3 Evasion
1: Transfusion: You no longer use Focus. When you from all attacks coming from outside the Gas.
would gain, spend, or lose your Focus, you use an 2: Experimental Mixture: When you Weaken a
equivalent amount of your Health instead. When you character you may ask the Narrator what it’s current
successfully Attack a character with two or more Health is, if it’s at or below [Mind] that character is
different Status, you begin Regenerating. Knocked Out and you gain 2 Focus.
2: Overexert: When you successfully Attack, you may 3: Deposition: When you create a Gas Zone Weaken
take 5 damage to roll a D6. Apply an Effect to your and deal [Mind] damage to all enemies in the spaces it
target based on the result of the roll. When you have 0 covers. When you defeat an enemy with “Experimental
Health, you may use this at no Health cost. Mixture” create a 3x3 Gas Zone centered on them.
1-2: Blight
3-4: Daze.
5-6: Immobilize.
3: Born Of Mutable Flesh: When you have 0 Health, Constrictor | ★ | Weapon, Body/Talent, Restricting
your attacks gain [Tier] Advantage. When you trigger
“Overexert” using a Finisher, you may take 7 damage “Whips, garrotes, nooses, you’d be surprised how many
rather than 5 to add all 3 Effects. people are killed with glorified string.”
1: Wrap: Your Successful Skirmishes with 1 target Snare
the target. At the end of your Turn, you can move all
Bloodletter | ★ | Weapon, Talent, Effects characters you've Snared up to 5 spaces.
2: Choke: Your Body and Talent finishers can always
“I don’t kill people, doctor. What I do is much worse.” target characters you've snared. Your Finishers deal
[Tier] additional damage to Snared characters.
1: Bleeding Edge: Your successful Skirmishes and 3: Twisting Impact: Your Skirmishes gain 1 Advantage.
Talent Finishers Blight the target. When “Wrap” moves two or more characters adjacent,
2: Bloodhound: Your Skirmishes gain 1 Advantage. they receive [Talent] damage.
When a non-adjacent enemy takes damage from Blight,
move up to 3 spaces. If it brings you adjacent, you may
remove the Blight to Swift Skirmish them at no cost.
3: Rupture [ Skirmish → Breathe ]: If the Skirmish Cryomancer | ★ ★ | Casts, Spirit, Restricting
targeted a character with Blight, make a Talent Roll and
trigger the effect of Blight [Hits] times. “Each incantation is a flurry of frozen elegance,
conjuring storms of ice and swirls of snow.”
1: Chill: Your successful Casts Slow your target(s).
2: Icicle Halo: Your Casts gain 1 Advantage. Begin
tracking “Icicle”, a 4 Segment Clock that empties after
each Scene. When you gain Focus, fill one Segment.
When you Breathe you may forgo the Focus gained to
empty the Icicle Clock and use half damage Swift Casts,
equal to the Segments emptied. If a Cast from “Icicle
Halo” targets a Slow character, Immobilize them.
3: Shatter: When you target an Immobilized character
with a Spirit Finisher, the Narrator must tell you their
Health, if their Health is equal to or lower than [Spirit]
you knock them out. When you KO a character using
“Shatter”, Slow enemies within 3 spaces of the target.

92
Cutpurse | ★ | Movement, Talent, Avoidance Gale Strider | ★ ★ ★ | Casts, Spirit, Displacement

“It’s an easy job, in-and-out, no need for worries, no “True freedom doesn’t exist in this world. Even the wind
need for anyone to get hurt. Bump into Āl-Amir just after cannot blow on forever.”
sunset and slip your hand into his pouch. Be sure to 1: Growing Winds: When you Cast targeting an
apologize and offer something, historically he’ll refuse.” unoccupied space or Jump, you may place a ‘Typhoon’
1: Fast Hands: The first time you leave adjacency with in the targeted space / space you left, and all spaces
an enemy on your Turn (once per character per Turn), adjacent to it, replacing all other Typhoons you’ve
you may end your movement to do one of the following, created. When a character ends their Turn in a Typhoon
that you haven’t used on your Turn. you may move all characters in the Typhoon 1 space in
- Disarm: Weaken them. the same direction.
- Trip: Immobilize them. 2: Updraft: When you end your Turn you may move any
- Steal: Gain 2 Focus. Typhoons 3 spaces in a straight line. Any characters
2: Snatch: When you inflict certain Negative Effects on who enter the Typhoon through this movement are
an enemy, you may gain its positive version. The Effects pushed 1 space in the direction it is moving and are
this applies to are as follows. Launched if they are an enemy.
- Blight: Regenerate. 3: Mountain Carver: “Growing Winds” and “Updraft”
- Immobilize / Snare: Hasten. can now move Terrain as well as characters. When you
- Shred: Reinforce. move a piece of Terrain outside of a Typhoon you may
- Weaken: Strengthen. have it continue its movement until it moves adjacent to
3: Thief In The Night: After you Hide, you can use “Fast a character, dealing [Tier] damage to that character. If a
Hands” without ending your movement and lets you use piece of Terrain would be moved to the edge of the
options you’ve already used on your Turn. This lasts board through this feature it is destroyed.
until the end of the Turn.

Inhuman Strength | ★ ★ | Body, Displacement, Terrain


Earth Speaker | ★ ★ | Casts, Spirit, Terrain
“Mom always said the best way to move people is with
“You lost the moment you touched the ground.” words, but picking up that bus seemed much faster.”
1: Tectonic Shift: When you move Terrain you didn’t 1: Strong-Arm: You may always Interact to push an
create or another character, you create a piece of Terrain adjacent character or piece of Terrain up to 5 spaces in
with 20 Health and 0 Armor in the space it left. a straight line. If you push them adjacent to an
2: Earthen Shards: When you destroy or move a piece opponent you may Launch all characters involved.
of terrain, you may deal [Tier] damage to all enemies 2: Piston Fist: When you Successfully Skirmish or Body
adjacent to its new position. Each enemy can only be Finisher a character, you may push them [Body -
damaged by this effect once per Turn. Target’s Armor] spaces.
3: Stone Soldiers: When you Cast or use a Spirit 3: Smash Through: When you push a character into a
Finisher you may move a piece of terrain adjacent to piece of Terrain, both take [Body] damage. If the Terrain
you into a space adjacent to your target, doing so gives is destroyed, the character continues moving for
the Attack 3 Advantage and destroys the terrain after another 3 spaces. This additional movement can only
the Attack resolves. be triggered once per push.

93
Inner World | ★ ★ ★ | Breathing, Spirit, Restricting

“Pfft. My victory is assured”


1: Gaze Deeply: When you Charge you may forgo the
Focus you would gain to Immobilize all enemies in a
range equal to the Focus you would have gained.
2: Domain Of Control: Once per scene when you inflict
an Effect to a character you may Teleport them and
yourself to any space in your ‘Inner World’ a separate
3x3 board that no other characters have access to.
Once you K.O. them or they deal a Wound to you, you
Teleport all living characters in your Inner World to a
space on the edge of the normal board.
3: Home Turf: While in your Inner World, you gain [Tier]
Advantage on all attacks. “Domain Of Control” is now
[Spirit] times per Scene instead of once per Scene.

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

“Look at where you’re standing. Perhaps it’s more


accurate to say you “were” winning. In the afterlife,
practice situational awareness.”
1: Inscribe: When you Breathe, you may place a ‘Rune’
on a space within 4 range. When you Charge you may
attempt to connect 3 or more Runes you’ve placed with
Lines to form a polygon, and then Spirit or Mind Finisher
targeting all spaces in this polygon (including its lines) at
no cost, this removes the Runes.
2: Readjust: Before connecting the lines when using
“Inscribe” you may Teleport any/all of your Runes up to
3 spaces in any direction.
3: Prison Of Your Own Design: When you use the
Charge portion of “Inscribe” you may choose to leave
the lines on the board until you next use it. The spaces
these Lines cover are Difficult Terrain for opponents.

94
Reaper | ★ ★ | Weapon, Effects, Displacement Siren | ★ ★ | Investigate, Effects, Avoidance

The people of the Gardens knew well to put out their “Lure and tempt, free them all of their inhibitions, show
offerings at solstice. For as the days grew long, the them that the world holds better things for you and
Harvesters of Krouses would make pilgrimage, seeking them, before you rip it all away.”
homes lacking piety to become their bloody crop. 1: You wouldn’t hurt ME, would you?: When you
1: Sow: When you successfully Skirmish a single Investigate an enemy, you may use this Technique to
Character, you may Teleport them to another space Fear them. This can be used 3 times per Scene.
adjacent to you. The first time you use this, each Turn 2: Irresistible: Once per turn when you Fear a character
you Mark your target. you may force them to move up to 3 spaces towards
2: Tend: Enemies in 3 spaces of you don't lose Marked you, if they move adjacent to you, you may Daze them.
when they end their turn. 3: A little help over here?: When you successfully Spirit
3: Reap: If you start your turn in 5 spaces of a Marked or Mind Finisher a character, you may have all enemies
enemy, you may spend 3 Focus to Teleport to an affected by Fear move their Speed towards your target
unoccupied space adjacent to them and use a Finisher and Attack them with Skirmish or their Primary Attack if
on them at no cost. If you are then in 5 spaces of they are adjacent.
another Marked enemy, you may repeat this effect at a
Focus cost of 1 using a Skirmish instead of a Finisher.
This cannot target the same enemy more than once.
Wave Rider | ★ ★ | Casts, Displacement, Support

Yvon was never known for much, didn’t make a fuss,


Street Fighter | ★ ★ | Skirmishes, Body, Effects didn’t make enemies, and didn't make a name for
himself. But there were places where his name was
The Laurent Family’s penchant for the phrase: “All’s fair whispered in reverence. Old knights told tales of the boy
in love and war” is never in reference to actual fairness. most free, never chained down, no kings, no clients, no
It asks if the speaker is justified in what they do. masters. Never lingering, he appeared silently and
passed through crowds like flowing water. Though
The answer is rarely “Yes”.
sometimes this reputation bothered him, he felt his life
1: Bloody Brass: When you successfully Skirmish a could do with a little more attachment.
character without using a Technique with the Weapon
1: Gentle Waves: Your Casts that target a single empty
Tag, you may choose not to deal damage to Daze your
space are always Swift, and the first Cast you use on
target instead.
your Turn that fits this condition has no Cost. When you
2: Break And Bruise: Your first Skirmish using “Bloody
target an empty space with a Cast or Spirit Finisher, you
Brass” each Turn is Swift. When you use “Bloody Brass”
may place a ‘Wave Seal’ in that space, up to a
to deal Dazed to an already Dazed character, it deals
maximum of 4 + your Tier Wave Seals placed at a time.
normal damage and has Advantage equal to the number
When an enemy, willing ally, or you start their turn in or
of different Effects on your target.
move into a space with a Wave Seal, you may remove it
3: Brutalize: You may now trigger “Break And Bruise”
to do one of the following:
when targeting Dazed enemies with Body Finishers. The
- Move them up to 2 spaces in a straight line.
Finishers turns all Advantage from the it into additional
- launch them.
damage on a success, in addition to Immobilizing and
2: Momentous Waves: When you move yourself or an
Snaring their target(s) after damage is dealt.
ally with the effect of a Technique, the character who
was moved gains 2 Advantage on their next Attack on
their Turn (stacking up to the cap).
3: Aqua Cage: If an enemy has a Wave Seal in each of
their adjacent spaces, you may remove those Seals to
Launch, Daze, and Immobilize them. Each enemy can
only be affected by this once per scene.

95
Ruiner

Ambitious and impactful, build up your ultimate spell and obliterate. Techniques with high impact and cost.
Almost all of these Techniques give you high damage setups for Spirit Finishers, Spirit is a must.

96
Bombardier | ★ | Casts, Spirit, AOE, Expensive Ego Arm | ★ ★ ★ | Spirit, Finishers, AOE

“Explosion!” Two minds as one, united in a pursuit of glory.


1: Explosion!!: Your Spirit Finisher can now target a 1: I Am Your Sword: After Deploying or Breathing
space in 4 Range and all spaces adjacent to it instead adjacent to a willing ally you may ‘Transform’, becoming
of its normal targeting. a weapon they use. So long as you’re Transformed you
2: Explosion!!!: When you spend 2 or more Focus on a
take up the same space as your user, can't be targeted,
Spirit Finisher, you may have it target a 3x3 Zone
centered on a space within 5 spaces of you instead of and can't willingly move. If your user is Knocked Out
its normal targeting. you are Knocked Out, and either of you can split at the
3: EXPLOSION!!!!: When you spend 4 or more Focus on start of your Turns, placing you in an unoccupied
a Spirit Finisher, you may have it target a 5x5 Zone adjacent space. A character can only use one Ego Arm.
centered on a space within 6 spaces of you instead of 2: Show Your Targets: When your user ends their Turn,
its normal targeting.
you may spend 2 AP to place a ‘Damocles Marker’ in
the space of every enemy they attacked on their turn.
When you use a Spirit Finisher, you may have it deal half
Dramaturge | ★ ★ | Spirit/Mind, Finishers
damage to have it target all enemies on spaces with
“Why so glum, you’re living in hallowed times! I’ve even Damocles Markers.
graced you with my presence! It’s important to enjoy 3: And I’ll Become Irreplaceable: When you use a
things while you still can.” Spirit Finisher targeting Damocles Markers, you may
1: All Eyes On Me: Once per Action, when you roll a spend an additional 1 AP to remove them and gain 1
Crit for any reason, you may spend 1 AP or 3 Focus to Advantage for each Marker removed.
‘Elevate’ the roll. When you Elevate describe how your
character adds some dramatic flair or additional detail to
the roll they’re taking and increase the Tension by 1. Feral Arcana | ★ ★ | Body, Casts, Finishers
2: Snatch Their Fire: When you increase Tension,
create ‘False Tension’ instead. False Tension is counted “Magic isn’t a thing you own, you don’t create it and you
aren't its master. The magi borrow magic from
separately from normal Tension and is added to Tension
something greater than themselves, it's only natural that
on player’s Turns, being turned back into False Tension I return the favor once in a while.”
on enemy Turns.
1: Vorpal Claw: Your Cast can now only target one
3: Power In Presentation: When you Elevate specific character within 2 spaces of you and Snares the target
actions, they receive a bonus: on a Success, this overrides any range or targeting
- Finisher: Deal [Tension] additional damage (counting modifiers or replacements outside this Technique. You
the Tension added via Elevate). may Roll Body instead of Spirit for Cast’s Roll.
- Charge: Gain AP equal to the AP spent on this Action 2: Unchain [ Charge → Interact]: If the Interact targets
yourself, you may forgo the effects of that Interact to
(not including AP spent on Elevate).
begin tracking ‘Fury’ a 6 Segment Clock, and fill one
- Interact: You may Mark, Immobilize, Taunt, or Fear Segment for each enemy adjacent to you + [Tension].
your target, if multiple Crits were rolled choose one While you have at least one Fury Segment, you can only
additional option for each Crit. spend AP on Jumps or Finishers, your Jumps are Swift,
and when you end a Jump’s movement you must
Swiftly Cast at no Cost targeting all characters adjacent
to you. When you end your Turn empty 1 Fury Segment,
when Fury empties it disappears, and you are Dazed.
3: Grasp: Your Casts gain 1 Advantage. If you have at
least 1 Fury Segment and you use a Body Finisher, you
may spend all your Fury Segments to gain [Tension]
Advantage and move up to 3 spaces before targeting.

97
Flame Heart | ★ ★ | Spirit, Casts, Effects Grim Ascendant | ★ ★ | Delayed, Spirit, Casts
Transformation. Can’t take with other transformations.
“Brother, trust that this hurts me almost as much as it’s
gonna hurt you.”
It started from the extremities furthest from his heart.
1: Rev Up: When you Breathe you may ‘Ignite’, receiving
up to 6 damage and Blighting yourself to receive an Beat by beat, Otes lost feeling in his fingers and toes.
additional Focus for every 2 damage taken. You receive After legs came his sight, he must rely on his instinct.
half the damage from Blight.
2: Damning Impact: If you Cast or use a Spirit Finisher And finally it enveloped him, a dark blessing, a grim
while Blighted, you gain [Tension] Advantage, and Blight perversion of the natural world, an immoral exploitation
your target. When you would Blight an enemy who’s of his masters, and the only chance he had left.
already Blighted you deal [Tier] damage. 1: Impermanent Power: Once per Scene, when you
3: Ashes To Ashes: Your Casts gain 1 Advantage. Your Charge with at least 2 Tension, you may ‘Transform’,
Spirit Finisher has a range of 5 and removes Blight from gaining 2 AP, pushing all enemies within 2 spaces of you
its target and yourself after targeting, if it removes any 3 spaces away, and losing your Health, gaining double
Blight it additionally targets two 5 space diagonal Lines the Health lost in Focus. While Transformed your Casts
centered on the targeted space. are Swift and damage / healing you receive affects your
Focus rather than Health. When you are reduced to 0
Focus while Transformed, you lose the Transformation
and become Dazed.
2: Drain Life: When you use a Spirit Finisher while
transformed, you may choose to deal half the normal
damage to begin Regenerating on a Success.
3: Umbra: When you lose your Transformation, you may
Knockout yourself to use a Spirit Finisher targeting a
3x3 Zone centered on yourself.

Long Draw | ★ ★ | Weapon, Talent, Movement

“Eros, a $20k compound bow custom-made for easy


disassembly and shots from a distance upwards of 2000
meters. It boasts a draw weight of 200 lbs and the ability
to pierce the armor of most vehicles or military grade
armor. It’s Mayflower’s calling card, and one of the few
things that proves they ever existed.”
1: Nock The Arrow: Gain a new action, ‘Prepare’.
Prepare costs 1 AP, is always Swift, and when you use it
you gain one stack of ‘Prep’. When you use a Skirmish
or Talent Finisher, spend all your Prep stacks to gain 2
additional range and 2 Advantage for each stack spent.
2: Feather Step: When you Prepare you may move one
space so long as you don't move adjacent to an enemy.
3: Lord Piercer [ Prepare × 3 ]: Gain 1 AP, your next
Skirmish or Finisher this turn can target all characters in
a Line with a length equal to its range instead of its
normal targeting. If said Attack targets a character at the
attack’s maximum Range (minimum 2 spaces away),
double the Advantage gained from “Nock The Arrow”.

98
Mana Blades | ★ ★ | Casts, Skirmishes Ritualist | ★ | Breathing, Spirit, Casts

“My spirit was focused, ready. I have honed it into a “Glyphs intertwine, paths converge—within this
sharpness few things have ever known. It is almost mesmerizing dance of foci, magic finds purpose.”
disappointing that most will only see it once.” 1: Ley Lines: When you Charge you may place a ‘Spell
1: Call Arms: Wherever you use a Cast or Spirit Circle’ in your current space, removing any you’ve
Finisher, you may spend 1 Focus to have it benefit from already created. When in a Spell Circle space, you can
your Techniques that would normally affect Skirmishes. spend up to Tension + 2 Focus on Spirit Finishers.
2: Arcane Artillery: When affected by a Spell Circle,
2: Tools Of The Fallen: Your Casts gain 1 Advantage.
your first Spirit Finisher each Turn has 3 additional range
After you successfully Cast using “Call Arms” you may and gains [Tension] Advantage.
place a “Fallen Blade” in an unoccupied space adjacent 3: Fractal Etchings: If you Charge while on a Spell
to your target. When you enter the space of a Fallen Circle, you may enhance it for the Scene, doubling the
Blade, it’s removed, and you Strengthen. effects of “Arcane Artillery”. A Spell Circle can't be
3: Saintly Sword, Excalibur: Choose a Weapon enhanced multiple times.
Technique that you don't have, when you Attack while
Strengthened you can use all three levels of your
chosen Weapon Technique as if you had it.
Sellsword’s Call | ★ ★ ★ | Casts, Spirit, Expensive

“The Keepers of Lear keep some of the strangest


partners. The Fairies rarely take the shape of elves,
Rapid-Fire Sorcery | ★ ★ | Casts, AOE seeming to prefer hounds and rodents. Their reputation
for violence is worse than those animals they imitate.”
“Don’t look away! This is a master at work!”
1: A Warrior’s Reprise: When you Cast targeting an
1: Proliferate: When you Cast or Spirit Finisher, you empty space, you may spend 1 Focus for each empty
may spend 1 Focus to ‘Rapid Fire’. While Rapid Firing, space and create a Tier 1 Ranger, Executioner, or Viper
you roll damage before targeting (meaning you cannot Summon there. The Summon has 1 Health. You can
be affected by things that apply ad/disadvantage when only have [Tier] Summons from this Technique at a time.
targeting) and may divide all damage you deal between 2: Battle Hymn: When you Charge you may forgo the
any number of different characters or within 5 spaces Focus gained to have your Summons move or use their
rather than using your regular targeting. You don't need Primary Attack.
to divide this damage equally. 3: Supreme Sellsword: Once per Scene when you use
2: Scorched Earth: When you deal damage to an a Spirit Finisher targeting one empty space, or Deploy,
empty space, you may turn it into Difficult Terrain. When you may spend 3 Focus and create a DPS Summon of
enemies move into or start their Turn in Difficult Terrain your choice with a Tier equal to yours. That enemy is a
created by you, they receive [Tier] damage. named character who has a Rank 3 Bond with you.
3: Endless Fire [ Charge → Cast ]: The Cast gains
Advantage equal to the number of different enemies you
could target + the current Tension.

99
Void Soul | ★ ★ | Avoidance, Spirit, Movement Student Of Stars | ★ | Casts, Spirit, Expensive

“You’ve been told you’re hard to notice, easy to ignore. “Feel the power flow into you, the ears ring with pops
If only they knew how right they were.” and snaps, the forearms go numb and the feet are
rooted, with the earth below being your last resort in
1: Return To Nothing: When you Teleport you may
case everything else goes wrong. Remember your
Banish yourself, making this feature unusable until the
teachings and chants, only when every single one fails
end of your next Turn.
will you really know what you’re capable of.”
2: Fade Away: The first time you Dodge or move to the
edge of the board each round, you can spend 1 Focus 1: Power Unleashed [ Charge → Finisher ]: The
to Teleport to another unoccupied space on the edge of Finisher has its Cost reduced to 1. When you use this
the board and Banish yourself. Finisher, you spend up to triple the Tension in Focus,
3: Hollow Heart: Begin tracking ‘Void’, a 6 Segment and the Advantage cap is raised to triple the base dice.
Clock that’s emptied after every Scene. When you
2: Formless Strength: When you use “Power
Teleport or become Banished fill one Segment on your
Clock, when you use a Spirit Finisher while the Clock is Unleashed” you can have it target an ∞ length Line or a
filled you may “Blot The Stars”, targeting all enemies in a 2x2 space Zone adjacent to you instead of its normal
5x5 zone centered on the center of the board, dealing targeting.
half damage to each. 3: Moment Of Truth: If you enter a Duel with 6 or more
Focus you may expend all of it to gain Advantage in that
Duel equal to half the Focus you spent.
Thunder Blood | ★ ★ | Breathing, Spirit, Casts

“Plenty of kids in this country have spent sleepless


nights watching the White Hounds, sparks flying down
Zealot | ★ | Cast, Spirit, Self-Effects
mountains and trees, descending from the clouds.
Inevitably they’ll be told by those older and wiser that “The brass has sullied all we hold sacred! The machine
there’s no such thing, and when I was that age I almost is in the garden, and nectar coats its teeth!”
listened. Thank god I didn’t, the wind against my face is 1: Heretical Devotion: Begin tracking ‘Insight’, a 6
so exhilarating at this height.” Segment Clock that’s emptied after each Scene. Once
1: Raiden: Begin tracking ‘Static’, a 6 Segment Clock per Action, when you roll a 1 for any reason, you may
that’s emptied after each Scene. When you Breathe you spend 1 Focus to fill an Insight Segment. When you
can fill two Segments. So long as you have one Charge, Cast, or Spirit Finisher, you may empty an
Segment filled, you are immune to the effects of Daze. Insight Segment to have your final Hit count treated as
2: Energized Incantation: When you successfully Cast, [Spirit x 2] minus the number of Hits you rolled.
you can empty a Static Segment and then Daze yourself 2: Always Watched, Drowned In Tears: When you start
to do one of the following: your turn with 4 or more Insight Segments filled, you
- Blink: Teleport to a space adjacent to your target may Weaken yourself and become Afraid of every
- Shock: Inflict Daze. character in the scene.
- Chain: Swift Cast on a different enemy in 5 spaces of 3: Never Meant To Be: When you use a Spirit Finisher
your initial target at no cost. with a full Insight Clock, you may empty all the
3: Discharge: Your Casts gain 1 Advantage. Double the Segments to have it target two intersecting infinite
Static Segments filled from “Raiden”. When 3 or more length lines anywhere on the board. All characters
Segments are filled on your Static Clock, your Spirit targeted are moved one space off of the line in a
Finisher targets a 3x3 Zone centered on yourself direction of your choice and the targeted spaces are
(without targeting yourself), and Dazes its targets on a removed from the game, destroying any Terrain on them
success. If a target was already dazed they receive [Tier] or connected to them. If a character would enter one of
additional damage. these spaces, they are instead Teleported to the closest
space on the opposite side of the Line.

100
Narrator Tools

This section is for those who want to run an Adventure themselves. good luck!

101
Narrator Tools
Unlike many of the sections prior, this section is meant to give suggestions to its reader rather than explaining
hard-and-fast rules. What things CAN you do, what things might be most interesting, and how you could run an
interesting game of DAWN as a Narrator.

Outside of some rules meant to explain how NPCs operate in structured combat, this section contains advice and
optional rules for Narrators to use in their games, and is not necessary to read for most players.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis
aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat
cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

102
Specific Advice Suggest Uses For Influence
Running a TTRPG is incredibly difficult, and there are Many players — especially new players — will struggle
many skills that are shared between games. This with using their Influence effectively and end up
section will not be telling you about those skills. hoarding it. Mechanically, this should be disincentivized
by the free Influence given to players when they start a
There are plenty of videos and books that can help with Chapter with none, meaning that players benefit from
general tips for Narrators, GMs, or DMs, but I would like spending all their Influence every Chapter.
to take this page to explain some of the things a
Narrator will need to know for DAWN that may not apply However, this does not mean that players will always
to other games with different mechanics and intentions. remember this or that they will realize it’s most effective
to spend, for this reason it’s recommended that
Narrators suggest or remind players about specific
Using Influence As A Narrator
uses for Influence when they feel it would help.
It’s important to know that—as the Narrator—your
judgment has a priority over the actual rules of the
game. Though this book is made to minimize the Human Foes
number of judgments you need to make, this sentiment This game has multiple mechanics that benefit from
holds especially true for how you use and distribute antagonists being their own people with their own
Influence to your players. motivations and stories behind them.

If the ultimate evil of your story, or just the story of a


Reward good Character
Influence is the sole resource that carries over between specific Chapter, is a nameless monster then some
all parts of your game. Most of the time, a player who mechanics, especially those relating to Bonds, are
plays an especially entertaining or enthralling literally impossible to use, and hence removes
character at the table won’t be able to translate that interaction from the game.
to direct advantage. If you give those players Influence
from the former so they can spend it on the latter, you Even if your villains are simple, you should be sure to
can change that, and encourage interesting play. create them with the same amount of care as a player
character, give players things to latch onto and a story
Influence can be awarded for more miscellaneous to invest themselves into.
helpful things players do, like:
Breaking The Power Ceiling
- Thinking of a name for something you didn’t plan to Power is a fundamental part of this game. The choices it
include and therefore didn’t have a name ready for. gives to players exist to give that player power over a
specific part of the game, in order to provide a matching
- Choosing to recap the last session, especially if it power fantasy.
was especially funny or dramatic.
This is partly to emphasize its inspiration’s obsessions
- Bringing snacks.
with power as an element of storytelling. The powerful
exploit the weak, and the players need to become
strong to stop them.

Many non player characters will attempt to establish a


“power ceiling”, a limit to how strong someone can be,
and a common way to make the viewer excited
about a character is to have them break that ceiling,
denying the beliefs of the villains. This can of course
be inverted if the players attempt to set a power ceiling
of their own.

103
Resolving Conflicts Puzzle Fights
Throughout all parts of DAWN, players are likely to get Not all fights can be resolved by punching the hardest.
into fights, whether they started them or not. Depending Some foes host abilities so intricate or plans so
on the style of your game, the attitude of your players, well-thought-out that they can threaten the players
and the weight that conflict has on your story, that without directly entering structured combat. This is not a
conflict should be resolved in different ways. real rule, nor does it need to be used only in
unstructured play, it is more so a set of guidelines for
The ways you can resolve these conflicts largely range using NPCs that would rather not face their opponent’s
from “Short, Simple, and Isolated”, to “Extended, head on.
Complex, and Group-Focused”.
A puzzle fight is defined by the player’s distance from
Though many of the examples that will be shown are far their opponent, either literal or figurative. It’s
from official rules or modes, they should cover most of recommended that a Narrator tracks the players’
the ways you are intended to resolve combats in the progress via a Clock, with successful solutions to the
game’s systems. problem(s) presented by the NPC progressing the Clock
by at least 1 segment.

Unstructured Strikes
Puzzle fights can be used when you want to spring an
Almost all conflicts should be established in
Antagonist on players without them noticing, you want
unstructured play, as it is seen as the game’s default
to establish a character uniquely, or you want to add a
state. Though it might seem natural to transition to
change of pace for your game.
structured combat to resolve this conflict, structured
combat can take upwards of an hour even for
experienced play groups, and many players will rightly Structured/Cinematic Combat
not be ok with doing this multiple times per Chapter. When playing DAWN, you are expected to enjoy tactical
They may feel that by the time they made it partway combat on some level. That’s what structured combat is
through the Scene, the tension was lost. for. It lets you show off an interesting build, or
characterize your creation in ways that may feel
For this reason, it is recommended to resolve some showboat-y or selfish in unstructured play. It should not
conflicts through making the player take a Opposed or be seen as the “real” way to resolve conflict, and should
unopposed Challenge Roll against their opponent, only be used if the Narrator thinks the players would
narratively represented by a single clash between the enjoy it.
participating characters, with the result of this roll
determining how the fight goes. However, there is some granularity in how you choose
to run these structured combat Scenes.
For this reason, when dealing with a conflict that is;
initiated by a single player without the support of the Structured combat will take longer, with a greater focus
others, between two characters with a massive disparity on tactical play. It should be used when all players are
in strength, or in another more important conflict. involved, and ideally if no other structured combat has
happened in that Chapter.
(Note that this system is effectively the same function as
a Duel in combat, just without the same rewards.) In cinematic combat, the story is more important than
tactical decision-making, so is usually resolved faster. It
should be used when the whole table is not involved
directly in the combat or players have gone through a
structured combat already.

104
Antagonist Rules
Most major conflicts in a Series will be caused by an
Antagonist, a non-player character (NPC) opposing the
players. Antagonists can vary widely in scope, as small
as the leader of an opposing gang, or as large as a
world-ending threat. One consistent element is that
an Antagonist is always named.

Antagonist Points
When an Antagonist is introduced, the Narrator should
decide on a number of Antagonist Points for them to
have. Generally, someone important enough to become
an Antagonist should have at least 5, with the most
powerful having the maximum of 30.

Antagonist Actions
These points can be spent on one of the following
Antagonist Actions. Taking any of these Actions for the
first time in a Scene grants every Player present in the
Scene 1 Influence. The Actions are as follows.

Lethal Blow: The Antagonist can present a Threat that


costs 2 Stress to resist rather than 1.

Threaten: The Antagonist increases the Tension by 2.

Present Problem: The Antagonist can create a 6


segment Clock that represents a problem they’ve
created. So long as the Clock exists, Tension is not
lowered when rolls are failed. The clock fills by one
Segment whenever the players fail a roll or by two
Segments if the players succeed with the intent to
directly address the problem.

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


so long as it directly relates to them.

Escape: The Antagonist leaves the scene with one of


the following: a new plan, a permanent injury, or a new
power.

Awaken: The Antagonist reveals some hitherto


unknown plan or element of their character. An
Antagonist may only do this once in a Series, but
doing so has them regain all their Antagonist Points.

105
Antagonist Edges Cruel-Hearted | Engine, Effects
There are times when Antagonists will be Deployed into
a structured combat as an enemy, sometimes because Body Of Thorns: When this would be Attacked they
they are a unique character established before the may gain [Tier × 2] Armor. If the Attack’s damage is
combat, and sometimes because this combat is their reduced to 1 the Attacker is Blighted.
introduction.
Sadist: When this begins its Turn it may clear Blight
from any number of characters in the scene, doing this
In any case, it is recommended that these enemies are Strengthens this and deals [Tier × 2] damage to all
given access to one of the following Antagonist Edges. character’s affected.

An Antagonist Edge is a set of activatable features, that Weakening Toxin: When a player afflicted with Blight
the enemy using it can activate a number of times per moves for any reason, this may reduce the number of
spaces that player can move to one. A character can
Scene equal to their current Antagonist Points
only be targeted by this ability once per Turn.
(activating them does not spend points).

The Antagonist Edges are as follows:


God-Like | DPS, Control
“BREAK”: When this would be Attacked they may gain
Joel's Notes: Mutable Edges
[Tier × 2] Armor. If the Attack’s damage is reduced to 1
Though you may expect Edges to be a consistent
the Attacker is pushed 3 spaces away and slowed.
element of an Antagonist’s rap sheet, almost like their
class, this isn’t exactly true. I recommend letting “BEHOLD”: When this begins its Turn it may choose a
Antagonists swap between Edges as it suits the story or non-adjacent player and pull them 2 spaces towards
gameplay. themself. If the player is brought adjacent, Daze them.

“BOW”: When a player moves into adjacency with this it


An “All-Seeing” enemy may reveal their true face when
can attempt to stop them, the player must then make a
exposed to a stressful situation, becoming a Talent Roll as if they were Dodging with a challenge of
“Wild-Eyed” enemy. You could even try making [Tier]. If the player fails this roll they lose 1 AP.
antagonists compound enemies with their Edges
attached to their multiple profiles!
Wild-Eyed | Tank, DPS

All-Seeing | Engine, Control Vicious Interception: When this would be attacked,


they may force the attacker to Clash with it instead.
“Predictable”: When this would be Attacked they may
roll double their Tier in dice and gain double the Hits in Beastly Roar: When this begins its Turn, it may ‘Roar’.
Evasion. If the Attack misses, this may move up to 3 When it Roars it clears all Effects on it, deals Daze to all
spaces in any direction. opponents in 3 spaces of it, and pushes them to the
nearest space 4 spaces away from it
Piercing Vision: When this is at least 4 spaces away
from a player and the player gets attacked, this may Grasp: When a player moves out of adjacency with this
Mark them (before the attack is rolled or advantage is it can attempt to grab them, the player must then make
determined). a Talent Roll as if they were Dodging with a challenge of
[Tier]. If the player fails this roll they are Snared by this.
Always Prepared: When a player moves for any reason
this may have them notice a trap placed before, the
player must then make a Talent Roll as if they were
Dodging with a challenge of [Tier]. If the player fails this
roll they are immobilized.

106
Iron-Willed | Tank, Support Back-Stabbling | Engine, DPS
Guardian: When any enemy would be attacked, this “Honorable” Sacrifice: When any enemy would be
may teleport adjacent to the attacker and gain [Tier × 2] attacked, this may have one of its allies teleport
Armor and force the attack to target them. adjacent to it and become the target instead.

Jabbing Insults: When this begins its Turn adjacent to a Jabbing Insults: When this begins its Turn while
player, they may Taunt them. another enemy is adjacent to a player, they may have
said enemy Taunt them.
Imposing Frame: When a player moves into adjacency
with this it can attempt to stop them, the player must “Seize Them!”: When a player moves out of adjacency
then make a Mind Roll as if they were Dodging with a with another enemy, this may have them seized by said
challenge of [Tier]. If the player fails this roll they are enemy, the player must then make a Body Roll with a
stopped as if they entered Difficult Terrain. challenge of [Tier]. If the player fails this roll they are
Snared by said enemy.

Swift-Stepping | DPS, Evasive


Enter Shadow: When this would be Attacked they may
roll double their Tier in dice and gain double the Hits in
Evasion. If the Attack misses, it teleports to a space on
the edge of the board and Disappears.

Dominate: When this begins its Turn it may choose a


character that hasn’t been attacked since the start of its
last turn, that character becomes “Marked For Death”.
When this attacks a character who’s been Marked For
Death, they deal [Tier × 2] additional damage and
remove the effect.

Chase: When a player moves out of adjacency with this


it can chase them, teleporting to an unoccupied space
adjacent to that player when they finish their movement.

World-Renowned | Support, DPS


Hero’s Interception: When any enemy would be
attacked, this may teleport adjacent to the attacker and
force the attacker to Clash with it instead.

Inspiring Presence: When another enemy begins its


Turn, this may have it Attack or move an additional time.

Locked Blades: When a player moves out of adjacency


with this it can Attack them, If the Attack hits the player
has their movement prevented and becomes
Immobilized until the end of their Turn.

107
Building Structured Combat
Enemy Rules Summons
As described in the Turn Order section, enemies Some enemies will be created as “Summons”. This
alternate with Players, taking Actions until one side is means that they are created by an allied character.
taken out. Summons take their Turn immediately after their
Summoner ends their Turn, without other characters
However, unlike PCs, enemies always take the same taking turns in between. Summons cannot take Turns in
Actions on their turn. When an enemy takes their Turn, any other way, cannot use Aces, and are immediately
they can do the following: Knocked Out when their ally is Knocked Out.

- Move [Speed] spaces. Enemy Wounds


Players do not deal direct Wounds to Enemies, because
And/Or they don’t take Wounds, but there are some situations
where enemies will take Wounds (mostly via Summons).
- Perform their “Primary Attack” (maximum once per
When an enemy takes a Wound, they take 3 un-
turn).
reducible damage instead.

If an enemy does not use their Primary Attack on their


Enemy Tiers
Turn, they may move twice.
All enemies have a Tier, and are generally balanced to
be about as strong as a player with the same Tier, not
Enemy Aces And Tension
accounting for Technique synergies, meaning players,
Every enemy (including summons) has an ‘Ace’, an
especially those with more game knowledge and
Action that they can take when Tension reaches a
optimized kits, are .
certain value.

All enemies are listed with their Tier 1 stats, with


An enemy’s Ace is formatted as follows: “[Ace:TX]
bonuses listed next to them in brackets. For each Tier
Name: Effect.”. The “X” is the amount of Tension
an enemy is above 1, all their stats with an ‘(+X)’ next to
required for the Ace to be used. Once per Scene, when
them are increased by X. If a number increases by ‘(+½)’
an enemy starts their Turn while Tension is at or above
it effectively means it increases every other Tier, and on
X they may use their Ace in place of their two Actions.
the even Tiers specifically.

Enemy Intent
Fodder Zones
All enemies are also given an ‘Intent’. An enemy's Intent
When the narrative calls for a high number of
determines how it wants to use its Primary Attack, if an
expendable foes that don’t match up to the players, the
enemy can attack more than one character it will
Narrator can set Fodder Zones.
prioritize the one who best fits the intent, if an
enemy can't attack any character it will move to a
Fodder Zones are special pieces of Difficult Terrain
position that best lets it fill out its intent.
that don’t affect their allies, they can be targeted as
enemies with 1 Health, they don't take Turns and can
A Narrator can always choose to override an enemy’s
overlap with any character.
Intent, as they are meant to serve as a sort of “strategy
guide” for each enemy, showing what they’re expected
When Enemies end their Turn, the Narrator moves
to do if you’re not being too mean.
each Fodder Zone up to 2 spaces. When the Round
ends, each Zone may deal 2 damage to a player they’re
within 1 space of.

108
Encounter Design Compound Enemies
There are no hard-and-fast rules when it comes to how Though powerful enemies can be represented by an
you want to create combat encounters for your players, enemy with a high Tier, it will often result in a flat
but there are expectations. and less interesting encounter than intended. For
that reason Narrators have the option to create
Basic Setup ‘Compound Enemies’.
It was implied in the section explaining enemy Tiers, but
an enemy with a Tier equal to a player is what a player A Compound Enemy is a powerful character that is
should be expected to fight. So the easiest way to mechanically represented by a group of Enemies that
create a combat is to Deploy enemies with total Tiers share the same space.
equal to the players. So if there are 4 Tier 1 players their
total Tiers is 4, and you could deploy 4 Tier 1 enemies. When a Compound Enemy is created, the Narrator
must choose two or more Enemy Types to serve as
Turning The Dial its ‘Parts’. Each Part can take its Turn separately and
However, not all characters are made equal, and your functions as if it was an independent character.
table may have players who’re not so accustomed to
tactical games or players with far more mastery over the Perform the following to make a Compound Enemy:
game’s systems.
- A Compound Enemy is considered on target and has
An easy combat should have: a single Health total equal to the sum of its Parts’
~Total enemy Tiers = total player Tiers. Health values. Effects applied to it apply to all Parts.

- Divide its Health by its number of Parts. The result is


A standard combat should have:
its ‘Health Gate’. When the total damage a Compound
~Total enemy Tiers = 1.5x total player Tiers.
Enemy takes reaches a multiple of its Health Gate, all
other damage it would take past that point is reduced
A difficult combat should have:
to 0 and the Tension increases by 1.
~Total enemy Tiers = 2x total player Tiers
- A Compound Enemy has a single Speed equal to the
Using Fodder most common Speed of all its Parts (if there is more
Because the effects of Fodder are flat throughout each than one most common value, take the highest).
Tier, the number of Fodder you’d need to Deploy to
have them equal the impact of one l one enemy will - A Compound Enemy inherits the highest Armor or
increase as the Tier increases. Evasion among its Parts (if equal, choose one).

- A Compound Enemy inherits each of its Parts’


In general, one enemy is worth about 4 Fodder Zones
Passives. Unless a Passive changes its other stats, it
plus its Tier, so a Tier one enemy is worth 4, and a Tier
only applies to the Part it came from. A Passive cannot
3 enemy is worth 6.
remove it from Deployment.

- When any Part of a Compound Enemy moves, all do.


Joel's Notes: Variety, The Spice Of Life
It’s important to know that every enemy in this game All Parts must always be in the same space.
provides a specific challenge, and threatens specific
kinds of play more than others. When designing a fight,
be sure to make at LEAST half of the enemies threaten
the strengths of your players. If none of the players have
Armor you might not want to use a “Executioner”, an
enemy who specifically deals Shred, an effect that
reduces Armor.

109
Example Deployments
The following pages list a number of different enemy Deployments you could use for combat. They are sorted by the Tier
and number of players they’re expected to be used against, and use the Enemy Types listed in the next section.

Syndicate Squadron Tier 1 / 3 Players Rogue Dune Runners Tier 2 / 4 Players

Professional and coordinated warriors, with almost all Gleaming blades seen through the sandstorm, they
supporting their captain in some way. intend to end this battle before it passes.

The Knight Commander should always start on the A simple but effective enemy setup based around one
Mount, and the Squad Fodder Should be spreading thing and one thing alone, damage. The Viper and
out between their allies and the most forward Ronin are powerful enemies on their own, and the
opponents. Privateer along with them create a powerful synergy
that ends with a staggering number of attacks.
- Knight Commander (T1 Executioner).
- Their Ride (T1 Mount). - The Leader (T2 Viper).
- Their Squad (T1 Bodyguards). - The Lancer (T2 Ronin).
- The Brains (T2 Privateer).
- The Heart (T2 Martyr).
Mayfly Ambush Tier 1 / 4 Players

An attack in the snowy wastes, faces concealed by Vigilante Virtuous Tier 3 / 3 Players
sleet, and a toll that needs pay. The archetypal fantasy
bandits and a simple team to run or fight. A hero(?) drops from the sky with a crash, with the
power to fight an army on their own.
Their leader should always be positioned near the
Bruiser and Berserker, so that they can get full value This is a basic idea that can be easily reused for any
out of their Ace when it triggers. Other than that the kind of game. It’s a big compound enemy with parts
positions they need to take are fairly fluid, all enemies that don’t rely on targeting allies, and it’s still as
are more effective in melee range and should be threatening as any normal group of enemies.
moved closer to enemies.
- Hercules (Three Part Compound).
- Group Leader (T1 Coordinator). [T3 Bruiser, T3 Behemoth, T3 Giant].
- Named Goon A (T1 Bruiser).
- Named Goon B (T1 Berserker).
- 5 Fodder Zones.

The Faceless Horde Tier 2 / 3 Players

A swarm of bodies flowing into the room like water, all


after the same thing. This setup is meant to make the
idea of fighting a giant horde of enemies mechanically
interesting.

There’s something or someone you have to protect,


and the swarm is here to get it from you, led by a
huge and imposing leading character.

- The Horde (T2 Swarm).


- The Biggest One (T1 Brute).
- The Light In The Darkness (T2 MVP).

110
General Enemy Types
A listing of all enemy types categorized based on their role in the average combat.

DPS Enemies Behemoth | Modifier, Displacement


E.g. Terra Magi, Gigantic Drake, Wandering Undertaker.
Assassin | DPS, Evasive, Squishy
13(+5) Health, 4 Speed
E.g. Imperial Assassins, Wild Panthers, Lurking Ghosts.
Intent: This always attempts to attack the opponents
13(+5) Health, 3 Speed
closest to the middle of the board.
Passive: This Disappears after Deploying.
Primary Attack: Choose up to two characters within 6
Intent: This always attempts to attack the opponent spaces. Roll 5(+1)D6 with a Challenge of 1.
furthest from its other allies. Reward: Deal [Hits] + [Tension] damage and place a
10(+1) Health 0 Armor Terrain adjacent to them.
Primary Attack: Target an adjacent character. Roll
4(+1)D6 with a Challenge of 1. If this was used while [Ace:T5] Meteor: This Teleports to the middle of the
Disappeared this may reappear in a space adjacent to a board and Launches itself. At the start of its next Turn it
character, and gains 3(+1) Advantage on its Roll. attacks all characters that do not have a piece of Terrain
Reward: Deal [Hits] + [Tension] damage, if the target between them and this, instantly Knocking them Out.
has no other adjacent characters deal 1 Wound.

[Ace:T3] Disappear: This Disappears. Brute | DPS, Slow, AOE


E.g. Violent Fey, Flame Summoner, Automated Cannon.
Bruiser | DPS, Displacement, Tank 15(+5) Health, 2 Speed
E.g. Professional Boxer, Dire Gorilla, Police Officer.
Passive: When this enemy attacks, it may destroy a
15(+5) Health, 3 Speed, 1(+½) Armor Fodder Zone in its space or adjacent to it to extend the
range it can attack to 5 spaces.
Passive: If this enemy's Primary Attack can't push its
target the full distance, the target is Dazed. Intent: This always attempts to attack the most number
of opponents possible.
Intent: This always attempts to attack the opponent
closest to itself. Primary Attack: Target a 2x2 Zone placed on itself,
without targeting itself. Roll 4(+1)D6.
Primary Attack: Target characters in a 2x2 Zone placed Reward: Deal [Hits] + [Tension] damage and Launch if
on this, without targeting itself. Roll 4(+1)D6 with a there is only one targeted character.
Challenge of 1.
Reward: Deal [Hits] + [Tension] damage and push the [Ace:T2] Shockwave: This indicates a 5x5 Zone
target 1(+1) space(s). centered on itself, without targeting itself, and Steadies
itself. At the end of the next Turn this uses it's Primary
[Ace:T2] Decimate: This indicates a 3x3 Zone centered Attack targeting all opponents in said Zone and gain
in a space 2 spaces away from it and Steadies itself. At (2+1) Advantage.
the end of the next Turn this uses it's Primary Attack
targeting all opponents in said Zone and gains 3(+1)
Advantage.

111
Captor | DPS, Displacement, Ranged Pugilist | DPS, Debuff, Squishy
E.g. Retiarius, Bounty Hunter, Wolf-Hunting Spider. E.g. Martial Artist, Varied Arsenal, 4-faced Demon.

13(+5) Health, 3 Speed 15(+5) Health, 5 Speed, 1(+½) Evasion

Intent: This always attempts to attack the opponent Passive: When this successfully Attacks they gain an
farthest from itself. additional effect based on the number of times they’ve
successfully attacked in the scene, resetting when they
Primary Attack: Target a character in 4 spaces. Roll
reach the final one. The effects are as follows.
5(+1)D6 with a Challenge of 1.
1: Push the target 3 spaces, then move to follow.
Reward: Deal [Hits] + [Tension] damage, and Snare
2: Snare the target.
them.
3: Launch the target.
[Ace:T1] Sticky Bomb: Indicate an opponent in 5 4: If the target is Launched, gain double Advantage from
spaces. At the end of the next Turn this uses its Primary Spiking them.
Attack, it targets all characters in 3 spaces of that
Intent: This always attempts to attack the opponent
character. Characters hit by this are pulled adjacent to
closest to itself.
the targeted character and are Snared by them instead
of this. Primary Attack: Choose an adjacent character. Roll
5(+1)D6 with a Challenge of 1.
Reward: Deal [Hits] + [Tension] damage.
Executioner | DPS, Debuff, Slow
[Ace:T4] Martial Perfection: For the rest of combat,
E.g. Axe Wielder, Elderly Master, Grim Reaper.
this triggers their passive twice on each attack. This
15(+5) Health, 4 Speed immediately takes another Turn.

Passive: This is unaffected by Effects that lower its


speed, or prevents movement. Ranger | DPS, Evasive, Ranged
Intent: This always attempts to attack the opponent E.g. Careful Sniper, Elven Archer, Turret Emplacement.
with the highest maximum HP.
13(+5) Health, 2 Speed, 1(+½) Evasion
Primary Attack: When this attacks without being
Passive: After this is Attacked it may move one space in
‘Charged’, they become Charged instead. While
any direction.
Charged this has their Speed reduced to 1. If Charged,
target characters in a 2 space Line adjacent to this. Roll Intent: This always attempts to attack the opponent
8(+2)D6 with a Challenge of 1, then lose Charged. with the lowest maximum HP.
Reward: Deal [Hits] + [Tension] damage. Shred the
Primary Attack: This Immobilizes itself and chooses a
target.
character in 8 spaces. Roll 5(+1)D6 with a Challenge of
[Ace:T3] Bifurcate: This indicates an opponent, 1. This deals double damage if the target is at least 4
becomes Charged, and Steadies itself. At the end of the spaces away.
next Turn this moves adjacent to that opponent (or as Reward: Deal [Hits] damage. Deal 1 Wound.
close as possible), moving through as few spaces as
[Ace:T3] Headshot: Target a character this can see.
possible. This then uses its Primary Attack, targeting the
The next time they’re hit by this enemy's Primary Attack
opponents it moved through or adjacent to.
they receive an additional [Hits] damage.

112
Ronin | DPS, Versatile Witch | DPS, Displacement, AOE
E.g. Wandering Duelist, Crazed Killer, Feral Hound. E.g. Dark Sorcerer, Reckless Bomber, Bile Spewer.

13(+5) Health, 5 Speed, 1(+½) Evasion 13(+5) Health, 2 Speed, 1(+½) Evasion

Passive: This can use its Primary Attack twice per turn. Passive: This enemy's Attacks target all characters in a
2x2 or 3x3 Zone containing the space they target.
Intent: This always attempts to attack the opponent
closest to itself. Intent: This always attempts to attack the most number
of opponent’s possible.
Primary Attack: Target an adjacent character. Roll
4(+1)D6 with a Challenge of 1. Primary Attack: Target a space within 5 spaces. Roll
Reward: Deal [Hits] damage. If two or more Critical Hits 5(+1)D6 with a Challenge of 1.
were rolled, deal 1 Wound. This can only deal a Wound Reward: Deal [Hits] + [Tension] damage and move all
once per Turn targets to the closest space outside the targeted Zone.

[Ace:T2] Thunderclap And Flash: This indicates up to [Ace:T2] EXPLOSION: This Indicates a 4x4 Zone
4 Lines connected at the ends, where at least one is anywhere on the board and Steadies itself. At the end of
connected to this and Steadies itself. At the end of the the next Turn this may use its Primary Attack and target
next Turn this, this moves across each Line, ignoring all its opponents in the Zone and gains 2(+1)
characters and Terrain, until it reaches the end of the Advantage. This removes the Zone.
final Line. It then uses its Primary Attack targeting each
opponent it moves over or adjacent to, with this Attack
Crittiting on 5s and 6s.

Viper | DPS, Effects, Quick


E.g. Bandit, Slinking Serpent, Malevolent Spirit.

15(+5) Health, 4 Speed, 1(+½) Evasion

Passive: When this uses its Primary Attack, it moves up


to 3 spaces, moving through opponents as it does so. If
it passes through an opponent this has not Attacked on
its Turn it may use its Primary Attack on them for free.

Intent: This always attempts to attack the opponent


furthest from its other allies.

Primary Attack: Target an adjacent character. Roll


4(+1)D6 with a Challenge of 1.
Reward: Deal [Hits] damage and Blight the target. If
they were already Blighted deal 1 Wound.

[Ace:T3] Knife In The Dark: This is removed from the


board. At the end of the next Turn this uses its Primary
Attack to teleport adjacent to and Primary Attacks all
players without an adjacent ally, reappearing on any
space thereafter.

113
Tank Enemies Cocoon | Tank, Engine, Slow
E.g. Slumbering Giant, Patience, Half-Built Machine.
Bodyguards | Tank, Support, Displacement
18(+5) Health, 4 Speed, 1(+½) Armor
E.g. Soldier Squad, Churning Mass, Wolf Pack.
Passive: This starts combat Scenes in a ‘Docile’ state.
1* Health, 0* Speed
While Docile, it can't willingly move or attack, and when
*Passive: When this would Deploy, place 6(+2) unique it ends its turn it gains 1 ‘Growth’. When this starts its
Fodder Zones instead. When this takes its Turn, it turn with 3 or more Growth, it regains 10(+2) Health and
counts as being in every space a Fodder Zone is no longer Docile.
occupies. This enemy cannot be Knocked out until all of
Intent: This always attempts to attack the opponent
its Fodder Zones are Knocked Out, and when they are,
closest to its other allies.
this receives 1 damage.
Primary Attack: Target an adjacent character. Roll
Intent: This always attempts to attack the opponent
6(+1)D6 with a Challenge of 1.
closest to its other allies.
Reward: Deal [Hits] + [Tension] damage and move up to
Primary Attack: Move all Fodder Zones up to one 3 spaces in a straight line. If this movement moves it
space. Choose up to 3 characters adjacent to a Fodder adjacent to an opponent, it may deal 2(+2) damage to
Zone. If this targets an ally, Reinforce them. If this that opponent and move again.
targets an opponent, roll 5(+1)D6 with a Challenge of 1.
[Ace:T3] Quick Growth: This gains 1 Growth. This
Reward: Deal [Hits] damage.
immediately takes another Turn.
[Ace:T3] Reinforcements: Create 2(+1) Fodder Zones
in spaces on the edge of the Board. This immediately
Duelist | Tank, DPS, Squishy
takes another Turn.
E.g. Royal Fencer, Imperial Annoyance, Latching Insect.

Broodmother | Tank, AOE, Debuff 13(+5) Health, 4 Speed, 1(+½) Evasion

E.g. Scarab Lord, Transport Vehicle, Tough Summoner. Passive: Characters who Attack or are Attacked by this
are Taunted by it.
15(+5) Health, 3 Speed, 1(+½) Armor
Intent: This always attempts to attack the opponent
Passive: When this receives damage while there are
closest to itself.
5(+2) or less Fodder Zones on the board, it may place a
Fodder Zone within 2 spaces of it. Primary Attack: Target a character within 2 spaces. Roll
5(+1)D6 with a Challenge of 1. If the target is Taunted,
Intent: This always attempts to attack the opponent
deal [Tier] Additional damage.
closest to itself.
Reward: Deal [Hits] damage and move 1 space.
Primary Attack: This moves itself and all adjacent allies
[Ace:T3] Disassemble: Target a character and place a
one space, Roll 4(+1)D6 targeting any opponents this
weak point in the furthest space adjacent to the
moved adjacent to.
character from this. When this Attacks that character
Reward: Deal [Hits] damage, + 1 for each Fodder Zone
while standing in the weak point, it does triple damage
adjacent to the Broodmother.
and may immediately use this Ace again.
[Ace:T3] Roar: This Taunts all opponents in a 5x5 zone
centered on it. This immediately takes another Turn.

114
Glutton | Tank, Displacement, Slow Guardian | Tank, Displacement, Slow
E.g. Ravenous Ogre, Nanobot Swarm, Splitting Slime. E.g. Honor-Bound Knight, Big Body, Stone Golem.

20(+5) Health, 2 Speed 20(+5) Health, 3 Speed, 1(+½) Armor

*Passive: When this Knocks Out a Fodder Zone, it Passive: The spaces adjacent to this are counted as
restores 10(+5) HP. Track how many times this enemy difficult terrain for its opponents.
triggers this healing.
Intent: This always attempts to attack the opponent
Intent: This always attempts to attack the opponent closest to its other allies.
closest to its other allies.
Primary Attack: Target an adjacent character. Roll
Primary Attack: Choose up to 2 adjacent characters. 4(+1)D6 with a Challenge of 1.
Roll 5(+1)D6 with a Challenge of 1. Reward: Deal [Hits] damage, push the target 2 spaces
Reward: Deal [Hits] damage and Slow the target. away, and Launch them.

*[Ace:T5] Regurgitate: This places Fodder Zones equal [Ace:T1] Guardian Shield: This Immobilizes itself and
to the number it destroyed with its passive on spaces of Taunts all its opponent’s within 4.
its choice. If any of these Zones are placed on
characters, those characters are Launched.
Mount | Tank, Support, Movement
E.g. Armored Horse, Giant Salamander, Dire Wolf.

15(+5) Health, 4 Speed

Passive: When this is deployed, it may have a willing


adjacent character ‘Mount’ it. While a character is
Mounted on this, they combine and move as if they
were a Compound Enemy. If its rider is targeted, this is
targeted instead.

Intent: This always attempts to attack the opponent


closest to its other allies.

Primary Attack: Target up to 2 adjacent characters. Roll


5(+1)D6 with a Challenge of 1.
Reward: Deal [Hits] damage.

[Ace:T3] CHARGE: This moves up to its speed in a


straight line. When this movement ends, its rider may
use its Primary Attack / Skirmish with [Tier] Advantage.
This immediately takes another Turn.

115
Oni | Tank, DPS, Slow Revenant | Tank, Debuff, Slow
E.g. Red & Blue Oni, Stance Dancer, Eclipse Magi. E.g. Chilling Spirit, Reassembling Skeleton, Grey Mage.

15(+5) Health, 3 Speed 10(+4) Health, 3 Speed

Passive: When this deploys, it is Strengthened. When Passive: This enemy does not provide Tension when
this is Attacked it loses all positive Effects it has. When Knocked Out. If this enemy is Knocked Out at the start
this enemy loses Strengthened it becomes Reinforced, of the Round, it returns to the board at full HP in an
when it loses Reinforced it becomes Strengthened. unoccupied space of its choice.

Intent: This always attempts to attack the opponent Intent: This always attempts to attack the opponent
closest to itself. closest to its other allies.

Primary Attack: If this is Strengthened it moves up to 2 Primary Attack: Target a character within 3 spaces. Roll
spaces in a straight line, targeting all characters it 5(+1)D6 with a Challenge of 1.
moved adjacent to. If this is Reinforced it targets all Reward: Deal [Hits] damage and the target loses 2(+1)
characters in a 3x3 Zone centered on itself without Focus.
targeting itself. Roll 5(+1)D6 with a Challenge of 1.
[Ace:T3] Hollowed Eyes: This indicates the player with
Reward: Deal [Hits] damage and Launch the target(s) if
the least Focus. At the end of the next Turn this uses its
this is Strengthened, or heal [Hits] health and Haste the
Primary Attack, they teleport to an unoccupied space
target(s) if this is Reinforced.
adjacent to that player and gain 5(+1) Advantage - the
[Ace:T5] Vibrant Terror: For the rest of this Scene, this target’s current Focus.
gains double the benefits from positive Effects. This
immediately takes another Turn.
Slime | Tank, Debuff, Versatile
E.g. Splitting Slime, Coordinated Squad, Rat Pack.
Paladin | Tank, Support, Slow
10(+5) Health, 3 Speed, 1(+½) Armor
E.g. Holy Warrior, Reassuring Comrade, Pack Guardian.
Passive: When this is Knocked Out, it creates 3(+1)
18(+5) Health, 3 Speed, 1(+½) Armor
Fodder zones in 2 spaces of it.
Passive: When this attacks their allies, they don't deal
Intent: This always attempts to attack the opponent
damage, healing the same amount instead.
closest to itself.
Intent: This always attempts to attack the opponent
Primary Attack: Target an adjacent character. Roll
closest to its other allies.
5(+1)D6 with a Challenge of 1.
Primary Attack: Choose up to 2 adjacent characters. Reward: Deal [Hits] damage and Weaken the target.
Roll 4(+1)D6 with a Challenge of 1.
[Ace:T3] Consume: This attacks an adjacent character.
Reward: Deal [Hits] damage and Daze the target if it’s
If it hits the reward is changed to “Consume the target,
an opponent, or give Regenerate if it’s an ally.
removing them from the board. Until this character is
[Ace:T1] Weal and Woe: This uses its Primary Attack Knocked Out, that character can't take their turn.”.
against all characters in 2 spaces of it.

116
Support Enemies Doppelgänger | Support, Evasive, Squishy
E.g. Fey Trickster, Mystic Chameleon, Impersonator.
Builder | Support, Displacement, Versatile
6(+4) Health, 5 Speed
E.g. Stone Tosser, Lava Elemental, Construction Worker.
Passive: This can use the effect of its Primary Effect
15(+5) Health, 3 Speed, 1(+½) Armor
before Deploying into combat.
Passive: This can move through terrain.
Intent: This has no Intent.
Intent: This always attempts to attack the opponent
Primary Attack: This ‘Imitates’ one of its allies,
closest to its other allies.
replacing their non-Health stats and Primary Attack with
Primary Attack: Target a character in 6 spaces. Deal the chosen ally’s. This Imitation lasts until this receives
3(+1) Damage to them and place a 10(+1) Health 0 damage, in which case this can Teleport to an
Armor terrain adjacent to them. unoccupied space within 6 spaces of it. A
Doppelgänger cannot Imitate the same enemy two
[Ace:T3] Army Of Stone: Turn all pieces of Terrain on Turns in a row.
the board into allied Fodder Zones. This immediately
takes another Turn. [Ace:T4] Diplopia: This creates two copies of itself in
unoccupied adjacent spaces with the same Tier and
Health. This immediately takes another Turn.
Coordinator | Support, DPS, Squishy
E.g. Squad Captain, Inspiring Bard, Pack Alpha.
Healer | Support, Evasive, Slow
13(+5) Health, 3 Speed
E.g. Imperial Cleric, Battle Medic, Partner Faerie.
Passive: This enemy's allies in 4 spaces count as
13(+5) Health, 2 Speed
having Strengthened during this enemy's Turn.
Passive: At the beginning of this enemy's Turn it may
Intent: This always attempts to attack the opponent
choose an ally to be its ‘Guardian’. So long as it’s
closest to its other allies.
adjacent to its Guardian and the Guardian can be
Primary Attack: Target an adjacent character. Roll targeted, this cannot be targeted.
5(+1)D6 with a Challenge of 1.
Intent: This has no Intent.
Reward: Deal [Hits] damage and have an ally move their
speed or use their primary attack on a character who Primary Attack: Restore 3(+1) Health to an enemy in 3
hasn’t been attacked this turn. spaces. This healing is doubled against its Guardian.

[Ace:T3] Coordinated Charge: All other enemies in 5 [Ace:T2] Savior: This removes all effects from their
spaces can move their speed or use their primary attack Guardian, and they begin Regenerating.
on a character who hasn’t been attacked this turn.

117
Illusionist | Support, Displacement, Evasive Shade | Support, Engine, Slow
E.g. Mirror Magi, Smoke Elemental, Destablizer. E.g. Shield Magi, Mysterious Fey, ER Responder.

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

Passive: When this starts their Turn, they may swap any Passive: At the beginning of each Round this can
enemy’s position with another enemy. This counts as designate a space, for the remainder of the Round,
Teleporting for both. non-Shade enemies in that space can't be targeted.

Intent: This always attempts to attack as many Intent: This has no Intent.
opponents as possible.
Primary Attack: Target any character, Teleport them to
Primary Attack: Target any number of adjacent the designated space, or Teleport a character in the
characters. Roll 4(+1)D6 with a Challenge of 1. designated space to another space.
Reward: Deal [Hits] damage. The target is in ‘Flux’.
[Ace:T4] Mother Of The Void: For the rest of this Scene
When a character in Flux starts their Turn this may use
this can designate 2 spaces with its passive. This
its passive on them as if they were an enemy, doing so
immediately takes another Turn.
removes Flux.

[Ace:T2] Shattered Skies: This Immobilizes itself. At


Martyr | Support, Engine, Squishy
the start of its next turn, it uses its Primary Attack on all
its opponents. E.g. Sacrifice, Shield Generator, Dedicated Leader.

13(+5) Health, 4 Speed


Rifter | Support, DPS, Squishy
Passive: At the end of each Round, this restores 4(+2)
E.g. Spacial Magi, Tunnelling Mole, Explosive Jumper. Health.

13(+5) Health, 2 Speed Intent: This has no Intent.

Passive: When this initiates any form of movement Primary Attack: This deals 2(+1) damage to itself. Until
(even involuntary movement) it creates a “Rift” in the the end of this enemy's next Turn all allies within 4
space it left and the space it moved to. When another spaces of it gain 3(+1) Armor.
Character moves on to a Rift, they may remove it and
move to another unoccupied Rift. [Ace:T4] Sacrifice: This knocks itself out, restoring
Health to all allies equal to double the allies Armor. This
Intent: This always attempts to attack the opponent triggers automatically if this is knocked out while the
furthest from its other allies. Tension is at or above 4.

Primary Attack: Teleport to a space in 5 spaces, and


target all adjacent characters. Roll 5(+1)D6 with a
Challenge of 1.
Reward: Deal [Hits] damage.

[Ace:T4] Implode: All Rifts explode, performing the


damaging portion of this enemy's Primary Attack on all
characters adjacent to those Rifts.

118
Engine Enemies

Baron | Engine, Tank, Slow


E.g. Imperial Justicar, Law Faerie, Syndicate Head.

15(+5) Health, 2 Speed, 1(+½) Armor

Passive: At the start of its turn, this names “Skirmish”,


“Cast”, or “Finisher”. It can't name the same one twice
in a row. When a player takes an action that matches
the last one this named, this can Teleport to an empty
space adjacent to them (If there is one) and use its
primary attack on it. This can only happen once each
Round.

Intent: This always attempts to attack the opponent


closest to its other allies.

Primary Attack: Target an adjacent character. Roll


6(+1)D6 with a Challenge of 1.
Reward: Deal [Hits] damage and Weaken the target.

[Ace:T4] Absolute Sovereignty: For the rest of this


Scene, this may name two actions when it triggers its
Passive. It gains unlimited uses of its Passive every
Round.

Berserker | Engine, DPS, Slow


E.g. Outland Rager, Aggressive Bouncer, Wounded Rat. Cannoneer | Engine, One-Shot, Slow
18(+5) Health, 3 Speed
E.g. Ship’s Cannon, Dragon’s Maw, Ritual Caster.
Passive: For every 5 damage this takes, it can move 1 13(+5) Health, 1 Speed
space in any direction and use its Primary Attack
(assuming its attack has a target in range). *Passive: When this is deployed, begin tracking
‘Preparation’, a 4 Segment Clock that’s emptied at the
Intent: This always attempts to attack the opponent start of every Scene.
closest to itself.
Intent: This always attempts to attack the opponent
Primary Attack: Target an adjacent character. Roll with the highest maximum HP.
5(+1)D6 with a Challenge of 1.
Reward: Deal [Hits] damage and push them 1 space Primary Attack: Fill the Preparation by 1 Segment, 2 if
away. this didn’t move this turn.

[Ace:T4] Last Stand: This sets its Health to 10(+3), and *[Ace:TX] Unload: Use this Ace when this begins their
its Passive changes to move it two spaces for the rest of Turn with a full Preparation Clock. Empty the
the Scene. This immediately takes another Turn. Preparation Clock and target a character in 10 spaces.
Roll 5(+1)D6 with a Challenge of 1.
Reward: Deal [Hits] damage three times.

119
Cultist | Engine, One-Shot Enchanter | Engine, Debuff, Squishy
E.g. Spirit Caller, Assembly Line, Sentai Squad. E.g. Luring Fey, Puppet Master, Neuro Toxician.

13(+5) Health, 2 Speed 13(+5) Health, 3 Speed

Passive: Whenever this increases Tension in any way, it Intent: This always attempts to attack the opponent
adds one ‘Doom’ counter to the Scene. During players’ furthest from its other allies.
Turns they treat the Tension as being 1 lower than its
Primary Attack: Target a character in 5 spaces. Fear or
value for each Doom counter in the scene.
Taunt them, then move them 3 spaces.
Intent: This has no Intent.
[Ace:T3] By My Command: This chooses a Taunted or
Primary Attack: Tension increases by 1. Place a ‘Ritual’ Feared character, that character gains 2 AP and must
token in three empty spaces. If an opponent enters a take a Turn where they Attack one of their allies, or they
space containing a Ritual, deal [Tension] damage and receive 3 Wounds.
Daze them before removing the token. This cannot
Attack more than once in a Round no matter the
Hound Master | Engine, Displacement, Slow
circumstance.
E.g. Dog Tamer, Rocket Platform, Mystic Ranger.
[Ace:T10] Grand Calling: This is Knocked Out and a
new enemy is created in the space it left. This enemy is 15(+5) Health, 2 Speed
a two part Compound where one Part is always a
Passive: At the beginning of each Round this can target
“Giant” and the other part is any enemy type of the
a character 4 or more spaces away and create a
user’s choice. Both parts have a Tier equal to double
‘Seeker’ in a space adjacent to this enemy. Seekers are
the Cultist’s Tier.
pieces of Terrain with 1 Health that move 1 space at the
end of every Turn. If a Seeker moves adjacent to the
Daredevil | Engine, One-Shot character that was targeted when it was created, it
disappears and deals 5(+1) damage to all adjacent
E.g. Local Hero, Chaotic Imp, Sparkling Performer.
characters.
15(+5) Health, 4 Speed
Intent: This has no Intent.
Passive: When Tension increases this may move up to 3
Primary Attack: Target a character within 3 spaces. Roll
spaces in a straight line, if this movement moves them
5(+1)D6 with a Challenge of 1.
adjacent to a character they may deal 3(+1) damage to
Reward: Deal [Hits] damage and push them 2 spaces
said character.
away.
Intent: This always attempts to attack the opponent
[Ace:T3] Wild Hunt: This creates 3 Seekers targeting
closest to itself.
the same character.
Primary Attack: Choose up to two adjacent characters.
Roll 6(+1)D6 with a Challenge of 1.
Reward: Deal [Hits] damage and launch them.

[Ace:T5] Adrenaline High: For the rest of the scene this


deals an additional [Tension] damage with their Primary
Attack and can move up to 6 spaces with their Passive
movement. This immediately takes another Turn.

120
Necromancer | Engine, Support, Slow Swarm | Engine, Displacement, Slow
E.g. Lich, Scrap Reassembler, Recovering Cleric. E.g. Insect Swarm, Bandit Squad, Vestigial Limbs.

13(+5) Health, 2 Speed, 1(+½) Evasion 1* Health, 0* Speed

Passive: Enemies who’re Knocked Out when the *Passive: When this would Deploy 6(+2) unique Fodder
Necromancer is Deployed leave a ‘Corpse’ on the space Zones instead. When this takes its Turn, it counts as
they were Knocked Out on. being in every space a Fodder Zone occupies. This
enemy cannot be Knocked out until all of its Fodder
Intent: This always attempts to attack the opponent
Zones are Knocked Out, and when they are, this
closest to its other allies.
receives 1 damage.
Primary Attack: Target a character in 5 spaces. Roll
Intent: This always attempts to attack the opponent
4(+1)D6 with a Challenge of 1.
closest to itself.
Reward: Deal [Hits] + [Tension] damage, Fear the target.
Primary Attack: Move all Fodder Zones up to one
[Ace:T3] The Danse Macabre: This revives 2 Corpses
space. Choose up to 3 opponents adjacent to a Fodder
as Bruisers, Vipers, or Rangers with Tiers equal to this
Zone, Roll 5(+1)D6 with a Challenge of 1.
enemy's minus 1 (min 1).
Reward: Deal [Hits] damage and Daze the target.

[Ace:T3] Reinforcements: Create 4(+1) Fodder Zones


Privateer | Engine, DPS, Squishy
on spaces on the edge of the Board. This immediately
E.g. Running Gunman, Bird Of Prey, Mini Turret. takes another Turn.

13(+5) Health, 4 Speed

Passive: Once per Round, when an ally attacks an


opponent in this enemy's range, this can use its Primary
Attack on the same target.

Intent: This always attempts to attack the opponent


with the lowest maximum HP.

Primary Attack: Target all characters in a 2 space Line


adjacent within 3 spaces of this. Roll 4(+1)D6 with a
Challenge of 1.
Reward: Deal [Hits] + [Tension] damage.

[Ace:T4] Gear Change: For the rest of this Scene this


can move 1 space at the end of every character’s turn.
This immediately takes another Turn.

121
Modifier Enemies Giant | Modifier, Tank
These Enemies are not meant to serve as normal
Enemies. Modifier Enemies are meant to vary the 20(+10) Health, 2 Speed
game plan or game state for other Enemies they are
Deployed alongside in a more passive way. Passive: This can only be a Compound Enemy. This
takes up 2x2 spaces.
Most are still designed to be as impactful as a normal
enemy and can be equated to one when balancing Intent: This always attempts to move through as many
encounters, but they should never be Deployed without opponents as possible.
other—more standard—enemy types, and deploying
more than one or two could significantly impact the Primary Attack: This moves up to 4 spaces in a straight
encounter’s balance. line, ignoring opponents. Any opponents who’re moved
through are pushed to unoccupied spaces adjacent to
Artillery | Modifier, DPS, AOE this enemy's new location and are Launched.

13(+5) Health, 0 Speed


Haven | Modifier, Displacement
Passive: After this Deploys, they choose one of the
*15(+5) Health, 0 Speed
following shapes: two ∞ length Lines so long as they
have no adjacent spaces, a 3x3 Zone, a 2x5 Zone, all
*Passive: When this would be Deployed indicate a 3x3
the spaces on the board's edges. At the end of this
area instead. This is Knocked Out when it has no allies
enemy's Turn, and after it Deploys it may indicate its
on the board. This must always take the last Turn out of
chosen shape anywhere on the board. This must always
its allies.
take the last Turn out of its allies.

Intent: This has no Intent.


Intent: This always attempts to target as many
opponents as possible.
Primary Attack: This deals [Tension] damage to all
Opponents outside the indicated Zone. This moves the
Primary Attack:. Target all spaces it indicated with its
Indicated Zone anywhere on the board.
Passive. Roll 5(+1)D6 with a Challenge of 1. Remove the
indicated shape.
Reward: Deal [Hits] + [Tension] damage. Joel's Notes: Last Turn Enemies
Multiple Enemies in this section share the rules text
“This must always take the last Turn out of its allies.”. If
VIP | Modifier, Versatile, Support you Deploy multiple Enemies with this text, your players
will hate you. If you’re still going to do it, you may have
13(+5) Health, 4 Speed them act after their other allies without that rule instead.

Passive: If this is Knocked Out, all Players are Knocked


Out. Enemies may target this Enemy as though it were a
player summon if it is not adjacent to another non-VIP
player or player owned summon. Otherwise, they may
not harm it under any circumstances.

Intent: This has no Intent.

122
Contagion | Modifier, Displacement Gargantuan | Modifier, Tank

*15(+5) Health, 0 Speed 20(+10) Health, 0 Speed

*Passive: When this would be Deployed, indicate a Passive: This can only be a Compound Enemy. All other
player character instead. This is Knocked Out when it Parts connected to this have their Speed reduced to 0
has no allies on the board. This must always take the and cannot move for any reason. When this would be
last Turn out of its allies. Deployed, indicate a board edge and expand the board
one space in its direction instead (making the board
Intent: This always attempts to target as many 7x8). This takes up every space added by this
opponents as possible. expansion of the board.

Primary Attack: This deals [Tension] damage to all Intent: This always attempts to target as many
Opponents within 3 spaces of the indicated player opponents as possible.
character (not including said character). Choose a new
player character to nominate. Primary Attack: Target up to two 2x2 Zones anywhere
on the board, removing any terrain created by this
Attack, destroying any Terrain there, pushing all
Isolation | Modifier, Displacement
characters out, and placing terrain in those spaces.
When these terrain pieces are targeted the user targets
*15(+5) Health, 0 Speed
this instead. This and its other Parts can draw its range
from the Terrain it has created. Roll 4(+1)D6 with a
*Passive: When this would be Deployed, indicate a
Challenge of 1.
player character instead. This is Knocked Out when it
Reward: Deal [Hits] damage to characters moved by
has no allies on the board. This must always take the
this Attack.
last Turn out of its allies.

Intent: This always attempts to target as few opponents Legion | Modifier, Support
as possible (min 1).
*X Health, 0 Speed
Primary Attack: This deals 4(+1) damage multiplied by
the number of player characters to all Opponents within *Passive: This enemy's health is equal to the number of
3 spaces of the indicated player character (not including player characters Deployed × 10. This cannot take
said character). This damage is divided by the number damage from any Feature outside this Passive. Every
of characters receiving it. This moves the Indicated time another enemy is defeated, this takes 10 damage
Zone anywhere on the board. (2 damage if it was a Fodder Enemy). When this is
Knocked Out all other enemies are Knocked Out. This
does not need to be Deployed.

Intent: This has no Intent.

Primary Attack: This returns up to [Tension] enemies


who have been Knocked Out to a space on the board’s
edge at half Health. If there are no enemies to return it
may create a Fodder Zone instead.

123
Sample Combat Scenarios Defense
The standard objective in a combat Scene is to There’s some sort of area or device that the player’s
Knockout all Enemies in the Scene before the player success hinges upon. The players succeed by reaching
characters are Knocked Out. However, this is not a hard a specific amount of Tension without an Enemy starting
and fast requirement. Narrators should feel free to their turn in the indicated gold area.
change the victory condition of any individual combat.
This could be because of the game’s narrative, or just Due to the lacking reliance on enemies, an additional
because they feel it would be more fun. “Legion” could be added to any given enemy comp
without significantly turning the numbers in their favor.
The exact nature of these changes are up to the
Narrator in question, but there are common ideas that’ll
end up in more than one game. This page is meant to
show some good examples of it.

Legend
The board setup before Deployment will be shown for
some of these examples. The colors shown in the
diagrams below have the following meanings:

Blue Spaces: Player Deployment zone.

Red Spaces: Enemy Deployment zone.

Grey Spaces: Standard Terrain.

Gold Spaces: Unique Terrain. Will be explained in the Assault


example’s description. The inverse of the previous example. The players
succeed by reaching a specific amount of Tension
The white spaces make up the remainder of the board without an Enemy standing in the indicated gold area
and are treated as standard empty spaces. and with at least one of the player characters in it.

Due to the lacking reliance on enemies, an additional


“Legion” could be added to any given enemy comp
without significantly turning the numbers in their favor.

124
Credits
Formatting:
Joel V.

Writing:
Joel V.
Wolfgang Eastman (Technique fluff text)
Moth Mouse (Technique fluff text)

Copy Editing:
Kendall Harper

Play testers:
(g)Nat Hunter
IGKU (controls food by damaging it)
1in3
Gold
ScoutxD
“C”
Cappachronic
Razor Roy

Artists:

Comixian: @cosmixian BBUREDO: @bured0


Skycrime: @SkyCrimeDraws Pit: @pitganart
Horology: @horoart Distr: @Distrbeachboy
YoungWeb: @youngweb5 Okaysureyeah: @okisurya70
Francesco Silva: @francescolobo Somerdrop: @smrsltdrpkck
Kyo Yukanna: @Kyo_Yukanna Mag: @maggotmicrowave
Saka: @sakasukiyaki WizardoFrank: @WizardoFrank
Shig: @Shigezie0 Chen: @ghost_in_a_bin
AlezzioArts: @AlezzioArts

125

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