Epoch Ashcan 3
Epoch Ashcan 3
Epoch Ashcan 3
TRAPPINGS
Of course, a Legend is not just about the elements in their soul
they are draped with the trappings of a hero. These trappings can be
weapons, armour, spells, charms, spirits, mounts, ghosts whatever
things you think that your Legend would carry with them.
Each Trapping is allocated an Element and a dice value. The
Element that is allocated to the trapping is important as it denotes
how the Trapping is used. A greatsword allocated Fire will be a
weapon of war, whereas a Greatsword allocated Song will be a status
symbol which can sway crowds when it is drawn.
The Trappings should also say something about the setting as
well. In the example above a Greatsword is dull, boring and nondescript. The Executioners Sword from the City State of Chun
however, is dripping with potential. Who is the Executioner? Where
is Chun? Why does it execute people? How did Ragnar get the
sword?
Each Legend chooses THREE trappings, allocating d4, d6 and d8 to
them.
Example: The Executioners Sword of Chun sounds like a great
place to start, so that will be Ragnars main Trapping, allocating
it D8 Fire. We decide that Ragnar has been a slave-gladiator in his
past and has been blood-tattooed by vile sorcerors probably from
Chun! We allocate Blood Tattoos of the Gladiator with d6 Craft.
Finally, Ragnar wears a neck-chain with the teeth of the monsters he
has hunted hung on it. Each tooth is carved intricately with the tale
of the hunt. Monster Tooth Chain could be allocated Granite as
it stands as a testimony to his experience or it could be something
used to intimidate foes with evidence of the monsters that have fallen
and thus be Song. We decide that the carved record of past foes
sounds better, so allocate it d4 Granite. Ragnar is shaping up now:
Fire d10
Craft d0
Granite d8
Song d4
Ice d6
The Executioners Sword of Chun
Blood Tattoos of the Gladiator
d8 Fire
d6 Craft
d4 Granite
LORE
What Legend would be complete without tales of their previous
exploits? Their place within the dangerous world they live in? The
awe with which they are held by the the people, the Kings and the
Gods themselves? This is the Legends Lore and like Trappings,
each point of Lore as a Element and a dice value, and should be also
expand the background of the game.
Each Legend chooses FIVE pieces of Lore, allocating d4, d6, d6, d8
and d10 to them.
Example: We have established that Ragnar is a hunter of monsters,
but why? Maybe he hunts monsters because his betrothed is held
by a crazed God and he does these tasks for him? Chosen Hunter
of Nar-Rehn, God of Death with d10 Fire attached to it is not only
thematic, but it also gives Ragnar d10, d10, d8 for Fire which
confirms him as a great warrior. If we add in his estranged princess
as well, Betrothed of Freya, Princess of Chun with Song d6 we now
see where Chun comes into the story! We dont think Ragnar is from
Chun he was snatched as a slave by those Sorcerers after all. So
he can be a full blooded native of the blizzard swept Dragon Tooth
Mountains. Leaping from icy rock to slippery ledge sounds like Ice,
so we allocate d8 Ice to this. We still have d6 and d4 to allocate.
Ragnar was a gladiator so lets add Undefeated in the Floating
Arena as Song d4. Finally, we give Ragnar some history, making
him the First Son of the White Bear Tribe as Granite d6
RAGNAR
Fire d10
Craft d0
Granite d8
Song d4
Ice d6
The Executioners Sword of Chun
Blood Tattoos of the Gladiator
Monster Tooth Chain
d8 Fire
d6 Craft
d4 Granite
d10 Fire
d8 Ice
d6 Song
d6 Granite
d4 Song
Craft:d8
Granite: d6
Song:d4
Ice:d4
FORMER NPCS?
If a companion has its origin as an existing NPC, their statistics
are reduced to be in line with these characteristics; the companion
is after all, an assistant to the hero and should aid rather than
overshadow.
COMPANIONS IN CHALLENGES
When you face a challenge, you may include some dice from your
companion into your dice pool. You may include one dice deriving
from an Element and one dice deriving from either a Trapping or
Lore.
PARTNERS - A SECOND PLAYER
Epoch can be played with two players and a storyteller, telling the
epic tale of a fantastic pair of heroes. When the game is played with
two main characters, in any given challenge one character takes
to role of the hero, and another takes the role of the companion contributing only two dice to the pool. However, when heroes are
partners there is no room for any other help and neither can have a
companion character!
TALES OF LEGEND
Legends live in a chaotic world of rampaging monsters, armies of
deadly zombies and foul, despicable Gods. There are, however, many
aspects of that world that are constant violence, lost information,
impossible love and the pathways of Fate itself. Each game of Epoch
tells a tale of your Legend and is formed from scenes focusing on
these constant themes. Your legend will celebrate amazing successes
and grieve after terrible losses but their own story will march on. A
game of Epoch has a structure of SEVEN scenes.
SCENES
The first scene is always the GATEWAY scene. This is the scene
that throws down the gauntlet to the Legend and presents their first
challenge. Five scenes follow this Gateway scene are PATHWAY
scenes. These scenes are framed by being associated with an
element. One of each of these scene elements is included in the
story. Once a scene element has been used, it cannot be used again.
FIRE scenes are scenes of physical conflict massed battles,
raging gladiatorial combats and death-or-glory duels. They may
also be feats of physical prowess, strength and endurance.
CRAFT scenes deal with dark magics, summoning spirits and
dealing with demons. They may also involve speaking with
Gods, matching magical wits with a mage or casting down a
possessing Fae.
GRANITE scenes are involved with the discovery or revelation
of knowledge or the use of intelligence to win the day. They
might involve a flashback to reveal information, solve a puzzle,
a debate at a Kings table or a drug-addled sage speaking in
tongues in a smoky mountain cave.
SONG scenes involve persuasion, seduction and manipulation.
When your Legend sweeps a Princess off her feet, makes a
fool of the arrogant Prince or matches wits with the Gods
themselves, it is a SONG scene.
ICE scenes are quick moving scenes of evasion and escape,
stealth and pursuit. A chariot race, an infiltration of a dark
tomb, fleeing from a Mages summoned skeletons and losing a
pursuing ship at sea these are all ICE scenes.
CREATING CHALLENGES
All Legends have adversaries that try to stand in their path as they
complete their quests. Some of these will be living, breathing (or
shambling ) active opponents, whereas others will be inanimate
obstacles such as unclimbable cliffs, unfathomable mazes or
impenetrable blizzards. There are four levels of adversarial
challenges
Minion: These are trivial challenges, totally within the basic
capabilities of any hero. Only a disaster or complete ineptitude
would result in a loss here.
Standard: These are challenges on par with the capabilities of any
single hero. If they have a companion they should be able to handle
these regularly
Elite: These are challenges which will stretch the capabilities of a
hero and offer a decent challenge to a hero and a companion.
Legendary: These challenges will daunt even the strongest hero
and challenge strongly a hero and their companion.
Rather than being represented by dice for each of their elements,
trappings and lores, challenges have a static number which forms
their opposition to the hero. These static numbers are derived from
their equivalent dice level and the level of the challenge.
Dice
d4
d6
d8
d10
d12
d20
Minion
1
1
2
2
3
5
Standard
2
3
4
5
6
10
Elite
3
5
6
8
9
15
Legendary
4
6
8
10
12
20
Animal Adversaries
Animals will have a number of Elements rated at 0 animals rarely
have GRANITE or CRAFT and only a few will have SONG
Packs and Groups of Lesser Monsters
Another option for adversaries are packs of monsters. No selfrespecting Legend is going to be troubled by a single Goblin but
Ice:6
Ice:8
RESOLVING CONFLICTS
Legends are forged in conflict, moments of critical importance
where fate can take you in a number of undetermined directions.
Conflicts are not always based on physical violence - a Legends
fate can depend upon decoding an ancient transcript or solving the
riddle of the fallen goddess. Conflicts are completed in four steps
STEP ONE: DETERMINE ELEMENTS and INTENT
Each conflict is determined by the combination of two ELEMENTS.
The first is determined by the type of scene that has been framed.
The second is chosen by the person who has NOT framed the scene.
The Element must not be the same so no FIRE/FIRE conflicts.
The participants must also state what they want from the conflict
the INTENT. This should be specific.
Example: The Storyteller frames the scene of Ragnar arriving in the
terrified village with the injured maiden, only to be confronted with
the raging Mercenary that acts as their headman. This has already
been determined as a GRANITE scene a battle of lore, precedence
and authority. Ragnars player ponders whether to make this a
violent scene adding FIRE or a matter of personality adding
SONG or even using his mythic quest as leverage adding CRAFT.
He decides that the fact that he is questing for the Death God could
be interesting, so he chooses CRAFT. This scene will resolve using
GRANITE and CRAFT.
As an intent, Ragnar wants the Mercenary to recognise his authority
and status and concede that he has the right to destroy the Serpent.
The Mercenary wants to run Ragnar out of his village, into the
frozen wilderness again. The Mercenary is a STANDARD opponent
You should state exactly how these Trappings and Lore are being
used to influence the conflict. If a reasonable reason for them to be
involved cannot be found, they cannot be used.
If the loser agrees with this statement, the statement becomes part
of the story. However, if they disagree with this statement, they can
veto it but it costs them one of their statements of effect.
Each side takes turns with any remaining Statements of Effect until
they have all been used.
Additional Statement Rules
You may not make the same Statement twice, after it has been
vetoed. Any second Statement should address a totally different
issue.
If someone has made a successful Statement of Effect, you cannot
negate or alter it with your own.
Dealing with Death
Obviously, there is one statement which can be made that could
have a radical impact on the game I kill him
There are three ways to deal with this sort of statement.
1. Play the game with this as a possibility and word your statements
accordingly.
2. Only allow death to be effective in the final gateway scene.
3. Disallow death-related statements within the game as a whole
OPTIONAL RULES
Advancement
Simple advancement rules: At the end of each story cycle, each
character can increase a dice by one size (to a maximum of d12) or
introduce a new Trapping or Lore at d4.
Wounds
In the basic rules, wounds are simply narrative if you have been
injured by the Statement, then you have been injured but it doesnt
actually affect your ability to act.
Alternatively, you can create a Statement which creates an actual
injury be it physical, emotional or social.
To create a wound, you must spend a Statement which can be
vetoed. If it is not vetoed, you now roll your dice associated with
the main Element of the scene. The character affected receives a
descriptive Wound equal to the nearest highest dice to the roll.
Roll
1-4
5-6
7-8
9-10
11-12
Wound
2, d4
3, d6
4, d8
5, d10
6, d12
Healing
Similarly, you can HEAL a wound by spending a Statement, which
can be vetoed, to remove the wound.
These twisted abominations and their tamed wolves, spill from the
mountains to pillage the settlements and bring back sacrifices for
their ancestor spirits ... whoever and whatever they are.
And then there are the great beasts - the Dragons. These massive,
power Wyrms live on the highest peaks of the mountains, swooping
down to feed and terrorise everyone on their home. To kill a
dragon is the mark of a great warrior and thus, many warriors
forge weapons and armour from their skin, bones and hide. To
carry a dragon item that you have not killed and forged yourself is
considered a sign of cowardice and in some cases, heresy!
Ragnar will one day lead the White Bear tribe, but now he is proving
himself as a great warrior by hunting monsters on the Winter Mountain.
He has pledged himself to NarRehn and carries the great sword of Chun,
a nearby kingdom of slavers and scum, home of the floating arena. He
scours the villages of the Dragon Tooth Mountains, hearing tales of great
beasts that he can pursue and glory he can gather.
d8 Fire
d6 Craft
d4 Granite
d10 Fire
d8 Ice
d6 Song
d6 Granite
d4 Song
A loyal member of the White Bear tribe, YDar has taken the oath of the
Eternal Vigil - the warriors pledge to watch over a brethren-clan and
protect them from the wilderness. He is a formidable fighter, geared
with the best arms and armour his tribe can muster and possessed of his
Shamens magic with the power of the bear god Ursa. Only a fool would
cross YDar!
d8 Fire
d6 Ice
d6 Granite
d8 Song
d10 Fire
d4 Song
d6 Craft
d6 Fire
Fire 0 Craft
10
Ice 4
Granite
8
Song 6
Tempered Dragon Claw Dagger
Staff of the Elder Crone
Mark of the Godspeakers
Crone Queen of the Black Spire
Soul of Ebon Ice
Nimble like Death
Immortal Knowledge
Hellspawn Familiar
6 Fire
8 Craft
4 Song
8 Song
10 Craft
4 Ice
6 Granite
6 Craft
Fire 4 Craft
0
Ice 4
Granite
0
Song 2
Tooth and Claw
Matted Fur and Bone
Soul Piercing Howl
Pack Borne Instincts
Shadow Stalkers of the Night
Bound to the Forest Spirits
3 Fire
3 Fire
4 Song
3 Granite
5 Ice
3 Craft
Fire 3 Craft
0
Ice 5
Granite 2 Song
2
Short and rusty, sword and dagger
Lizard hide armour
Pet Wolf Companions
Born amongst the icy peaks
Ancestor Worshipping Fanatics
Heckle and Jeer
3 Fire
2 Fire
3 Ice
4 Ice
3 Craft
2 Song
Fire 9 Craft
0
Ice 5
Granite 0 Song
0
Claw and Maw
5 Fire
Golden Bear Armour
6 Craft
Crazed Guardian of the Temple
5 Song
Relentless Charge 6 Ice
Winged Ice Serpent (Legendary Threat)
The most destructive monster on the mountain, is the dread Winged Ice
Serpent. Said to have been the mount for the Lord of Winter himself, the
serpent is a deadly foe to even the hardiest warrior.
Fire 12 Craft
8
Ice 10
Granite
8
Song 0
Hide of Glacier Ice
Wings of the Ice Wind
Rending Talons of the Winter Lord
The Wind That Freezes Souls
Ancient Beast of Lore
I Have Ate the Hearts of Gods
Wing and Claw, Tail and Maw
8 Fire
6 Ice
10 Fire
8 Ice
8 Granite
6 Craft
10 Fire
Standing over eight feet tall, Olaf is an outcast from the White Bear tribe
and a legend on the mountain. He lives by himself, apparently untouched
by every monster, animal and goblin. Olaf knows the mountain and he
knows the ways of the beasts that roam there ... and he has his secret.
Olaf knows how to call down the Winged Ice Serpent, the beast that can
fly to the gods themselves!
Fire 3 Craft
5
Ice 0
Granite
4
Song 2
Maul of God-Runed Iron
Fur Wrap of the Mountain Beasts
Calling Staff of the Serpent
The Stone of the Mountain in my veins
Voice of rolling thunder
The Song of Snow, Ice and Wind
Hands that can crush granite
4 Fire
3 Song
5 Granite
4 Granite
2 Song
4 Craft
3 Fire
The sky darkens over the mountain. Mothers pull their children to their
ample busoms, warriors check their weapons and the priests cast their
runes to see who will live and who will die when the lightning strikes.
When the storm hits, anyone outside will have a fight on their hands to
survive the wrath of the Gods.
CALIPHPORT
Caliphport is an alternate arabian setting for Epoch, using the same
format as the base game. It is based in the Golden City, ruled by the
Great Caliph. Within the city you may encounter the Eyeless Mages
of the Obsidian Tower, swarthy thieves and brigands, beautiful
harem girls, slavers and gladiators, dark-skinned assassins,
Emissaries from the Djinn Court and more!
For a more Arabian Nights feel, rename the Elements as follows?
Granite
Ice
becomes
Stone or Sand
becomes Wind
Kalam is a rogue who lives and works within the twisting streets of
Caliphport. Trained by the Eyeless Mages of the Obsidian Tower, he
controls magicks beyond the control of normal mages and his contacts in
both the palace and the Thieves Guild make him irrepressible. The son of
the Caliph can do anything he wants when he wants an adventure!
Fire d6
Craft d8
Song d4
Granite 0 Ice d10
Trappings
The Tattooed Magic of the Obsidian Tower
Craft d8
The High Air Spirits Winged Slippers
Ice d6
Shimmering Scimitar of Flame
Fire d4
Lore
Youngest Son of the Great Caliph
Song d10
nitiate of the Seventh Circle
Craft d8
Caliphport Thieves Guild Rebel
Ice d8
Whirlwind Sword Style Fire
d6
A Voice of softest silk
Song d4
Arrela was born and bred to be a concubine in the Caliphs harem, with
golden swirls and images embedded into her skin to mark her as such.
She has a rebel spirit and would never be beholden to the Caliph, finding
her freedom in an audacious escape - the so-called Race of Blades. Now
she hids in the Library of the Dead Gods, a hunted woman.
Fire 0
Craft d4
Song d10
Granite d6 Ice d8
Trappings
Signet Ring of the Caliphs Harem
Song d8
Shifting Sand Cloak Ice
d6
Razor Edged Stilleto
Fire d4
Lore
Inlaid Golden Dragons of the Harem
Song d10
Trapped in the Library of the Dead Gods
Granite d8
The Race of Blades has One Winner
Ice d8
Mistress of One Thousand Pleasures
Song d6
Possessed of the speech of the Fates
Craft d4
Garsh, Half-Ogre Slave Master (Standard Threat)
Garsh was always marked to be his tribes shaman, even though his halfblooded nature made him different from other Ogres. However, he was
torn from his home and forced into the Caliphs gladitator pits at an early
age. He won his freedom, only by being made the Golden Citys head
slaver - a position of power he now abuses regularly.
Fire 5
Craft 2
Song 3
Granite 4 Ice 0
Trappings
Chains and Manacles of Blooded Iron
Fire
4
Shadowhide Whip Ice 3
Scars of the Viziers Cabal
Song
2
Lore
Master of the Slave Pits of the Vizier
Song
5
Scion of the Iron Mountains
Fire
4
Champion Gladiator, freed and captured
Fire
4
A City in his debt, debts lead to power
Granite
3
Son of a Shaman, Son of a Witch
Craft
2
A member of the Djinn Court, the Djinni - for that is his only name was trapped in his crystal prison for a 1000 years by the mages of the
Obsidian Tower. Now he has been freed from his prison and hide within
the Golden City of Caliphport, trapped by its runed walls. He lives
swapping rumours and minor wishes, only occasionally showing his true
nature and immense, if neutered, power.
Fire 0
Craft 10 Song 6
Granite 8 Ice 4
Trappings
Vestments of the Djinn Court
A Cloud Plucked from the Heavens
An entourage of zephyr spirits
Lore
I will grant you three wishes...
The Awe of the Djinn Court Surrounds
Ancient Eyes in a Childs Mind
Embraced lightning, swallow thunder
Trapped for 1000 years, listening
Song
Ice
Craft
8
6
4
Craft
Song
Granite
Fire
Granite
10
8
8
6
4
They move in the night, the shadow skinned assassins of Zahar, the
weapon master. For the right price, any life can be offered to the Gods.
The best of these shadows is El-Nadir, scarred 100 times by the Gods
he raises sacrifice for. Favoured by the Eyeless Mages, he has the best
arms and armour in the clan and carries the All-Seeing Eye, a magic of
immense knowledge.
Fire 6 Craft 0
Song 3
Granite 5 Ice 8
Trappings
Dragonfang Poisoned Dagger
Dragonhide Blackened Armour
The All-Seeing Eye of the Golden City
Lore
Master Assassin of the Zahar Clan
Trained by the Weapon Master Zahar
100 scars, 100 deaths
Standing in the Shadows of the Palace
Protection of the Obsidian Tower
Ice
Fire
Granite
6
5
3
Ice
Fire
Song
Granite
Craft
8
6
6
5
3
Garsh the slave master sends his ragged bands of slavers out into the city
and the surrounding dunes to bring the weak, the lost and the desperate
to his slave pits. Relentless, ruthless and deadly, the slavers are feared by
everyone in Caliphport.
Fire 4 Craft
0
Ice 4
Granite 2 Song
2
Whips, chains and fiery brands
Scars of the Viziers Cabal
Lens of True Seeing
Ruthless Band of Heartless Rogues
Masters of Pain and Anguish
Caliphport, like the back of my hand
3 Fire
2 Song
3 Craft
4 Song
3 Fire
2 Granite
To become an eyeless mage, you must stare into the flames of the Gods,
filling your mind with knowledge beyond the ken of man ... and burning
your own eyes out. These insane mages, trapped in their Obsidian Tower,
offer their mystical services for insane prices - in money, in magic and in
mortal (and immortal) souls.
Fire 0 Craft
9
Ice 3
Granite
8
Song 6
Staff of the Obsidian Tower
Twisting Demonic Familiar
Bargaining with demons is easy...
Magic beyond this mortal plane
Student of the Obsidian Tower
The Word of Death, on their lips
5 Song
6 Fire
5 Song
8 Craft
5 Granite
5 Craft
Fire 5 Craft
0
Ice 4
Granite
2
Song 3
Magical Bindings of the Arena
The best weapons money can buy
Dragged from the four corners...
Songs are written of their exploits
Escape the blade or die!
3 Craft
5 Fire
3 Granite
2 Song
4 Ice
The Grand Vizier is almost immobile, as befits his status. To project him,
he has a cadre of lethal armed guards, who ride the streets of Caliphport
on their devil-lizard mounts. Feared is not the word...
Fire 5 Craft
0
Ice 4
Granite
3
Song 2
Combat trained fire lizard
Serrated swords, golden armour
Trained to fight fast and tight
Blessed by the Grand Vizier
Strongest of the Strong, Swifest of the Swift
Within earshot of every secret of the port
5 Fire
4 Fire
3 Ice
3 Song
3 Fire
2 Granite
Ruler of the Golden Sea, master of the 7th fleet of the Infinite Horizon,
Lord benefactor of the Obsidian Tower, Most illustrious child of the
heavens, son of the Grand Vizier - may his remains never age - Haren,
his most magnificent, incandescent and glorious Vizier of All.
Fire 3 Craft
5
Ice 0
Granite 6 Song
9
Diamond Seal of Caliphport
Corpulent body, wrapped in silk
Web of Informers and Spies
Ruler of the Golden Sea etc.
Schooled by 1000 Sages
Warded by the Obsidian Tower
Voice like melted gold
6 Song
3 Fire
5 Granite
8 Song
6 Granite
5 Craft
3 Song
WYTCHWOOD
To be completed
FIRST GATEWAY
Can be any element. Element is chosen by the storyteller.Player chooses secondary element
FINAL GATEWAY
Can be any element Element is chosen by the player. Storyteller chooses secondary element
PHASE TWO
PHASE THREE
Winner can make a final statement if they have any left. It cannot be the same as, or even a rewording
of, the first statement made.
Loser not makes a statement (if they have any left). This statement can be vetoed by the winner
STATEMENTS
Winner makes the first statement, linked to the intent of the conflictThis statement can be vetoed by
the loser, at the cost of a statement
PHASE ONE
NAME
FIRE
CRAFT
SONG
GRANITE
ICE
TRAPPING ELEMENT DICE
1.
2.
3.
LORE ELEMENT DICE
1.
2.
3.
4.
5.