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BEACON

V1.15.4

By: Tim Gonzalez, Pirate Gonzalez Games


Editor: Melody Watson
Cover Art: Rod Mendez
Art: MJ Barros, Kyle Hebert, Cosmixian, Moid, Fran Bautista, Lim Li Wei (@Karagna_), Lionel “Electrum” C., Sita
Duncan
Character Sheet: Ellie Gales
Legacy Art: Venus Jaw, Matthew Sargent, Alli Grimes
Fonts: Final Fantasy font by Juan Pablo Reyes Altamirano, The Fate Core font is © Evil Hat Productions, LLC
and is used with permission. The Four Actions icons were designed by Jeremy Keller.
Special Thanks: Shawn and Lucy Gonzalez, Alexander Acri, Cat/Alex, Core, Davzz, Diane Kitchen, Door
Keeper, Draekos, dragonkid11, Ffzdf, Grigori, Gyrwyrm, Jade R, Jared V, Jon Hughes, Josh Lomas, Jude Vais,
Kaiyi Huang, Katie Regelson, Kevin "Wakefield" Doelling, Kris Bastion, Leila Salakheldin, Lloyd, loren anderson,
Me The Maou, MEATSHED, Melissa Matos, Michael Yuen, NHP SHAKA, Nick Hanson, Noah Posey,
NoisyAssassin, Oliver "ThatDamnGinger" Glenham, Random, Renoa 'Lucifer' Protocolt, Rey Garza, Saffron
Hildegaard, Sam Squires, Splattin, Superdan56, Tim Luttermoser, Tom Klein, Twi, Undermind, William Balan
TABLE OF CONTENTS
Section 1: Getting Started ........................................ 5 Targeting ............................................................ 55
00: Introduction ......................................................... 5 Attacks ............................................................... 57
01: How to Play......................................................... 6 Reroll Table........................................................ 59
Core Principles ..................................................... 6 Range, Reach, and Area of Effect ..................... 59
Combat and Narrative Scenes ............................. 6 Movement .......................................................... 61
Structure of Play ................................................... 7 Environmental Factors ....................................... 64
Dice ....................................................................... 7 Terrain Features ................................................ 65
Attacks, Checks, and Saves ................................. 7 Damage and Stress ........................................... 66
Modifiers ............................................................... 8 Resting ............................................................... 73
02: Building Beacons ................................................ 9 Conditions and Statuses .................................... 74
Character Creation ............................................... 9 Tags ................................................................... 76
Levels ................................................................. 13 Section 2: Building Beacons .................................. 79
Attributes ............................................................. 14 06: Character Options ............................................ 79
Abilities ............................................................... 15 Ancestries .......................................................... 79
Resources ........................................................... 17 Classes and Jobs............................................... 96
03: Quests .............................................................. 19 Talents ............................................................. 218
Goal .................................................................... 19 Basic Equipment and Techniques ................... 237
Stakes ................................................................. 19 Section 3: Running the Game.............................. 244
Information .......................................................... 20 07: Game Master’s Guide .................................... 244
Rewards .............................................................. 20 Game Master Tips ........................................... 244
Quest Stages ...................................................... 20 Setting Up the Game ....................................... 248
04: Narrative Play ................................................... 23 Designing the Setting ....................................... 250
Skill Checks ........................................................ 23 Designing A Hub .............................................. 260
Narrative Actions ................................................ 24 Telling Your Story ............................................ 262
Downtime Activities............................................. 28 Building Campaigns ......................................... 262
Skill Challenges .................................................. 36 Building Quests ................................................ 263
05: Combat Play ..................................................... 45 Building Combat Scenes ................................. 268
Summary ............................................................ 45 Loot and Rewards ............................................ 286
Phases ................................................................ 46 Homebrew Rules ............................................. 288
Turns ................................................................... 47 08: Non-Player Characters .................................. 290
Actions ................................................................ 48 Combat Play NPCs .......................................... 290
Characters and Objects ...................................... 54 NPC Type ........................................................ 290
Ability Checks and Saves ................................... 54 NPC Templates................................................ 291
NPC Tier ........................................................... 291 Templates ........................................................ 355
NPC Features ................................................... 291 Bosses ............................................................. 376
NPC Initiative .................................................... 292 Appendices .......................................................... 406
NPC Actions ..................................................... 292 Appendix A: Shops and Supplies .................... 406
Recharging ....................................................... 293 Appendix B: Loot.............................................. 413
NPC Special Rules ........................................... 293 Appendix C: NPC Types .................................. 452
Designing NPCs ............................................... 293 Appendix D: Glossary ...................................... 453
NPC Types ....................................................... 294 Index .................................................................... 459
Universal NPC Features ................................... 353 Combat Quick Guide ........................................... 463
SECTION 1: GETTING STARTED

00: INTRODUCTION
Beacon is a tabletop roleplaying game (TTRPG) inspired by the high fantasy stories of the Final Fantasy video
games and the tactical gameplay of the Lancer and Dungeons & Dragons 4th Edition TTRPGs. High-action,
tactical combat scenes are at the core of Beacon, supported by a streamlined and engaging narrative system that
lets you get to the action quickly. Create unique and interesting characters, explore fantastical worlds with your
friends, and confront the deadly dangers and obstacles that stand in your way!
A WORLD OF YOUR OWN The GM and players work together to define the
specific details of the Reflection in which their game
In Beacon, you create your own unique setting
takes place, including its history, peoples, and
together, called a Reflection.
cultures. This process is detailed in Chapter 07:
Games of Beacon take place in the Source, a Game Master’s Guide (p. XX).
wellspring of endless potential and stories. While the
TWO MODES OF PLAY
true nature of the Source is incomprehensibly
complex, it is often represented as a giant crystal Beacon features two modes of play – narrative play
with infinite facets. Each facet is a different and combat. While playing, you will move between
Reflection, and each Reflection is a unique reality. these two modes, which each have their own unique
While there are infinite stories that can be told within set of rules.
the Source, there are commonalities across its During narrative play, you tell stories about your
facets. The following are true of each Reflection: characters and the world in which they live. Narrative
 The world is filled with action and adventure. play is rules-light, allowing players to shape the
 All things are composed of aether, a magical narrative without getting bogged down by
element that comes in many varieties, including mechanics.
astral and lunar forms. In combat play, your characters – customized and
 Magic is widely available and has been
equipped in countless ways – enter battle. Combat
combined with technology to create magitech
play is tactical and rules-heavy, with plenty of scope
devices.
for unique builds and playstyles.
 There are beacons – people who are sources
of great inspiration for others, whether they are YOU ARE A BEACON
heroes or villains.
 There is a recurring threat to the Reflection – Your characters in the game are known as beacons.
the Scourge. Beacons are powerful heroes who help and inspire
 Crystals hold some significance to the others. Every Reflection has its own unique take on
Reflection or its inhabitants. what beacons are and what they do.
 Ruins dot the landscape, ready to be explored.
01: HOW TO PLAY
Participants in Beacon take on one of two roles:
either that of a player or that of the game master COMBAT AND
(GM).
The goal of all participants is to tell a shared story,
NARRATIVE SCENES
and to have fun doing so. Each player creates a Beacon’s gameplay is split into scenes. A scene is a
single player character (PC) – a heroic figure called series of events that focus on a person, place, or
a “beacon” – and explores the game through that challenge. Each scene is either a narrative scene
character’s story. The GM, on the other hand, or a combat scene, falling under the rules of either
controls all of the non-player characters (NPCs), combat play or narrative play.
sets up combat scenes, and helps shape the
The GM determines when one scene ends and
narrative.
another begins, and whether the scenes are
narrative or combat. But anyone can suggest or
CORE PRINCIPLES request a scene, and you are encouraged to do so.

Beacon has six core principles: Combat scenes use the rules for combat play (p.
1. The well-being and fun of the group, XX). These scenes feature important fights and
including both the players and the GM, is the battles. Not every fight is worthy of a combat scene;
top priority. only those that are important or tactically challenging
2. Specific text takes precedent over general move into combat play. A simple street fight or
text. barroom brawl, for example, wouldn’t start a combat
3. Beacon does not model reality or real-life scene. A fight on a crumbling bridge against a horde
physics, and is not meant to. of demons, or a climactic showdown with an
4. Narrative play and combat play are distinct archnemesis would be worthy of a combat scene.
modes of play. The ability to do something in
one does not automatically grant the ability Example: An angry necromancer has performed a
to do it in the other. ritual in a nearby cemetery, creating a continuous
5. In combat play, players can do anything stream of undead soldiers that attack nearby towns.
their abilities allow, even if it doesn’t make The beacons are asked to stop the necromancer
narrative sense. and break the ritual. The GM sets up a combat
6. Always round up to the nearest whole scene with the beacons fighting in a misty cemetery
number. against undead hordes and a necromancer riding an
animated mausoleum!
General Text vs Specific Text Narrative scenes, on the other hand, use the rules
General text includes basic rules of the game, such for narrative play (p. XX). Any scene that isn’t a
as “The 5 FIGHT action is used to make a melee or combat scene is considered a narrative scene.
improvised weapon attack.” These scenes involve challenges that are resolved
by rolling dice (called “skill checks”) or roleplaying.
Specific text is more granular or detailed than Small-scale fights can even happen during narrative
general text. For example, the Slow tag specifies play, but these fights are resolved just like any other
that, “Abilities with this tag can only be activated as challenge that happens during narrative play, using
part of 7 FULL ATTACK.” This means that a Slow skill checks and roleplaying instead of the combat
weapon can’t be used as part of the 5 FIGHT action, play rules.
because the text of the Slow tag is more specific
than the text of the 5 FIGHT action.
Example: The beacons need to get to a floating
island and the only way to get there is with an DICE
airship. They don’t have one, so they ask the GM for
During both narrative play and combat, players roll
a scene with the Artificer’s Guild. The GM sets up a
dice to determine success, failure, and other
scene in which the beacons meet the guildmaster
interesting outcomes.
directly. The beacons attempt to convince the
guildmaster to let them borrow an airship, using a Beacon uses two types of dice: 20-sided dice (d20)
mix of roleplaying and skill checks to determine how and 6-sided dice (d6). The rules sometimes call for
successful their attempts are. a d3, which can be represented with a d6. A result of
1–2 equals 1, 3–4 equals 2, and 5–6 equals 3.

STRUCTURE OF PLAY A number in front of the type of die indicates how


many dice of that type to roll. 3d6 means you roll 3
The gameplay of Beacon revolves around quests six-sided dice.
(p. XX). Quests are missions, tasks, or jobs provided
to the beacons by the GM. Quests contain both
combat and narrative scenes, connecting them to ATTACKS, CHECKS,
tell stories. The quests that your characters
participate in form the body of your campaign,
AND SAVES
which is the overarching story of your characters. There are three main types of dice rolls in Beacon:
attack rolls, checks, and saves. They each use a
For example, your group’s primary motivation might
single d20. Any time you’re making one of these
be to defeat a great evil. In order to gain the
rolls, roll a d20 and add the appropriate modifiers to
strength, allies, and resources to do so, they might
the result (p. XX) – bonuses or penalties to the roll
need to undertake a number of quests, preparing
based on beneficial or disadvantageous situations.
themselves for the final showdown with their foe.
The final result is your total for the roll.
The time between quests uses the rules for narrative
play. During this time, the players collaboratively tell ATTACKS
their beacons’ stories and explore the world. Attacks are hostile actions taken against other
When the players are ready to begin a new quest, characters in combat play. They are usually made
they equip their beacons with abilities they’ve with weapons, spells, or skills. When attacking, you
unlocked that they think will best suit the upcoming add your beacon’s GRIT score to the roll. See
quest and the combat scenes within it. Chapter 05: Combat Rules (p. XX) for more
information.
When the beacons return from a quest, they level
up (p. XX) and become more powerful. This allows CHECKS
them to combine abilities and equipment from
Checks are rolls to determine how successful
multiple classes (p. XX) to create unique playstyles
challenging actions are. There are two types of
and character configurations.
checks that you might make: skill checks and
ability checks. To make a check of either type, you
roll a d20 and add any relevant modifiers. To
succeed, you need a total of 10 or more (after
modifiers).
Skill checks are used in narrative play. If one of a ACCURACY AND DIFFICULTY
character’s background skills (p. XX) would be
helpful for the roll they’re making, or they can invoke Various effects can apply Accuracy or Difficulty to a
their title (p. XX), they can get a bonus on to the roll. d20 roll.
See Chapter 04: Narrative Play (p. XX) for more For each + or -, roll 1d6 and take the single
information. highest result out of the dice rolled. If rolling with
Ability checks, by contrast, are used in combat +, this number is added to the total as a positive
play. They use the character’s relevant ability score modifier. If rolling with -, it is subtracted from the
– BULK, AGILITY, MIND, or MAGIC – as a modifier (p. total as a negative modifier. For example, if you are
XX). rolling with 2 +, you would roll 2d6 and keep the
single highest result out of all the dice. If you rolled a
During combat play, characters sometimes need to 2 and a 4, you would keep the 4.
make contested checks. In a contested check, the
two relevant parties each roll an ability check. Rolls can be affected by multiple instances of + or
Whoever gets the highest total succeeds, with ties -, although they cancel each other out on a one-to-
going to the one who attacked or initiated the action. one basis. For example, a roll could receive 4 +
and 2 -; however, the 2 - would cancel out 2 +,
SAVES leaving the roll with 2 +. Always determine the final
Saves are rolls made to resist effects during combat amount of + or - before rolling any dice.
play. Effects that prompt a save indicate which of the An individual roll can’t benefit from more than 6 +
target’s ability scores to use as a modifier. Each or -.
character has a SAVE TARGET, which is the total their
opponents must meet or exceed when rolling saves.
When there is no SAVE TARGET indicated, it defaults
to 10.

MODIFIERS
There are three types of modifiers that can affect
rolls, increasing or decreasing their results:
 Accuracy (+)
 Difficulty (-)
 Static modifiers (+1, –4, etc.).
Bonuses from your beacon’s ability scores and GRIT
count as static modifiers.
02: BUILDING BEACONS
This chapter walks through the steps of creating a  a name and a title
character and outlines the various components that  three rank 1 background skills (p. XX)
define them.  2 ability points (p. XX)
 three rank 1 talents (p. XX)
In Beacon, the characters created and portrayed by  an ancestry (p. XX)
the players are special individuals known as  one class rank (p. XX)
“beacons”. They are called this because of the way  access to all basic equipment and techniques
they act like shining lights to others. There is no one (p. XX)
way that beacons act or conduct themselves; no  an appearance (p. XX).
matter what, they always find themselves in
Once you have finished these steps, you will
positions where they can inspire or help others.
determine your beacon’s attributes, which are values
The precise characteristics that make someone a used in combat play (p. XX).
beacon differ between Reflections. In one
Reflection, beacons might be mystically empowered NAME
individuals born under a strange star. In another, Beacons can have any sort of name, from the
they might be students with an abundance of mundane to the grandiose.
charisma.
Choose a name for your beacon. Alternatively, you
Beacons don’t need a reason to be special in your can decide this later. You might not have an idea for
game. The fact they are controlled by a player a name yet, but might think of one after picking your
already makes them special, and grants them the background skills or ancestry. There are also plenty
opportunity to influence and change the story as it’s of random name generators online that you can use
told. Your game could be about a band of heroes for inspiration.
destined to save the world, or it could be about a
found family, fighting to keep itself safe. Example: Shawn is creating her first beacon. She
likes the name Dhalia, so she names her character
The only constant across all Reflections is that Dhalia.
beacons inspire people around them. Even those
who are cowardly or timid have the potential and TITLE
opportunity, as a group, to give hope to others.
When the stories of your character and their fellow
Chapter 07: Game Master’s Guide details some beacons become legend, how will they be
example Reflections and the roles of beacons within remembered? What will they be called when their
them (p. XX). name falls into obscurity and all that survives is their
deeds?

CHARACTER Choose a title for your beacon. People recognize


them by this title, even if they don’t know their name.
CREATION Titles can reference anything from a fighting style to
This section will guide you through the steps of a physical trait or even an aesthetic.
creating a beacon. Example titles: The Green Knight, the Herald of
Every beacon has a character level (p. XX). Silence, the Bosstown Bludgeon, Moonfang, the
Character levels represent the overall growth and Timeless Bard.
power of a beacon. Higher-level beacons have more Whenever you make a skill check during narrative
abilities available to them, and can therefore handle play, you can invoke your beacon’s title before
a wider variety of situations. rolling to gain a +2 bonus. To invoke a title, the
Your beacon begins at character level 1. At level 1, action in question must be something that
they have: contributes to the legend of your character’s title.
Think of a story being told about your beacon, their
name lost to history and only their title remaining.
Would this make it into the story? BACKGROUND SKILLS
Background skills are words or brief phrases that
Example: Shawn likes the idea of playing someone
represent a beacon’s history and training, and
smart; a knowledge-seeker. She gives Dhalia the
provide bonuses to skill checks. Background skills
title of “the All-Knowing”.
have three ranks. When you make a skill check in
Shawn can invoke this title when doing something narrative play and one of your background skills is
that contributes to the legacy of “the All-Knowing” relevant, you get +1 + on your roll for each rank
beacon. For example, if Dhalia is making a skill you have in that skill. Each skill check can only
check to piece together the conspiracy behind the benefit from one background skill, which must be
Day of Shadows, she can invoke her title to gain a decided before rolling.
+2 bonus to the roll. If Dhalia is making a skill check
Background skills can be anything, so make sure
to climb a mountain, on the other hand, being all-
they’re evocative. Instead of just “Acrobat”, make it
knowing is less likely to be helpful, and couldn’t be
something interesting like, “Acrobat Performer for
invoked.
the Demon Circus”.
The GM decides whether a title can be invoked or
Example background skills: Will of the Source,
not. Players are encouraged to find creative
Troll-Wrestling Champion, An Eye for Lies, Royal
explanations for why a beacon’s title might apply,
Assassin.
but they’re not meant to be used in every situation.
If you find that your title is too easy to invoke, When creating a background skill, think about what
consider rephrasing it to limit its scope. situations it might be relevant in. If it seems like it
would apply to every skill check you might make,
Example: Delmar’s beacon is Dmitri, “the Demigod”. you should narrow its focus more.
After playing a few sessions, he realizes that “the
At level 1, create three rank 1 background skills.
Demigod” can be invoked in every situation. Delmar
decides to rephrase Dmitri’s title to “the Demigod of Every time your beacon levels up they get a
Determination”, which puts some limits on when it background skill point. These points can be used to
can be invoked. either increase the rank of an existing background
skill (to a maximum of rank 3), or create a new
background skill at rank 1.
Writing Your Legend
Example: Shawn creates a background skill
One way you can use titles is as a way of “Truthseeker” for Dhalia. This can be used any time
documenting the legend of your beacon. Whenever Dhalia is trying to learn the truth about something,
you invoke their title, write down what it was being whether researching in books or detecting lies.
used for and what the outcome was. When you’re
Shawn also thinks that Dhalia should know light-
finished playing that character, look over everything
based magic, so she creates the background skill
that was written down. This is the foundation for the
“Disciple of the Sun”, which would apply whenever
legends told about your beacon for generations to
she uses magic.
come.
Finally, Shawn creates the background skill
“Multipurpose Clothing” because she likes the idea
of Dhalia having clothes with secondary benefits,
like a cloak that can be used as a paraglider. She
would apply this background skill whenever she can
think of a fun way to solve a problem with clothes.
MAGIC

ABILITY SCORES MAGIC determines how magically adept a character


Your beacon has four ability scores that affect their is in combat.
attributes and actions in combat play: MAGIC gives the following benefits:
 BULK  +1 AETHERIC DEFENSE (A-DEF) for every point
 AGILITY of MAGIC
 MIND  +1 MP for every two points of MAGIC
 MAGIC
Ability scores range from +0 to +6, and give bonuses Example: Shawn wants Dhalia to be a spellcaster
in combat play. By default, they start at +0. with a variety of spells, so she assigns 1 ability point
Each ability score also provides bonuses to some of to MIND and 1 to MAGIC.
your character’s other attributes (p. XX). For Delmar wants Dmitri to be as tough as possible, so
example, AGILITY affects how fast and evasive a he assigns 2 ability points to BULK.
character is.
At level 1, assign 2 ability points. Assigning an
ability point to an ability score increases it by +1. At TALENTS
level 1, this means you can have two ability scores While many of the abilities available to beacons are
at +1 each, or one ability score at +2. tied to their class (see below), talents are sets of
BULK abilities that can be acquired by any beacon and that
don’t need to be equipped. Once your beacon has
BULK determines how tough and sturdy a character learned a talent, they will always have access to any
is in combat. abilities unlocked by their ranks in that talent. See
pages XX–XX for the full list of talents and their
BULK gives the following benefits:
abilities.
 +2 HP for every point of BULK
 +1 RECOVERY for every two points of BULK Each talent has three ranks, each with its own
ability. When your beacon first gains a talent, they
AGILITY get access to it at rank 1. If you assign additional
points to that talent, you can get that talent’s rank 2
AGILITY determines how fast and evasive a character
and eventually its rank 3 ability.
is in combat.
At level 1, choose three rank 1 talents.
AGILITY gives the following benefits:
Beacons gain additional talents and can even
 +1 DODGE for every point of AGILITY
change their talent choices when they level up (p.
 +1 SPEED for every two points of AGILITY
XX).

Example: Shawn wants to pick magical-sounding


MIND talents for Dhalia. She picks the Archmage,
Enchanter, and Leyline Walker talents because
MIND determines how much mental strain a
they sound like they will assist with magic. She
character can handle, and how well they can
doesn’t spend much time reviewing all the options
remember their training in combat.
because she knows she can change them later.
MIND gives the following benefits:
Delmar, on the other hand, carefully reviews all the
 +1 STRESS CAP for every point of MIND talents before making his decision. He chooses the
 +1 MEMORY for every two points of MIND Brawler talent because it enhances unarmed
combat and he wants Dmitri to fight with his fists. He
also wants to protect his allies, so he picks the
Knight talent. Finally, he wants Dmitri to be highly
mobile, so he chooses the Traceur talent.
ANCESTRY JOB

Your beacon’s ancestry describes their heritage or Each class also provides a job unique to that class.
species. Ancestry determines a beacon’s SIZE and Jobs provide the starting values for a beacon’s
gives access to a list of ancestry traits. Whenever attributes (p. XX) and their equipment slots (p. XX).
your character goes on a quest, they can choose to A class’s job is unlocked upon reaching rank 1 in
equip one of their ancestry traits. that class.
Choose an ancestry. See pages XX–XX for the full Every job also has a limit break – a powerful,
list of ancestries. scene-changing ability unique to that class.
Ancestries can also be used as collections of Your beacon can only perform one limit break per
common traits, rather than literal descriptions of how quest. If you use a limit break from one job and later
characters look or act. For example, the avian change jobs within the same quest, you don’t get to
ancestry allows for flight, but an avian character use the new job’s limit break – you’ve already used
doesn’t have to be a literal bird-person; maybe your one limit break for that quest.
they’re a human that comes from a culture where
Beacons regain the ability to use a limit break after a
jetpacks are common.
Long Rest (p. XX).
Example: The elves in Shawn’s favorite stories are
known for being magically gifted, so she plans on
making Dhalia an elf. She reads the elf ancestry Example: Shawn picks the Equinox class for
traits and likes the Elven Accuracy one. She Dhalia, gaining the Equinox job and unlocking the
doesn’t need to pick a trait until Dhalia goes on a rank 1 Exobomb and Scar spells. She likes that the
quest, but she knows she’ll probably use Elven class focuses on long-distance spell attacks, as well
Accuracy. as the description mentioning sun aether, which
connects to her background skill “Disciple of the
Sun”.
CLASS
Classes represent specialized approaches to
combat, like a Thunderclaw’s electrical fighting style
BASIC EQUIPMENT AND
or a Phoenix’s burning spells. Classes unlock TECHNIQUES
equipment and abilities that beacons can equip for All beacons have access to a wide array of
quests. weapons, support items, skills, and spells that
Each class has three ranks, with each rank they can equip right from the very beginning. They
unlocking additional equipment and abilities. aren’t limited to equipping only abilities from their
current job.
At level 1, choose 1 rank in any class. See pages
XX-XX for the full list of available classes. You can find the basic equipment and techniques in
Chapter 06: Character Options (Basic Equipment
As they level up, beacons gain ranks in multiple and Techniques, p. XX). You don’t need to choose
classes. The equipment, techniques, and jobs they any until you’re ready to go on a quest, but you
unlock can be mixed and matched in a huge number might want to look at them now to get a feel for
of combinations. what’s available.
APPEARANCE
The last step in creating your beacon is deciding
LEVELS
their appearance – what they, their equipment, and Each beacon has a character level, which
their abilities look like. It’s totally up to you – you can represents their overall growth and strength.
describe them any way you want, regardless of the
Whenever you finish a quest, whether you were
art and flavor text in this book.
successful or not, your beacon gains another
The only limitation is that your description can’t grant character level. This is called leveling up. The
mechanical benefits in combat play. You can’t give maximum character level for beacons is 12.
your character see-through skin and argue they
should always be invisible. Beyond that restriction, LEVELING UP
describe whatever you want: Give your beacon Whenever your beacon gains a character level, they
wings that let them fly around during narrative play. gain:
Let them move around the world in a wheelchair.
 1 rank in a new or existing class
Have them wield weapons made of solid ice.
 1 ability point
Describe a photon axe as a greatsword.
 1 background skill point
Describe the character you see yourself playing. The  1 talent rank or a new rank 1 talent
information in this book is just intended to provide
GRIT
inspiration – it isn’t absolute truth. There are infinite
worlds in which your story can take place. Anything GRIT represents the combat experience that
is possible. beacons gain when they increase their character
level.
Example: Shawn finishes character creation by
deciding that Dhalia is a pale elf with long dark hair Starting at character level 2 and then at every
and golden eyes. Her spells flash with bright light second level after that (i.e., levels 4, 6, 8, etc.),
when used, their color and luminosity changing beacons gain +1 GRIT. GRIT is a passive bonus that
depending on her emotions. With that, she’s ready applies to several other attributes. Each point of
to begin playing! GRIT provides the following:
 +1 HP
 +1 SAVE TARGET
 +1 to all attack rolls
 +1 MEMORY

CHANGING CHOICES
Whenever your beacon gains a level, you may do
one or both of the following:
 Reassign any number of ranks from one talent
to another.
 Reassign any number of ranks from one class
to another.
SAVE TARGET
When one character forces another to make a save,
ATTRIBUTES the character making the save must equal or exceed
the initiating character’s SAVE TARGET to succeed.
In addition to their talents, background skills, and so
on, beacons have several attributes that are used
in combat play. They are determined by a
character’s level, job, ancestry, talents, ability HP AND WOUNDS
scores, and equipped gear and techniques. Every character has a pool of hit points (HP).
Points are subtracted from this pool when they take
damage.
SIZE
Characters have a BLOODIED value, which is half of
SIZE determines how many spaces a character (or their maximum HP (rounded up). When a character’s
object) takes up on a grid and how they interact with current HP is equal to or less than their BLOODIED
cover. Chapter 05: Combat Play (p. XX) covers value, they are considered BLOODIED (p. XX).
how this works in greater detail. In an abstract
sense, SIZE represents how much space or control a When a character reaches 0 HP, they take a
character exerts on the battlefield; it does not Wound. When they take a Wound, their player
indicate exactly how tall or how heavy they are. resets their HP, carrying over any excess damage,
and makes a wound roll to see what additional
SIZE 1/2 and SIZE 1 characters both occupy 1 space, penalties they suffer. Beacons are taken out of a
SIZE 2 characters occupy an area of 2 x 2 spaces, fight when they accumulate 4 Wounds. This is
and SIZE 3 characters occupy an area of 3 x 3 known as their WOUND CAP.
spaces.
See Chapter 05: Combat Play (p. XX) for additional
information on HP, and Wounds and Overstress
(p. XX–XX) for more information about Wounds.

RECOVERIES
Each beacon has a pool of RECOVERIES, which
represent the resources they have available to heal
themselves and repair their equipment. They can
heal themselves by spending RECOVERIES using the
1 REFRESH action and other abilities.
Beacons can be anywhere between SIZE 1/2 and Beacons start with a maximum number of
SIZE 3. This is determined by their ancestry. RECOVERIES determined by their job, which
increases with BULK. They refresh their pool of
SCOPE
recoveries when they take a Long Rest (p. XX).
SCOPE is the maximum number of grid spaces within
which a character can detect HIDDEN characters,
attack with spells, and use certain other abilities.

ARMOR
ARMOR reduces incoming damage by an amount
equal to its value. ARMOR does not affect Discord,
which is a nonstandard damage type, or Stress,
which is not considered damage.
Characters cannot have more than 4 ARMOR.
MANA POINTS (MP)
DODGE Mana points (MP) are a pool of magical energy that
can be spent to use certain abilities. To use one of
DODGE represents how hard it is for attacks to hit a
these abilities, a character must have the indicated
character. To hit a target, the result of the attack roll
amount of MP available, and it is spent once the
must equal or exceed the target’s DODGE.
ability is activated. Beacons can restore MP in
SPEED combat with the 1 REFRESH action.
SPEED is how fast a character can move. When a
character takes a standard movement during their ABILITIES
turn, they can move a number of spaces equal to
Beacons use a wide variety of abilities to achieve
their SPEED (p. XX).
victory in combat scenes. Abilities include traits,
STRESS CAP AND OVERSTRESS equipment, talents, and techniques. In general,
anything that can be used in a combat scene is
Stress is a special type of harm that characters can
considered an ability.
take (p. XX). Stress is accumulated through mental
and physical strain, like suffering psychic attacks or STACKING ABILITIES
performing tiring combat maneuvers.
Each character can only benefit from one instance of
When a character takes Stress, it accumulates until any given ability or effect at a time. Put another way,
it exceeds their STRESS CAP. If a character goes subsequent instances of abilities and effects don't
over their STRESS CAP, they take an Overstress. stack on top of themselves.
Their player resets their Stress, carrying over any
excess Stress; and make an overstress roll to see For example, the Sniper talent’s rank 2 ability, Zero
what additional penalties they suffer. Beacons are In, gives +1 + on ranged attacks every time you
taken out of a fight when they accumulate 4 miss, and stacks until you finally hit with a ranged
Overstresses, which is known as their OVERSTRESS attack. Conversely, the Shocking Grasp spell,
CAP. which prevents targets from performing reactions
until the end of their next turn when they’re hit,
Characters have a BREAKING point, which is half of wouldn’t extend its effect across additional turns if
their STRESS CAP (rounded up). When a character’s they were hit by Shocking Grasp again before the
current Stress is equal to or higher than their original effect expired.
BREAKING point, they are considered BREAKING.
See Wounds and Overstress (p. XX–XX) for
TRAITS
additional information. Traits are abilities that reinforce a beacon’s identity
and playstyle. Traits come from a beacon’s ancestry
MEMORY (p. XX) and equipped job (p. XX).
A character’s MEMORY limits the maximum number Traits can provide either passive benefits or effects
of techniques they can equip. Each technique has its that need to be activated. Some traits provide
own MEMORY cost – the combined value of all of additional abilities, like the Riftblade job’s special
equipped techniques cannot exceed the character’s Riftcutter weapon.
MEMORY.
Beacons’ equipped traits are always available and
AETHERIC DEFENSE (A-DEF) cannot be destroyed.
AETHERIC DEFENSE (A-DEF) is how hard a character
is to hit with Aetheric attacks. Aetheric attacks
target the aether that makes up a being, and they
can’t be avoided like normal attacks. These attacks
– magical attacks from abilities with the Aetheric tag
– must equal or exceed the target’s A-DEF to hit.
EQUIPMENT Weapon Type

Equipment is the weapons, armor, and tools that a In addition to a size, each weapon has one of the
beacon chooses to bring on a quest, and it has a following types:
significant impact on their combat performance.  Artifact: Wands, staves, and other magical
Equipment is broken down into two categories: implements. Artifacts often have the Aetheric
weapons and support items. tag.
 Blade: Swords, axes, and daggers of any size.
Equipment is usually selected when preparing for a
Blades are basic, balanced weapons.
quest.
 Bow: Bows and crossbows. Bows are typically
EQUIPMENT SLOTS ranged and often have the Arcing tag, allowing
them to fire over obstacles.
Each job provides a different number of weapon  Club: Maces, warhammers, and other blunt
slots and support slots. These determine how weapons. These weapons are often Slow or
many weapons and support items the beacon can Inaccurate, but hit hard. Natural weapons like
equip. Weapons can only be equipped in weapon claws also count as clubs.
slots, and support items can only be equipped in  Longarm: Spears, javelins, and other weapons
support slots. Each slot is also suitable for with an extended reach.
equipment of a certain size – LIGHT, MAIN, or HEAVY  Magitech: Magitech weapons are any that
– or smaller. combine technology and magic. Shardguns,
which are firearms that shoot blasts of magical
EQUIPMENT SIZE energy from specialized crystals, are the most
common sort of magitech.
Like equipment slots, weapons and support items
come in three sizes, from smallest to largest: LIGHT, Linked Weapons W
MAIN, and HEAVY. Weapon slots that have a W symbol between two
You can only equip a weapon or support item into a weapon sizes (e.g., [LIGHT W LIGHT]) can hold two
slot if the equipment is the same size as the slot or linked W weapons of the indicated sizes. These two
smaller. For example, if you have a MAIN weapon weapons form a linked pair. When you attack with a
slot, you can equip either a MAIN or a LIGHT weapon linked weapon, you can also attack with the weapon
to it. it’s linked to as part of the same action – as long as
you haven’t already done so as part of the same
FREE EQUIPMENT
action. This second attack is called a linked attack.
Some equipment can be equipped for free. Free Each linked pair can only trigger one linked attack
equipment doesn’t take up a slot when equipped; per turn. You can make a linked attack even if the
however, only one copy of each piece of equipment weapon would normally be used in a different phase.
can be equipped for free at a time. You can’t have This excludes Slow attacks. Linked attacks don’t
multiple free versions of the same equipment. You benefit from bonus damage.
can have multiple different pieces of equipment A weapon can only be in one linked pair at a time.
equipped for free, though, and something equipped Both weapons count as linked W to each other.
for free can still be equipped in other slots. Each weapon in the linked pair counts as a separate
WEAPONS weapon and can benefit from a separate
Enchantment; however, if one is destroyed, so is
Weapons are the primary way that beacons attack the other.
their foes. Weapons can be either melee weapons
or ranged weapons. Melee weapons make melee
attacks, and ranged weapons make ranged attacks.
See Chapter 05: Combat Play (p. XX) for additional
information on how different sorts of attacks work.
What Do Linked Weapons Look Like? skills draw their mana directly from the user’s body,
with no active manipulation of aether needed.
Linked weapons can be interpreted a number of
Because of this, skills are unaffected by the
ways. They might be depicted as dual-wielded
SILENCED condition.
weapons; weapons literally connected by links; or
weapons fused together, like a double-bladed
sword. RESOURCES
SUPPORT ITEMS Beacons tend to acquire various resources during
their adventures. Some resources are used for
Support items are the armor, shields, potions, and combat play only, like temp HP and FOCUS, while
tools that beacons can equip for quests. Support others are only used in narrative play, like GOLD and
items often provide defensive bonuses or utility RESIDUUM. There are also supplies, that can provide
abilities. benefits in both narrative and combat play.

TECHNIQUES COMBAT RESOURCES


Beacons learn a wide variety of battle techniques TEMPORARY HP
that affect the way they approach combat. Offensive
spells, unique ways of moving, and changes to one’s TEMPORARY HP (TEMP HP) is a separate pool of HP
own body are all types of techniques a beacon can outside of a character’s normal HP. Whenever a
equip for a quest. Techniques are broken down into character’s HP is reduced by damage, points are
two categories: spells and skills. taken from their TEMP HP first. Any remaining
damage is subtracted from their HP as normal. TEMP
Techniques cost a certain amount of MEMORY to
HP can’t be restored by effects that restore normal
equip. A beacon’s available MEMORY is determined
HP.
by their equipped job, and increased by their MIND.
You can only equip a technique if there is sufficient TEMP HP can come from various sources, including
MEMORY available. techniques, equipment, and other abilities. Separate
instances of TEMP HP don’t stack; if a character
Techniques are usually equipped when preparing for
already has TEMP HP, a second source of TEMP HP
a quest.
would only apply if it is greater than the current
FREE TECHNIQUES amount of TEMP HP they have. For example, if a
character with 2 TEMP HP uses an ability that would
Like equipment, some techniques can be equipped give them 4 TEMP HP, this new, greater source of
for free. Free techniques don’t take up any MEMORY; TEMP HP replaces the first one – they end up with 4
however, only one copy of a given technique can be TEMP HP, not 6.
equipped for free at a time. You can’t have multiple
free versions of the same technique. You can have FOCUS
multiple different techniques equipped for free,
FOCUS is a temporary resource gained during
though.
combat scenes. It can be spent for certain effects,
SPELLS like the INTERPOSE reaction. It starts at 0, and has
no maximum. All FOCUS is lost at the end of each
Spells are magical abilities. Not every spell requires scene.
the caster to spend MP, but they do require the
caster to be able to manipulate aether. Because of NARRATIVE RESOURCES
this, the SILENCED condition (p. XX) prevents
GOLD
characters from casting spells.
SKILLS Instead of keeping track of every piece of currency
your character is carrying, Beacon uses an abstract
Unlike spells, skills are abilities that don’t require the form of currency called GOLD. GOLD represents the
user to manipulate aether. They are usually resources and influence that are available to your
nonmagical in nature, but some do cost MP to beacon. The actual currency used in your Reflection
activate, like the shapeshifter’s Scout Form. These might be emerald chips, paper bills, or credits, but
for simplicity’s sake these are all treated the same
way.
SUPPLIES
Beacons are assumed to have enough resources to
cover basic needs like food and housing, and they Supplies are miscellaneous items that beacons can
always have access to their starting and unlocked bring on quests, like a well-cooked meal from the
equipment. GOLD is only used for downtime tavern or a potion from the local alchemist. They
activities, purchasing SUPPLIES (see below), and in provide temporary benefits and don’t require
narrative scenes. equipment slots or MEMORY to equip. SUPPLIES can
be earned as quest rewards, through narrative play,
In narrative scenes, GOLD is only used for purchases most often with the SHOP downtime activity. You can
that are meaningful and impactful. A beacon doesn’t find the full list of SUPPLIES in Appendix A: Shops
need to spend GOLD when staying at an inn or and Supplies (p. XX).
purchasing a drink at the tavern; however, staying in
the penthouse suite of the Golden Goose Casino When preparing for a quest, your beacon can equip
might cost GOLD, since doing so is a luxury reserved up to three of their available SUPPLIES. Each beacon
only for the wealthy. can only bring one instance of each supply per
quest. All equipped SUPPLIES are destroyed at the
GOLD can be acquired through downtime activities end of the quest, regardless of whether they were
like PURSUE PROFESSION or as a reward at the end of used or not.
quests. Each beacon can have a maximum of 10
GOLD at a time. Example: Dhalia has two sleeping bags, a titan
flask, and elf cookies as her available SUPPLIES. She
Why a Gold Limit? is preparing for a tough quest, so we wants to bring
The GOLD limit is to encourage players to spend their as many SUPPLIES as she can. She can only bring 3
GOLD more often, instead of hoarding it. GMs are SUPPLIES and can’t bring duplicates, so she brings

welcome to change the limit to better suit their one sleeping bag, one titan flask, and one elf cookie.
game. SUPPLIES gained during the course of a quest can
RESIDUUM either be immediately equipped – exceeding the
normal limit of three equipped SUPPLIES – or saved
RESIDUUM is a byproduct of the destruction of for a future quest.
magical items. It is dense in aether and can be used
to modify other magical items. RESIDUUM is created
with the DISENCHANT LOOT downtime activity. (p.
XX).
 1 RESIDUUM: Reroll any one loot crate slot.
 2 RESIDUUM: Reroll any one loot crate slot and
choose a specific type for the slot (weapon,
support item, skill, or spell).
 2 RESIDUUM: Reroll any one loot crate slot. The
rerolled slot will be one level rarer than the
original result (Uncommon > Rare >
Legendary).
03: QUESTS
Gameplay in Beacon revolves around quests.
Quests are the adventures that the beacons go on, STAKES
each comprising a combination of narrative and
combat play. The stakes describe the things that might happen if
the quest succeeds or fails. Depending on the goal,
After every quest, whether it is a success or failure, this could include any of the following:
all beacons gain a character level.
Goal: Destroy the forces occupying the castle.
Quests have the following components:
 Success: The nearby town is safe and its
 Goal: The quest’s objective. people don’t need to worry about extortion.
 Stakes: The potential outcomes of success  Failure: The occupying force retaliates and
and failure. destroys the town.
 Information: The things known by or available
to the PCs before they begin the quest. Goal: Prevent the archmage from crashing the
 Rewards: The rewards, if any, that the moon into the planet.
beacons might receive upon completing the  Success: The moon stays where it is.
quest. Listed rewards might require succeeding  Failure: The moon crashes. Bad things follow.
in the quest, or simply completing it.
Goal: Assassinate the faction leader.
Quests progress through the following stages:
 Success: The faction is weakened and likely to
 Preparation: The beacons prepare for the be destroyed or assimilated.
quest.  Failure: The faction is emboldened, gaining
 Quest Scenes: The quest begins and moves more followers and strengthening its position.
through a series of narrative and combat
scenes that tell an overarching story. Goal: Rescue a captured friend.
 Downtime: An opportunity to undertake  Success: The beacons’ friend is returned
downtime activities before the next quest. safely.
Chapter 07: Game Master’s Guide provides  Failure: The beacons’ friend becomes the
guidance for creating quests (Building Quests, p. vessel of a parasitic psychic entity.
XX). Each quest needs stakes, although the GM can
keep them broad or vague. Either way, the players
GOAL should have a good understanding of what the
stakes are. The stakes can’t be hidden or secret.
The quest’s goal is the thing the beacons need to do
Depending on the actions of the players, it’s possible
to succeed. This can include things like:
to achieve a mixed outcome – neither an outright
 destroying the forces occupying the castle success nor a total failure. The GM can decide the
 preventing the archmage from crashing the results in cases like this. They don’t need to be
moon into the planet specified ahead of time.
 assassinating the leader of a faction
 rescuing a captured friend.
The players should always know the quest’s goal.
Beacons might receive additional rewards after a
INFORMATION request, like GOLD, SUPPLIES, or narrative benefits.
These additional quest rewards might be dependent
Some information might be available to the players on whether the quest was successful or not. For
before the quest begins. This helps them prepare for example, the rescue of a captured prince might see
the quest and understand the situation they’re the beacons awarded noble titles. Clearing out a
getting into. dangerous dungeon, on the other hand, might earn
Before the quest begins, the players should have an each player a specific bonus piece of loot. These
opportunity to ask questions, with the GM answering additional rewards are up to the GMs discretion.
based on what they might reasonably know or can
safely expect. The GM might also allow the players
to perform skill checks or downtime activities to gain
QUEST STAGES
more information. Quests can be broken down into three stages:
preparation, the quest itself, and then downtime.

REWARDS PREPARATION
After finishing a quest, the beacons receive rewards. When preparing for a quest, the players pick the
Whether the quest was successful or not, beacons abilities and equipment they want their beacon to
always receive a new character level, and a loot have during that quest. They choose the following
crate. from their unlocked options:
 New character level: The beacons level up  A job
after every quest they complete. This increases  A trait from their chosen ancestry (p. XX)
their character level by one and allows them to  Equipment (weapons and support items) equal
gain a new class rank. They can either take a to their slots
new class at rank 1 or go up to the next rank in  Techniques (skills and spells) equal to their
a class they already have (up to a maximum of MEMORY
rank 3).  SUPPLIES
 Loot crate: Loot crates are randomized
Players always have access to all of their jobs,
rewards. Loot crates are an abstraction – a
ancestry traits, equipment, techniques, and SUPPLIES
mechanism to assign random rewards to
when preparing for quests, regardless of where they
beacons – and they aren’t always boxes of
treasure. Each player receives their own loot are or the situation in which they find themselves.
crate containing three random pieces of Once everyone has prepared, the quest begins.
equipment or techniques, one of which they get From this moment on, they are considered to be on
to keep. The loot they choose is added to their that quest until it is finished. They can only be on
unlocked equipment and techniques. Players one quest at a time, although side objectives and
always have access to unlocked loot, just like
challenges may arise along the way that weren’t
any other piece of equipment or techniques.
present when they set out.
Each player can only receive a given piece of
loot once; if a loot crate contains a piece of loot
they already have, that option is rerolled. Loot
crates are discussed in more detail in Chapter
07: Game Master’s Guide (Loot and Rewards,
p. XX).
QUEST SCENES DOWNTIME
Quests are composed of multiple narrative and After finishing a quest, the beacons begin a period of
combat scenes. Each quest typically features downtime. Downtime is a type of narrative play in
between one and four combat scenes, with narrative which the characters can pursue personal interests,
scenes sprinkled throughout. explore the world, and perform downtime activities
(p. XX). The GM can also decide to declare
The GM is responsible for presenting scenes to the downtime during long breaks in the middle of quests.
players and stringing them together (see Chapter
07: Game Master’s Guide, p. XX, for more When the beacons begin downtime, it counts as
information about building quests). While the GM taking a Long Rest, which replenishes their HP, MP,
might have an idea about how a scene could unfold, and other attributes; allows them to change out their
the actions of the players ultimately determine what equipment and techniques; and more. See page XX
happens within a scene. for more information on resting.

The players are responsible for interacting with the Chapter 04: Narrative Play contains further
scenes presented to them. Players don’t get to information on downtime (Downtime Activities, p.
choose what scenes take place (although they are XX).
encouraged to let the GM know if they have specific
scenes they’d like to see), but they do influence
what happens within a scene.

Example: The GM sets up a narrative scene where


the beacons have to cross a heavily guarded bridge.
They expect that the players will try to talk their way
through; however, the players decide to solve the
problem by building gliders and using magic to soar
right over the bridge.
The GM did not expect this outcome, but the point of
the scene was to see how the beacons solved the
problem, not to force a social interaction. The
players used an unexpected but creative solution.

EXAMPLE QUEST STRUCTURE

 Preparation: The beacons are presented with


a quest to find a specific villain and defeat
them. They prepare for the quest and set out.
 Scene 1 (narrative scene): The beacons
scout for the villain’s lair and contend with
native fauna.
 Scene 2 (narrative scene): The beacons find
the lair, but must navigate past the traps and
guards within.
 Scene 3 (combat scene): The beacons
confront the villain in battle.
 Scene 4 (narrative scene): The beacons flee
the villain’s collapsing lair.
 Downtime: The beacons return to town,
completing the quest and receiving their
rewards. They enter a period of downtime until
they begin their next quest.
04: NARRATIVE PLAY
Narrative play is anything that occurs outside of a combat scene, whether it be planning quests, pursuing
personal objectives, disabling the traps in a ruin, or even running a tavern.
The players decide what their characters do during narrative play. If the GM believes an action is important, they
can ask for a skill check to determine how well it goes.
Narrative play can involve small-scale fights and conflict, like fending off back alley robbers or overwhelming a
single guard. These fights are resolved in an abstract fashion, using skill checks or narrative actions (see below)
rather than tactical combat. Not every fight triggers a combat scene; combat play is reserved for important, large-
scale fight scenes, like fending off a squadron of dragon riders from the deck of an airship during a thunderstorm.
NPCs don’t use these narrative play rules. They don’t have background skills or titles, and they don’t roll dice or
perform narrative actions. Instead, the GM describes what NPCs do or how they react to the things the PCs do.
For example, if an NPC guard wants to capture a fleeing beacon, the guard wouldn’t make a skill check. Instead,
the GM would describe what the guard is trying to do and let the player describe how they attempt to avoid
capture. If the beacon was in a bad situation or it was clear there would be no escape, they could instead just
state that the beacon was captured. In either case, the GM makes no rolls.

Example: Dhalia wants to research whether the


SKILL CHECKS Scourge’s latest manifestation has a weakness.
The GM asks Shawn to make a skill check to
Skill check summary: When you make a skill find out how Dhalia’s research goes. She gets a
check, you roll 1d20 with the following modifiers: 6 on her roll, which is a miss. The GM decides
 + equal to your ranks in a relevant that instead of finding out a weakness, she
background skill learns of an ancient enemy of the Scourge. The
GM also decides that she loses track of time and
 +2 if you invoke your beacon’s title. misses an important meeting.
When you attempt something in narrative play A hit indicates success, but with some sort of
that has a chance of failure, the GM may call on cost. The cost isn’t as severe as it would be on a
you make a skill check to determine whether you miss, but it is still present.
are successful or not.
Example: If Dhalia’s result had been a hit, the
To make a skill check, you roll 1d20. If you have GM would tell her that she successfully found
a background skill that would be beneficial, one of the Scourge’s weaknesses, but lost track
you gain + on the roll equal to your ranks in of time and was late to an important meeting.
that background skill. Any given skill check can
only benefit from one background skill. If you A crit is a resounding success. You get what
invoke your title, you gain +2 to the roll (see p. you wanted at no additional cost, or you get
XX for information on titles). even more than you were hoping for at a cost.

Skill checks have three potential outcomes, Example: If Dhalia’s result had been a crit, the
depending on the total of your roll and any GM would just tell her that she found the
modifiers: Scourge’s weakness, with no cost.
 Miss (9 or less) Costs for skill checks can include injuries, taking
 Hit (10–19) longer than expected, losing an item, damaging
 Crit (20+) a relationship, embarrassing oneself, feeling a
A miss indicates you didn’t achieve the desired strong emotion, or anything else the GM or
result. You get a lesser version of what you were players can think of.
hoping to achieve and there’s usually a
significant cost you have to pay.
Skill checks can only be attempted at the GM’s
discretion. For example, if you try to jump 30
feet straight up in the air with nothing to aid you HELPING OTHERS
but an average level of human strength, the GM Beacons can assist other beacons with their skill
will disallow that skill check, even if you’ve checks. To do so, the beacon who is helping
already rolled a 25 on your attempt. Tell the GM must be in the same location as the one
what you want to do, and they will let you know attempting the skill check and must be able to
whether you need to roll a skill check or not. invoke their title, and the beacon making the skill
check can’t have invoked their own title for that
DIFFICULT SKILL CHECKS check. If these criteria are met, the assisting
The sorts of activities that prompt skill checks beacon can invoke their title on behalf of the
are inherently difficult, since if they weren’t, you roller.
shouldn’t be rolling dice for them in the first
place. That said, the GM can add - to skill CHOOSING FAILURE
checks to represent particularly tough You can choose to automatically get a miss
challenges. result on a skill check. You might do so if you
If the GM or players believe a challenge is find that result interesting or have a narrative
exceptionally hard, difficult, or challenging, the reason.
GM can impose up to 3 - on the skill check.
 1 - represents a very hard challenge. NARRATIVE ACTIONS
 2 - represents a challenge in which Skill checks work for anything a beacon might
numerous factors all contribute to an want to do in narrative play, but they are
exceptional level of difficulty.
intentionally broad and generic. Narrative
 3 - represents a challenge that straddles
actions are specific types of skill checks that
the line of what should even be allowed as
can also be made during narrative play and that
a skill check. Before applying this level of
have specific outcomes. They don’t represent
difficulty, think about whether this is
something that should be possible for a every possible action; instead, they are more
beacon to accomplish. If it is, then go for it detailed and focused variations of normal skill
– even if it stretches the limits of checks.
plausibility. After all, beacons are heroes Narrative actions are used instead of standard
that routinely do the impossible.
skill checks when their trigger is met. Triggers
As a guideline, the GM usually shouldn’t add are given as a bolded phrase in the action’s
more - to a skill check than the tier of NPCs description. This phrase is the event that takes
the beacons are currently up against (see place in the narrative to trigger the action.
Chapter 08: Non-Player Characters, p. XX–
When a narrative action is triggered, the player
XX, for information on tiers.)
in question rolls a skill check and uses the
results listed for that narrative action.
Terminology
The terms miss and hit might sound familiar to GAIN INSIGHT
you. They are borrowed from Meguey and
What you see is not always what you get.
Vincent Baker’s Powered by the Apocalypse
Sometimes the situation is unclear or confusing.
(PbtA) framework, first used in Apocalypse
Take a moment to look around and dive a little
World. Beacon’s narrative actions are designed
deeper.
like PbtA’s “moves”, meaning you can easily
import other PbtA moves into Beacon, or even When you quickly read a person, place, or
use an entirely different set of PbtA rules for situation, roll:
narrative play.
9 or less (Miss): You get a bad read of things.
The GM tells you either something untrue that
you believe, or something true that you wish
CONVINCE wasn’t.
A honeyed word, a veiled threat, or an equal 10–19 (Hit): Ask two of the following questions
exchange; all are ways of convincing a person to about your subject of study:
do something.
 What recently happened or is about to
When you try to convince someone to do happen?
what you want, roll:  How can I ______?
 What seems strange here?
9 or less (Miss): They can’t be convinced to do
 Who or what is in charge here?
it.
 What is safe or vulnerable here?
10–19 (Hit): The GM chooses one of the  What is useful to me?
following: 20+ (Crit): As above, and you can ask one
 They do what you want, but only if you do follow-up question that doesn’t need to be from
something for them first. the list.
 They won’t do it unless you give up any
leverage over them.
20+ (Crit): They do what you want.
People can’t be persuaded to do things that go
against their beliefs or that they think are bad
ideas unless you have some kind of leverage.
GATHER INFORMATION MAKE CONFLICT
Hit the streets or hit the books. Information is Punch someone in the face, belittle them in front
power, and you collect it from wherever you can of their friends, or have a psychic showdown in
find it. their dreams. However you do it, you’re in
conflict with someone.
When you spend time gaining information
about a person, place, or thing, name your This action is for quickly handling conflict in
general topic of inquiry and roll: narrative play. Not every fight is important
enough to warrant moving to combat play. The
9 or less (Miss): Ask the GM one question
benefits of this move are purposely vague to
about your topic, and they will give you an
encourage the players and GM to interpret the
answer that you think is true. The information is
results creatively.
either untrue, or contains true information that
you wish wasn’t true. When you engage in conflict with something
(physical, social, or mental), roll:
10–19 (Hit): Ask the GM one question about
your topic, and they will respond truthfully. 9 or less (Miss): Choose two costs (see below).
20+ (Crit): As above, but you can ask two 10–19 (Hit): Choose one benefit (see below)
questions. and one cost.
The GM can ask you to come up with a different 20+ (Crit): Choose one:
question if they think it unlikely you would be
 You defeat them outright.
able to discover that information, or if they want
 Choose two benefits and one cost.
that information to be discovered another way. A  Choose one benefit and no costs.
classic example would be a beacon trying to
solve a murder mystery: Asking, “Who is the BENEFITS
murderer” might invalidate the quest, dampening
 You wound them or drive them away.
the fun for everyone. On the other hand, the GM
 You leave an impression of your choice on
might allow the question, pivoting the quest from them.
an investigation into a survival quest in which  You create an opportunity for your allies.
the PCs must outlast or escape the murderer!  You take something from them.
COSTS

These costs have both narrative consequences


as well as associated mechanical costs (in
parenthesis). The GM can decide whether to
apply the mechanical cost or leave it as purely
narrative.
 You are wounded (reduce all of your
background skills by one rank until you
have a chance to rest)
 You put yourself or an ally in a bad position
of the GM’s choice (a character chosen by
the GM gains +2 - on their next skill
check this scene).
 You lose an important piece of equipment
(a weapon or support item is destroyed).
 You are shaken (a technique is destroyed).
MOVE UNSEEN OVERCOME
Getting into a place you shouldn’t be is easy for When an obstacle is in your way, go through it
a beacon. The hard part is not getting caught. or around it. Jumping over a crocodile-filled
moat or disabling a sentry-bot’s control
When you sneakily gain access to an area,
mechanism are all ways of overcoming an
describe your plan and roll:
obstacle.
9 or less (Miss): You find yourself in a bad
When you try to overcome an obstacle, state
position.
what you want to accomplish. The GM will
10–19 (Hit): You get in, but getting out is harder. tell you the stakes (the cost you must pay to
Choose one: succeed). If you accept, roll:
 You leave something behind. 9 or less (Miss): You don’t succeed and must
 You take a problem with you. pay the cost.
20+ (Crit): You get in and out without anyone 10–19 (Hit): You can choose to either succeed
noticing. and pay the cost, or fail but don’t pay the cost.
Leaving something behind can include leaving 20+ (Crit): You succeed and don’t pay the cost.
an important item or evidence of your presence.
Taking a problem with you can include taking The stakes are a way for the GM to indicate how
injuries, alerting the guards, or taking a prisoner. difficult a specific course of action is and
telegraph this to the player. This also gives the
This action abstracts a variety of story beats and player the opportunity to change their mind and
actions into one. Use it when you want to quickly think of a different approach.
handle a stealth scene.
For example, if the aforementioned crocodile-
filled moat is particularly large, the GM could
make the cost “severe damage to one of your
limbs”. The player might decide this cost is too
high to pay, so they decide to think of another
solution.
In the sentry-bot example, the GM could make
the cost “your tools are destroyed”. If the player
decides they are comfortable with that cost, they
can proceed to make the roll.
RECALL LORE
Consult your accumulated knowledge to pull out
DOWNTIME
random bits of lore and trivia, like what type of ACTIVITIES
creature stands before you or the name of a
specific noble. Whenever your beacon has free time, they can
perform downtime activities. There is
When you recall your knowledge or automatically a period of downtime after the
memories about a topic, ask the GM a completion of a quest, but the GM can also
question and roll: declare downtime during a long break within a
9 or less (Miss): The GM gives an answer you quest. A period of downtime allows each beacon
wish wasn’t true, or you wish you didn’t believe. to perform one downtime activity, unless the GM
They may ask what you think the answer is allows for more.
before answering. There is no specific length of time needed to
10–19 (Hit): The GM gives you a truthful perform a downtime activity, but at least a day is
answer. You can propose additional detail, but a good guideline. Some downtime activities are
you can’t invalidate the GM’s answer. dependent on resources or other people and
might not be available even if enough time exists
20+ (Crit): The GM gives an answer, and you to perform the activity.
can change or modify that answer as long as it
remains in the spirit of the GM’s original answer. Each downtime activity has a bolded phrase in
The GM may ask what you think the answer is its description, which is its trigger. When a
before providing theirs. beacon meets the trigger for a downtime activity,
they can perform that activity. Some downtime
USE MAGIC activities involve rolls, while others have
Magic is powerful, but takes training to use automatic effects.
safely. One small mistake can magnify a spell’s If a player is unsure of which downtime activity
undesirable effects. to pursue, they can explain what they want to
When you attempt to create a magical effect, do. The GM and other players can then try to
answer the following and roll: match that beacon’s activity with an existing
downtime activity or create a custom activity on
 Purpose: What should the spell do? the fly.
 Boon: Pick a positive trait for the spell
(fast, quiet, powerful, etc).
 Bane: Pick a negative trait for the spell
(explosive, draining, loud, etc).
The boon and bane shouldn’t be opposites of
each other.
9 or less (Miss): The spell fulfills its purpose,
but gains the bane with no boon.
10–19 (Hit): The spell fulfills its purpose.
Choose one of the following:
 The spell gains its boon and its bane.
 The spell avoids its bane.
20+ (Crit): The spell fulfills its purpose and gains
its boon, but no bane.
CREATE A RITUAL DISENCHANT LOOT
Rituals are complex magical spells that can be Loot can be disenchanted into RESIDUUM, a
customized to create whatever effects the caster magical powder used to enhance and alter other
wants. Due to their complicated nature, magical items (p. XX).
however, they are not easy to perform and can
When you want to disenchant loot into
have dangerous side effects if done incorrectly.
RESIDUUM, choose at least one piece of loot.
When you want to use magic to solve a
The loot you select is destroyed and you gain an
problem, answer the following questions and
amount of RESIDUUM depending on the rarity of
roll:
the loot:
 What does it cost to cast the ritual?
 Uncommon: 3 RESIDUUM
 How is the ritual performed?
 Rare: 4 RESIDUUM
 What could go wrong?
 Legendary: 5 RESIDUUM
9 or less (Miss): There’s a problem with the
ritual, and that problem is worse than you
DUNGEON-DIVE
thought. When you use the ritual, the GM Dungeons and ruins are great places to find
describes what goes wrong. interesting gear and supplies.
10–19 (Hit): The ritual is more complicated than When you want to acquire loot, roll:
you expected. You and the GM each choose
9 or less (Miss): It was a rough expedition. You
one of the following complications:
get a loot crate, but only the Slot 1 option.
 It takes longer to create the ritual than you
10–19 (Hit): The expedition was a success. You
thought. You can automatically finish it by
get a loot crate, but only the Slot 1 and Slot 2
performing this activity again in a
options.
subsequent downtime period (no roll
required) and meeting all of the other 20+ (Crit): Jackpot! You get a loot crate.
conditions.
 It goes wrong in the way you expected. You can immediately sell or disenchant loot you
 The cost isn’t sufficient. The GM adds an get from this activity, as with the SHOP and
additional cost that must be paid to perform DISENCHANT LOOT downtime activities.
the ritual.
 The effects are unreliable or temporary.
 The ritual is considered forbidden or taboo.
20+ (Crit): You successfully create the ritual
with no complications.
Once you’ve created a ritual, you can use it
again without rolling if you meet the
requirements and perform this downtime activity.
Record your answers and the complications as
the “recipe” for the ritual.
FIND ECHO GAIN A CONTACT
The Source is made of countless reflections, Contacts are relationships that can be leveraged
each a different reality. Because of this limitless for benefits. They can be people with any sort of
potential, it’s possible to find alternate versions relationship to a beacon, from close friends to
of yourself in the Source, called echoes. The rivals or even mortal enemies. Whatever the
strongest echoes are those that are almost relationship, a contact can get you something
exact copies of yourself, with only minor you want.
differences.
When you want to find a person that can help
Finding an echo requires meditation, slowly you, name either a specific individual or a
aligning your aether and mind with the Source. general category of person (dockworker,
Once aligned, you receive a vision of the Source business executive, town guard, etc.), then
and all your echoes within. State the changes roll:
you wish to make to yourself, and the echoes
9 or less (Miss): You gain the contact, but you
will fade until only one remains. This echo has
will need to earn their trust or deepen your
the aspects you want, and is willing to swap
relationship with them before they will do
them with you for the versions you currently
anything for you.
have.
10–19 (Hit): You gain this contact and they will
When you want to magically change your
perform a minor or moderate favor for you, but
appearance, name, gender, title, ancestry,
they will likely ask for something in return after
classes, or talents, find an echo.
doing so.
Once you find an echo, the changes take place.
20+ (Crit): You gain this contact and they will
This is always a willing exchange, as the
perform a minor or moderate favor for you at no
process can only take place with a willing echo.
cost, or a major favor for which they will expect a
One thing that can’t change are your life
favor in return.
experiences, which remain the same.
Once the roll is made, the GM should set up a
This activity can be used to fully retrain your
brief narrative scene to roleplay how they
character, or to change your character’s
became your contact. The GM can disallow
appearance to better match your image of them.
certain characters from becoming contacts, and
It is not intended for shenanigans like getting
should indicate this before a roll is made to gain
away with crimes by changing your appearance,
them as a contact. GMs, don’t make players use
and characters trying to do so will discover that
the downtime activity if it is impossible succeed.
they can’t find any suitable echoes.
Remember, you can make some changes to
your character when they level up. Specifically,
you can reassign any number of ranks in one
talent to another and reassign any number of
ranks in a class to another class. This activity is
for bigger, more encompassing changes.
GET SOMETHING A full list of shops and their SUPPLIES can be
found in Appendix A: Shops and Supplies (p.
Beacons can easily acquire common or XX–XX).
mundane items like food, armor, and weaponry.
Some things are harder to obtain – just out of a SELLING
beacon’s reach, but not impossible to grasp.
When you want to sell loot or other valuable
When you want to acquire something items, name the items or loot and roll for
important, name what it is and roll: each item:
9 or less (Miss): You can get it, but at great 9 or less (Miss): You can only sell it for –1 GOLD
cost. You either have to give up something you below its base price at this time. You can try
don’t want to lose, or do something you don’t again with a future downtime activity.
want to do for someone.
10–19 (Hit): You can sell it for its base price.
10–19 (Hit): You can get it, but you will owe
20+ (Crit): You can sell it for +1 GOLD above its
something to someone.
base price.
20+ (Crit): You can get it, no strings attached.
The GM will set a base price of 1–3 GOLD. For
Next time you try to GET SOMETHING the same
loot, the rarity of the loot determines its price
way, treat this result as a 10–19 instead.
(Uncommon: 2 GOLD; Rare: 4 GOLD;
Before you commit to performing this activity, Legendary: 6 GOLD).
the GM will let you know if the thing you want
WISHLISTING
can’t be obtained this way.
When one beacon performs the SHOP downtime
GO SHOPPING
activity, other beacons can also do so for free.
This downtime activity allows beacons to buy Performing this activity for free is called
valuable items and SUPPLIES, or sell valuable WISHLISTING. When WISHLISTING, a beacon can
items and loot for GOLD. When using it, keep in only buy or sell one item.
mind that beacons are always able to cover their
basic needs, like food, housing, and their
starting and unlocked equipment. SHOPS SUPPLIES
There are two versions of this downtime activity: Adventuring
General Store
Buying and Selling. supplies (p. XX)
Potions and elixirs
BUYING Alchemy Shop
(p. XX)
Gear and
When you want to buy supplies or other Blacksmith
equipment (p. XX)
valuable items, ask the GM for the available Magitech and
shops and their stock. Engineer cutting-edge tech
(p. XX)
Buying SUPPLIES or valuable items costs GOLD. Food and drink (p.
Tavern
You can buy as many items as you want from XX)
the shops available. The GM determines which Gear and clothing
Leatherworker/Clothier
shops are available, what they have in stock, (p. XX)
Temporary
and their prices, either manually picking options
Magic Shop/Dojo techniques (p.
or randomly generating them (see p. XX). The XX)
goods in stock are the same for all beacons for
the rest of the downtime period. The general
store is always available.
During a Short Rest or a Long Rest, you can
replace your loadout with the imprinted loadout
HIT THE BOOKS without spending a RECOVERY. The following
Libraries, schools, and other repositories of caveats apply:
information are valuable tools for beacons.
 Your current HP, MP, Stress, and
When you want to research or learn about RECOVERIES don’t change unless the new
something, name what you want to learn and maximums are lower than your current
roll: values, at which point they are reduced to
9 or less (Miss): You can ask the GM up to two equal the new maximum.
questions about your topic before they answer.  If any equipment or techniques have been
One of their answers can be untrue. destroyed, their loss carries over to the
10–19 (Hit): You can ask the GM up to three new loadout as follows:
questions about your topic before they answer.  For every destroyed piece of equipment,
One of their answers can be untrue. a piece of the new loadout’s equipment
20+ (Crit): You can ask the GM up to two must be destroyed. The destroyed
questions about your topic, and both answers equipment must be of the same size, if
will be true. You don’t need to ask both possible. If there is nothing of matching
questions at the same time. size, something of the next largest size
is destroyed instead. For example, if you
one of your LIGHT weapons has been
IMPRINT A CRYSTAL destroyed, one of the new loadout’s
LIGHT weapons must also be destroyed.
Beacons can imprint memories of themselves If the new loadout doesn’t have any
onto special gems called job crystals. By LIGHT weapons, then you have to
focusing on a memory and weaving their destroy a MAIN or HEAVY weapon
aetheric field into the crystal, an imprint of that instead.
memory is made. Beacons holding a job crystal
containing one of their imprints can access that  For every destroyed technique, a
memory by reweaving their aetheric field into it, number of the new loadout’s techniques
overwriting certain features of themselves with must be destroyed with a MEMORY cost
the ones from the imprinted memory. equal or greater than the MEMORY cost
of the destroyed techniques from the old
When you want to imprint a specific loadout loadout.
onto a job crystal, pick any number of the
following elements to imprint: Equipment and techniques with the
Consumable or Limited tags and no charges
 An ancestry trait
left count as destroyed when using an imprint.
 A job
 Weapons A beacon can have one imprinted crystal at a
 Support items time, and crystals can be used multiple times.
 Techniques To be used, the loadout imprinted on a crystal
 Clothing and general appearance
must have at least one difference from your
In narrative play, when you have a few current loadout. If an imprint matches the current
moments to focus, you can replace your loadout, it can’t be used.
clothing, equipment, and gear with those
imprinted on the crystal.
MAKE SOMETHING PURSUE A PROFESSION
Beacons are capable of creating incredible Pursuing a profession can be a good way to
items, whether they be suits that can survive the earn GOLD or obtain SUPPLIES.
crushing depths of the ocean or airship engines
Pursuing a profession has two steps, each of
that can traverse a storm wall.
which is a downtime activity: Learn a
When you want to make something special, Profession and Work a Profession.
answer the following questions and roll:
LEARN A PROFESSION
 What does it do?
 Why is it special? When you want to learn a new profession,
 What is it made of? pick one of the professions listed below, or
create one and pick the type of business that
9 or less (Miss): Something goes wrong in the
you think would be connected to it from
design or crafting process. The GM picks two
those listed below. You gain a new rank 1
complications (see below).
background skill named for that profession. This
10–19 (Hit): The object is more complicated background skill can be improved like a normal
than you expected. The GM picks one background skill.
complication.
You can have a maximum of two professions at
20+ (Crit): You make it with no complications. a time, after which you can take this downtime
activity to replace a known profession with a
Complications
new one at rank 1. When you learn a profession,
 It’s expensive. you can immediately Work a Profession using
 It requires a rare or unique ingredient. that profession.
 It’s unreliable or temporary.
 It takes longer to make than you thought.
You can automatically finish it by WORK A PROFESSION
performing this activity again in a
subsequent downtime period (no roll When want to use your profession to earn
required) and meeting all of the other GOLD, roll with your profession’s background
conditions. skill:
 You need help from _____.
9 or less (Miss): You gain 1 GOLD.
Objects made using this activity are not usable
in combat play. Once you’ve made an item, you 10–19 (Hit): You gain 3 GOLD.
can use this downtime activity to make the same 20+ (Crit): You gain 5 GOLD.
item again without rolling as long as you have
the ingredients. Record your answers as the You can then immediately gain one supply with
“recipe” for the item. a GOLD cost equal to or lower than your ranks in
that profession’s background skill. It must be
This activity is for making special items. If a available from the type of shop connected to
beacon wants to make something simple or your profession, but you can do this even if that
uncomplicated, like carving a wooden duck, they shop wouldn’t otherwise be available. As with
can make it with skill check at the GM discretion, the SHOP downtime activity, the GM will provide
instead of using a downtime activity. you with the available stock.
PROFESSION SHOP
Alchemy Alchemy Shop MANAGE AN ORGANIZATION
Carpentry Engineer or
Leatherworker/Clothier When you want to manage an organization or
Cooking Tavern business, roll with your organization skill:
Enchanting Magic Shop/Dojo
9 or less (Miss): Reduce the rank of your
Engineering Engineer organization skill by –2.
Fishing Tavern
10–19 (Hit): Increase the rank of your
Herbalism Alchemy Shop or Tavern
organization skill by +1.
Lapidary General Store or Engineer
Leatherworking Leatherworker/Clothier 20+ (Crit): Increase the rank of your
Mining Blacksmith organization skill by +2.
Scribing Magic Shop/Dojo The organization can be used like a background
Skinning Leatherworker/Clothier skill in situations that match its specialty.
Smithing Blacksmith Whenever you use it like this, reduce its rank by
Tailoring Leatherworker/Clothier –1 after using it. If you have negative ranks in
this skill, you gain - equal to the negative ranks
when using it.

RUN AN ORGANIZATION When using the Go Shopping downtime


activity, you can spend ranks from your
Beacons often have jobs, whether running
organization skill in lieu of GOLD. Each rank
stores or leading guilds.
spent counts as 1 GOLD, to a maximum of 3
Running an organization has two steps, which GOLD.
are downtime activities: Create an
You can also have your organization act on your
Organization and Manage an Organization.
behalf at the cost of one rank, calling on it to do
CREATE AN ORGANIZATION things that you as an individual wouldn’t be able
to do.
When you want to create an organization or
business, answer the following: You can spend 2 GOLD to increase the rank of
your organization skill by +1.
 What is the name of the organization?
 What does the organization specialize in?
You create the organization. It counts as a
special background skill that starts at rank 0,
and can range between –3 and +3 ranks. You
can’t increase its ranks with normal background
skill points.
When you create an organization, you can
immediately Manage an Organization for that
organization.
TAKE A BREATHER TRAINING
Sometimes you just need to relax. Some people Training allows beacons to improve, gain new
spend time reading books or enjoying nature, skills, or even learn new fighting styles.
while others meet with friends or hit the town.
When you want to learn something new or
When you want to partake in an activity you improve an existing ability, pick one of the
enjoy or find relaxing, name what you are following to train:
doing to relax and roll:
 A background skill
9 or less (Miss): It had the opposite effect, and  A class
you are now more stressed than you started. Background skill: You either gain a new
You and the GM each choose one of the background skill at rank 1 or improve an existing
following: skill by one rank.
 You couldn’t stop thinking about _____. Class: Choose any class and roll:
 You made a fool of yourself.
 You overindulged, and now you’re hurting. 9 or less (Miss): It is hard to learn anything
 Something went wrong. practical about this class. Unlock a weapon,
 You lost track of time and missed or forgot support item, or technique from the chosen
something. class. It can only be used in the next quest.
 You spent more money than you should
have. 10–19 (Hit): You’ve made progress in the
 You made an enemy. fundamentals of the class. Unlock up to two
weapons, support items, or techniques from the
10–19 (Hit): Choose one of the following, and chosen class. They can only be used in the next
one from the above list: quest.
 You meet an interesting person or make a 20+ (Crit): You’ve begun to master the
friend.
intricacies of the class. You can choose to equip
 You gain an interesting or useful piece of
that class’s job for the next quest, and you
information.
unlock up to two weapons, support items, or
 You develop a reputation of your choice.
 You deepen your relationship with techniques from the class. They can only be
someone. used in the next quest.

20+ (Crit): You get one option from the 10–19


list with no drawbacks.
Resolution: The players take turns describing
what their characters are doing in pursuit of the
goal and making skill checks to determine how
SKILL CHALLENGES impactful or successful they are. Misses count
Skill challenges are series of rapid skill checks. as failures, and hits and crits count as
They can be used for fast-paced narrative successes.
scenes, montages, and other streamlined If the players collectively reach three failed skill
scenes. checks, they fail the challenge. They do not
Skill challenges can be split into two categories: achieve their goal and the GM describe what
story challenges and adversity challenges. happens next. For example, the target could
escape, the beacons arrive too late, or they
STORY CHALLENGES don’t get the necessary backing they need.
A rooftop chase, a journey across a pirate Once every beacon has taken a turn, if they
infested sea, and navigating a bureaucratic haven’t yet succeeded or failed the challenge,
nightmare are all examples of potential story they go again in any order. Repeat until the
challenges. beacons succeed or fail the challenge.
Story challenges are used when an obstacle or Example: The beacons need to capture a spy
scene is too complex to be resolved with a who is fleeing across the city rooftops. The GM
single skill check. A GM can declare a story declares a standard skill challenge. They set the
challenge is required in any narrative scene. goal as “capture the spy before they reach their
Story challenges exist purely within narrative submarine” with a simple difficulty. There are
play. The actions they involve and their four beacons, so they need to achieve four
consequences have no impact on combat, successes before three failures.
unlike adversity challenges, which directly Dhalia goes first and uses her “Disciple of the
impact combat scenes. Sun” background skill to create a magical
Story challenges are structured as follows: spotlight on the spy so they’re easier to track.
She rolls a 14, which is a hit and the first of the
Goal: The GM lays out the end goal of the
four successes they need (1/4 successes).
challenge. It could be something like “catch this
person before they escape” or “get to your Dmitri goes second. He wants to immediately
destination safely”. tackle and pin the spy, but since they need three
more successes to win the skill challenge, he
Difficulty: The GM sets the difficulty of the
can’t do that yet since it would end the skill
challenge. This determines the number of
challenge. Instead, he throws things at the spy
successful skill checks the players need to
to slow them down with his “Perfected Body”
achieve their goal.
background skill. He rolls a 20 – another
 Simple: Successes required = number of success (2/4).
PCs.
Mallory is next. She decides to steal someone’s
 Moderate: Successes required = number
horse to get ahead of the spy and cut off their
of PCs x 1.5.
 Challenging: Successes required = escape route. She doesn’t have a background
number of PCs x 2. skill to use. She rolls an 8, which is their first
failure. Two more and they’ll fail the challenge!
Barbazar sees Mallory’s struggles and wants to
help. Since Mallory is a small halfling and
Barbazar is incredibly strong, she offers to pick
Mallory up and throw her ahead. Mallory loves
this idea, so Barbazar rolls with her “Bend Bars Adversity challenges can have any number of
and Lift Gates” background skill and gets an 18, adversities, but they should ideally have at least
their third success (3/4). as many the number of consequences (see
below). The Adversities section (p. XX) has a
Everyone has taken a turn, so they go again.
list of sample adversities.
Because they’re one success away from winning
the challenge, everyone thinks it would be funny Consequences: Adversities can have
if Mallory were the one to catch the spy after consequences attached to them. Consequences
being thrown like a missile. Mallory makes a roll are things that grant negative effects to the next
with her “Murderous Ball of Death” background combat scene if they aren’t overcome. Beacons
skill and gets a 10, which is enough for their can overcome consequences as part of the
fourth and final success (4/4)! resolution of the adversity challenge. The
number of consequences is determined by the
The GM describes how Mallory slams into the
difficulty of the challenge:
spy, sending them both tumbling into an alley
below where the rest of the beacons are able to  Simple: Number of consequences = half
restrain them. the number of PCs.
 Moderate: Number of consequences = the
number of PCs.
 Challenging: Number of consequences =
ADVERSITY CHALLENGES the number of PCs + 2.
Adversity challenges are special skill challenges
The players should be aware of the effect of
used during quests. They can be used as the
each consequence and which adversity it is
basis for whole scenes or montages of scenes
associated with. Beacons aren’t required to
within a quest, with direct implications for
overcome all consequences, and in fact it is
combat scenes. These challenges represent the
impossible to do so at the challenging difficulty
obstacles the beacons encounter between
level. Deciding which adversities to overcome
combat scenes, like moving through dangerous
and which to accept is one of the tactical
rooms in a dungeon or sneaking past some
decisions to be made in an adversity challenge.
patrolling guards to ambush a target.
A list of consequences can be found in the
In an adversity challenge, the beacons will get to
Consequences section (p. XX).
their goal. Unlike story challenges, where the
outcome is uncertain, adversity challenges are Resolution: In an adversity challenge, each PC
about how well the beacons handle their makes a single skill check. To do so, they first
challenges. pick an approach. The six approaches
represent different ways they can approach the
Adversity challenges are structured as follows:
skill check, and offer players the option to either
Goal: The GM lays out the end goal for the overcome consequences or gain benefits in the
beacons. It could be something like “find the end next combat scene.
of the dungeon” or “get to the leader of the
enemy army”.
Adversities: The GM describes the adversities
the beacons will face. These can be people,
things, or events that the beacons will need to
deal with, like the traps in the dungeon or the
soldiers in the enemy army. Adversities provide
the PCs with guidance on how to describe their
actions, letting them know what problems they
should describe their character solving.
After selecting an approach, you describe how
your beacon is contributing to the challenge. If
Endure
you want to overcome a consequence, you must
specifically describe how your beacon is Weather the storm and stand strong, enduring
attempting to do so. Once you’ve described whatever trials come your way.
what you want to do, you make a skill check:
HIT
 9 or less (Miss): You fail to make any OVERCOME
progress. You don’t get to choose any You overcome a consequence.
benefits from your approach. ARMORER
 10–19 (Hit): You can select one option You repair one destroyed technique or piece of
from the hit list for your chosen approach. equipment.
 20+ (Crit): You can select one option from ADRENALINE
You gain resistance to Physical, Force, Astral,
either the hit list or the crit list for your
and Lunar until the end of the first round of
chosen approach.
combat.
Once all the players have selected their BOLSTERED
approach, described their actions, and rolled You start combat with 4 TEMP HP.
DEFENSIVE
their skill check, the GM describes the final
An ally of your choice starts combat with 3
resolution of the challenge and what happens FOCUS.
next. USED TO PAIN
APPROACHES Choose either Wounds or Overstress. If you
would take one of the options you selected, you
can roll twice for your wound or overstress roll
The six approaches are: Endure, Infiltrate,
and take the better result.
Prepare, Scout, Sway, and Whittle. When you
choose an approach, your skill check must be
something that could reasonably fall under the
selected approach. For example, if you want to CRIT
SURPASS
hold up a crumbling wall so your allies can
You overcome a consequence and may choose
escape, it would make sense to use ENDURE, but one option from the hit list.
SWAY wouldn’t make sense. FOCUSED
Your Stress can’t go above your BREAKING point
When choosing an option from an approach’s
until the end of the first round of combat.
hit list or crit list, you can do so either HARDENED
immediately or at the start of the next combat You gain +2 ARMOR.
scene, after the GM describes the type of STURDY
combat and deployment but before the first Your HP can’t be reduced below your BLOODIED
round of combat begins. Any unchosen options value until the end of the first round of combat.
are lost once the combat scene begins, and the UNFAZED
You gain 3 Unfazed. Whenever you would gain
benefits chosen only apply to the next combat
a condition not caused by yourself, you can
scene. spend 1 to not gain the condition.
Options with the [TEAM] tag can only be selected
once per skill challenge.
Infiltrate Prepare
Surprise your opponents or gain an Research your enemies, create a plan, and trust
advantageous position by moving undetected. in your preparations to bring you to victory.

HIT HIT
OVERCOME OVERCOME
You overcome a consequence. You overcome a consequence.
AMBUSH DEFENSIVE
1/round when you make an attack roll while An ally of your choice starts combat with 3
HIDDEN, you can roll the d20 twice and take the FOCUS.
best result. ENCYCLOPEDIA
FORWARD POSITION You and the other PCs know if any deployed
When you deploy for combat, you can deploy up enemies have abilities that grant resistance or
to 8 spaces further away than normal. immunity or that make them VULNERABLE, and
IN THE SHADOWS what those abilities do. This includes abilities
You start combat HIDDEN. with conditional triggers (e.g., resistance that
SURPRISE only applies in certain situations).
You can take your first turn during PHASE 1 IDENTIFY
BOLSTER and use any action during that phase. You can learn the ability scores, attributes, and
TRAPPED ENVIRONMENT abilities of one non-boss NPC of your choice.
You can place three Traps in free spaces on the PRECAST
map. Characters that trigger one of the Traps The first time you use an ability that costs MP, it
take [6 Physical, Astral, Lunar, or Force] (chosen costs –2 MP less than usual.
by you at the time of placement) and must pass PREPARED
an AGILITY save or be SLOWED until the end of You can switch one intact weapon, support item,
their next turn. ancestry trait, or technique you have equipped
with a different one that you would be able to
equip.

CRIT
SURPASS
You overcome a consequence and may choose CRIT
one option from the hit list. SURPASS
CLOAK OF SHADOWS You overcome a consequence and may choose
You start combat HIDDEN and INVISIBLE. You one option from the hit list.
remain INVISIBLE until you make an attack, deal READY
damage, or force a save. At the start of each round of combat, you can
MARKED FOR DEATH READY an action. Each action can be readied
Choose a non-Boss NPC. 1/round when you once.
consume a MARK on them and successfully hit PLAN [TEAM]
with an attack that deals Physical, Force, Astral, At the start of a single round, you can enact your
or Lunar, the damage is increased by the result plan. All non-boss NPCs count as having base
of the highest + die rolled. initiative 8 until the end of the round.
PASS WITHOUT TRACE RESTOCK
All PCs start combat HIDDEN and can’t lose You regain all charges of one Consumable
HIDDEN until they take a turn or an enemy ends a ability.
turn adjacent to them. WELL RESTED
SPREAD OUT [TEAM] Your SURGE level immediately decreases by
At the start of the first round of combat, all PCs one.
can immediately move up to their SPEED.
WEAK POINT
Scout Choose a non-Boss enemy. They become
VULNERABLE to Physical, Astral, Lunar, or Force
Perform recon on who you’re fighting and the (your choice) for the rest of the scene.
environment you’re fighting in to gain an
advantage.
Sway
HIT
OVERCOME Bluff, lie, or charm your way to your destination.
You overcome a consequence.
IDENTIFY HIT
You can learn the ability scores, attributes, and OVERCOME
abilities of one non-Boss NPC of your choice. You overcome a consequence.
KNOW ENEMIES BETRAYAL
Your enemies can’t start combat HIDDEN or One non-Boss NPC of your choice is DISARMED
INVISIBLE and can’t become HIDDEN or INVISIBLE or SILENCED until the end of their first turn.
during their first turn. CONFLICTED FEELINGS
KNOW POSITIONS Non-Boss NPCs take [1 Stress] every time they
You can move one non-Boss NPC to another damage you.
free space within their deployment zone. If there CONFUSED
isn’t a set NPC deployment zone, you can move A non-Boss NPC of your choice treats their first
them to a free space within [Range 8]. Initiative as 8 during the first round of combat.
PRIORITIZE FRIEND
Three enemies of your choice become MARKED. A non-Boss NPC of your choice receives +1 -
SEARCHING EYE on attacks against you until you deal damage or
Choose an enemy. You and the other PCs Stress to them.
always know their current HP and Stress. SHARE
You regain a RECOVERY.

CRIT
SURPASS CRIT
You overcome a consequence and may choose SURPASS
one option from the hit list. You overcome a consequence and may choose
CHANGE GEAR one option from the hit list.
Once during combat, you can switch one BUDDY
weapon, support item, ancestry trait, or You can change your starting position to be
technique you have equipped, even a destroyed adjacent to an enemy of your choice.
one, with a different one that you would be able TURNCOAT
to equip. The GM will choose a non-Boss NPC to change
STUDY allegiance to your side during the next combat.
You and your allies know the current HP, Stress, They deploy with the PCs, in the PC deployment
and MP of all enemies. zone.
TACTICAL POSITION UNPREPARED ENEMIES
When you deploy, choose two options from the You decide where all NPCs deploy. The GM will
list below. If placing cover or terrain, you can tell you the boundaries within which you can
place it in free spaces on the map: deploy.
 Place 4 pieces of SIZE 1 hard cover FALSE REPORTS [TEAM]
 Place 2 pieces of SIZE 2 hard cover You gain control over enemy reinforcements.
 Place 6 spaces of difficult terrain The GM shares the list of reinforcements with
you, and you can decide the order in which they
 Place 4 spaces of dangerous terrain
are deployed and where. You can delay creating
(AGILITY, 5 Physical)
reinforcements for 1 round, but otherwise can’t
 Remove 4 pieces of SIZE 1 cover prevent reinforcements from appearing.
 Remove 2 pieces of SIZE 2 cover
Whittle ADVERSITIES
Take out foes and cut your way through to your Below is a list of example adversities that might
destination. appear in an adversity challenge.
HIT For example, crossing the Duskwood Forest
OVERCOME might involve “dangerous fauna” and a
You overcome a consequence. “monster infestation” as adversities.
ADRENALINE
You gain resistance to Physical, Force, Astral, ADVERSITIES
and Lunar until the end of the first round. 1 Adoring fans
BATTERED 2 Ambush
One enemy of your choice deals half damage on 3 Armed guards
their first ability that deals damage. 4 Blockade
BRUISED 5 Dangerous fauna
One non-Boss NPC of your choice is always 6 Destroyed path
considered BLOODIED regardless of how much 7 Extreme weather
HP they actually have. 8 Lack of sleep
LIMP 9 Locked door
One enemy of your choice is SLOWED until the 10 Monster infestation
end of their first turn. 11 People that need help
STRESSED OUT 12 Poisoned
One non-Boss, non-Minion NPC of the GM’s 13 Political machinations
choice starts combat at their BREAKING point. 14 Rival beacons
15 Shiny distractions
16 Structural instability
CRIT 17 Time loop
SURPASS 18 Traps
You overcome a consequence and may choose 19 Unfamiliar terrain
one option from the hit list. 20 Unfriendly locals
CHANNEL RUSH
You can instantly release your first 2 CHANNEL
ability when used instead of waiting until PHASE CONSEQUENCES
6 RELEASE.
CRIT FISHER Below are the negative effects that you can
You automatically score a crit on your first attack apply as a result of the PCs failing to overcome
roll of 15+. You then score a crit hit on your next adversities. The players should always be aware
attack roll of 16+. This target increases by +1 of the effects of each adversity they face.
every time you score a crit on an attack until it
reaches 20. For example, a dungeon might have “traps” as
FEAR an adversity with “bumps and bruises” as its
Enemies that have line of sight to you receive +1 consequence, or a bar crawl might have
- on all attacks against you.
“poisoned’ as an adversity with “unfocused” as
WOUNDED
One non-Boss NPC of your choice starts the its consequence.
combat with their HP at their BLOODIED value. As a reminder, consequences only apply to the
next combat scene.
create two consequences: monster infestation
will have the “hurt” consequence and the
CONSEQUENCES destroyed path will have the “delayed”
1 BROKEN Each PC has one of
consequence.
their weapons or
support items of their The GM describes the scene, explaining how
choice destroyed. the mine is old and full of dead ends (unfamiliar
2 BUMPS AND Each PC loses a
terrain) and damaged minecart rails (destroyed
BRUISES RECOVERY.
3 CAPTURED The GM gets to deploy path), which are the quickest method of
one of the PCs in any navigation. Monsters fill every corner of the
free space that isn't mine, spawned from the crystal buried deep
dangerous terrain. within (monster infestation).
That PC is IMMOBILIZED
by a set of chains, which Dhalia goes first. Because the mine is dark, she
are locked (p. XX). wants to illuminate it. The Scout approach is the
Once the chains are best fit for her plan, so she makes a skill check
unlocked, they are no with her “Disciple of the Sun” background skill.
longer IMMOBILIZED. She gets a 12, which is a hit. She doesn’t have a
4 DELAYED NPCs act before PCs in
good way to overcome any of the consequences
each phase.
5 DISCOVERED All PCs start the combat so she holds onto her choice until the next
MARKED. combat scene.
6 DRAINED The SURGE level of all
Barbazar goes next. She wants to use a
PCs increases by one.
7 EXHAUSTED All PCs are WEAKENED minecart to get to the bottom of the mine quickly.
until cleared. Because the rails are damaged, her plan is to
8 FRUSTRATED All PCs start the combat use her incredible strength to lift and jump the
with their Stress at their minecarts across the damaged sections. She
BREAKING point. picks the Endure approach and makes a skill
9 HURT PCs can’t have more HP check with her “Bend Bars and Lift Gates”
than their BLOODIED
background skill. She rolls a 14, also a hit. One
value.
10 MANA- All PCs start the combat of her weapons was destroyed in an earlier
TAPPED with 0 MP. combat, so she picks the “Armorer” option to
11 SURPRISED All PCs take their first immediately repair it.
turns during PHASE 8
Mallory wants to get rid of the monsters by
DELAY, and can’t
perform reactions or hacking and slashing at them while riding past
free actions before that. them in the minecart. She picks the Whittle
12 UNFOCUSED Each PC has one of approach and makes a skill check with her
their techniques of their “Murderous Ball of Death” background skill. She
choice destroyed. rolls a 23, which is a crit! She chooses the
“Surpass” option, overcoming the monster
infestation consequence and holding her other
Example: The beacons need to destroy a choice until later.
corrupted crystal deposit at the bottom of a
The GM decides that the actions of the beacons
mine. The crystal is spawning monsters and
have gained the attention of a large monster in
weakening the ground, so the GM declares an
the mine. They describe a giant monster that
adversity challenge. They set the goal as “get to
starts chasing the PCs down the tunnels, adding
the bottom of the mine” and create three
a new adversity (but no new consequences).
adversities: “monster infestation”, “destroyed
path”, and “unfamiliar terrain”. They decide this Dmitri wants to hold the giant monster off until
will be a simple challenge for four PCs, so they they can reach the bottom of the mine. He uses
the Endure approach and his “Perfected Body”
background skill to jump in the monster’s mouth
and keep it from biting anyone. He rolls a 17 and
immediately chooses the “Defensive” option.
Now that every PC has acted, the GM describes
how the PCs soar down to the bottom cave, the
giant monster stuck in the entrance, too large to
enter. The guardian of the crystal materializes
and the beacons enter a combat scene.
Everyone that didn’t already choose a hit or crit
effect from their approach can do so now.
Because no one overcame the “destroyed path”
consequence, all beacons will suffer the effects
of the “hurt” consequence in this combat.
05: COMBAT PLAY
This chapter contains the rules governing combat scenes. Combat scenes are tactical, rules-heavy parts
of the game and the main focus of Beacon. This chapter explains how combat scenes work, and the rules
and terminology used in combat play.
By default, there are two sides in every combat scene: the PCs and the NPCs. The rules in this chapter
apply to PCs and NPCs, but NPCs have slight differences that are explained in Chapter 08: Non-
Playable Characters (p. XX).

SUMMARY
Combat in Beacon is composed of a few Once they’ve taken their turn, the NPC can take
different units of time: scenes, rounds, phases, their turn, followed by the final PC.
and turns.
Later that round, another PC wants to take their
Scenes: A scene is an entire combat, from turn during PHASE 7 FULL ATTACK. Normally an
beginning to end. Once the fighting is over, the NPC could take their turn, but since there are no
scene ends. NPCs that can act during this phase, the PC
Rounds: Each combat scene is made up of a takes their turn.
number of rounds, each of which is split up into Phases: Phases are the various stages of the
eight distinct phases. At the end of the eighth round during which characters can act. The
phase, the round ends and another round phase in which a character takes a turn is
begins. usually decided by the action they want to
Turns: Each character takes one turn per perform, as each action can only be performed
round, taken during one of that round’s phases. in a specific phase. For example, characters can
The action they want to take on their turn only DEFEND during PHASE 1 BOLSTER and can
determines which phase they act in. On their only GRAPPLE in PHASE 5 BRAWL.
turn, a character can perform their standard
At the beginning of each phase, the side whose
movement, one standard action, one minor turn it is to act can nominate a character to take
action, and any number of free actions (within
a turn (as long as they haven't already taken one
reason). Most NPCs only take one turn per this round). Once they've taken their turn, the
round, but some NPCs might take multiple turns. other side may nominate a character, and so on.
The players and the GM’s NPCs take turns on
Once all characters that want to take a turn
an alternating basis, with priority going to during a given phase have done so, the next
whichever side (PC or NPC) hasn’t acted most
phase begins.
recently.
The PCs generally take the first turn in the first THE BATTLEFIELD
round of a combat scene. When multiple PCs Combat scenes in Beacon are played out on a
want to take a turn at the same time, the PCs battle map that uses either square or hex-
decide their order, and if an agreement can’t be shaped spaces (either is fine). The battlefield is
made, the GM will decide. two-dimensional – it is a flat plane, with no
vertical spaces; however, there are several
Example: In the first round of combat, two PCs
mechanisms to represent height advantages,
and one NPC want to act during PHASE 3
like a character’s SIZE and the FLYING status (p.
SKIRMISH. No characters have taken a turn yet,
XX).
so one of the PCs gets to take the first turn.
INFORMATION
TRANSPARENCY ENDING THE SCENE
Information transparency is important in combat Combat scenes end when all enemies are
scenes. The players should always know: defeated or when the combat’s objective has
 The NPC types and templates for all been achieved.
enemies. At the end of a combat scene, all effects,
 The locations of enemies on the map at all conditions, statuses, and combat resources
times, regardless of line of sight or whether
(Temp HP, FOCUS) go away unless explicitly
they are HIDDEN or INVISIBLE.
stated.
 The conditions and statuses of all enemies.
 The battle plan and all relevant goals.
 The locations of all Traps.
 The mechanics of any abilities or items that
NPCs use.
Other information is restricted unless a beacon
has a specific way to access it. This includes the
ability scores and attributes of NPCs and the
specific features they have equipped. Certain
abilities, like the Lore Book support item (p.
XX), can provide access to restricted
information.

PHASES
Each round has the following phases:

PHASES ACTIONS AVAILABLE


1 BOLSTER DEFEND REFRESH
2 CHANNEL CHANNEL
MARK SEARCH
3 SKIRMISH
VOLLEY
4 REPOSITION RUSH HIDE
FIGHT SHOVE
5 BRAWL
GRAPPLE
6 RELEASE RELEASE
7 FULL ATTACK FULL ATTACK
8 DELAY DELAY
ANY PHASE READY
because you are not using the 1 DEFEND
TURNS action.
During their turn, each character can perform NPCs take their turns in a different way. Each
one standard movement, one standard NPC has an INITIATIVE score, and they take their
action, one minor action, and any number of turn in whatever phase matches their INITIATIVE.
free actions (within reason) in any order. Unlike PCs, though, their actions aren’t limited
Standard movement: A movement of a number by the current phase. For example, the Ardent
of spaces up to a character’s SPEED. NPC type has INITIATIVE 1. They always take
their turn in PHASE 1 BOLSTER, and they could
Standard action: A basic action available
use their standard action in that phase for any
during the current phase.
action, not just 1 DEFEND or 1 RECOVER.
Minor action: A quick or simple action, often
Example: Dhalia wants to attack with her bow,
granted by an ability.
which is a 3 VOLLEY weapon. This requires her
Free action: A special action granted by some to use the VOLLEY action during PHASE 3
abilities. Characters can take any number of free SKIRMISH, because that phase allows the use of
actions during their turn (within reason). VOLLEY. If she has any abilities that trigger off of
Certain abilities will indicate either the phase in the use of a VOLLEY action, like the Pincer
which they can be performed or an action Strike loot skill, they also go into effect.
that must be performed to use them. Later, Dhalia wants to use her Mock skill from
For example, a technique that can only be used the Skald class. This skill requires a PHASE 3
in PHASE 1 BOLSTER would say “PHASE 1 SKIRMISH action to use, so Charlotte can only
BOLSTER”. One that specifically requires the use it during PHASE 3 SKIRMISH. Doing so
DEFEND action – a basic PHASE 1 BOLSTER doesn’t count as using a MARK, SEARCH, or
action – would say “1 DEFEND”. VOLLEY action.

If an ability lists an action (e.g., 3 VOLLEY), you SURGING


use that action to activate the ability instead of
Each beacon can SURGE once per round. Doing
the normal effects of the action. For example,
so allows you to take a second turn at the cost
the Heroic Leap skill requires the 4 RUSH of taking Stress. Each time you SURGE, it costs
action to activate. A beacon can use this skill more Stress.
when they take the 4 RUSH action, but can’t
All beacons have a SURGE level, which starts at
also move up to their SPEED per the normal 4
0 and determines how much Stress they take
RUSH action effects (p. XX). If an ability requires
from using SURGE (see below). After they
a minor action or free action, it can be
SURGE, they increase their SURGE level by +1, to
performed during any phase as long as it is your
a maximum of 3. A beacon’s SURGE level resets
turn.
to 0 when they take a Long Rest.
If an ability lists a phase but not an action (e.g.,
At the beginning of a SURGE turn, before
PHASE 3 SKIRMISH) activating it requires you to
anything else happens, your beacon takes
perform it as your standard action during the
Stress based on their SURGE level.
indicated phase, but it doesn’t count as one of
that phase’s basic actions (VOLLEY, DEFEND, SURGE turns count as normal turns for the
etc.) for the purposes of triggered effects. For purposes of effects that start or end in your next
example, the rank 1 Knight talent Phalanx does turn. When taking SURGE turns, your beacon can
something when you 1 DEFEND. Using the perform their standard movement, standard
Aegis spell Barrier, which has an activation of action, minor action, and free actions as
PHASE 1 BOLSTER, would not trigger that effect,
normal. You can’t SURGE before you’ve taken
your first turn in a round.

ACTIONS
SURGE COST There are four types of actions characters can
SURGE LEVEL STRESS COST take: standard actions, reactions, minor
0 2 Stress actions, and free actions.
1 1d3+1 Stress
2 1d6+2 Stress Some abilities grant characters additional
3 1d6+4 Stress options when they use an action. For example, a
beacon with the Rank 3 Brawler talent
Alternative SURGE Rules
Submission gains a unique 2 CHANNEL action.
SURGE is a powerful tool that allows PCs to When they 2 CHANNEL, they can choose to use
change the game’s action economy. Because of the effects of Submission instead of one of their
this, some groups may find that it doesn’t suit other 2 CHANNEL abilities.
their game for various reasons, like the potential
for increased turn length or the effect it can have Certain conditions, like STUNNED, limit the
on one-shot games. actions that a character can take.

Here are some alternative rules you can try if SIMULTANEOUS ACTIONS
your group wants to reign in the power of the When multiple actions or effects would affect a
default SURGE rules, although it is recommended character at the same time, such as at the
that you try the normal rules first. beginning of their turn, the following rules apply:
 Higher starting cost: The beacons start at Actions and effects from other characters
a higher SURGE level. For example, they apply first:
might start at SURGE level 2 instead of 0.
 Roll checks and saves first.
This simple change is often used for one-
 If there are multiple effects from one
shot games.
character, they choose the order in which
 Partial SURGE: When beacons SURGE, they happen.
they get either a standard action, a  If there are effects from multiple characters,
standard movement, or a minor action, the GM decides the order.
instead of all three. All other rules remain Self-imposed actions and effects apply
the same. second:
 Restricted SURGE. PCs can only SURGE  Roll checks and saves first.
once per scene, with a flat cost of 1d6+1  You determine the order.
Stress. The human ancestry’s Adrenaline
trait instead grants resistance to Stress
from SURGE, and the Rimeguard’s
Absolute Zero limit break clears their own
Stress and that of all allies in the scene and
grants the affected characters resistance
to all Stress for the rest of the scene.
PHASE 2: CHANNEL
Example: An enemy Cleaver is starting their
CHANNEL PHASE 2 CHANNEL
turn adjacent to Dmitri, who is using the Warden
job. Two effects are triggering at the start of the You begin to enact a CHANNEL ability, the effect of
Cleaver’s turn. The Cleaver’s Whirlwind skill which you can unleash in PHASE 6 with the
ends one of its benefits, and the Warden trait RELEASE action. This is the only way to trigger a
Grasping Vines allows Dmitri to apply a channeled ability’s RELEASE effect. Until you
negative effect to the Cleaver. Dmitri’s effect will release it, you are considered to be channeling.
apply first, and the Cleaver’s self-imposed effect While channeling, if you take any damage (after
will apply second. ARMOR) or Stress not caused by yourself, you
must pass a BULK save against the other
If Dhalia had an effect that was also triggering at character’s SAVE TARGET. This is called a
the start of the Cleaver’s turn, the GM would concentration save. On a failure, you lose
decide whether Dmitri’s or Dhalia’s effect would concentration: you stop channeling and the
happen first. ability fizzles.
You can only channel one ability at a time, and
STANDARD ACTIONS you can’t READY the CHANNEL action. You can
This section lists the standard actions that you stop channeling as a free action. If you don’t
make a standard movement this turn, you can do
can perform on your turn, broken down by the
so when you RELEASE the ability this round.
phase in which they can be used.
CHANNEL abilities are considered to be used at the
PHASE 1: BOLSTER time this action is taken, and any costs (e.g., MP)
must be paid at that time. Their effects, including
DEFEND PHASE 1 BOLSTER choosing targets, only happen when they’re
released unless the ability specifically states they
You gain FOCUS equal to your ARMOR + 1d3. Until happen when channeling.
the start of your next turn, attacks against you are
made with +1 -.
PHASE 3: SKIRMISH

MARK PHASE 3 SKIRMISH


REFRESH PHASE 1 BOLSTER A character within your SCOPE and line of sight
becomes MARKED.
Choose one of the following:
 Spend a RECOVERY to regain all HP.
 Clear all Stress.
 Regain all MP. SEARCH PHASE 3 SKIRMISH
Then choose one of the following:
Choose a character or object within SCOPE and
 Reload all Reloading weapons/abilities. pick one:
 Clear all Discord.
 If they are HIDDEN, you make a contested
 Clear a condition that wasn’t caused by
MIND check against their AGILITY. On a
yourself.
success, they are no longer HIDDEN.
 Clear a condition on an adjacent ally that
 You learn the target’s ability scores,
wasn’t caused by them.
attributes, and abilities.
Improvised Attacks

VOLLEY PHASE 3 SKIRMISH 3 VOLLEY and 5 FIGHT allow characters to


make improvised attacks. Improvised attacks
You make one of the following attacks:
are desperate attacks with whatever is nearby.
 Ranged attack: Make a ranged attack with An improvised weapon attack might use a
an ability against a target within the ability’s nearby rock or even your bare hands, while an
Range. Roll 1d20+GRIT. If your result meets
improvised spell attack might be an incredibly
or exceeds the target’s DODGE (or A-DEF for
Aetheric attacks), it hits. simple spell or a fragment of a more complex
 Improvised spell attack (1 MP): Make an spell.
Aetheric ranged spell attack against a Improvised attacks allow characters to always
character within SCOPE. Roll 1d20+GRIT. If
have the ability to attack and deal damage or
your result meets or exceeds the target’s A-
DEF, they take [2 Stress]. Stress, even if their equipped abilities get
destroyed. Improvised attacks don’t require any
training to use, and are usually inferior to
PHASE 4: REPOSITION
equipped abilities.
HIDE PHASE 4 REPOSITION
You become HIDDEN. GRAPPLE PHASE 5 BRAWL

You make a grapple attack:


 Grapple attack: Make a melee weapon
RUSH PHASE 4 REPOSITION attack against an adjacent character. Roll
1d20+GRIT. If your result equals or exceeds
Choose one of the following: the target’s DODGE, you and the target are
 You move up to your SPEED. both GRAPPLED.
 Until the end of the turn, you ignore Grapple attacks can be made while you are
ENGAGEMENT and don’t provoke reactions DISARMED (p. XX).
from movement.

PHASE 5: BRAWL
SHOVE PHASE 5 BRAWL
FIGHT PHASE 5 BRAWL
You make a shove attack:
You make one of the following attacks:  Shove attack: Make a melee weapon attack
 Melee attack: Make a melee attack with an against an adjacent target. Roll 1d20+GRIT.
ability against a target within the ability’s You gain +1 + for every SIZE you are larger
Reach. Roll 1d20+GRIT. If your result than the target, or +1 - for every SIZE
equals or exceeds the target’s DODGE (or smaller. If your result equals or exceeds the
A-DEF for Aetheric attacks), it hits. target’s DODGE, choose one of the following:
 Improvised weapon attack: Make a
melee weapon attack against an adjacent.  You push them 1 space.
Roll 1d20+GRIT. If your result equals or  You knock them PRONE.
exceeds the target’s DODGE, they take [1d3 Shove attacks can be made while you are
Physical]. DISARMED (p. XX).

PHASE 6: RELEASE

RELEASE PHASE 6 RELEASE


You release an ability you are channeling, PHASE 8: DELAY
causing it to take effect. This is resolved as if you
were taking a turn, following the rules for DELAY PHASE 8 DELAY
alternating turns between PCs and NPCs, but
doesn’t count as a turn. Instead of releasing an The last chance to take an action during this
effect, you can continue channeling it and release round. If you wanted to take an action but the
it during PHASE 6 in the next round. You can’t phase had already passed, you can do so in this
release an ability if you are SILENCED. phase.

PHASE 7: FULL ATTACK ANY PHASE

READY Any PHASE


FULL ATTACK PHASE 7 FULL ATTACK
You prepare your standard action at a later
1/round, choose one of the following: moment, turning it into a customizable reaction:
 You use a Slow ability. 1. Select a trigger, which must be a specific
 You perform any two of the following actions
action, movement, or reaction taken by
– 3 VOLLEY, 5 FIGHT, 5 SHOVE, or 5
any character.
GRAPPLE. You can choose the same action
2. Select your effect, which must be an
twice, but not the same ability or the same
linked pair of weapons. action or minor action you can take
during your current turn.
3. Until the start of your next turn, you can
perform that readied action as a reaction
Why Can’t I Use the Same Ability/Action when the trigger is met. If you haven’t
used your readied action by the start of
Twice?
your next turn, the action is lost. You can’t
To encourage variety. If you could use the same use any other reactions while you have
weapon multiple times, you might find yourself an action readied. You can forgo your
using your best weapon twice and only using readied action at any time.
secondary options when the primary one is
Example:
destroyed. This way you need to use different
options, and because of that, look for interesting Trigger: Any enemy moves outside of cover.
synergies. Effect: I will VOLLEY at them.

The READY action is used to set up an action for


What Does Attacking with Two Different later. It can be used during any phase, but the
Weapons Look Like? action you set up for later is limited by the phase
Rounds don’t represent specific amounts of you are in and it must be an action you can
time. A round could be six seconds, minutes, or currently able to take. For example, if you are
even days. This means you can describe it DISARMED, you can’t ready a 3 VOLLEY action to
however you want. Maybe you wield one attack with one of your ranged weapons,
weapon in each hand. Maybe you swap them because the DISARMED condition is preventing
out. Maybe one gets stuck in your foe, and you you from making that weapon attack.
draw another one. It’s up to you, and doesn’t
matter mechanically.
INTERPOSE Reaction, Focus 1

REACTIONS Trigger: An ally within [Range 3] is targeted by an


attack.
In addition to actions, you can also perform
reactions. Reactions are special actions that Effect: You shift up to 2 spaces. If you end this
are performed in response to specific triggers, movement next to the targeted ally, you can
even on other characters’ turns. choose to become the target instead, even if you
would otherwise not be a valid target. Each attack
You can perform one reaction per turn, but roll can only be interposed once – multiple
there’s no limit on how many times a specific characters can’t INTERPOSE in response to the
reaction can be used unless one is specified same attack roll.
(e.g., 1/round).
Some NPCs (typically elite enemies or mini-
bosses) can take more than one turn in a round. OPPORTUNITY ATTACK Reaction (1/round)
For these NPCs, reaction limits like 1/round Trigger: An enemy begins a movement within the
reset at the start of each of their turns and at the Reach of one of your abilities.
start of each new round.
Effect: You immediately VOLLEY or FIGHT against
Each reaction has a trigger and an effect. The that character with one of those abilities.
trigger is the event or occurrence that needs to
take place for the reaction’s effect to occur. The
effect is what happens when the trigger is met.
MINOR ACTIONS
Unless otherwise noted, reactions resolve after
their triggers. If a reaction’s trigger is, “when You can perform one minor action during your
attacked,” the effect takes place after the attack turn. Minor actions can be used during any
has been resolved (including any damage). A phase.
reaction with a trigger of, “when targeted,” or, You can acquire minor actions through equipped
“when an attack is declared but before the roll is abilities.
made,” on the other hand, goes into effect
before the attack happens. FREE ACTIONS
Some effects, like forced movement (p. XX), Free actions can only be taken during your turn,
don’t provoke reactions even if a reaction’s but you can perform any number of free actions
trigger would be met. during that turn (within reason).

These are the basic reactions available to all You can acquire free actions through equipped
PCs. You can acquire additional reactions abilities.
through equipped abilities.

COUNTERATTACK Reaction (1/round),


Focus 1
Trigger: You are hit by an attack from a character
within the Reach of one of your abilities.

Effect: You VOLLEY or FIGHT against that


character with one of those abilities. Each attack
roll can only be counterattacked once – multiple
characters can’t COUNTERATTACK in response to
the same attack roll.
CHARACTERS AND TERRAIN
OBJECTS
Terrain is a specific subset of object that
In combat, everything on the battlefield can be includes the environmental elements in a
separated into two categories: characters and combat scene – trees, walls, rocks, and similar.
objects. Deployed objects, like Traps, are objects but
don’t count as terrain. Terrain is different from
CHARACTERS
terrain features (p. XX), which are effects that
PCs, Summons, and NPCs are all considered modify terrain.
characters. As a general rule, characters are
The GM determines what counts as terrain and
entities capable of taking some sort of actions,
what doesn’t.
either personally or at the command of other
characters. INTERACTABLE OBJECTS AND TERRAIN
A character’s abilities are considered part of that Some objects and terrain is interactive, meaning
character, not separate objects or characters that characters can use actions on them for
(unless explicitly stated otherwise). specific effects. Treasure chests, for example,
ALLIES AND ENEMIES require a minor action to open.

There are two sides or teams in every combat


scene. The PCs are on one side and the NPC ABILITY CHECKS
enemies are the other.
AND SAVES
Characters in a combat can be allies or
In combat, players make ability checks and
enemies of the other characters. A character
saves instead of skill checks.
friendly to you or on the same side is an ally; a
character hostile to you or on the other side is Ability check and save summary:
an enemy. The same applies in reverse.
Roll 1d20 + indicated ability score + + or -.
You don’t count as your own ally.
Effects that prompt ability checks or saves
OBJECTS indicate which ability score – BULK, AGILITY,
MIND, or MAGIC – is used for the roll. Background
An object is anything that isn’t a character (or
skills, GRIT, and titles don’t apply.
part of one). The terrain, parts of the
environment, and deployed items (like Traps) To succeed on an ability check, you need a
are all objects. result of 10+.
Only things that fit this definition count as To succeed on a save, your result must equal or
objects in the context of the rules. While we exceed the SAVE TARGET of the initiator, or 10 if
might describe a character’s sword as an object not otherwise specified.
in conversational language, it does not count as
one in game terms because it is part of a
character. You couldn’t target or affect the sword
with an ability that targets objects.
DETERMINING LINE OF SIGHT

To determine line of sight, draw a straight line


TARGETING from the corner of one of the spaces you occupy
Abilities can either affect their user or target to a corner of one of the spaces occupied by the
something else on the battlefield. Targeted target. If the line crosses a piece of hard cover
abilities, like attacks, can be affected by that is a larger SIZE than both parties, then line
obstacles or the layout of the battlefield. of sight is blocked.

To target something with an ability or effect, the Example: You and your enemy are both SIZE 1,
potential target must be: and are on opposite sides of a SIZE 3 wall.
Neither of you can draw line of sight to the other;
 within line of sight (p. XX); however, if you have a weapon with the Arcing
 within Range or Reach (p. XX); and tag, you could shoot over the wall and the
 either a character, a space on the
enemy still wouldn’t have line of sight to you.
battlefield, or an object (p. XX).
You can’t attack yourself unless otherwise
indicated.

LINE OF SIGHT
All abilities require a clear path to their target,
known as line of sight, unless otherwise noted.

Line of sight refers to a clear line of effect to a


target. Walls and other sufficiently large objects
can block line of sight, while smaller objects like
crates or shrubs might provide cover instead of
fully blocking line of sight (p. XX). While Beacon
doesn't represent or measure vertical space, the
SIZE of characters and objects is used as a way Figure 1: Example A: Line of sight can be drawn
to determine line of sight. and there is no cover.
Line of sight is reciprocal. If you can draw line of Example B: Line of sight cannot be drawn.
sight to another character, then the second
character also has line of sight to you. Example C: Line of sight can be drawn, but
cover applies.
Line of sight does not literally require sight. For
example, a character with no eyes can still draw
line of sight, and a transparent wall of force still
blocks line of sight even though you can see
through it.
Certain effects (like the Arcing and Homing
tags) allow you to bypass the usual rules
regarding line of sight. These tags not only allow
you to draw line of sight in situations where you
normally couldn’t, but also allow for one-
directional line of sight.
only provides soft cover. Hard cover blocks
line of sight.
COVER
In Figure 1: Example B, the hard cover blocking
Objects on the battlefield can provide cover. line of sight means neither character has line of
Cover imposes - on attacks and can block line sight to the other. In Example C, they’ve
of sight, depending on whether it is hard cover positioned themselves so they have line of sight
or soft cover. to each other, but cover applies. Because both
characters are adjacent to the cover, they both
Cover is most often an object, but it can also be
benefit from hard cover. If one character was to
a zone (p. XX) or effect. Some abilities can
move away from the cover, they would instead
create pieces of cover on the battlefield. These
only benefit from soft cover, while their enemy
created pieces of cover count as objects.
retains hard cover for remaining adjacent to it.
Pieces of cover have SIZES just like PCs. A SIZE
DETERMINING COVER
1 piece of cover fills 1 space, a SIZE 2 piece of
cover fills a 2 x 2 space, and so on. Cover can To determine if cover affects an attack, draw a
sometimes cover more spaces than its SIZE line from the center of the space you occupy to
would normally indicate; for example, a tall, thin the center of the target. If the line crosses any
column might only occupy 1 space despite being cover that is the same SIZE as the target or
considered SIZE 3, or a continuous wall larger, your attack receives -.
surrounding a castle might be SIZE 2, but occupy
all the spaces around the castle. Abilities with the Indirect or Homing tags ignore
the effects of cover. Abilities with the Arcing tag,
You can only benefit from cover if it’s the same on the other hand, don’t have their line of sight
SIZE as you or smaller. For example, a SIZE 2 blocked by cover, but are still affected by the -
character does not gain the benefits of cover cover provides.
from a SIZE 1 piece of cover.
There are two types of cover: soft cover and
hard cover. Soft cover and hard cover don’t
combine with each other. If you would gain the
benefits of both soft and hard cover, you count
as having hard cover.
SOFT COVER

Soft cover grants +1 - to attacks, but doesn’t


block line of sight.

Soft cover is either cover that partly blocks a


character, or isn’t strong enough to fully shield Figure 2: Example A: The soft cover does not
them from attacks, like smoke or thin walls. break line of sight, but both characters gain
cover.
HARD COVER
Example B: The cover doesn’t break line of sight
Hard cover grants +2 - to attacks and can because it isn’t larger than both characters.
block line of sight. Neither character is adjacent to the cover, so
they gain soft cover instead of hard cover.
Hard cover is cover that is large or strong
enough to reliably block attacks, like thick walls. Example C: As with B, but the smaller character
gains hard cover because they are adjacent to
To benefit from hard cover, you must be the cover.
adjacent to the source of cover. Otherwise, it
Bypassing Cover
You can ignore the effects of cover you are
adjacent to, as long as you can aim over, ATTACKS
through, or around said cover. You must be the
same SIZE as or larger than the cover to aim Attack roll summary:
over it. The GM has the final say on whether a Roll 1d20 + GRIT + + or -.
character can bypass a specific piece of cover.
Attacks are attempts by characters to hit and
As a guideline, you can ignore a number of harm something with weapons, magic, or other
spaces of cover equal to your SIZE when aiming means. To hit your target, your result must equal
over, through, or around said cover. or exceed their defense (either DODGE or A-DEF,
depending on the type of attack).
Once an attack hits, any “on-hit” effects apply,
with the attacker choosing the order when there
are multiple such effects. Damage is the most
common type of on-hit effect (p. XX), but many
abilities have unique on-hit effects.

ATTACK TYPES
Attacks can be either melee attacks or ranged
attacks. They can be further categorized as
weapon, spell, support or skill attacks,
Figure 3: Example A: The SIZE 2 character can depending on their source.
choose to bypass the cover because they can Some abilities reference reaction attacks.
shoot over it. They still benefit from hard cover These are attacks made with a reaction, like
against attacks from the SIZE 1 character. COUNTERATTACK.
Example B: The SIZE 2 character can ignore the All attacks have a Range or Reach (or both),
cover from the corner of the hallway because which indicates the maximum number of spaces
they can shoot around it. They still benefit from within which an attack can be made. Range and
hard cover against attacks from the SIZE 1 Reach are measured from the edge of one of
character. the attacker’s spaces. At least one of the target’s
Example C: Both characters can shoot over the spaces must be within an attack’s Range or
pillar because they are the same SIZE as it; Reach to be targeted by the attack.
however, due to its length, the GM decides they See pages XX–XX for more information on
can’t bypass it since they can’t shoot over the Range and Reach.
entire length of the pillar.
MELEE ATTACKS Some ranged attacks also have a Reach, but
they are still considered ranged attacks. Reach,
Melee attacks ignore cover (p. XX). in these cases, is used for certain actions like
Most melee attacks have a Reach, which OPPORTUNITY ATTACK, but doesn’t change the
indicates the range of the attack. Reach is also attack to a melee attack.
used for certain actions like OPPORTUNITY Attacks vs. Attack Rolls
ATTACK.
An attack can be composed of either a single
For example, the Dragon Rider’s Longinus attack roll, or in the case of abilities that affect
ability is a melee weapon. Therefore, attacks an area, multiple attack rolls.
with it are considered melee weapon attacks. It
has Reach 3, which means it can be used to When an ability refers to an attack, it means all
attack enemies up to 3 spaces away. of the attack rolls made as part of that attack.

Longinus Melee Weapon Anything that mentions an attack roll references


Heavy Longarm a single roll, even if the attack involves multiple
attack rolls.
5 Fight
[Reach 3] | [1d6+4 Physical]
This weapon gains Piercing when attacking AUTO-HIT
targets at its maximum Reach.
Certain abilities auto-hit their targets, meaning
RANGED ATTACKS they automatically hit with no attack roll. Abilities
with an auto-hit are considered attacks even
Most ranged attacks have a Range, which though the attack roll doesn’t take place.
indicates the range of the attack – the number of INTERPOSE can still be used against auto-hit
spaces within which it can be used to attack. effects.
Some ranged spell attacks list their Range as Not every ability that deals automatic damage is
“[Range = Scope]”, which means that the Range an attack – only those that specifically state they
is equal to the user’s SCOPE.
auto-hit count as attacks.
For example, the Phoenix’s Immolate ability is a
ranged spell attack. Therefore, attacks with it are CRITICAL HITS
considered ranged spell attacks. It has a Range On a result of 20+, an attack roll is a crit. Roll all
equal to the user’s SCOPE, and can attack damage dice twice and take the highest result.
targets within that range.
Critical hits do more damage than normal hits.
Immolate Ranged Spell Attack Critical hits only affect damage rolls, not Stress
1 Memory | Aetheric, Indirect or static damage (e.g., [2 Physical]).
3 Volley
For example, if you critically hit with an attack
[Range = Scope] | [2 Discord]
that deals [2d6+2 Physical], you would roll 4d6,
On Hit: Choose one of the following: take the highest two, and add +2. If you rolled 4,
 Building Fire: If the target already has 2, 6, and 3, you would use the 4 and 6.
Discord, this attack deals [1d3+1 Discord]
instead of 2.
 Spontaneous Combustion: You can spend
1 MP to deal [1 Discord] to all enemies in a
[Burst 1] AOE around the target.
REROLL TABLE RANGE, REACH, AND
When making an attack, ability check, or save in
combat, you can reroll the dice by using the
AREA OF EFFECT
Reroll Table. To use the table, you choose one Many abilities have a Range or Reach, which
of the listed options and reroll all dice for one roll indicates the maximum number of spaces within
(including + or -). Each option from the table which it can be used. Range and Reach work in
can only be chosen once per round. the same way, but some effects trigger based on
one or the other, not both.
You can choose to reroll a dice after rolling, but
before it is resolved as a failure or a success. Range and Reach are measured from the edge
For example, rerolling to turn a missed attack of one space to another. A target must have at
into a hit doesn’t mean that you actually missed least one of its spaces within an ability’s Range
the attack on the first try. As such, it doesn’t (or Reach) to be targeted by the ability.
prompt any effects that trigger on misses (like When an ability originates from a source larger
Reliable damage). than 1 space – a SIZE 2 character, for instance –
REROLL TABLE the character using the ability decides which
Strain You take 1d3 Stress. space to use as the point of origin.
For example, two adjacent characters are within
Endanger You become MARKED. You
can’t use this option if you 1 space of each other, which means any ability
are MARKED. This doesn’t with [Range 1] or greater could target them.
count as a condition that
you’ve given yourself.
Overextend You can only choose this
option if you are adjacent to
an enemy or within Reach
of an enemy's weapon. The
enemy can choose one of
the following, which
resolves before you reroll:
They make an OPPORTUNITY
ATTACK against you.
They deal 3 Physical to you
as a reaction.
AREA OF EFFECT
Abilities and effects with an area of effect
(AOE) affect multiple targets or spaces.

Abilities and effects with an AOE affect all


targets within the indicated area. This area is the
AOE. When making an AOE attack, you make
attack rolls against each target in the area.
Damage, on the other hand, is only rolled
once, and applied to every affected target.
There are several different types of AOE,
including Line (which affects all targets in a
straight line) and Blast (which affects all targets
within a certain radius).
If an effect lists a Range/Reach and an AOE,
you can place the AOE’s point of origin
anywhere within the indicated Range. For Burst X: Affects all targets within a radius of X
example, if you have a [Range 8, Line 5] effect, spaces from the edge of the spaces occupied by
you can draw the [Line 5] from any point within the target, including the target's spaces but
[Range 8] and pointed in any direction. excluding the target itself. Cover and line of sight
are calculated from the edge of the spaces
ZONES
occupied by the target. If a Burst forms a zone,
Zones are persistent AOEs that have ongoing the zone moves with the target.
effects. For example, at rank 1, the Leyline
Walker talent allows a character to create [Blast
1] zones that last until the end of the combat
scene. Their AOE is [Blast 1], but because
they’re zones the effect is ongoing.
STANDARD AREAS OF EFFECT

Blast X: Affects all targets within a radius of X


spaces from the center space, including the
center space. Cover and line of sight are
calculated from the center space. Users can be
affected by their own Blast.
Close Blast X: As a Blast, but:
 at least 1 space must be adjacent to the
user
 the user can’t be in the area
MOVEMENT
 cover and line of sight are calculated from Characters can move around the battlefield in
the user. various ways, including with their standard
movement, or using special types of movement
like flight and teleportation (p. XX).

In their turn, you can use their standard


movement to move a number of spaces equal
to their SPEED. Certain abilities can also move
characters at other times.

Most of the time, entering an adjacent space


counts as moving 1 space. This is its movement
cost. But some effects, like difficult terrain (p.
XX), can change the movement cost required to
enter a space. Moving into these spaces
requires characters to spend more of their total
Line X: Affects all targets in a straight line with a available movement. If a character doesn’t have
length of X spaces and a width of 1 space, enough movement to enter a space, they can’t
drawn directly away from you in any direction. move into that space.

Large Characters
Characters of SIZE 2+ occupy multiple spaces,
and therefore enter more than 1 space when
moving. When a SIZE 2+ character moves into
multiple spaces with different movement costs,
use the highest cost. For example, a SIZE 2 orc
occupies a 2 x 2 space on the battlefield. They
want to move forward 1 space, which involves
moving into two new spaces. One of these
spaces is difficult terrain, which costs 2 spaces
of movement to enter, and the other is a normal
space that costs 1. The orc would have to spend
2 spaces of movement to move forward.

Characters can move in any direction, even


diagonally, and can move into any adjacent
space that isn’t obstructed or impassable (see
below). Movement is always made on the
horizontal plane; characters can’t move vertically
up or down.
To be considered moving, a character must
move at least 1 space. Standing up from PRONE
doesn’t count as movement.
TELEPORTATION
Movement can be voluntary or involuntary.
Teleportation is a special movement in which a
Voluntary movement is any movement that a
character instantly travels between two spaces.
character willingly takes. For example, a
character taking their standard movement would Teleportation does not require line of sight,
consider the movement voluntary. Involuntary doesn’t provoke reactions, and ignores
movement is not willingly taken by the character ENGAGEMENT.
moving and is usually forced upon them, like
Teleportation counts as movement, and always
forced movement (p. XX).
counts as moving 1 space, regardless of the
SPLITTING UP MOVEMENT distance traveled. IMMOBILIZED characters can’t
teleport themselves, since they can’t perform
Voluntary movements can be split into any any movement.
number of smaller movements punctuated by
actions. Involuntary movements cannot. If you try to teleport into a space they can’t
occupy, like impassable terrain or another
For example, a character with SPEED 6 could, character, the teleport fails and the action is lost.
when performing their standard movement,
FLIGHT
move 2 spaces, take an action, and then move 4
spaces.
Characters with flight have the ability to fight on
If you can make multiple attacks with one action, the ground or in the air.
they can move in between each attack.
Characters with flight can can either take off,
Example: Dmitri wants to 7 FULL ATTACK an gaining the FLYING status, or land on the ground,
enemy 3 spaces away. He has SPEED 6, so he clearing the status, as a free action once per
uses his standard movement, moving 2 spaces turn. They can also choose to start combat
so that he is adjacent to the enemy. His first scenes FLYING.
attack is with his club, and with a lucky damage Flight can be continuous, like with the draken
roll he defeats that enemy! He still has one more ancestry trait Draconic Wings, or temporary,
attack he can make from the 7 FULL ATTACK like with the Dragon Rider’s ability Dragon
action, and 4 more spaces of movement left Saddle. Abilities that say to fly a certain number
from his standard movement. There’s another of spaces mean to move that number of spaces
enemy 4 spaces away, so he uses the rest of his as if under the effects of the FLYING status.
movement to get to that enemy and make his
second attack. While a character is FLYING, the following effects
apply:
SPECIAL MOVEMENTS  Non-thrown melee attacks from non-FLYING
Some forms of movement, like flight, have characters gain +2 - against them.
special rules. You only benefit from these  They can move normally over and are
special forms of movement if an ability or effect immune to the effects of terrain,
explicitly says so. obstructions, and terrain features, but
cannot benefit from or interact with them
SHIFTING either. When flying over objects, they are
considered to have their SIZE increased by
A shift is a special movement granted by some the SIZE of whatever they are flying over for
abilities that doesn’t provoke reactions and the purposes of determining line of sight
ignores ENGAGEMENT. and cover, as if they were climbing.
 They cannot benefit from cover from terrain
You can’t shift if you are SLOWED or IMMOBILIZED. or objects.
 When attacking non-FLYING characters, FORCED MOVEMENT
they treat their target’s cover from terrain
and objects as one step lower (hard cover Forced movement is any involuntary movement
becomes soft cover, soft cover becomes no that pushes, pulls, or causes a character to
cover). slide.
 They don’t trigger Traps but can still be
affected by them. Each type of forced movement has its own rules:
 They ignore ENGAGEMENT and don’t cause  Push: Characters and objects that are
ENGAGEMENT. pushed move in a straight line directly
 They cease to be FLYING if they become away from the point of origin.
PRONE.  Pull: Characters and objects that are
CLIMBING pulled are drawn in a straight line directly
towards the point of origin.
Climbing is a special movement that allows  Slide: Characters and objects that slide
characters to move atop objects such as terrain. can move in any direction, chosen by the
one causing the forced movement.
Climbing has a movement cost equal to the
Forced movements do not provoke reactions
object's SIZE + 1. For example, climbing onto a
and ignore ENGAGEMENT. You can’t be forcibly
SIZE 1 crate costs 2 spaces worth of movement,
moved into a space you can’t enter. For
while climbing atop a SIZE 4 wall costs 5 spaces
example, if there is a space only reachable by
of movement.
FLYING units, a non-FLYING character can’t be
You cannot partially climb an object. If you can’t pushed into it, but a FLYING one could.
move enough spaces to reach the top, you can’t
In some instances, you may be able to subject
climb.
yourself to a push, pull, or slide effect. Even if
Moving from the top of an object to lower ground you do so willingly, it still counts as involuntary
doesn’t count as climbing. movement.
Characters standing atop objects are considered
OBSTRUCTION
to have their SIZE increased by the SIZE of
whatever they are standing on for the purposes Characters and objects block movement into the
of determining line of sight and cover. spaces they occupy. This is called obstruction.

In Beacon, climbing is just a way to move. It Obstructions prevent movement if they are the
doesn’t provide any direct offensive or defensive same SIZE as the moving character or larger.
benefits. If an obstruction is an allied character or an
High ground, a special type of terrain, provides enemy character smaller than you, they do not
the benefits one might associate with having a count as an obstruction and you can move
height advantage. See Terrain Features (p. XX) through their spaces; however, you can’t end a
for more information. movement sharing spaces with another
character.
SQUEEZING
If an obstruction is an object that is smaller than
Squeezing is a special movement that allows you, you can climb on it at no additional
characters to fit into smaller spaces. movement cost.

You can squeeze into spaces one SIZE smaller


than you, but while in such a space, the cost of
all movements is increased by +1.
ENVIRONMENTAL
ENGAGEMENT
FACTORS
Characters gain the ENGAGED status when they
are adjacent to one or more enemies. This is Environmental factors are effects that alter
called ENGAGEMENT. combat scenes, individual spaces, or even
objects. Some apply to the entire combat scene,
When you become ENGAGED with an enemy of while others affect characters in smaller areas,
your SIZE or larger, your movement ends and such as in the case of a room with poor visibility.
you lose any unused movement. Once
This section lists some of the more common
ENGAGED, you can begin new movements
environmental factors. A full list of environmental
normally. Moving adjacent to a character with
factors can be found in Chapter 07: Game
who you are already ENGAGED doesn’t stop your
Master’s Guide (Environmental Factors and
movement, since you are still ENGAGED. The
Terrain Features, p. XX).
movement-ending effect only occurs when
ENGAGED is applied. Adaptations
While ENGAGED, you receive +1 - to all ranged Some abilities grant an adaptation to specific
attacks. types of environments, like Aquatic Adaptation.
Characters with an adaptation to an environment
DIFFICULT TERRAIN are immune to any of its negative effects. If it’s
Difficult terrain is anything that slows movement, not clear whether an effect is negative or not,
like mud, water, or thick grass. Difficult terrain the character with the adaptation can decide.
has +1 movement cost. Adaptations only affect the character with an
For example, if Dhalia has SPEED 5, she can adaptation. The Low Visibility environmental
normally move 5 spaces. If she moves into a factor, for example, states that all characters are
space of difficult terrain, it would cost 2 spaces INVISIBLE while HIDDEN. A character with an
worth of movement instead 1. She would only adaptation to that environment could decide that
have 3 spaces of movement left, even though they don’t want to be INVISIBLE while HIDDEN,
she only moved one space. because that affects them directly, but they
couldn’t ignore the INVISIBLE status on other
DANGEROUS TERRAIN HIDDEN characters, because that’s an effect on
other characters.
Dangerous terrain is any type of terrain that
can cause damage, like lava or thorns. LOCKS

1/round, when you enter dangerous terrain or Doors, gates, and treasure chests can all be
end your turn in it, you must make an ability locked, preventing them from being opened. A
check of the GM's choice. Failure: You take 5 locked entrance – a bolted door, for instance –
damage of any type or Stress based on the type can’t be moved through. The contents of chests
of terrain. and other objects that are locked can’t be
accessed.
For example, if the ground is covered in freezing
water, the GM might decide that it triggers a To unlock something, you can make an AGILITY
BULK check and deals Lunar damage. check as part of the action to interact with it. On
a success, the lock is disabled and the object is
opened.
LOW VISIBILITY

Low visibility can represent darkness, fog, and EMPTY SPACE/FREE SPACE
other effects that make it hard to see. It affects
A free space is a space that doesn’t contain any
how far characters can see, and makes it harder
characters or objects. Empty spaces, on the
to find HIDDEN characters.
other hand, are more specific than free spaces.
Low visibility has the following effects: Empty spaces are those that don’t contain any
characters, objects, terrain, or terrain features.
 Characters are INVISIBLE while HIDDEN.
 SCOPE and the Range of all weapons are Some abilities affect free spaces, while others
reduced by half. Reach and AOEs are not will affect empty spaces only.
affected.
HIGH GROUND
UNDERWATER/ZERO-GRAVITY
High ground provides benefits that represent
Combat scenes that take place completely being at a higher elevation than other
underwater or in zero-gravity treat all characters characters, similar to those received when
as FLYING. However, unless they have flight or FLYING. Characters standing on high ground
an Aquatic Adaptation (granted by certain gain the following benefits:
abilities), they can’t 4 RUSH or shift.
 Non-thrown melee attacks against them
from non-FLYING characters that aren’t on
TERRAIN FEATURES high ground receive +2 -.
 They neither become ENGAGED by nor
Terrain features modify spaces and terrain on cause ENGAGEMENT to non-FLYING
the battlefield. While they generally affect single characters that aren’t on high ground.
spaces, multiple terrain features can be placed  Their attacks gain +1 + against non-
next to each other to create a continuous FLYING character that aren’t on high
feature. For example, you can have a single ground.
space of lava as dangerous terrain, but you
Accessing high ground sometimes requires
could also connect multiple lava spaces to
special movement, like flying or climbing.
create a lava flow, all of which count as the
same piece of dangerous terrain. IMPASSABLE TERRAIN

Cover (p. XX), difficult terrain (p. XX), and Impassable terrain is any terrain, like a wall or a
dangerous terrain (p. XX) all count as terrain cliff, that cannot normally be traversed except by
features. characters who possess a type of movement
This section lists some of the most common that allows them to do so, like flying or climbing.
terrain features. A full list of terrain features can Some impassable terrain cannot be entered at
be found in Chapter 07: Game Master's Guide all (e.g., a pillar that reaches up to the ceiling or
(Environmental Factors and Terrain Features, p. the walls of an underground dungeon).
XX).
SAMPLE CHEST REWARDS
TRAPS A reroll on the next loot crate’s first slot.
Subsequent instances of this bonus increase the
Traps are interactable objects with the Trap tag slot that can be rerolled. For example, getting this
reward twice means that you can reroll either the
(p. XX). While many Traps are PC or NPC first or second slot.
abilities, you can use the following Traps to +X GOLD
represent Traps already on the battlefield. +X RECOVERIES
Repair a destroyed weapon, support item, or
Damage technique for free
A specific piece of loot
The triggering character takes [6/8/10] Regain X uses of a Consumable ability
damage of any type, chosen when the Trap Increase current and total MP by X for the rest of
is set. the scene
Clear all Stress
Damage, Area

When triggered, all characters in a [Burst 1]


AOE must make save of the GM’s choice.
Failure: The target takes [6/8/10] damage of
any type, chosen when the Trap is set.
Success: They take [3/4/5] damage instead.

Condition

The triggering character gains a condition


based on the type of Trap. IMMOBILIZED,
SLOWED, and BLINDED are common.

Condition, Area

When triggered, all characters in a [Burst 1]


AOE must make a save of the GM’s choice.
Failure: They gain a condition, chosen when
the Trap is set.

TREASURE CHESTS

Treasure chests are objects that don’t cause


obstruction and that contain bonus effects for
the players, chosen from the table below.
Players always know the contents of chests. The
GM can decide if the bonuses apply to the
character that opened the chest or everyone on
their team. Some bonuses provide immediate
effects, while others provide delayed effects or
permanent resources.
Chests can be accessed with a minor action
while in their space, but might be locked (see
the locked environmental feature).
Physical, Force, Astral, and Lunar damage all
function the same way, but certain abilities can
make characters VULNERABLE, resistant, or
DAMAGE AND immune to certain damage types (p. XX).
STRESS Discord has additional rules associated with it,
as it has a damage over time component (see
Characters inflict harm on their enemies to wear
below).
them down and eventually defeat them. The
most common sources of damage are attacks, ORDER OF DAMAGE
but other abilities and effects can also inflict
damage. To determine the final amount of damage dealt
by any given action or effect, follow these steps
When you take damage, you subtract the in order:
damage taken from your current HP. For
example, if you would take [5 Physical] damage, 1. Roll damage and bonus damage.
your HP would be reduced by 5. ARMOR (p. XX) 2. Halve bonus damage if there is more
than one target.
and other effects can change the amount of
3. Apply the effects of WEAKENED or
damage you take. When your HP reaches 0, you
VULNERABLE, where relevant.
take a Wound (p. XX).
4. Subtract damage equal to the target’s
Stress is another type of harm separate from ARMOR.
damage. Stress is accumulated until it exceeds 5. If resistance applies, halve any relevant
your STRESS CAP, at which point you take an remaining damage.
Overstress (p. XX). 6. Deal the remaining damage (rounded
up) to the target.
There are five standard types of damage –
Physical, Force, Astral, Lunar, and Discord:
 Physical: Damage from slashing,
DISCORD
bludgeoning, and piercing weapons, and Discord is a unique type of damage that deals
other physical sources. discord damage to its victim’s HP over time. It
 Force: Damage caused by explosions and stacks with other Discord (see below) and is
pure arcane energies. always Piercing.
 Astral: Damage caused by heat, light, and
other energy sources associated with the Discord applies damage every turn. Whenever
radiance of stars. Fire, light, and electricity you take Discord, you immediately take
are commonly associated with the Astral. Piercing discord damage equal to the amount
 Lunar: Damage caused by cold, darkness, of Discord gained. You then make a note of the
and other energy sources associated with amount of Discord gained, adding it to any
the stillness of the moon. Ice, dark, and Discord you already have.
acid are commonly associated with the
Lunar. Make a MAGIC check at the end of each of your
 Discord: Damage that disrupts aetheric turns while you have Discord. Success: You
fields and puts its victims into a state of clear all Discord. Failure: You take discord
aetheric discord, like poison, burns, and damage equal to your current Discord.
blood loss, sapping the sufferer's lifeforce
Discord levels stacks. For example, if you have
over time.
2 Discord and gain another 2 Discord, you would
have a total of 4 Discord.
multiple targets. If you attack with a [Blast 1]
explosion but there is only one target in the
Resistance and VULNERABLE apply only to the
area, they take the full bonus damage. If there
up-front Discord you take (and, therefore, the
are two targets, the bonus damage would be
amount of ongoing Discord you gain), not to the
halved.
discord damage you take if you fail the MAGIC
check to clear it. Linked attacks don’t deal bonus damage – only
the first attack in the linked pair does.
STRESS
Stress is a special type of harm that doesn’t
VULNERABLE AND
count as damage, and doesn’t affect the WEAKENED
recipient’s HP. The VULNERABLE and WEAKENED conditions
Instead of being subtracted from your HP, affect how much damage characters take and
Stress is accumulated. When your Stress deal. VULNERABLE characters take double
exceeds your BREAKING point, you gain the damage, and WEAKENED characters deal half
BREAKING status (p. XX), and when it exceeds damage.
your STRESS CAP, you take an Overstress (p. Modifications to damage from VULNERABLE and
XX). WEAKENED happen before ARMOR and
Some characters (like Summons) don’t have a resistances. The full rules of these conditions
STRESS CAP. If these characters would take can be found later in this chapter (p. XX).
Stress, they instead take the same amount of Example: Dhalia is currently WEAKENED and
Force. uses a spell attack that deals [4 Astral]. Her
Because Stress isn’t damage, it ignores ARMOR damage is reduced to [2 Astral] because of her
and effects that modify damage don’t modify WEAKENED condition. If her target has 1 ARMOR,
Stress unless otherwise indicated. Taking Stress they would take a total of [1 Astral] from Dhalia’s
doesn’t count as taking damage. attack.
Dmitri, on the other hand, is currently
VULNERABLE to Lunar damage. He triggers a
BONUS DAMAGE Trap that explodes and deals [4 Lunar].
Bonus damage is additional damage added Because he is VULNERABLE to that damage type,
onto an existing source of damage. Bonus he instead takes [8 Lunar]. Dmitri then subtracts
damage is granted by abilities and effects. his 2 ARMOR, taking a total of [6 Lunar].

Bonus damage is only ever added to


successful attacks or abilities that deal
damage. It can only be Physical, Astral, Lunar,
or Force damage (not Discord or Stress). Its
type is the same as that of the underlying, basic
damage, unless otherwise indicated. If an attack
or ability normally deals multiple types of
damage (e.g., Physical and Lunar), the
character dealing the damage picks one for the
bonus damage.
Effects with more than one target, like AOE
attacks, only deal half their bonus damage to
each target. Importantly, this applies only if there
is more than one target, not if there could be
ARMOR, RESISTANCE, AND OBJECT AND TERRAIN
IMMUNITY DAMAGE
ARMOR reduces a set amount of damage, Objects and pieces of terrain can take damage.
resistance halves damage, and immunity By default, they have 10 HP per SIZE, 5 DODGE,
reduces damage to 0. Resistance and immunity and are immune to Aetheric attacks and
often apply to specific types of damage. Stress.

ARMOR reduces incoming Physical, Astral, The GM may allow objects and terrain to be
Lunar, and Force equal to its value. ARMOR does broken in smaller segments. For example, you
not reduce Stress or Discord. For example, 2 might punch a hole through a wall instead of
ARMOR would reduce Physical taken from an destroying the entire wall at once.
attack by 2.
In some cases, the GM may allow for objects or
ARMOR applies to each separate source of terrain to be broken with successful a BULK
damage. For example, if you are hit by two check. This might be the case if you try to ram
attacks in a turn, ARMOR would apply to each down a wooden door.
attack.
In general, the ground does not take damage.
Resistance halves any incoming damage of an This can be ignored in certain situations, like if
indicated type, or even Stress. For example, if you want to destroy the floor in a house to fall
you would take 10 Astral and have resistance to into the basement. But in most cases, no one
Astral, you only take 5 Astral. needs to track how much damage the ground is
taking.
Immunity negates all incoming damage or
Stress from whatever it is you have immunity
against. For example, if you would take 2 Stress
and have immunity to Stress, you take no Stress
at all.
WOUNDS AND OVERSTRESS
In combat, characters can receive Wounds or
become Overstressed. As they accumulate
Wounds and Overstresses, their combat
performance weakens until they are no longer
able to fight.
WOUNDS

When a character reaches 0 HP, they take a


Wound and make a wound roll.

When you reach 0 HP, you take a Wound and


reset your HP, carrying over any excess
damage. You then make a wound roll to see
what additional penalties you suffer.
Beacons have a WOUND CAP of 4, while NPCs
usually have different WOUND CAPS (p. XX).
When you have Wounds equal to your WOUND
CAP, you are defeated (see below).
To make a wound roll, roll 1d6 and consult the
Wound Table.

WOUND TABLE
Roll 1d6 and consult the relevant column based on the number of Wounds you have remaining.
WOUNDS REMAINING
DESCRIPTION
3 2 1 0
5–6 6 – – DAZED: You are DAZED until the end of your next turn.
3–4 4–5 5–6 – BROKEN WEAPON: Destroy one of your weapons.
Limited and Consumable equipment can only be
selected if they have charges remaining. If you can’t
destroy a weapon, this becomes the BROKEN SUPPORT
ITEM result. If you can’t destroy a support item either,
this becomes the STAGGERED result.
1–2 2–3 3–4 – BROKEN SUPPORT ITEM: Destroy one of your support
items. Limited and Consumable equipment can only
be selected if they have charges remaining. If you can’t
destroy a support item, this becomes the BROKEN
WEAPON result. If you can’t destroy a weapon either, this
becomes the STAGGERED result.
– 1 1–2 – STAGGERED: You are SLOWED and STUNNED until the
end of your next turn.
– – – 1–6 DEFEATED: You are defeated.
OVERSTRESSED

When a PC takes Stress in excess of their DEFEAT


STRESS CAP, they take an Overstress. NPCs Although defeat doesn’t always mean death,
follow different rules when they exceed their defeated characters can no longer contribute to
STRESS CAP (p. XX). a scene.
When you take Stress, it accumulates until it When a beacon is defeated, all effects on them
exceeds your STRESS CAP. If you go over your and that originated from them are removed, like
STRESS CAP, you take an Overstress and reset Summons or the effects of the Hexblade’s Hex.
your Stress, carrying over any excess Stress. If Damage, conditions, statuses, and created
this causes you to exceed your STRESS CAP a objects and terrain remain, including Traps.
second time, you take another Overstress.
When you receive an Overstress, you also make When your beacon is defeated, you can narrate
an overstress roll to see what additional how they’re defeated, whether it involves being
penalties you suffer. knocked out or running away. They are then
removed from play and unable to directly
Beacons have an OVERSTRESS CAP of 4, while contribute to the scene.
NPCs usually have different OVERSTRESS CAPS
(p. XX). When you have Overstresses equal to NPCs are typically killed or knocked
your Overstress Cap, you are defeated. unconscious when defeated, as chosen by
whoever defeated them. The GM can choose a
To make an overstress roll, roll 1d6 and consult different outcome, but they can’t kill an NPC that
the Overstress Table. a player wanted to keep alive unless the player
gives their permission.

OVERSTRESS TABLE
Roll 1d6 and consult the relevant column based on the number of Overstresses you have remaining.
OVERSTRESSES REMAINING
DESCRIPTION
3 2 1 0
5–6 6 – – DAZED: You are DAZED until the end of your next turn.
3–4 4–5 5–6 – BROKEN TECH: Destroy one of your techniques. Limited
and Consumable techniques can only be selected if
they have charges remaining. If you can’t destroy a
technique, this becomes the LOST MANA result. If you
can’t do that, this becomes the EXPOSED result.
1–2 2–3 3–4 – LOST MANA: You take –1 to your current and maximum
MP until restored during a Short Rest (p. XX). If your
maximum MP is 0, this becomes the BROKEN TECH
result. If you can’t destroy a technique, this becomes the
EXPOSED result.
1 1–2 – EXPOSED: You are VULNERABLE and WEAKENED until the
end of your next turn.
– – – 1–6 DEFEATED: You are defeated.
You can also spend RECOVERIES for the
following:

RESTING COST EFFECT


▶1 RECOVERY Regain all HP.
Resting allows PCs to heal, recover resources, ▶1 RECOVERY Repair a destroyed
and repair equipment. technique or piece of
equipment.
There are two types of rests: Short Rests and
▶1 RECOVERY Restore maximum MP to its
Long Rests. Short Rests are quick breaks that normal value.
allow beacons to patch themselves up after a ▶2 Clear 1 Wound or
fight, while Long Rests are longer and more RECOVERIES Overstress.
restorative. ▶2 Change your current job.
RECOVERIES Your HP, Stress, MP, and
Abilities that reference a rest but don’t specify RECOVERIES remain at their
what kind of rest apply to both Short and Long current values unless the
Rests. For example, the Shadebinder’s new job’s maximum is lower,
Companion Shade ability creates a friendly in which case they are
summoned shade on the battlefield. The shade reduced to the new
maximum. If the new job
regains all its HP during any rest, which means it
doesn’t have sufficient slots
regains all its HP when you take either a Short for your current weapons,
Rest or a Long Rest. support items, or techniques,
you must unequip items and
Individual beacons can choose to skip a Short
techniques until they fit.
Rest, receiving none of the benefits, but they
▶4 Return a defeated character
can’t skip a Long Rest. RECOVERIES to play. The required
The GM determines when the beacons are able RECOVERIES can be split
between any characters
to take rests. You can’t declare you are
participating in the Short
resting unless the GM allows it. Rest, including the defeated
character. The defeated
SHORT RESTS character returns to play with
3 Wounds, 3 Overstresses,
During Short Rests, the beacons can spend
full HP and MP, and no
RECOVERIES to replenish their resources. Stress. You can only bring a
Short Rests are taken during quests, and only defeated character back into
play if the player is willing.
require that the beacons take a few moments to
catch their breath. Short Rests are often
available between combat scenes.
LONG REST
During a Short Rest, you may do the following:
During Long Rests, the beacons fully heal,
▶ Clear all Stress. recover their resources, and repair damaged
▶ Regain all MP. equipment and techniques.
▶ Reload all Reloading abilities.
▶ Clear all conditions, statuses, and A Long Rest is an extended period of rest and
effects (except for BLOODIED and recovery that typically takes place between
BREAKING, if still applicable). quests. A Long Rest must be long enough for
the beacons to sleep, eat, and repair their
equipment.
Immobilized: IMMOBILIZED characters can’t
voluntarily move, but can still be subjected to
The beacons always benefit from a Long Rest
forced and involuntary movement.
between quests. There may be time for a Long
Rest during a particularly lengthy quest, but that Marked: When attacking a MARKED character,
is for the GM to decide. the attacker can choose to consume the MARK.
Doing this clears MARKED and grants +1 + on
During a Long Rest, defeated beacons are
that attack roll. A character can only have one
brought back into play if their player wishes.
MARK at a time.
Additionally, each PC may do the following:
Silenced: SILENCED characters can’t use or 6
▶ Reset all attributes to their normal values
RELEASE spells.
(e.g., full HP and MP, no
Stress/conditions/Wounds, etc). Slowed: SLOWED characters can only move with
▶ Change their job, ancestry trait, their standard movement; they can’t 4 RUSH or
equipment, and other options.
use any other forms of voluntary movement.
▶ Repair all equipment and techniques.
SLOWED PCs can only take their turns in PHASE
8 DELAY. SLOWED NPCs have their next
CONDITIONS AND Initiative become 8 (this lasts until they’ve taken
STATUSES that turn and the condition ends). During rounds
in which they are SLOWED, Bosses must take at
Conditions and statuses are continuous effects least one of their turns during PHASE 8 DELAY,
that can be applied to characters. Conditions even if they clear the condition before doing so.
represent short-term, specific consequences
that usually have finite durations and are applied Stunned: STUNNED characters can perform
by abilities, while statuses are ongoing states either a standard action or a minor action on
that are usually applied when certain conditions their turns, not both. Additionally, they can’t 7
are met. FULL ATTACK or perform reactions, and their
DODGE and A-DEF both count as 5.
Conditions are always negative. Most effects
that give conditions indicate when the conditions Sundered: SUNDERED characters don’t benefit
end (e.g., “until the end of the target’s next from ARMOR or resistance.
turn”). They can also be cleared with 1 Vulnerable: VULNERABLE characters take double
REFRESH. damage from Physical, Astral, Lunar, and Force
Statuses describe characters’ current states, sources. Stress and Discord are not affected.
and can be positive or negative. Unlike Weakened: WEAKENED characters deal half
conditions, they can’t be removed unless damage when dealing Physical, Force, Astral,
specific actions are taken or their requirements and Lunar. Stress and Discord are not affected.
no longer apply. Their Summons and Traps are also unaffected.

CONDITIONS
Blinded: BLINDED characters can only target
and draw line of sight to adjacent spaces.
Dazed: DAZED characters receive +1 - on all
attacks, checks, and saves.
Disarmed: DISARMED characters can’t make
weapon attacks except for improvised weapon
attacks.
 They cease to be FLYING if they become
PRONE.
STATUSES
Grappled: GRAPPLED always involves at least
Bloodied: Characters are BLOODIED when they two characters, both of whom receive the status.
have half of their HP maximum or less (their While GRAPPLED, the following effects apply:
BLOODIED level).
 Both characters are ENGAGED.
Breaking: Characters are BREAKING when they  Neither character can take reactions.
have Stress equal to or exceeding their STRESS  The larger character can move normally.
CAP (their BREAKING point).  The smaller character is IMMOBILIZED, but is
dragged along by the larger character
Engaged: When a character becomes adjacent
when they move, mirroring their
to an enemy, they both gain the ENGAGED status
movements and inheriting any special
as long as they are adjacent to one another. forms of movement like flight.
ENGAGED characters make ranged attacks at +1  If the initiator is the same SIZE as the
-. If a character becomes ENGAGED by another target, they count as the larger one during
character of the same SIZE or larger, their the turn in which the initiate the 5
movement ends and they lose any unused GRAPPLE.
movement. Characters cease to be ENGAGED  Characters of the same SIZE can make a
when they are no longer adjacent to an enemy. contested BULK check as a free action to
see if they count as the larger one until this
Flying: Characters with flight can either take
contest is repeated.
off, gaining the FLYING status, or land on the
ground, clearing the status, as a free action GRAPPLED ends when one of the following
once per turn. They can also choose to start occurs:
combat scenes FLYING.  The characters are no longer adjacent to
While a character is FLYING, the following effects each other.
apply:  The initiator ends it as a free action.
 The 5 GRAPPLE target succeeds on a
 Non-thrown melee attacks from non-FLYING contested BULK check as a minor action.
characters gain +2 - against them.
 They can move normally over and are Hidden: While a character is HIDDEN, enemies
immune to the effects of terrain, can only target them with AOEs or while
obstructions, and terrain features, but adjacent to them. They are still visible on the
cannot benefit from or interact with them combat map to players and the GM.
either. When flying over objects, they are
The following things end HIDDEN:
considered to have their SIZE increased by
the SIZE of whatever they are flying over for  The HIDDEN character uses a hostile effect
the purposes of determining line of sight (e.g., attacking or forcing a save) or uses
and cover, as if they were climbing. INTERPOSE.
 They cannot benefit from cover from terrain  The HIDDEN character ends any turn within
or objects. an enemy’s line of sight unless they are
 When attacking non-FLYING characters, either INVISIBLE or benefiting from cover
they treat their target’s cover from terrain against that enemy.
and objects as one step lower (hard cover  An enemy performs a successful 3
becomes soft cover, soft cover becomes no SEARCH against them.
cover).
Invisible: When making an attack against an
 They ignore ENGAGEMENT and don’t cause
ENGAGEMENT. INVISIBLE character, before any attack rolls are
 They don’t trigger Traps but can still be made, roll a d6. On a 1–3, the attack misses.
affected by them. INVISIBLE characters are still visible on the map
to players and the GM. INVISIBLE lasts until the space. Cover and line of sight are calculated
end of the scene unless stated otherwise. from the center space. Users can be affected by
their own Blast.
Prone: Attacks against PRONE targets gain +1
+ and PRONE characters always count as Burst X: Affects all targets within a radius of X
moving through difficult terrain. Unless they spaces from the edge of the spaces occupied by
are IMMOBILIZED, PRONE characters can stand the target, including the target's spaces but
instead of making their standard movement, excluding the target itself. Cover and line of sight
which ends this status. Standing doesn’t count are calculated from the edge of the spaces
as a form of movement. occupied by the target. If a Burst forms a zone,
the zone moves with the target.

TAGS Close Blast X: Abilities with this tag have an


AOE. It operates like a Blast, but:
Abilities often have tags associated with them,
such as Aura 2, Piercing, or Polymorph. When  at least 1 space must be adjacent to the
an ability has a tag, the effects of that tag apply user
to the effects of that ability. Some abilities don’t  the user can’t be in the area
 cover and line of sight are calculated from
have tags, but do have effects that have a tag,
the user.
or that create objects or characters with the tag,
as indicated in their description. Consumable X: Abilities with this tag can only
be used X times per quest. Consumable abilities
If an ability has a tag with a value of “X”, like
represent potions, elixirs, and other items that
Mana X, that means the amount can vary, but
can be replenished.
must be at least 1.
Enchantment: Abilities with this tag modify
Below is a list of tags and their effects.
other abilities. Enchantments can typically only
Accurate: Attacks with this tag gain +1 +. be applied to specific types of abilities and can
only be applied to one ability at a time.
Aetheric: Attacks with this tag are made against
Additionally, each ability can only have one
A-DEF instead of DODGE.
Enchantment at a time. Enchantments can only
Arcing: Abilities with this tag can be aimed over be applied to a new ability while preparing for a
obstacles. They ignore line of sight as long as quest or during a Long Rest. If an Enchantment
there is a vertical path to the target, although is destroyed, the ability it is enchanting is not
cover still applies. destroyed and vice versa. Traits and talents
Armor: Abilities with this tag represent suits of can’t be enchanted.
armor or similar defenses, many of which Homing: Abilities with this tag ignore line of
provide a bonus to ARMOR. A character can only sight and the effects of cover. As long as the
have one ability with this tag equipped at a time. target is within Range and it is possible to reach
Aura X: When activated, abilities with this tag them (i.e., they aren’t in a box), they can be
affect indicated characters within X spaces of targeted.
the user. A character can only have one Aura Inaccurate: Attacks with this tag receive +1 -.
activated at a time and can change Auras
Indirect: Attacks with this tag ignore any -
1/turn.
from cover.
Auto-Hit: Attacks with this tag automatically hit
Innate: Abilities with this tag can’t be destroyed
without making an attack roll.
or enchanted. They can’t be chosen for
Blast X: Abilities with this tag have an AOE. It destruction as the result of a wound roll.
affects all targets within a radius of X spaces
from the center space, including the center
Limited X: Abilities with this tag can only be Slow: Abilities with this tag can only be
used X times per quest. Limited abilities provide activated as part of 7 FULL ATTACK.
powerful effects that can’t be replenished during
Stressful X: Abilities with this tag inflict X Stress
a quest once used.
on the user.
Line X: Abilities with this tag have an AOE. It
Summon: Abilities with this tag create one or
affects all targets in a straight line with a length
more temporary characters under the control of
of X spaces and a width of 1 space, drawn
another character, each of which has the
directly away from you in any direction.
Summon tag.
Focus X: Abilities with this tag cost X Focus to
use. Summons have the following statistics unless
otherwise indicated:
Piercing: Damage with this tag ignores ARMOR.
 SIZE 1/2
Pull X: Abilities with this tag inflict a type of  HP 5
forced movement. On a hit, the target is moved  DODGE/A-DEF 10
X spaces directly toward the origin.  SPEED 0
Push X: Abilities with this tag inflict a type of  SAVE TARGET = Summoner’s SAVE TARGET
forced movement. On a hit, the target is moved  BULK/AGILITY/MIND/MAGIC 0
X spaces directly away from the origin. Summons can only be created in free spaces
Range X: Abilities with this tag can be used on that they could normally enter (they can’t be
targets within X spaces. summoned into impassable terrain, for
example).
Reach X: Abilities with this tag can be used on
targets within X spaces. This tag also Summons are characters with a standard
determines the range of the OPPORTUNITY action, standard movement, and minor action
ATTACK reaction. per round; however, they can’t perform any
actions unless they have an ability that lets them
Mana X: Abilities with this tag cost X MP to use.
do so and can’t perform a movement unless
Polymorph: Abilities with this tag modify the they have SPEED. Their turn is their summoner’s
target’s form. A character can only be under the turn, and if they can take actions or move, they
effect of one ability with this tag at a time, and can do so at any point in their summoner’s turn.
any subsequent polymorph effects are Summons are defeated if they are reduced to 0
automatically cancelled while they are under the
HP. They can also be dismissed by their
effects of a polymorph. summoner as a free action. Summons last until
Reliable X: Abilities with this tag always deal at dismissed or defeated, or until the end of the
least X damage, even if they would miss or deal scene.
less than X damage. Reliable damage inherits
By default, each character can only have one
the ability’s damage type and tags; however,
Summon per ability with this tag in play at a
Reliable damage does not count as a hit and
time. If a Summon is defeated or dismissed, a
doesn’t trigger any effects that require a hit.
new one can be made using that same ability.
Reloading: Abilities with this tag must be Summons can’t create Summons.
reloaded after each use before they can be used
Thrown X: Abilities with this tag can be used to
again. This can be done using 1 REFRESH and
make a thrown attack, a melee attack made
other abilities.
against a target within X spaces. Thrown attacks
Slide X: Abilities with this tag inflict a type of are affected by cover. If throwing a weapon, it
forced movement. On a hit, the target is moved lands in a space adjacent to the target (thrower’s
X spaces in any direction.
choice), and must be picked up as a free action
while adjacent to it before it can be used again.
Trap: Abilities with this tag place traps – objects
that modify spaces – or are traps themselves.
They must be placed in a free adjacent space.
They become armed at the end of the turn in
which they are placed. Moving into or adjacent
to a space occupied by a trap triggers it,
activating its effects, after which it is removed
from play.
Traps are permanently HIDDEN, but can be
automatically detected with 3 SEARCH. You can
attempt to disarm a trap by making an AGILITY
check as a minor action when moving into or
adjacent to its space (before it is triggered). On
a success, the trap is removed from play without
being activated. On a failure, it activates as
normal.
Unbreakable: Abilities with this tag cannot be
destroyed and can’t be selected for destruction if
there are non-Unbreakable options left. If an
Unbreakable result is selected from a wound or
overstress roll, it becomes a DAZED result
instead.
Unique: Characters can only equip one copy of
each ability with this tag at a time
SECTION 2: BUILDING BEACONS

06: CHARACTER OPTIONS


This chapter covers all the options for PCs, including ancestries, talents, classes, class-specific
equipment and techniques, and starting equipment and techniques.

DUAL AND CUSTOM


ANCESTRIES ANCESTRIES
A character’s ancestry describes their heritage Some characters might have more than one
or species. ancestry, representing two different parts of their
background, or a custom one that isn’t
Your beacon’s ancestry determines their SIZE
represented by the existing options.
and gives you a collection of ancestry traits that
you can choose from for combat scenes. You When playing such a character with a dual
select an ancestry for your beacon during ancestry, pick one ancestry as normal; however,
character creation (p. XX), and can only change you might have abilities in narrative play that
it with the FIND ECHO downtime activity (p. XX). stem from the other ancestry.
In narrative play, ancestry can provide whatever Additionally, the GM can optionally allow you to
abilities or powers work in your Reflection. For base your character’s SIZE on one ancestry and
example, in your Reflection, elves might be create a list of four ancestry traits (two from
immortal, while machina don’t need to eat or each ancestry) as your pool of potential ancestry
sleep. Those are flavorful abilities that impact abilities.
narrative play, but don’t affect combat play
Example: Artemis is the child of a halfling and a
unless you pick an ancestry trait that says
goblin. She is SIZE 1/2 since both of her parent
otherwise.
ancestries are SIZE 1/2, and her player chooses
Ancestry can also be used to represent cultural two ancestry traits from each. She chooses
themes instead of biological ones, and individual Nimble Escape and Bite for the goblin heritage,
ancestries can be reimagined to represent and Lucky and Brave for her halfling heritage.
entirely different species. For example, you Now, whenever she prepares for a quest, she
might choose the elemental ancestry to can choose one of those four ancestry traits.
represent a ghostly, spectral beacon.
To create a custom ancestry, start by choosing a
This chapter lists the available ancestries for SIZE between 1/2 and 3. Then, create a pool of
players to choose. Each ancestry contains some any four existing ancestry traits. It is
questions you can answer to help flesh out the recommended that you choose traits that fit the
ancestry and your character, as well as an themes of your custom ancestry, rather than just
example of a Reflection and discussion of how choosing the abilities you think are strongest.
that ancestry fits within it. As a reminder, one of
the things common to all Reflections is the
presence of a Scourge – a recurring threat
unique to that Reflection (p. XX).
ANCESTRIES IN YOUR Just because there isn’t a species in the setting
that matches the ancestry, doesn’t mean it
REFLECTION shouldn’t be used. Beacon is a game about
Not every ancestry exists in every Reflection. choices, and severely restricting the ancestry
Some Reflections only feature humans, while choices takes away a vital part of combat play.
others have a limited number of ancestries
In summary:
represented.
 ancestry does not have to equal species
Just because an ancestry doesn’t exist in a
 ancestry and ancestry traits only have
setting, doesn’t mean you can’t use its traits. In
direct rules effects in combat play
an all-human setting, for example, there are
 players shouldn’t be overly restricted in
huge variances between people. Maybe your choosing ancestries
human with the goblin ancestry is a small teen,  your Reflection can have as many or as
or a group of kids in a trench coat (using the few ancestries as you want.
Swarm trait). A human with the avian ancestry
might have a magic item that allows them to fly,
or could have built a jetpack.
At heart, an ancestry is a set of bonuses for
combat play and an important part of the game.
AVIAN
hard, as their homes aren’t designed for the
flightless. They usually leave their homes to find a
more suitable life among the other flightless
civilizations, or take up supportive roles in their
homelands.

Flightless Celestos
If you want to play a flightless celestos, you can
either use the orc ancestry or switch out the avian
Flight trait with a trait from the orc ancestry.

SIZE AND TRAITS

Avians are SIZE 1.

Flight Trait
You have flight.

Flock Tactics Trait


1/round, you gain +1 + on a melee attack roll if
Avians are birdlike people with the physical one of your allies is adjacent to the target.
characteristics of flying creatures: ravens, parrots,
bats, and so on. Not every avian can fly, however,
and some are completely wingless.
Get the Flock Outta There Trait
 What sort of bird or flying creature do your
people resemble? Reaction (1/round)
 Where do your people live and in what kind of Trigger: You take damage or Stress not caused by
environment? yourself.
 What do your people eat, and what do they
consider a delicacy? Effect: You shift up to half your SPEED.
 Are avians without wings or the ability to fly
treated differently than those that have them?
EXAMPLE REFLECTION: GARUDA Gust Trait
You gain the Gust spell, which is equipped for free.
Name: Celestos
The celestos of Garuda live atop the highest Gust Melee Spell Attack
mountains, where they are bathed in radiant energy
Innate, Push 1, Unique
from the sky. As a result, they have learned to
5 Fight
harness this energy as holy magic.
[Reach 1, Line 5] | [1d6 Force]
Celestos place a great emphasis on wings. Those
born with additional sets of wings are seen as
having great potential. Most celestos have two
wings, with four wings being rare and six or more
wings almost unheard of.
Some celestos are born with a mutation that causes
them to grow an additional pair of arms, but no
wings. These celestos find life atop the mountains
CAMBION
EXAMPLE REFLECTION: DIABLOS

Name: Azin
The azin of Diablos are just one of the many peoples
that live on the Umbral Plane, but some of the few
who can easily cross into the Astral Plane.
Most azin will only guide travelers between the
planes with a strong contract in place, a practice
learned from a hard lesson long ago.
Azin mercenaries, guards, and scouts are highly
sought after for their unfamiliar umbral powers,
which seem strange and frightening to those native
to the Astral Plane.
SIZE AND TRAITS

Cambions are SIZE 1.

Bloodhunter Trait
You gain +1 + on attacks against BLOODIED
characters.

Infernal Resistance Trait


You gain either Astral or Lunar resistance.

Wrath Trait

Cambions are people with demonic traits like horns, You gain +1 + on attacks against any characters
that have hit or damaged you since the end of your
tails, or cloven hooves. The specifics and
last turn.
prominence of these traits varies from Reflection to
Reflection, but cambions are often distant
descendants of demons with their own unique
cultures. Fiendish Wings Trait
 What part of your people’s history do others still You have flight.
hold against you, and are their feelings
warranted?
 What good thing did you do that others
disbelieved or doubted your intentions for?
 What was a hard bargain your people had to
make?
 Where did your people once live but now don’t,
and why don’t they live there?
DRAKEN
explains the physical differences between these
groups: some have tails, some have wings, some
have few scales, and so on.
Inside their eggs, the growing dragons are already
named, with names like Bahamut, Phoenix, and
Nidhogg. The drakhal believe that when their dragon
hatches, it will change the world in their favor. One
dragon might destroy all enemies of the drakhal that
hatched it, while another might bring prosperity and
bountiful harvests across the world. Once the
dragon has changed the world, it returns to its lair,
where a new shell forms around it, and it waits until
its next hatching.
These ancient dragons rarely awaken, and each has
their own cycle. It is likely, due to the cyclical nature
of these dragons, that one (or more) of them is Io’s
Scourge.
SIZE AND TRAITS

Draken are SIZE 2.

Dragonfire Trait
You gain the Dragonfire weapon, which is
equipped for free.
Draken are people with draconic traits like scales,
tails, or wings. Their specific physical characteristics Dragonfire Melee Weapon
depend greatly on the Reflection and what its Main Artifact | Innate, Unique
dragons are like. Draken are imposing figures, either 3 Volley or 5 Fight
through their stature or presence. [Reach 1, Close Blast 1] | [2 Discord]
 What is a threat faced by other civilizations that You can attack with this weapon while DISARMED.
is only an inconvenience to your people?
 What do your people think of dragons, or what
relationship do they have with them?
 Are draken associated with one element or
Dragon Scales Trait
many, and what element are your people
associated with? You gain either Astral or Lunar resistance.
 What monument or structure of your people
has endured multiple disasters?
EXAMPLE REFLECTION: IO
Inner Fire Trait
Name: Drakhal
When you 1 REFRESH, you automatically regain
The drakhal of Io primarily dwell in volcanic regions, 1d6 HP before choosing any effects.
which run the gamut from barren wastelands to
tropical islands teeming with life.
Each group of drakhal are in possession of ancient Draconic Wings Trait
dragon eggs. These massive eggs must be
incubated in the burning temperatures of active You have flight.
volcanos. Each group of drakhal believe they are the
inheritors of their specific dragon’s legacy, which

83
DWARF
carve out, exploring and meeting each other through
tunnels both natural and cut by unknown forces.
Danger lurks in the depths, beneath old tunnels long
abandoned. Creatures of chaos live there, surging
their way upward. Every civilization moves ever
higher, trying to stay ahead of the Scourge
Beneath. The tektite have excelled at this, moving
upward while maintaining strongholds to hold back
the Scourge, but no matter what they do, the
darkness always advances …
SIZE AND TRAITS

Dwarves are SIZE 1.

Keep Moving Forward Trait


Abilities with the Armor tag don’t reduce your
SPEED or DODGE, even if they would normally, and
you are immune to SLOWED unless caused by
yourself.

Resilience Trait
You gain resistance to Lunar damage and +1 +
on BULK saves.

Unyielding Trait
Free Action (1/scene)

Dwarves are stocky people who tend to be shorter You 1 REFRESH.


than most humans. They are known for their mental
and physical fortitude.
 What structure or great work of art did your Sturdy Trait
people make?
When you would be subject to forced movement,
 What do your people value that others envy?
you may move –1 space than normal. If this
 What type of actions do your people respect? reduces the forced movement to 0, the movement
 What is something your people lost, and can it doesn’t happen. If you would be knocked PRONE,
be reclaimed? you can make a BULK check. Success: You don't
EXAMPLE REFLECTION: PENUMBRA become PRONE.

Name: Tektite
The tektite of Penumbra are locked in a constant
race upward, fleeing the ever-encroaching darkness
from below.
There is no surface in this Reflection, or at least
none has been discovered. The sky is stone, and it
never ends. The tektite and other people of
Penumbra live comfortably in whatever caverns they

84
ELEMENTAL
The Cultivator seeks to keep the nations
independent, and to grow them individually.
The Weaver and Cultivator are always in conflict
with each other, as their purposes and philosophies
are opposed. Each approach has benefits and flaws,
and each party firmly believes in their role.
To complicate matters, in each cycle one of these
two people becomes the Scourge, and there
appears to be no pattern as to which one it is.
SIZE AND TRAITS

Elementals are SIZE 1.

Energy Resistance Trait


You gain either Astral or Lunar resistance.

Energy Aura Trait


Reaction
When you equip this trait, choose either Astral or
Lunar.

Trigger: You are hit by an attack from an adjacent


enemy.

Effect: You deal [2 Piercing Astral or Lunar] to


them, as chosen previously.

Elemental Nova Trait


Elementals are people with strong connections to
specific elements, like fire or water. Some have You gain the Elemental Nova spell, which is
bodies made entirely of their element, while others equipped for free.
just have individual features like burning hair.
Elemental Nova Melee Spell Attack
 What element are you associated with? Innate, Unique
 Where do elementals who share your element 5 Fight
come from? [Burst 1] | [1d6 Astral or Lunar]
 What are elementals associated with other
elements like? On Attack: The AOE and any spaces you occupy
 What emotion is valued by your people? become a zone of soft cover until the start of your
next turn.
EXAMPLE REFLECTION: CONVERGENCE

Name: Fewa Elemental Form Trait


The fewa of Convergence live in separate nations You gain resistance to damage from dangerous
based on their associated elements. Two important terrain. Additionally, when you become BLOODIED
or BREAKING, you gain hard cover until the start of
individuals are always born or created within a few
your next turn.
years of each other: the Weaver and the Cultivator.
The Weaver can always manipulate multiple
elements. They seek to unify the fewa nations under
one banner and one element.

85
ELF
Over the last 100 years, many of these qiradel came
to a planet populated by powerful civilizations, with
abundant magical energy and a moon in an uneven
orbit. There have been many painful lessons when
adapting to life on this new planet, but some
measure of stability has finally been found.
The qiradel of this Reflection absorb magical energy
into their bodies throughout their lives, gaining
physical characteristics based on the types of magic
they encounter. Qiradel who surround themselves
with primal magic might grow leafy tattoos, while
those with boundless arcane magic might gain
glowing eyes. Divine magic, a source of aether
drawn directly from gods, did not exist on Fey. The
youngest generation of qiradel are starting to exhibit
new traits derived from their exposure to this alien
magic.
SIZE AND TRAITS

Elves are SIZE 1.

Elven Accuracy Trait


1/round when you use the Reroll Table for an
attack roll, you can roll an additional d20 on the
attack and use either result.

Nature Step Trait


You ignore movement penalties from difficult
Elves are a long-lived people with lifespans that terrain, and gain +1 + on dangerous terrain
range from slightly longer than human to truly checks.
immortal. The signature physical characteristic of
Minor Action (1 MP): While in difficult terrain,
elves is their pointed ears. you become INVISIBLE until the start of your next
 How long do your people live? turn or until you are no longer in difficult terrain,
 What magic or creations are your people whichever happens first.
known for?
 What skill or art do you wish you were better
at?
 What tradition do your people follow that you Fast Movement Trait
feel is outdated? You gain +1 SPEED.
REFLECTION: MOONTOUCHED

Name: Qiradel
The qiradel of Moontouched hail from a distant Fey Step Trait
planet called Fey which was destroyed and Free Action (1/scene)
shattered by a great cataclysm a generation ago. You teleport 5 spaces.
The inhabitants fled through teleportation magics
and flying cities, hurling themselves through space
in the hope of finding safety.

86
GIGAN
EXAMPLE REFLECTION: TITAN

Name: Jotun
Giant monsters, called tyrants, roam this Reflection,
destroying cities and empires in their rampages. The
people of this Reflection have gathered their power
and resources to create weapons platforms called
anti-tyrant suits, or ATSs. The ATSs are strong
enough to fend off the tyrants, but are too large to be
used by anyone but the jotun. These jotun pilots are
known as crownbreakers.
Whenever a tyrant appears, a crownbreaker with a
dedicated support team must don their ATS and do
battle. Their support team either keeps the ATS
functional, or directly fights in the field.
This Reflection’s Scourge is a particularly powerful
tyrant that threatens the stability of society and
pushes the crownbreakers to the limit.
SIZE AND TRAITS

Gigan are SIZE 2.

Big Equipment Trait


One of your support slots increases by one size
(LIGHT to MAIN, or MAIN to HEAVY).

Endure Trait
Free Action (1/scene)
You gain resistance to all damage until the end of
your next turn.

The gigan, often called half-giants, tend to be the


tallest people in any given Reflection. It’s not known Oversized Weapons Trait
whether they are directly related to giants, but they 1/scene, you can attack with a Slow weapon as
share unmistakable cultural similarities with them, though it doesn’t have that tag.
like clothing and music styles.
 What are giants like? What type of giants are
your people most similar to?
 What creatures do your people fear or respect? Giant Lineage Trait
 What do your people think of the civilizations of You gain either Astral or Lunar resistance.
smaller folk?
 What staple or delicacy of your people do
others find off-putting?

87
GNOME EXAMPLE REFLECTION: CONDUIT

Name: Maji
The maji of Conduit led their Reflection’s most
powerful civilization for centuries, propelling society
ahead with their technological innovations. Then,
they messed it all up with one cataclysmic mistake.
Through hubris, oversight, or ignorance, the maji
unleashed what was to be their greatest
achievement, only to have it backfire. Unbeknownst
to them, the maji were the Scourge.
But the maji – and their Reflection – survived. Now
they’re determined to either fix their mistake, or fix
the world they ruined.
SIZE AND TRAITS

Gnomes are SIZE ½.

Instinctual Stealth Trait


You may begin any combat scene HIDDEN, and
can’t lose it until the end of your first turn.

Fade Away Trait


Mana 2
Reaction (1/round)
Trigger: You are targeted by an attack.

Effect: You become INVISIBLE before the attack roll


Gnomes are a diminutive people with an is made, lasting until the end of your next turn.
appreciation for technology or nature. Whichever
they prefer, they lean into it hard. Those fond of
Tumble Trait
nature often live alongside their favorite animals,
while those fond of technology strive to discover new You can move through spaces occupied by
advancements for it. enemies that are larger than you, and becoming
ENGAGED doesn’t stop or end your movement.
 What are you most proud of making or doing?
 What types of skills or professions do your
people value? Tinker Toy Trait
 How do your people defend themselves against Summon
larger threats? Minor Action (1/scene)
 What is the most dangerous thing your people
[Range = Scope]
have done?
Toy (SIZE 1/2, HP 5, DODGE/A-DEF 10, SPEED 0)
You deploy a toy within Range. Allies gain +1 +
when attacking targets adjacent to your toy.

88
GOBLIN
they’re born into) is that of a basic goblit, which is
also the smallest. In their second “hobgob” stage,
they grow in size and strength. The third form is that
of the “bokgob”, which is even stronger and begins
to develop wildly varied appearances like fur, extra
arms, or a thick hide.
The exact reasons why only some gobs undergo this
metamorphosis and why some never progress
beyond the hobgob stage are unknown. The leading
theory is that it’s a genetic mutation.
There is rumored to be a stage of metamorphosis
beyond bokgob – the “urgob” stage. There are no
recorded cases of urgobs, but if it is stronger than
the bokgob stage, it must be incredibly powerful.
SIZE AND TRAITS

Goblins are SIZE 1/2.

Scurry Trait
When an attack misses you, you can shift 1.

Swarm Trait
Your base SIZE is increased to 2. Despite this, you
can still benefit from any cover of SIZE 1 or larger.
Additionally, you gain resistance to Physical but
are always VULNERABLE to Force.
Each of your RECOVERIES might represent a
different goblin in your swarm.

Goblins are ambitious people with shorter-than-


human lifespans. In many Reflections they are
viewed as “monsters”, although that’s usually Nimble Escape Trait
because the people of those places want cannon- Free Action (1/scene)
fodder for their heroes to murder. Hopefully you’ll do You 4 RUSH.
better than that in your Reflection.
 How do your people approach or view their
short lifespans?
 What do your people have a deep-seated fear Bite Trait
of? At the start of your turn, you deal [1 Piercing
 What do your people use for transportation? Physical] to any character GRAPPLED by you unless
 How many siblings do you have? you are STUNNED.
EXAMPLE REFLECTION: MONTON Minor Action: You deal [1 Physical] to an adjacent
enemy.
Name: Gob
The gobs of Monton sometimes undergo a sudden
metamorphosis, rapidly changing their size and
abilities. The most common form (and the one

89
HALFLING
has been saved by an unlikely but much-needed
ruppit inn.
No matter where, whether in the desert or the
tundra, you’ll find a ruppit hospitality establishment.
Some ruppits have even set up hospitality chains,
branding them with names like “Rin’s Roadstop”.
SIZE AND TRAITS

Halflings are SIZE 1/2.

Lucky Trait
Stressful 2
Reaction (1/round)
Trigger: You would be hit by an attack.

Effect: You force the attacker to reroll the attack roll


and use the second result.

Nimble Trait
Reaction attacks made against you receive +1 -.
Additionally, 1/scene when you would trigger an
enemy’s reaction, the reaction doesn’t trigger.

Brave Trait
During any turn in which you SURGE, you gain +1
+ on all attacks, checks, and saves.

Halflings are known for their strong wills and friendly


Tumble Trait
demeanors. They are among the shortest people of
any Reflection, but their charm can fill a room. You can move through spaces occupied by
enemies that are larger than you, and becoming
 What was a thing your people did that other ENGAGED doesn’t stop or end your movement.
people respected?
 How comfortable is the world for someone of
your size?
 What is something your people refuse to let go
of?
 What do your people think of the taller
civilizations?
EXAMPLE REFLECTION: RHOMBUS

Name: Ruppit
On Rhombus, the ruppit set up small hospitality
stations beside long, dangerous roads. These
ruppits value service to others and happily create
establishments in dangerous areas. Many a traveler
90
HUMAN
While society tries to survive, the Scourge plans its
next move below …
SIZE AND TRAITS

Humans are SIZE 1.

Strong Saves Trait


You gain +1 + on all saves.

Hang in There Trait


1/scene, you can ignore the effects of a wound or
overstress roll, although you still take the Wound or
Overstress.

Hearty Trait
You gain +3 maximum HP.

Adrenaline Trait
1/scene, you can SURGE without increasing your
SURGE level.

You are, presumably, a human; you might have


some idea what it involves.
 What type of clothing or fashion do your people
wear?
 How widespread are human cultures?
 What type of weapon is associated with your
people?
 What spell did your people invent?
EXAMPLE REFLECTION: NIMBUS

Name: Hyul
The Scourge poisoned the land, so the hyul and the
other survivors of Nimbus created flying airships
capable of supporting thousands of people.
Everyone now lives in the skies, venturing to the
surface only to scavenge tech and supplies, and
wearing special suits to avoid breathing the poison
from below.

91
KOBOLD
SIZE AND TRAITS

Kobolds are SIZE 1/2.

Trap Array Trait


You gain the Trap Array support item, which is
equipped for free.

Trap Array Support Item


Consumable 2, Innate, Trap, Unique
Minor Action
You can expend a charge to deploy one of the
following Traps, each of which have a [Burst 1]
AOE when triggered:
 Explosive Trap: When triggered, all
characters in the AOE take [1d6+3 Force].
 Paint Marker: When triggered, all
characters in the AOE are MARKED.
 Snare Trap: When triggered, all characters
in the AOE must make an AGILITY save.
Failure: They are IMMOBILIZED until cleared.
After the end of their next turn, affected
characters can make a BULK check as a
minor action. Success: They clear
IMMOBILIZED.

Distract Trait
Free Action (1/scene)
[Burst 2]
Enemies in the AOE become MARKED.
Kobolds are a reptilian people known for their
incredible craftmanship. Kobold-crafted gear is
highly coveted by beacons due to its unusually high
aetheric density, which makes it easier to enchant. Trapmaster Trait
 What sort of craftsmanship are your people You can automatically open locks as a free action.
highly regarded for? Additionally, you gain +1 + on rolls to disable
 What type of environment did you grow up in? Traps and saves triggered by Traps.
 What is or was the family business?
 What is your favorite thing you’ve ever made?
EXAMPLE REFLECTION: KEYSTONE
Evasive Trait
Name: Drik You gain resistance to damage and Stress from
AOEs, and +1 + on saves against AOEs.
When Keystone was fractured, the drik held it
together. Piece by piece, they were able to pull Additionally, 1/turn you can spend 1 FOCUS to reroll
fragments of the Reflection together and bind them a failed save.
with chains, bolts, and glue. Now the drik maintain
their world, keeping everything running as best as
they can for their fellow survivors.

92
LYCANTHROPE The uranuk collect crystals, the energy of which can
be drained for summoning their primal spirit. They
seek to gather as many of these crystals as
possible, mining or stealing them as needed. Some
groups use their primal spirits for defensive
purposes, while others use them to aggressively
expand their territories.
SIZE AND TRAITS

Lycanthropes are SIZE 1.

Defender Strain Trait


Free Action (1/scene)
You manifest your lycanthropic heritage, gaining
the heightened senses and vigor of a great beast.
You gain 2 FOCUS.

Pack Tactics Trait


1/round, you gain +1 + on a melee attack roll if the
target is adjacent to one of your allies.

Sneaky Form Trait


Lycanthropes are people with the ability to assume Polymorph
an animal form, and sometimes even a hybrid form. Minor Action
Some lycanthropes can do this naturally, and
You assume a small, sneaky form. You become
sometimes lycanthropy is a disease or curse. SIZE 1/2 and can 4 HIDE as a free action 1/turn.
 What animals do your people have a special You can’t use spells or attack in this form.
connection with? You can revert back to your normal form as a
 What parts of your personality does your minor action.
animal form intensify?
 Do your people primarily have the same strain
of lycanthropy, or can you each assume Travel Form Trait
different animal forms? Polymorph
 Which form feels most comfortable to you, and Minor Action
which one do your people primarily use?
You assume a form suited for travel. You gain +2
EXAMPLE REFLECTION: ENKIDU
SPEED, but you can’t use spells or attack.
Name: Uranuk You can revert back to your normal form as a
minor action.
The uranuk of Enkidu are organized based on the
animals into which they can transform: Tribe Tiger,
Clan Crab, the Antler Kingdom, and so on. Each
group is guarded by a powerful primal spirit, but it
can only manifest physically for short periods of
time.

93
MACHINA
The procedure was a success and their people
survived, but their old ways of life were destroyed or
made irrelevant. Now inhabiting new bodies and
calling themselves the bayvo, they have to decide
what the next chapter of their history will look like.
SIZE AND TRAITS

Machina are SIZE 1.

Mechanical Body Trait


You gain resistance to Discord damage and +1 +
on checks to clear Discord.

Armored Trait
You gain +1 ARMOR while you aren’t BLOODIED.

System Repair Trait


1/scene when you 1 REFRESH, you can choose
any number of options from the list.

Integrated Weapon Trait


Choose a LIGHT weapon from the list of basic
weapons (p. XX). You can equip that weapon for
free. It is also Innate and you can use it while
DISARMED.

Machina are artificial people. Whether made from


technology or magic, they have now gained the
ability to think for themselves.
 Who or what made you?
 Were you made to fulfill a specific purpose?
 Do you have anyone you consider family?
 How long can you live for, and how long do
your memories last?
EXAMPLE REFLECTION: LUNA

Name: Bayvo
The bayvo of Luna were once living, breathing
creatures. When the Scourge threatened to destroy
their civilization, they leveraged their scientific and
magical skills to ensure their survival. To do this,
they constructed artificial bodies and transferred
their consciousnesses into them.

94
ORC
EXAMPLE REFLECTION: LEVIATHAN

Name: Mar’orc
The mar’orc of Leviathan control the Reflection’s
largest and most powerful naval fleet. It began as a
host of individual pirate bands, eventually brought
together by the Hook, Peg, and Powder pirate
company to defeat one of the incarnations of the
Scourge.
After their victory, Hook, Peg, and Powder was able
to maintain control of the pirate fleets and earn
recognition as a sovereign nation.
SIZE AND TRAITS

Orcs are SIZE 2.

Second Wind Trait


1/scene when you become BLOODIED, you gain
TEMP HP equal to 4+GRIT.

Rushdown Trait
When you 4 RUSH and choose the movement
option, you can move +2 spaces.

Furious Trait
1/turn, you can take 1d3 Stress to reroll all the dice
from one of your damage rolls.

Orcs are a tall, muscular people with a love for


competition. They sometimes have tusks or horns, Workout Routine Trait
and have skin tones outside of the human range, You gain +1 + on BULK checks and saves. You
including green and grey. are considered to be +1 SIZE larger than usual for
5 GRAPPLE and 5 SHOVE.
 What was your people’s greatest achievement,
known by everyone?
 What is a tradition your family or people follow,
and how do you feel about it?
 What emotion do you sometimes struggle to
control?
 What is your favorite type of contest or game to
either watch or participate in?

95
techniques from both the basic options (p. XX) and
CLASSES AND JOBS all of your unlocked classes.
Classes are collections of abilities you unlock over
ELEMENTS OF A JOB
time. Each class has an associated job, which is
something you can choose to equip at the beginning Each job has several elements: a role, base
of a quest. Jobs grant traits and determine the base attributes, some traits, weapon slots and support
values of your attributes. slots of various types, and a limit break.

Classes are thematically connected collections of Role: A job’s role describe what sorts of things
equipment and techniques that you can equip for characters with that job do in combat:
quests, and each is associated with a job. The  Artillery: Deals damage over long range.
description of each class includes some optional  Controller: Manipulates foes or the battlefield
questions to help flesh out your character and their to gain an advantage.
connection to that class.  Defender: Protects their allies or draws
attention to themselves.
Each class has three ranks, starting at class rank 1
 Striker: Deals damage over close-to-medium
and going up to class rank 3. Whenever your range.
beacon levels up, including at level 1, they acquire  Support: Assists allies, either by healing,
a new class rank, either gaining a new class at rank mitigating damage, or enhancing other
1 or increasing their current rank in a class by one characters.
step.
Base Attributes: A character’s equipped job
Variant Jobs determines the starting values for their attributes.
Each of the classes in this book have one Each attribute is listed beneath an ability score
associated job, which shares the same name as the (BULK, AGILITY, MIND, or MAGIC). These attributes are
class; however, future books may introduce variant modified by the points you have put into the relevant
jobs, and you can always add new jobs in your own ability score. The values listed for attributes are the
games. starting values, assuming 0 points invested in the
related ability score.
For example, this book includes only one job for the
Paladin class – also called the Paladin – but a future  SCOPE: The distance within which you can use
book might add another job for the Paladin class, certain abilities, such as ranged spell attacks.
called the Avenger. In that case, upon reaching rank  SAVE TARGET: The target number characters
1 in the Paladin class you could choose to unlock have to meet or exceed when rolling a save
either the Paladin job or the Avenger job, but not against you.
both. BULK
You unlock one of a class’s associated jobs upon  HP: When you reach 0 HP, you take a Wound
reaching rank 1 in that class. Jobs give you access and make a wound roll. When you reach your
to specific traits and determine the base values for WOUND CAP (4), you are defeated.
your attributes, like your HP and the number and  RECOVERIES: A resource you can spend to
size of your weapon slots. Once you have unlocked recover HP and repair destroyed equipment
a job, your beacon can equip it whenever they go on and techniques.
a quest. They can only equip one job at a time.
AGILITY
Every rank you have in a class also unlocks two
abilities for your character. These abilities can be  DODGE: The number that attackers must equal
weapons, support items, spells, or skills. Once an or exceed to hit you.
 SPEED: The number of spaces you can move
ability is unlocked, it enters the pool of abilities you
with your standard movement.
can equip when you go on a quest.
You aren’t limited to equipping techniques and
equipment associated with the job you’ve equipped.
In fact, you are encouraged to mix equipment and
96
MIND

 STRESS CAP: When you exceed your STRESS


CAP, you take an Overstress and make an
overstress roll. When you reach your
OVERSTRESS CAP (4), you are defeated.
 MEMORY: You can equip any number of
techniques the combined MEMORY cost of
which doesn’t exceed your MEMORY.
MAGIC

 A-DEF: The number that attackers must equal


or exceed to hit you with Aetheric attacks.
 MP: A resource you can spend to use certain
abilities.

Traits: Each job has several unique abilities. If you


equip a different job, you lose access to the traits
from your current job and gain the traits of the new
one.
Weapon Slots: Your job determines the number
and type of weapon slots available.
Support Slots: Your job determines the number and
type of the support item slots available.
Limit Break: Limit breaks are powerful, unique
abilities that can be used once per quest.

97
Placeholder

98
AEGIS Defender
defense-oriented spellcasters adept with protective magic. Aegises put up barriers and
shields to protect friends and block out foes.

Aegises are defensive spellcasters that specialize in creating barriers and mitigating damage. Aegises rely on
efficient use of mana to keep their barriers up for prolonged periods of time, and a group of them can maintain a
city-spanning barrier for the duration of a siege.
While the primary purpose of an aegis’s barriers is protection, they can also be used offensively. A well-placed
wall can split a group of enemies or cut off an avenue of attack. For these reasons, aegises find themselves in
high demand, especially in militaristic organizations and cities. They are at their strongest when there are people
to protect, so they are seldom alone.
Aegises use many methods to extend their mana capacity and lessen the cost of spells: magical tattoos that act
as miniature ley lines, mana batteries and potions, and arcane familiars are just some of the tools used by
different schools of aegises.
 What are your barriers made of, and what do they look like?
 When did you fail to protect someone or something?
 What does it feel like when one of your barriers breaks?
 What is the longest one of your barriers has lasted for?

BASE ATTRIBUTES
Scope: 10 Save Target: 10
BULK MIND WEAPON SLOTS
HP: 6 Stress Cap: 7
Recoveries: 3 Memory: 7
LIGHT MAIN
AGILITY MAGIC
Dodge: 6 A-Def: 10
Speed: 4 MP: 5
SUPPORT SLOTS
TRAITS
Mana Transferal Trait LIGHT LIGHT
You can spend MP as if it were FOCUS.
LIMIT BREAK
Perfect Shield Limit Break
Abjurer’s Ward Trait Special
You gain the Ward spell, which is equipped for [Range = Scope]
free. At any time during a combat scene, you may
choose an ally within Range. Until the end of this
Ward Spell phase in the next round, all damage and Stress
Innate, Mana 1, Unique they receive is reduced to 0.
Reaction
Trigger: An ally within SCOPE would take Physical, The pinnacle of barrier magic is a shield that
Astral, Lunar, or Force, before ARMOR and grows stronger the more force is used against it.
resistance. Such a perfect shield is unbreakable, but hard to
Effect: You reduce the damage by –1d6. You can master and incredibly draining.
reroll this dice as many times as you want, at a cost
of 1 MP/reroll.

99
100
RANK 1

Warding Wall Spell


Ablative Armor Spell
2 Memory | Mana 1
2 Memory | Focus X
Minor Action Phase 1 Bolster
[Range = Scope] [Range = Scope, Line 1–3]

One ally within Range gains ARMOR equal to the This AOE is a zone and can face any direction. The
FOCUS spent. They cannot have more than 4 zone counts as difficult terrain, and attacks that
ARMOR. Whenever they take damage, they lose –1 enter it, pass through it, or are made from within it
ARMOR down to their usual maximum. receive +1 -. Characters that enter the zone take
[2 Stress] 1/turn per character.
Layers of magical armor provide temporary This zone lasts for the rest of the scene, or until
protection, before themselves being torn you dismiss it as a free action or use this ability
asunder. again.

Coalesce raw aether into a physical form, hard


enough to provide cover and protection.

RANK 2

Offensive Shielding Ranged Spell Attack


Barrier Spell
1 Memory | Aetheric, Indirect, Mana 2
2 Memory | Mana 2
3 Volley
Phase 1 Bolster
[Range = Scope] | [2 Stress]
[Range = Scope]
On Hit: Choose one of the following:
Place one of the following protective barriers on a
character within Range. It lasts until the start of this  Shield Crush: The target is SUNDERED until
phase next round: the end of their next turn.
 Stasis Field: The target must make a MAGIC
 Protect: The target gains resistance to
save. Failure: They are IMMOBILIZED and
Physical, Astral, Lunar, and Force.
SLOWED until the end of their next turn.
 Shell: The target gains resistance to Stress
Success: They are SLOWED until the end of
and Discord caused by other characters.
their next turn.
Specialized barriers that can reduce damage from
An aegis’s shielding can be used offensively, just
physical attacks or spells.
as any shield can. Being surrounded by shields is
akin to being trapped in a room.

101
RANK 3

Force Shield Support Item


Dome Barrier Spell
Light
2 Memory | Arcing, Mana 3, Summon
2 Channel Whenever you take damage and you aren’t
[Range = Scope] STUNNED, you may treat your ARMOR as equal to
half your current MP. After doing so, spend 1 MP.
Dome Barrier (SIZE 4, HP 20, DODGE/A-DEF 5,
SPEED 0) You gain the Shield Block reaction. If you meet
this reaction’s trigger condition while using
On Release: Create a dome barrier within Range. INTERPOSE, you can automatically use its effect as
Other characters can share spaces with this part of that INTERPOSE reaction.
barrier. 1/turn when a character or object fully
within the barrier is targeted by an attack from
outside the barrier, you may roll a d6: on 4+, the Shield Block Action
attack instead targets the barrier. This barrier can’t
perform any actions (including reactions) even if Reaction (1/round)
another ability would allow it to do so.
Trigger: You would take Physical, Astral, Lunar,
Only the most skilled aegises can create these or Force.
one-way barriers that block incoming attacks but
Effect: You take [2 Stress] and gain resistance to
allow outgoing attacks to pass freely.
that damage.

Force shields are defensive artifacts, crafted as


small talismans or tattoos that rest upon the
hand. When aether is funneled into the shield,
it manifests an aetheric barrier.

Aegises are fragile, backline defenders. Mana Transferal allows them to protect allies without needing to
generate FOCUS first, meaning as long as they have MP, they can use their main defensive tool, Ward. Aegises
can’t use Ward on themselves, so they are incentivized to pick abilities that will keep them away from enemies.

102
ALCHEMIST Support
Masters of potions and consumables. Alchemists bring a wide array of support items
into combat to prepare for any situation.

Bubbling cauldrons, explosive concoctions, and brightly colored liquids are the telltale signs of an alchemist. They
mix together ingredients and magic to create powerful potions that can be used by anyone.
Merchant-alchemists tend to have a few recipes they can produce reliably, but beacons are a step above. They
have the skill and knowledge to produce rarer and more varied effects than can be found in a potion shop.
 What was your first concoction supposed to do, and what did it actually do?
 What is a signature element of your concoctions – an ingredient, flavor, or effect?
 What type of ingredients do you prefer to use? Plants, monster parts, something else?
 What is the ultimate creation you want to perfect, but haven’t yet?

BASE ATTRIBUTES WEAPON SLOTS


Scope: 8 Save Target: 11
BULK MIND
MAIN
HP: 7 Stress Cap: 6
Recoveries: 5 Memory: 5
AGILITY
Dodge: 7
MAGIC
A-Def: 8
SUPPORT SLOTS
Speed: 5 MP: 3
LIGHT MAIN MAIN
TRAITS
Potion Belt Trait
MAIN
Your Consumable abilities each gain +1
Consumable. Additionally, during Short Rests, you
can regain all charges for Consumable abilities at
a cost of 1 RECOVERY per ability.
LIMIT BREAK
Philosopher’s Stone Limit Break
Minor Action
You reveal your philosopher’s stone. It has 6
Potion Injector Trait charges, which last until the end of the scene. You
Your Consumable abilities can be used up to and your allies can use these charges in place of
[Range 8], and effects that would usually only apply spending Consumable charges or MP for other
to yourself (like Healing Potions, p. XX) can be abilities, at a 1:1 rate. Abilities with no charges
used on willing allies within that Range. remaining can still be used if they use these
charges.
Standard Action: During PHASE 3 SKIRMISH or
later, you use a support item that would normally
require a minor action. The formula to create a philosopher’s stone is a
carefully guarded secret, shared with only the
greatest alchemists. To use one is not a decision
made lightly.
Sanitizing Vapors Trait
At the end of your turn, an ally within [Range 3] can
clear 1 Stress, or up to [2 Stress] if they are
BREAKING.
RANK 1

Infusions Support Item Transmutation Circle Spell


Light | Consumable 3 2 Memory | Mana 1
Minor Action 3 Volley
[Range = Scope, Blast 1]
You can expend a charge for one of the following
effects, which can be used on yourself or an This AOE is a zone. Choose one of the following
adjacent ally: effects. The zone lasts for the rest of the scene or
until you either use this ability again or are
 Panacea: The target can clear one SILENCED, STUNNED, or defeated.
condition and all Discord.
 Vigor: The target gains +4 TEMP HP and +1  Exchange: Choose Physical, Astral, or
+ on their next ability check or save. Lunar. Free spaces in the zone become
dangerous terrain (AGILITY, 5 damage of the
chosen type).
Healing potions are the most popular  Reduction: Difficult terrain, dangerous
alchemical product. Infusions are a specialized terrain, and other non-cover terrain features
derivative of them that are harder to make. in the zone no longer have any effects.
Combat scene objectives are unaffected.

Some alchemists apply their scientific discoveries


to the art of transmutation. With the simple
principle of transmuting one substance into
another, an alchemist can rapidly transform one
material into something radically different.

RANK 2

Scorpion Gauntlet Melee Weapon Volatile Mixtures Support Item


Main Magitech | Mana 1, Unique Light | Consumable 3, Thrown 5
5 Fight Minor Action
[Reach 1] | [1d3 Discord] [Thrown 5]

On Hit (1/attack): If the target was an enemy, You can expend a charge for one of the following
one of your Consumable abilities regains 1 effects:
charge.  Explosive Concoction: You auto-hit a
character within the thrown Range, dealing
Articulated claws overlap the user’s fingers [3 Astral]. You can spend 1 MP to make it
with a needlelike tail along the forearm. The [Blast 1].
tail can strike at nearby foes, injecting poison  Sticky Bomb: Make a melee weapon
attack against a target within Range. On a
while extracting aetheric energy. Once enough
hit, they are IMMOBILIZED. After their next
energy has been extracted, the mechanism turn, they can make a BULK save as a
distills it into small vials. minor action. Success: They clear this
condition, dealing [2 Astral] to themselves
and any other characters within [Burst 1].

Alchemy requires a great deal of trial and


error. Thankfully, even “errors” can still be
useful.
Alchemists have the unique ability to replenish Consumable charges during rests with Potion Belt, or even
during combat with their Scorpion Gauntlet. Most Consumable abilities are support items, and Alchemists can
equip a lot of them. Alchemists can change their playstyle depending on the types of support items they equip,
especially when equipping ones from other classes.

RANK 3

Mutagen Support Item


Grand Infusions Support Item
Main | Consumable 3
Main | Consumable 2
Reaction
Minor Action
Trigger: You or a character within SCOPE fails an
You can expend a charge for one of the following attack roll, save, or check.
effects, which can be used on yourself or an
Effect: You expend a charge to roll 1d6 and add
adjacent ally:
the result to that character’s total, potentially turning
 Cleanse: The target clears all conditions. a failure into a success.
 Expertise: Roll 2d6. The target’s next Recent advancements in genetics have given
attack roll, check, or save can’t be less than
alchemists the ability to splice together foreign
the result. You can spend 1 MP to reroll one
of the dice. You can do this multiple times. gene-sequences, mutating the test subject. While
 False Life: Until the end of the target’s next still an active field of development, short-term
turn, if they are reduced to 0 HP or exceed mutations can be triggered to grant the subject
their STRESS CAP, they don’t take the temporary boosts.
Wound or Overstress. Damage and Stress
continue to accumulate. If, at the end of
their next turn they are still at 0 HP or less
or, over their STRESS CAP, they take the
Wound or Overstress.

Grand infusions are the hardest concoctions


for an alchemist to make. Most puzzling is that,
by necessity, each alchemist has their own
formula for grand infusions. No alchemist has
ever been able to replicate an existing formula,
even under perfect conditions. Every alchemist
has to make their own.
ARSENAL Striker
Walking armories of weapons. Arsenals can summon new weapons at a moment’s
notice, surrounding themselves with a nimbus of steel.

Arsenals carry nearly limitless numbers of weapons. They can infuse weapons with mana, creating bonds
between themselves and their weapons. These weapons can then be manipulated with mana, flying around at the
arsenal’s command, or diffusing into raw aether to be summoned at a later time.
Arsenals are dangerous opponents and hard to fight against. Fighting one can feel like fighting an entire squad,
their weapons changing the moment you think you’re getting used to it.
 What is your favored weapon or type of weapon, and why?
 How are you weapons summoned? Directly into your hand, floating around you, shrinking or growing larger
on command, or something else?
 How would you describe your fighting style?
 What mythical weapon do you wish you could add to your collection?

BASE ATTRIBUTES
Scope: 5 Save Target: 10 Phantom Armory Melee or Ranged Weapon
BULK MIND Variable Size and Type | Innate, Unique
HP: 10 Stress Cap: 5
3 Volley (Ranged Profiles) or 5 Fight (Melee
Recoveries: 5 Memory: 5
Profiles)
AGILITY MAGIC
Ranged Profiles
Dodge: 8 A-Def: 6
Speed: 5 MP: 3 Artifact: Aetheric | [Range 10] | [1d6 Astral]
Bow: Arcing | [Range 10] | [1d6 Physical]
TRAITS Magitech: Reliable 2 | [Range 5, Reach 3] | [1d6
Armiger Trait Force]
Melee Profiles
You gain the Phantom Armory weapon, which is
Blade: Accurate | [Reach 1] | [1d6+1 Physical]
equipped for free.
Club: Push 2 [Reach 1] | [1d6+1 Physical]
Longarm: [Reach 2] | [1d6+1 Physical]
When equipped or Minor Action: Choose one of
Flex Weapons Trait the listed profiles and any size for this weapon.
This lasts until the end of the scene or until you
You can choose to treat your MAIN weapon slots as
next change it.
LIGHT W LIGHT slots, and your HEAVY slots as MAIN
W LIGHT slots. 1/round when you would take damage from a
non-Aetheric attack, you can choose one of the
listed profiles and roll its damage, reducing the
damage you take by that amount (after ARMOR
and resistance). That profile can’t be used until
Walking Armory Trait
the end of the scene. You can’t use this effect if
When you 1 REFRESH, you can spend 1 MP to you are unable to take reactions.
repair one of your destroyed weapons or support
items. During a Short Rest, you can repair one
weapon and one support item for free.
WEAPON SLOTS RANK 1

MAIN MAIN HEAVY


Weapon for the Job Skill
1 Memory
When you attack with a weapon, you can spend 1
SUPPORT SLOTS MP to change the damage to another non-Discord
damage type of your choice (i.e., Physical, Astral,
Lunar, or Force). This new damage type remains
LIGHT LIGHT MAIN until you use this ability again.

Arsenals bind enough weapons to their souls


that they have one for every situation. Switching
LIMIT BREAK out one weapon for an identical weapon with a
different blade happens with a mere thought.
Cycle Weapons Limit Break
Phase 5 Brawl
You repair all of your destroyed weapons, reload all Gunblade Melee and Ranged Weapon
of your Reloading weapons, and regain all
Light Magitech
Phantom Armory profiles. You may also make an
attack with every weapon you have, including Slow 3 Volley (Ranged Profile) or 5 Fight (Melee
ones. Profile)
Melee Profile: [Reach 1] | [1d3+1 Physical]
Arsenals can bind a nearly limitless number of Ranged Profile: [Range 5] | [1d3 Lunar]
weapons to their souls, but manifesting them This weapon can be used to attack with either a
causes strain. The more weapons an arsenal ranged or melee profile.
summons, the greater the strain. To get around
1/turn when you attack with this weapon, you can
this, skilled arsenals rapidly switch between spend 2 MP to also attack with the unused profile.
weapons, dismissing one as soon as an attack is
finished, using the momentum to summon a new
Anyone can fuse a gun and a sword together,
one and flow into the next attack.
but making them both functional and – most
importantly – useful, is an artform.
Different gunblade manufacturers approach
Arsenals can customize their playstyle through their these weapons with different design goals.
equipped weaponry. Their weapon slots, Phantom Some feature a gun and blade connected
Armory, and Flex Weapons allow them to equip together, while others feature a blade that can
more weapons than any other class. Arsenals also fire projectiles.
usually seek out interesting weapons from other
classes and a handful of passive skills to support
their intended strategy.
RANK 2

Powerstone Melee Weapon


Mana Siphon Support Item
Main Club | Reloading
Light | Enchantment
5 Fight
You may use one of the following Enchantments [Reach 1, Close Blast 1] | [1d6+2 Force]
at a time:
An unstable power crystal imbedded into a club
 Any LIGHT Weapon: On a crit with this
weapon, the target loses 1 MP and you of morphic metal. Every swing destroys the
regain MP equal to the amount they lost. club, shattering it into tiny fragments. The
 Any MAIN Weapon: On a crit with this lingering energy animates the morphic metal,
weapon, the target loses 2 MP and you compelling it to reform again.
regain MP equal to the amount they lost.
 Any HEAVY Weapon: On a crit with this
weapon, the target loses 3 MP and you
regain MP equal to the amount they lost.

Wielders of weapons enchanted this way report


feelings of “hunger” emanating from them.

RANK 3

Masamune Melee Weapon Disarming Strike Skill


Heavy Blade | Reliable 6, Slow 2 Memory | Stressful 1
7 Full Attack 5 Fight
[Reach 2] | [3d6+2 Physical] You attack with a melee weapon. On Hit: The
target takes half damage and must make a BULK
Whenever you roll a 1 on a damage dice while
save. Failure: They are DISARMED until the end of
attacking with this weapon, take 1 Stress and roll
their next turn.
that die again. This effect can trigger multiple
times on the same roll and is not optional. “If you take their weapon, they can’t hit you back.
Unless they’re a thunderclaw, of course. If they
A weapon so powerful it’s named after its are, don’t even bother.”
creator. Every swing seeks blood. If it cannot
take it from its enemies, it will take it from its
wielder.
ASSASSIN Striker
Assassins are stealthy attackers, experts at taking out isolated or vulnerable targets.

Assassins deal in death. Their skills are used for taking lives through stealth, subterfuge, or force.
Anyone can commit murder. An assassin’s strength comes from being undetected and getting away with it. They
rely on their skills and training to stay hidden for as long as possible, choosing the right time to strike. Magic isn’t
a necessary part of their work, but many find it helpful. These assassins branch out into other classes, picking and
choosing tools and tricks to enhance their unique approaches.

Assassins want to get in close to their targets to take advantage of Assassinate, but their low HP means they
need to avoid taking damage. Their high DODGE and stealth abilities help them do this, and abilities from the
Shadow Dancer class synergize with this playstyle well.

 Who was the first person you killed, and how did you do it?
 What is your signature style or method for dispatching targets?
 Do you operate secretly, publicly, or under an alias?
 How did you become an assassin, or why do you have their skills?

BASE ATTRIBUTES WEAPON SLOTS


Scope: 8 Save Target: 10
BULK MIND
LIGHT MAIN ∞ LIGHT
HP: 8 Stress Cap: 5
Recoveries: 3 Memory: 6
AGILITY
Dodge: 11
MAGIC
A-Def: 7
SUPPORT SLOTS
Speed: 6 MP: 2
LIGHT LIGHT MAIN
TRAITS
Assassinate Trait
1/round, you may deal +1d6 bonus damage on a hit
LIMIT BREAK
with a melee attack if you are HIDDEN or if you are Exterminate Limit Break
the only character adjacent to the target. Free Action
Until the end of the scene, your Preparation trait
grants 1 Prep at the end of each of your turns, or 2
Prep if you are HIDDEN, instead of the Prep you
Preparation Trait
would usually gain. Assassinate now deals 1d6+X
At the end of each of your turns while HIDDEN, you bonus damage, where X is the amount of Prep
gain 1 Prep, to a maximum of 6. After making an spent on the attack.
attack roll, you can decide to spend any amount of
Prep, adding +1 to the attack roll per Prep. Prep
An assassin’s job is to take lives, and their
lasts for the rest of the scene or until spent.
reputation relies on results. There is nowhere to
run, nowhere to hide. The assassin will find you –
it’s just a matter of time.
RANK 1

Throatcutter Melee Weapon Master of Stealth Skill


Light Blade | Thrown 5 2 Memory
5 Fight To end your HIDDEN status at the end of their turn,
[Reach 1, Thrown 5] | [1d3+1 Physical] enemies must be within 10 spaces of you.
Additionally, enemies receive +1 - to 3 SEARCH
You can 5 FIGHT with this weapon during PHASE for you.
3 SKIRMISH.
Your movements are precise and calculated. You
This blade is as light as a feather, but as sharp move only at the edges of vision, keeping to the
as a razor. It cuts so fast, its victims don’t corners.
realize they’ve been cut until they see the
blood.

RANK 2

Poisoner’s Kit Support Item


Garrote Support Item
Main | Consumable 3
Light
You can expend a charge when you hit with a
When you successfully 5 GRAPPLE a target, they non-Aetheric weapon attack. The target takes [2
are SILENCED for the duration of the grapple. Discord]. As long as they take any amount of
Additionally, they take [1 Piercing Physical] for Discord from this ability after resistances,
every space moved while GRAPPLED in this way, immunity, and so on, they are then affected by
to a maximum amount of damage each turn equal one of the following poisons (your choice):
to your SPEED.
 Deathbite: Whenever the target fails the
You can only garrote one target at a time, and a MAGIC check to clear their Discord, their
character can only be garroted by one character Discord doubles before they take discord
at a time. damage.
 Ghoulblood: The target is WEAKENED.
A simple piece of wire wrapped around the  Midnight Malice: The target is BLINDED and
throat can silently dispatch foes. can’t reveal HIDDEN enemies.
This effect lasts until cleared.

Expert assassins have a variety of exotic and


powerful poisons at their disposal. These
poisons can’t be bought and are made
specifically for these professional killers.
RANK 3

Reaper’s Shroud Support Item Death Strike


Light | Armor 4 Memory
+1 ARMOR. 1/round when you critically hit a BLOODIED or
BREAKING enemy with a weapon or spell attack,
Whenever you defeat an enemy, you become there is a chance the target will take an instant
INVISIBLE until the start of your next turn. Wound or Overstress:
 If the target is BLOODIED and the attack deals
The reaper’s shroud leaves no trace of the damage, they must make a BULK save.
wearer behind. No sounds, no fingerprints, not Failure: They take a Wound instead of taking
even their physical form. the usual damage.
 If the target is BREAKING and the attack deals
Stress, they must make a MIND save.
Failure: They take an Overstress instead of
taking the usual damage.

Death has come. Death is delivered.


BERSERKER Striker
Berserkers are reckless warriors, able to unleash devastating attacks with little
regard for their own safety.

Berserkers are most often known for their rage, but any emotion can be fuel for these devastating warriors. Most
draw on one specific emotion, but others use several.
Berserkers tend to move fast and wield heavy weapons to defeat targets quickly. Maintaining extreme emotions
can be draining, and the longer a fight lingers, the harder it is to maintain the necessary emotional intensity.

Berserkers are extremely dangerous when they critically hit, and can lean into this aspect of their playstyle by
finding abilities that can make them more likely to achieve this (abilities that increase their +, for example), or
that do more things when they critically hit (like the Deadeye talent). Berserkers can also make good defenders
due to their incredibly high HP.

 What causes you to lose your composure and act recklessly?


 What change takes place when you give into your emotions? Eyes turn red, vision turns black and white
except for your target, or something else?
 When was a time you acted without thinking and regretted the outcome?
 What sign of a past battle do you carry with you?

BASE ATTRIBUTES MAIN HEAVY


Scope: 5 Save Target: 10
BULK
HP: 16
MIND
Stress Cap: 6
SUPPORT SLOTS
Recoveries: 6 Memory: 4
AGILITY MAGIC LIGHT LIGHT
Dodge: 8 A-Def: 6
Speed: 6 MP: 1

TRAITS LIMIT BREAK


Primal Strike Limit Break
Endless Endurance Trait
Special
Removing a Wound or Overstress during a Short
Rest only costs you 1 RECOVERY. When you hit with a melee attack, you can activate
this limit break. All of the attack’s damage dice,
including bonus damage and extra sources of
damage, are treated as if they had rolled their
maximum values once.
Reckless Trait
1/round, you may deal +1d6 bonus damage on a hit Aether reacts to your emotions, building upon
with a melee attack. If you do so, attacks against itself until you are teeming with it. You raise
you gain +1 + until the end of your next turn.
your weapon and your energy pours into it. As
you bring the weapon down, the excess of
aetheric forces makes your strike stronger than
Relentless Trait
ever. A frightening attack that could fell titans
1/round when you critically hit, you can make an – a primal strike.
additional attack with the same ability.

WEAPON SLOTS
RANK 1

Charge Skill Victory Rush Skill


2 Memory | Stressful 1, Unique 1 Memory | Unique
7 Full Attack When you defeat an enemy or give them a Wound,
You move up to your SPEED in a straight line. As you gain TEMP HP equal to GRIT+2.
long as you move at least 3 spaces, you can 5
The thrill of battle is intoxicating, and victory
FIGHT or 5 SHOVE as a free action at the end of
the movement. tastes sweet.

Getting somewhere is useless if you can’t do


anything when you get there. But if you line it up
right, you can charge and attack.

RANK 2

Bloodrage Armor Support Item Cut Through Skill


Light | Armor 3 Memory | Stressful 1
While BLOODIED, you gain +2 ARMOR. 1/round when you defeat a character or make them
BLOODIED, you can immediately shift up to your
SPEED. In doing so, you can move through the
This armor requires blood to activate. When it spaces of enemies, dealing [2 Physical] to every
has drunk enough, it hardens the user’s enemy through which you move. Each enemy can
aetheric field into a physical barrier. take this damage 1/turn. When you end this
movement, all adjacent enemies become MARKED.

Legends say Kruglor could cut through five foes


with a single swing of their axe, the Bloody Eon.
RANK 3

Rageblade Melee Weapon Brutal Critical Skill


Heavy Blade | Inaccurate, Reliable 5, Slow 2 Memory | Unique
7 Full Attack You deal +1d6 bonus damage on critical hits.
[Reach 2] | [4d6+3 Physical]
Make your attacks matter. Take every
While BLOODIED, your attacks with this weapon opportunity. Fight like you only have one chance
are not Inaccurate.
to win.

By forsaking any pretense of defense, a


rageblade puts everything towards offense. If a
rageblade’s wielder isn’t stopped before they
can attack, whatever they’re attacking is going
to die.
CHRONOMANCER Controller
Chronomancers manipulate time to avoid or mitigate damage. They can alter the flow
of time, speeding it up or slowing it down as needed.

Chronomancy is a rare but powerful form of magic. The more common it becomes, the more it is regulated. Entire
civilizations have been wiped out by abuse of the timelines, and unintended consequences follow those who
meddle with such forces.
Chronomancers aware of the existence of other Reflections have noted that their ability to control time does not
extend past the boundaries of their current Reflection. It is not possible to alter the timelines of Reflections other
than the one in which they currently reside.

The Chronomancer is a complex class with abilities that let them break the normal flow of combat, like Front of
the Timeline and Borrowed Time. Chronomancers can easily branch out into offensive or supportive playstyles
with their high base MP and MEMORY.

 What does time look like to you? Individual threads, a spinning wheel, interlocking gears, or something else?
 What is something you have or know of from a different timeline?
 How do you think the timeline should be handled? Protected, changed, cultivated, or something else?
 What is something you wish you could change in the timeline, and what prevents you from being able to do
it?

BASE ATTRIBUTES
Scope: 10 Save Target: 12 Pluck the Threads of Time Spell
BULK MIND Arcing, Innate, Mana 1, Unique
HP: 6 Stress Cap: 6 Reaction (1/round)
Recoveries: 3 Memory: 6
AGILITY MAGIC Trigger: A character within SCOPE makes an attack
roll, save, or check.
Dodge: 7 A-Def: 9
Speed: 5 MP: 5 Effect: You force them to reroll the die, taking the
second result.
TRAITS
Undo Trait
1/round, you can perform actions from a phase that WEAPON SLOTS
has already passed, instead of waiting until PHASE
8 DELAY. You take 1 Stress for every phase that LIGHT LIGHT
has passed since the action’s usual phase. For
example, if you use 1 DEFEND during PHASE 5
BRAWL, you would take 4 Stress. SUPPORT SLOTS
LIGHT LIGHT
Pluck the Threads of Time Trait
You gain the Pluck the Threads of Time spell,
which is equipped for free.
LIMIT BREAK
Time Shuffle Limit Break
Special
At the start of a round, you may restructure the
order of phases for that round only. You can put
them in any order with the exception of PHASE 8
DELAY, which is always the last phase in a round.

Chronomancers can distort space-time in


localized areas. By exploiting a time loop to gain
more aether than normally possible, they can
amplify the distortion to effectively shuffle
time, albeit for only a few moments.

RANK 1

Unwinding Beam Ranged Spell Attack Slow Spell


1 Memory | Aetheric 2 Memory | Mana 1
3 Volley 2 Channel
[Range = Scope] | [4 Force] [Range = Scope, Blast 1]
On Hit: Choose one of the following: On Release: All characters in the AOE take [2
Stress] and are SLOWED until the end of their next
 Backstep: You teleport the target up to 2
turn.
spaces.
 Repetition: During the target’s next turn, they This is a particularly horrifying spell, but not
become MARKED if they take the same action
for the obvious reasons. Yes, your movements and
they took on their previous turn.
reactions are slowed, but two things operate at
Unwind the threads of their timeline, and weave their normal speed: your mind, and your nerves.
it back in a different place. You see and feel everything happening to you, but
over a longer period of time. The stronger the
slowing effect, the worse it becomes.
RANK 2

Haste Spell Front of the Timeline Skill


2 Memory | Mana 2 1 Memory
2 Channel You can always go first in any phase you act in if
[Range = Scope] you want to. This does not count as a PC slot for
On Release: An ally within Range gains the the purposes of alternating turns with NPCs.
following benefits:
A Chronomancer can see multiple timelines at
 They may 4 RUSH 1/turn as a free action. once, and can insert themselves into the best one.
 They make take their turn during PHASE 1
BOLSTER, and all actions (except for 6
RELEASE) are available during that phase.
This lasts for the rest of the scene or until you
either use this spell again or they gain a Wound or
Overstress.

Haste spells supercharge their target’s aetheric


field, manifesting as electrical discharges. The
target can act beyond their normal limits in this
state, but it is a perilous balance that can be
easily disrupted.

RANK 3

Rewind Spell Borrowed Time Skill


2 Memory | Mana 2 3 Memory | Unique
2 Channel You may take an extra action of any type in any
[Range = Scope] phase. This is resolved as if it was another PC turn
On Release: Place a Rewind marker in one space but doesn’t count as a turn for the purposes of
occupied by a character in Range. Each character other effects.
can only have one marker at a time, and the At the start of each round after doing this, make a
marker doesn’t move with the character. MAGIC save against your SAVE TARGET. Continue
Reaction: doing this each round until you fail this save.
Failure: You are removed from play for that round,
Trigger: A character with a Rewind marker either appearing in the same space or nearest free space
takes damage, takes Stress caused by another at the start of the next round. While removed from
character, or starts their turn. play, you can’t take any damage, be affected by
anything, or take a turn.
Effect: You negate any damage or Stress taken
and teleport them back to the marker or the This effect persists between scenes until you take
closest free spaces, then remove the marker. This a Long Rest. You can’t use this ability again until
counts as forced movement. If they are unwilling, you fail the save or take a Long Rest.
they can make a MAGIC save. Success: They
resist this effect and remove the marker. You pull a version of yourself from an alternate
timeline to temporarily assist. It’s considered
Rewind, retry. Over and over again. rude to not offer to return to the favor.
DEMON HUNTER Striker
Demon hunters walk a dark path, willingly accepting corrupting influences in
exchange for greater power. To hunt demons, they need the power of demons.

Demon hunters are outcasts from society, shunned by the worlds that they have decided to protect. Many of their
kind fall to temptation, giving into the corruption that slowly eats away at their soul. There is no happy ending for
one such as them. They either give in to corruption, or die fighting.
Many demon hunters start their training by studying one specific type of demon, learning how it thinks, moves,
and fights. When they think they’re ready, they hunt that demon, taking a trophy to mark their success or dying in
the process. If they were successful, the trophy becomes an important catalyst in their first taste of corruption.
 How has your body changed as it has acquired corruption?
 What do you fear might happen if you are overwhelmed by corruption?
 What weapon, spell, or demonic feature do you feel a connection with?
 What demon continues to elude you?

BASE ATTRIBUTES your next turn. While in this form, you gain the
following benefits:
Scope: 8 Save Target: 10
BULK MIND  Your bonus damage from Corruption
HP: 10 Stress Cap: 9 increases to +3 Force.
 All bonus damage you deal becomes Discord.
Recoveries: 4 Memory: 5
 You gain resistance to Stress caused by
AGILITY MAGIC
other characters.
Dodge: 8 A-Def: 8  You have flight.
Speed: 6 MP: 2  You gain +1 ARMOR.
TRAITS
Corruption Trait
You have a d6 Corruption Die that starts at 1. Infernal Aether Trait
When you take Stress, increase the Corruption Die Stressful X
by 1, to a maximum of 6. You gain the following Minor Action
effects (and all previous effects) when you reach
the relevant amount of Corruption: You regain any amount of MP at a rate of [3 Stress]
per 1 MP.
 2 Corruption: You deal +1 bonus Force on
hits with attacks.
 4 Corruption: Your bonus Force increases to
+2.
WEAPON SLOTS
 6 Corruption: You can activate your Demon
Form trait. LIGHT MAIN ∞ LIGHT

SUPPORT SLOTS
Demon Form Trait
Polymorph
LIGHT LIGHT
Free Action
At 6 Corruption, you can reset your Corruption Die
to 1 and assume a demonic form until the start of
LIMIT BREAK
Become the Monster Limit Break
Demon Hunters play a dangerous game. They want
Free Action
to gain Stress to increase their Corruption, but they
You immediately assume your Demon Form risk overexerting themselves and becoming
regardless of the status of your Corruption Die, and Overstressed. Increase your STRESS CAP, or find
then reset the die. Until the end of the scene, your ways to lessen your Stress levels.
Corruption Die resets to 3 instead of 1.

Become that which you hate, that which you


hunt. Become the monster that everyone thinks
you are. To defeat a monster, you must become
one. Feel the power rush through your veins –
feel your aether twist and distort. The power is
alluring, intoxicating. Give into it, and all will be
yours.

RANK 1

Mantis Blade Melee Weapon Immolation Field Spell


Light Blade 1 Memory | Mana 1, Unique
5 Fight Free Action
[Reach 1] | [1d3 Physical] You’re surrounded by a shield of burning flame that
lasts until the start of your next turn. Any character
When you attack with this weapon, you may
that starts their turn adjacent to you or hits you with
attack two different targets at the same time.
a melee attack takes [2 Astral].

Attached to these claws are a pair of folding Blazing auras are a common spell, but this one is
blades. When retracted, they allow for wide, fueled by corrupted aether that twists and burns
sweeping attacks, but in an instant they can be with dark flames.
snapped together like a mantis’s claw.
RANK 2

Demon Leap Skill Aether Sight Skill


2 Memory | Arcing, Stressful 2 1 Memory
Phase 4 Reposition You gain the following benefits:
You fly to a free space within a number of spaces  You can see INVISIBLE characters, ignoring
equal to twice your SPEED and land, ignoring the INVISIBLE status.
reactions. When you land, all adjacent characters  You gain +2 + on 3 SEARCH checks.
must make an AGILITY save. Failure: They take
 You can 3 SEARCH to find HIDDEN characters
[1d6 Physical].
as a minor action.
The wings of the Ildam demons aren’t strong  1/turn, you can learn the current MP of one
character within SCOPE.
enough to fly with, but they can leap long
distances. The Ildam land with incredible Demons are made of pure aether. Demon hunters
crushing power, their long talons impaling are trained to hunt by aetheric fields, ignoring
anyone that can survive the impact. what their eyes may normally see.

RANK 3

Let Loose Skill


Sinbow Ranged Weapon
3 Memory
Main Bow | Arcing, Unique, Stressful 1
3 Volley While BREAKING, you have resistance to Stress.
[Range 10] | [1d3 Physical] You’ve been at the edge more times than you can
On Hit: While you are BREAKING, this weapon count. You can thread that needle, making sure
deals bonus damage equal to half your Stress. you don’t fall. Because if you do, it’s into the
Abyss.
Sinbows are the weapons of demonic generals.
Mortals can barely use them, experiencing pain
and horrific visions each time they pull the
bowstring. Arrows fired by this bow ravage the
aetheric field of whatever they hit.
DEMONOLOGIST Controller
Masters of summoning magic, demonologists call forth fiends and spirits from
outside the world and manifest them in their reality. These beings are merely pawns
for demonologists to use.

Demonologists use their magical powers to rip holes in the fabric of reality, pulling out demons and other
creatures to do their bidding. The process of becoming a demonologist is dangerous, as untrained summoners
risk bringing forth creatures that they can’t control.
Not all creatures summoned by demonologists are demons. They can just as easily pull creatures from other
planes, alternate timelines, or the spaces between Reflections.

Demonologists are a summoning class, but tend to treat their Summons as disposable. If you want to have as
many Summons on the field as possible, you can pick up more summoning abilities from other classes, but if you
want to enhance your existing Summons, the Shadebinder class has attractive options.

 What was the first thing you summoned?


 What relationship do you have with the creatures you summon?
 Where do you summon creatures from?
 What creature do you know how to summon, but are afraid to?

BASE ATTRIBUTES a BULK save. Failure: They are DAZED and


SLOWED until the end of their next turn.
Scope: 12 Save Target: 11  Soultracker (SIZE 1, HP 5, DODGE/A-DEF =
BULK MIND yours, SPEED 5): Enemies that start their turn
HP: 7 Stress Cap: 6 adjacent to the soultracker become MARKED.
Recoveries: 2 Memory: 6  Voidheart (SIZE 2, HP 10, DODGE/A-DEF =
AGILITY MAGIC yours, SPEED 4): 1/round, the voidheart can
Dodge: 7 A-Def: 12 INTERPOSE without spending FOCUS.
Speed: 5 MP: 4

TRAITS
Demon Lexicon Trait Sacrifice Trait
Mana 2, Summon Minor Action
3 Volley [Range = Scope]
[Range = Scope] You destroy one of your Summons within Range.
When you do so, you can choose one of the
You call forth any one of the following demons.
following effects:
They share your DODGE and A-DEF, can move up
to their SPEED during your turn, and add your GRIT  Boost: You gain +1 + on attacks, checks,
to their HP. You can only summon one of these and saves until the end of your next turn.
demons at a time:  Essence Explosion: All characters within
 Flameskipper (SIZE 1/2, HP 5, DODGE/A-DEF [Burst 1] of the destroyed Summon must
= yours, SPEED 3): At the end of your turn, make an AGILITY save. Failure: They take
you choose one target within [Range 5] of the [2d6 Force]. Success: They take half
flameskipper, who must make a MAGIC save. damage.
Failure: They take [3 Astral].  Life Link: You gain 4 TEMP HP and regain 1
 Painlash (SIZE 1, HP 8, DODGE/A-DEF = MP.
yours, SPEED 4): At the end of your turn,
enemies adjacent to the painlash must make
LIMIT BREAK
Legion Limit Break WEAPON SLOTS
Mana 1
3 Volley MAIN
You immediately conjure up to 4 Summons drawn
from all of your Summon abilities, ignoring their SUPPORT SLOTS
normal limits on quantity of Summons but
otherwise following their usual restrictions. At the
end of each of your turns, if any of these LIGHT MAIN
Summons exceed the number usually imposed by
that ability, one of them is automatically affected by
your Sacrifice trait regardless of Range and line of
sight.
Until the end of the scene, if the defeat of one of
your Summons would result in the destruction of
the underlying ability (like with Gert’s Backbone),
the ability is only destroyed if the last instance of
that Summon is defeated.

It is neither wise nor recommended to summon


every demon in your lexicon, but then again,
summoning demons isn’t recommended in the first
place.

RANK 1

Corruption Fiend Spell


Agony Ranged Spell Attack
2 Memory | Mana 2, Summon
1 Memory | Aetheric, Indirect
2 Channel
3 Volley
[Range = Scope]
[Range = Scope] | [1 Discord]
Corruption Fiend (SIZE 1/2, HP 5, DODGE/A-DEF
On Hit: Choose one of the following:
10, SPEED 0)
 Pain: The target receives +1 - on
On Release: You create a corruption fiend within
concentration saves triggered by this
Range. Enemies that start their turn adjacent to it
damage.
must make a MIND save. Failure: They take [2
 Distraction: The target receives +1 - on
Discord].
spell attacks until they clear all Discord.
Tempters and seducers, corruption fiends read
Spells geared toward maximizing pain are highly
the minds of mortals and promise them their
effective against spellcasters, who are often
deepest wishes. They do this with the greatest
unaccustomed to maintaining focus in the face of
weapon of all: truth. They don’t speak in lies;
searing, unending torment.
they offer the path you are afraid to take.
RANK 2
RANK 3

Gert’s Backbone Melee Weapon


Main Longarm | Summon Skull of Kroldar Support Item
5 Fight Main
[Reach 2] | [1d6 Lunar]
When a character within SCOPE is defeated, you
Minor Action: You deploy this weapon as a gain 1 Soul Essence (to a maximum of 6). You
Summon within SCOPE. can spend Soul Essence in the following ways:
Gert’s Backbone (SIZE 1, HP 10, DODGE/A-DEF  Summoning Essence: Soul Essence can
10, SPEED 0) be spent in place of MP for abilities with the
You can 5 FIGHT with this weapon while it is Summon tag.
deployed, but you draw line of sight and Reach  Double Summon: 1/scene when you
from it. If the weapon is ever thrown via the create a Summon, you can spend 6 Soul
Thrown tag while deployed, it can pick itself up Essence to create another copy of that
for you. It can also perform the OPPORTUNITY Summon. This can exceed that ability’s
ATTACK reaction, using its weapon profile. normal limit on quantity of Summons but
must otherwise follow its usual restrictions.
If this Summon is destroyed, so is the weapon,
and vice versa. You can return the Summon to a When you take a Long Rest, your Soul Essence
weapon as a minor action if it is within SCOPE, resets to 0.
but any damage it has taken persists until you
rest. This is the skull of a royal demon, sealed and
defeated by the first demonologist.
Demonologists and necromancers have a long
history of naming pets or mounts “Gert”, and
forming ironic attachments to them. Upon the
Gert’s passing, their remains are fashioned into Ravager Spell
one of these weapons, so that they can continue 2 Memory | Mana 2, Summon
working with their owner. 2 Channel
[Range = Scope]
Ravager (SIZE 2, HP 8, ARMOR 1, DODGE/A-DEF 10,
SPEED 0)
Book of True Names Support Item
On Release: You create a ravager within Range.
Light Enemies that start their turn adjacent to it take [3
When you create a Summon, you can spend 1–3 Physical] and are pushed 1 space.
MP. The Summon gains ARMOR equal to the MP Minor Action: You command the ravager to make
spent. It can’t have more than 3 ARMOR. a [Line 3] melee weapon attack as a free action,
adding your GRIT to the attack roll. On Hit: Targets
As beings of pure aether, the true name of a take [3 Physical] and are SUNDERED until the end of
their next turn.
demon represents the exact vocal frequency of
its aetheric field. Armed with this knowledge, Ravagers thrive on the battlefield, gleefully
demonologists can bind demons much easier. fighting and dying for anyone or anything. These
creatures aren’t difficult to summon, but
controlling their destructive tendencies takes
focus and training.
DRAGON RIDER Striker
These aerial combatants dash across the sky, impaling foes with their signature
Flying Dragon Style.

Dragon riders are trained to fight against aerial foes, staying mobile and using spears to increase their reach. The
best dragon riders bond with the companions (typically dragons) they ride into battle.
This bond isn’t just emotional, but magical. When a dragon rider calls, their companion can answer across any
distance and adapt to any environment. Their aetheric fields become entwined, and their minds become as one.
This special call can only be maintained for a short period of time, before their aetheric fields begin to separate
once more.

Dragon riders are anti-aerial strikers. They have a penchant for longarm weapons, which makes the Lancet talent
a natural choice for them. They have a high SPEED, and any abilities that give them special movement like flight
or teleportation help them maneuver around the battlefield with ease.

 What is your companion’s name, and what are they like?


 What type of aerial threat were you trained to fight against?
 Where is your companion’s natural habitat?
 What do you or your companion fear fighting?

BASE ATTRIBUTES
Scope: 5 Save Target: 11 Skythrust Trait
BULK MIND Stressful 1
HP: 9 Stress Cap: 4 Minor Action
Recoveries: 5 Memory: 5
AGILITY MAGIC You fly up to half your SPEED in a straight line. If
Dodge: 7 A-Def: 7 you fly at least 2 spaces, your next melee attack
Speed: 6 MP: 3 against an adjacent character that turn gains +1 +.

TRAITS WEAPON SLOTS


Forceful Jab Trait
When you hit with a non-thrown melee longarm LIGHT MAIN HEAVY
attack, you may push the target until they are a
number of spaces away from you equal to the
weapon’s Reach. SUPPORT SLOTS
MAIN MAIN

Skyhunter Trait
You gain +1 + on attacks against FLYING
characters, don’t receive - for making melee
attacks against them, and cause ENGAGEMENT
against them as normal.
LIMIT BREAK
Dragon Echo Limit Break RANK 1
Summon
Minor Action
[Range = Scope] Jump Pads Skill
2 Memory | Mana 1
Dragon Echo (SIZE 3, HP = GRIT+15, DODGE/ A-
DEF 10, SPEED 6) Phase 3 Skirmish
[Range = Scope]
You summon an echo of your dragon within Range.
This dragon has flight and can move up to its Create two SIZE 1 jump pads in free spaces within
SPEED during your turn. Allies can share spaces Range. When you or an ally enter a jump pad’s
with it, and any allies fully within its spaces can space, you (or they) immediately fly up to 5 spaces,
move with it when it moves. The dragon lasts until ignoring reactions.
the end of the scene or until defeated. When an enemy enters a jump pad’s space, they
The dragon can also attack with the Echo Wave immediately fly 5 spaces in a direction of your
weapon as a standard action during your turn, choosing, ignoring reactions.
adding your GRIT to the attack roll. All movement from this ability is considered
involuntary movement. Jump pads are destroyed
Echo Wave Melee Weapon after they are used, and using this ability again
destroys all old pads. If not destroyed, they last
Heavy Artifact until the end of the scene.
Special
Dragon riders have the skills and training to
[Close Blast 2] | [3 Astral + 1 Discord]
mount their flying companions, but not everyone
The bond a dragon rider has with their mount is who needs to ride a dragon has the same training.
deep, and requires both creatures to weave their To this end, dragon rider engineers invented the
aetheric fields together. Many fail to do this, jump pads, which propel anyone standing onto
resulting in a backlash against the creature with them into the air.
the weaker field, which is usually the rider. Safety protocols require all personnel that
Aetheric backlashes can cause serious injury or work near jump pads to wear personal parachutes
permanent physical changes in the likeness of the in case of accidental deployment.
more powerful creature.
Once the bond is complete, the rider and dragon
become one. The strongest dragon riders can pour Dragon Saddle Support Item
their mana into creating an echo of their Main | Mana 1
companion made of pure aether. Even if their Free Action (1/turn)
dragon companion is long dead, a dragon rider is
never alone – their partner will live on inside You gain FLYING, which lasts until you end it as a
them. free action. During this time, whenever you move
outside of your turn, you gain soft cover until the
start of your next turn.

The dragon rider times their leap with the dive


of their dragon, nimbly landing on its back.
RANK 2

Extending Enchantment Support Item Transfuse Ranged Spell Attack


Main | Enchantment 2 Memory
3 Volley
You may use one of the following Enchantments
at a time: [Range = Scope] | [1d3+1 Force]

 Any Weapon or Technique with Reach: This attack deals an additional +1d3 damage if the
This ability gains +1 Reach and doesn’t target is BLOODIED or BREAKING, or an additional
receive - when making melee attacks +2d3 if the target is both BLOODIED and BREAKING.
against FLYING characters. You regain either HP or MP equal to the value of
 Any Weapon or Technique with Range: any damage dice rolled as part of this spell
This ability gains +3 Range. (excluding bonus and other sources of damage). If
two or more dice are rolled, at least one must apply
to HP and one must apply to MP.
Magical versions of this enchantment lengthen
the blade or shaft without increasing the The one spell taught to all dragon riders is
weight. transfuse. Meant to be used late in a fight, this
spell drains the target’s aetheric energy, and
transforms it into a benefit for the caster. The
weaker the target’s aetheric field, the greater
the effect.

RANK 3

Crash Skill Longinus Melee Weapon


2 Memory | Mana 1 Heavy Longarm
7 Full Attack 5 Fight
You teleport up to your SPEED, then all enemies [Reach 3] | [1d6+4 Physical]
within a [Burst 1] AOE must make an AGILITY save.
This weapon gains Piercing when attacking
Failure: They fall PRONE.
targets at its maximum Reach.
You may then 3 VOLLEY, 5 FIGHT, 5 SHOVE, or 5
GRAPPLE. Longarms are the preferred and most iconic
This fearsome technique is known only by dragon weapons of the dragon riders. The extra reach
riders who have been granted their full of a spear or lance is even more important when
knighthoods. the knight takes to the sky without fighting in the sky, where creatures can easily
the aid of their mount, and then crashes down disengage and attack from any angle.
like a falling meteor.
DRUID
Controller
Druids control the forces of nature, moving foes around with storms and flora.

A whispering wind that grows into a howling hurricane. A morning dewdrop falling into a rushing river. The seed
that grows to reach the heavens. These are the primal forces of nature – the power that a druid uses.
These mysterious spellcasters use their mana to manipulate and control the weather and flora around them.
Animals are outside the domain of the druid, since their powers don’t control thinking creatures.

Druids are flexible, able to use a combination 2 CHANNEL and 3 VOLLEY abilities. Druids that seek to command
the fauna of their environments tend to choose the Companion support item (p. XX) and ranks in summoning
classes, while those that seek to transform their bodies take ranks in the Shapeshifter class (p. XX).

 How have the primal forces of nature marked you?


 What type of terrain do you feel most connected to? Forest, desert, artic, or something else?
 What type of weather makes you feel calm, and what type of weather makes you feel alive?
 What is considered taboo by other druids?

BASE ATTRIBUTES
Scope: 10 Save Target: 11 Nature’s Path Trait
BULK MIND
When you push, pull, or slide a character, you can
HP: 9 Stress Cap: 6
spend MP to increase the distance they move by
Recoveries: 4 Memory: 6
+1 space for every MP spent. You can’t use this
AGILITY MAGIC trait if you are SILENCED or STUNNED.
Dodge: 7 A-Def: 9
Speed: 4 MP: 4

TRAITS Root Trait


Briar Patch Trait
When you hit with an OPPORTUNITY ATTACK, you
When you subject a character to forced movement, can choose to make the target IMMOBILIZED until the
a briar patch is created in the spaces they start of their next turn instead of dealing damage.
occupied and any they move through (excluding
their ending positions). Briar patches are difficult
terrain, and enemies take [3 Piercing Physical] the
first time they enter one in a turn.
You may remove any briar patches of your choice WEAPON SLOTS
within SCOPE as a minor action.
LIGHT MAIN

SUPPORT SLOTS
LIGHT LIGHT
LIMIT BREAK RANK 1
Tempest Storm Limit Break
2 Channel
[Range = Scope] Vine Whip Melee Weapon
On Channel: You begin calling a furious storm, Light Longarm
and all adjacent characters of your choice are 5 Fight
pushed 1 space away from you. If you stop [Reach 4] | [1 Physical]
channeling this ability before releasing for any
reason, you do not expend your limit break. On Crit: You may slide the target 3 spaces.
On Release: You create a 4 x 4 storm zone within
Range. The storm lasts until the end of the scene Enchanted plant matter that never withers or
and its spaces are difficult terrain. burns. Druids make vine whips with the
Characters within the storm when it is created or materials of their home before venturing into
who enter one of its spaces take [1d6+4 Physical], the wider world.
no more than 1/turn per character. If a character
ends their turn in one of the storm’s spaces, you
may slide them up to 3 spaces.
Minor Action (1 MP): You move the storm up to 3
spaces in a straight line. Gust of Wind Ranged Spell Attack
1 Memory
“We thought they was normal storm clouds, 2 Channel or 3 Volley
though they did seem to form outta nowhere. [Range = Scope]
There wasn’t no forecast of rain, neither. But the
You gain the following ranged spell attacks:
lightning started immediately, even before the
rain. And then the winds hit. You’ve never felt Tornado
winds like this. Funnels of dust were everywhere, 2 Channel | Auto-Hit, Slide 2
and they swept us off our feet. When I woke up,
On Release: The target takes [2d6 Force].
the ground was scrubbed clean. No bushes, no
grass, just rock.” Air Blast
3 Volley | Push 1
On Hit: The target takes [1d6 Force].

Stir the aetheric flow of the air around you. Feel


its movements. Move like the air, and then make
its movement yours.
RANK 2

Wall of Thorns Spell Entangle Ranged Spell Attack


2 Memory | Mana X 2 Memory
2 Channel 2 Channel or 3 Volley
[Range = Scope] [Range = Scope] | [2 Stress]
On Release: You create X+3 pieces of SIZE 1 soft You gain the following ranged spell attacks:
cover in free spaces within Range, where X is the
amount of MP you spend. The pieces of cover Vine Field
must be adjacent to each other, but can be
2 Channel | Auto-Hit, Mana 2
arranged in any way.
On Release: You create a [Blast 1] zone within
These pieces of cover can be moved through.
Range. It is difficult terrain and lasts until the end
Characters take [4 Piercing Physical] the first time
of the scene or until you dismiss it as a free action.
they enter one in a turn.
All characters in the zone when you release this
Stir the dormant land to life. Vines, thorns, and spell are auto-hit for [2 Stress] and are
IMMOBILIZED until cleared.
dirt rise up and cleave together. Lands long
thought dead still have life that can be Awakened Roots
reawakened.
3 Volley | Mana 1
On Hit: The target must make an AGILITY save.
Failure: They are IMMOBILIZED until the end of their
next turn.

Stir the plants to act. Coil and writhe, twist and


turn. Form an unbreakable knot.

RANK 3
accelerating its growth.

Tether Vine Spell


2 Memory | Mana 2, Summon
2 Channel Skybeam Spell
[Range = Scope] 2 Memory | Arcing, Indirect, Mana 2
Tether Vine (SIZE 1/2, HP 5, DODGE/A-DEF 10, Phase 3 Skirmish
SPEED 0) [Range = Scope]
On Release: You create a tether vine within You call down a beam of energy from the sky.
Range. When summoned, or as a minor action on Choose up to 10 non-overlapping spaces within
subsequent turns, you can select an enemy within Range, each of which after the first must be
[Range 3] of the tether vine and connect it to them. adjacent to another of these spaces. Characters in
Only one target can be connected to the tether vine these spaces must make a MAGIC save. Failure:
at a time. At the start of each of the connected They take [1d6+2 Force]. Success: They take half
character’s turns, they are pulled 1d6 spaces damage.
toward the tether vine. They can make a BULK save
as a minor action. Success: They break free. Stir the aether of the sky. Reach above the
clouds, where sun and moon meet. Bring them to
Stir the vital aether within nearby flora, the ground, and let all become one.
EQUINOX Artillery
equinoxes harness celestial aether to empower their destructive spells. Aether of the
sun enhances the explosive potential of spells, and aether of the moon enhances the
effective range of spells.

Equinoxes pull celestial aether from beyond the bounds of their planet, mixing it with the native aether around
them. This celestial aether comes in two types – sun aether and moon aether – though they do not necessarily
originate from a literal sun and moon.
Sun aether is dangerous and destructive. Spells empowered with sun aether explode violently. Moon aether, on
the other hand, is stable and strong. Spells empowered with moon aether can keep their form over longer
distances.
 Which type of aether – sun or moon – is easier for you to use, and which one do you fear?
 What spell do you know that others have declared too dangerous to use?
 What celestial event are you waiting for, during which something important will happen? An eclipse, a
conjunction, or something else?
 What item helps you control your spells?

BASE ATTRIBUTES  Moon: For each Moon you have, your SCOPE
and Range with artifact weapons and spells
Scope: 12 Save Target: 11 that have a Range increase by +4; however,
BULK MIND you take [1 Stress] each time you target
HP: 6 Stress Cap: 5 something with a spell or artifact weapon
Recoveries: 3 Memory: 7 attack beyond your normal SCOPE or the
AGILITY MAGIC weapon’s Range.
Dodge: 6 A-Def: 10
Speed: 4 MP: 5

TRAITS Mage Tower Trait


Day/Night Cycle Trait If you haven’t moved since the start of your last
You have two special resources – Sun and Moon – turn, you gain both of the following benefits, which
that each start at 0. You can only have one of these don’t stack:
resources at a time, and they reset to 0 at the end  Surecast: Your ranged artifact weapon and
of each combat scene. spell attacks gain +1 +.
Minor Action: You set your Sun or Moon at 1  Sharpcast: Your 2 CHANNEL spells impose
(setting the other at 0), or clear all Sun and Moon. If +1 - on any saves they trigger.
you already have 1 Sun or 1 Moon, you can instead
increase it by +1, to a maximum of 2.
Sun and Moon have the following effects:
WEAPON SLOTS
 Sun: For each Sun you have, your AOE MAIN
spells and artifact weapons gain +1 to their
AOEs (Line AOEs have their width increased
by +1, instead); however, you must spend +1 SUPPORT SLOTS
MP each time you use one of these spells or
weapons. If you can’t, you immediately lose
all Sun. LIGHT LIGHT
LIMIT BREAK RANK 1
Tetraflare Limit Break
Arcing, Mana 1
2 Channel Exobomb Ranged Spell Attack
[Range = Scope, Blast 1]
2 Memory | Mana 2
If you stop channeling this ability before releasing 2 Channel
for any reason, it does not expend your limit break. [Range = Scope]
On Release: One character in the center of the On Channel: Choose one of the following options:
AOE is auto-hit by a spell attack for [2d6+2 Force].
 Fireball: On Release: Enemies in a [Blast 2]
All other characters in the AOE are auto-hit for half
AOE within Range are auto-hit, taking
of that damage.
[2d6+2 Astral].
You can spend up to 3 additional MP when you  Squall: On Release: Center a [Burst 1] AOE
release this ability, increasing the damage by [1d6 around a character within Range. All
Force] for each additional MP spent. You may also characters within the AOE are auto-hit for
apply the benefits of any amount of Sun and Moon [2d6+2 Lunar] and SLOWED until the end of
to this ability (to a max of 2 each), which affect this their next turn.
ability as if it were a spell. This does not require you
to have any Sun or Moon or spend any amount of Empowering a spell with sun or moon aether
either. changes the nature of the spell itself. Sun aether
tends toward astral manifestations like fire and
Combining sun and moon aether at the same time lightning, and moon aether tends toward lunar
results in a cataclysmically dangerous spell. An manifestations like ice and air.
equinox who knows how to cast this spell, and is
still alive, is a master of their craft.

Scar Spell
The Equinox’s Day/Night Cycle lets them switch 2 Memory | Mana 1
between long-range spells or large AOEs, although Minor Action
the cost for repeatedly using each resource can add [Range = Scope]
up quickly. Equinoxes can focus on increasing their Deal [1 Piercing Force] to an enemy within Range,
MP or STRESS CAP to let them use these effects for or [3 Piercing Force] if they’re BLOODIED.
longer. Picking up spell attacks from other classes
can give an Equinox more versatility. A quick spell to meant to incapacitate or
outright kill targets. The only defense against
this spell is a strong lifeforce.
RANK 2

Celestial Ray Ranged Spell Attack


1 Memory
3 Volley Saturn Rod Ranged Weapon
[Range = Scope] | [1d6+1 Damage] Main Artifact | Aetheric, Homing, Mana 1
You gain the following ranged spell attacks: 3 Volley
[Range 10] | [1d3+3 Force]
Ray of Fire
The damage is Astral. On Hit: If the target was hit The head of this rod is crafted in the likeness of
by Ray of Fire on your last turn, they also take [4 a ringed planet. Different versions exist, shaped
Discord]. like different planets or celestial objects, such
as black holes or comets.
Ray of Cold
The damage is Lunar. On Hit: If the target is
IMMOBILIZED, SLOWED, STUNNED, GRAPPLED, or
PRONE, this ability deals [2d6+1 Lunar] instead of
its usual damage.

Focus celestial energy into a narrow beam that


grows stronger the longer it’s focused.

RANK 3

Dividing Line Spell


2 Memory | Mana 3 Quickcast Skill
2 Channel 3 Memory | Mana 2
[Line 15] Minor Action (1/scene)
On Release: Designate all adjacent spaces along The next time you 2 CHANNEL an ability this round,
one long side of the AOE as Astral and all adjacent you release it immediately.
spaces along the other as Lunar. The spaces at the
tips of the line are unaffected. Expert spellcasters can replace the complicated
requirements of their spells with an abundance
Characters in or adjacent to the line, excluding
of mana.
yourself, must make an AGILITY save, taking
damage of a type determined by their location.
Failure: They take [2d6+6 damage] and are
SUNDERED until the end of their next turn. Success:
They take [1d6+6 damage].
Characters on the Astral side take Astral,
characters on the Lunar side take Lunar, and
characters in the center of the AOE take Force.
Characters spanning more than one location
choose which damage they take.

The signature spell of the equinox. One hand


channels sun aether, the other channels moon
aether. The spells are released into each other,
merging into pure force energy, and decaying into
astral and lunar energy at the sides.
GRAVEWALKER Defender
Manifestations of the slow, lumbering specter of death that follows all living
things. Gravewalkers use the power of necromancy to stave off death.

Gravewalkers stride the line between life and death. They have close relationships with death, and use their
necromantic magic to protect their allies. When you are friends with a gravewalker, you die when they allow it.
These heavily armored necromancers are nigh unkillable, able to shrug off wounds that would fell any other
person. Their shovel is functional and symbolic, sometimes used to literally dig themselves out of their own grave.
 How did you die the first time, and how did you come back to life?
 What does the personification of death look like to you, and what are they like?
 How can you tell when someone has been touched by death?
 How do you travel between the world of the living and the world of the dead?

BASE ATTRIBUTES
Scope: 10 Save Target: 10 Written Name Trait
BULK MIND
You gain the Written Name skill, which is equipped
HP: 8 Stress Cap: 5
for free.
Recoveries: 6 Memory: 5
AGILITY MAGIC
Dodge: 6 A-Def: 8
Written Name Skill
Speed: 4 MP: 3
Focus 1, Innate, Unique
TRAITS Reaction
Harvest Trait Trigger: A character takes damage within [Range
1/round when an enemy within SCOPE is defeated, 5] of a tombstone.
you gain 2 FOCUS. Effect: You give them resistance to that source of
damage. If the damage was from an AOE, you can
use this reaction additional times, up to 1/character
in the AOE.
Tombstone Trait
Mana 1, Summon
Minor Action
[Range = Scope]
WEAPON SLOTS
Tombstone (SIZE 1/2, HP 5, DODGE/A-DEF 10, MAIN HEAVY
SPEED 0)
You summon a tombstone within Range. You can SUPPORT SLOTS
have up to two tombstones in play at a time.

MAIN HEAVY
Gravewalkers are slow, and armor can slow them down further. To counteract this, they can provide protection
over distance. Gravewalkers can either seek out ranged options to get around their slow SPEED, or choose heavy
weapons to make devastating attacks when they finally reach their foes.

LIMIT BREAK
That Which is Already Dead Limit Break
Special
At any time during a combat scene, you may refuse
the call of death. Until the end of the scene, you
can’t take a fourth Wound and don’t make any
wound rolls. When you would take your fourth
Wound, you instead return to your maximum HP
and carry over any excess damage.

Gravewalkers have walked the path of the dead.


They know what lies on the other side of life. To
kill a gravewalker is to put them on a path they
have already marked before. As long as they can
“walk”, they can always come back.

RANK 1

Touch of the Grave Skill


Gravedigger’s Shovel Melee Weapon
1 Memory
Heavy Club | Reliable 3
5 Fight You gain resistance to Lunar. Additionally, 1/turn
when you make a wound or overstress roll, you can
[Reach 1] | [2d6+1 Physical]
reroll the dice and take either result.
This weapon deals double damage to objects
(including terrain) and Summons. You can attack Those that work around the dead find their
these targets as a minor action. aetheric energy shifts towards the dark.
Gravewalkers and necromancers take advantage
Dig a grave anywhere, and bury anything that of this imbalance and use it as a cloak against
stands in your way. lunar-aspected energy.
RANK 2

Psychopomp Spell
Entomb Spell
2 Memory | Mana 1
3 Memory | Mana 2
Reaction (1/round)
2 Channel
[Range = Scope] Trigger: A character is defeated within [Range 20].
Effect: You teleport to the closest free space
On Release: A character within Range takes [2
adjacent to them.
Stress] and must make a BULK save. Success:
They are DAZED and SLOWED until the end of their Psychopomps are escorts into the afterlife. You
next turn. Failure: They are BLINDED, IMMOBILIZED, don’t have to help ease their transfer, but you
and SLOWED. can take advantage of the free trip.
At the end of each of their turns, the target can
make another BULK save. Success: They end the
effect. Failure: They take [2 Stress].
If the target is subjected to forced movement, they
clear BLINDED and IMMOBILIZED.

Pale hands reach out from the ground, grasping


at legs with their bloody fingers. Dirty nails dig
into flesh, and pull their victim down … down …
down.

RANK 3

Specter of Sins Skill Unliving Armor Support Item


2 Memory | Mana 2, Summon Heavy | Armor, Unbreakable
Specter of Sins (SIZE = your SIZE, HP = your HP +3 ARMOR, –1 SPEED, and –1 DODGE.
before you 1 REFRESH, DODGE/A-DEF 0, SPEED 0)
When you take a Wound, you gain immunity to
When you 1 REFRESH, you can call forth a ghostly all damage, and when you take an Overstress,
manifestation of your sins in a free space within you gain immunity to all Stress. Any excess
[Range 5]. Its HP is equal to your current HP damage or Stress is negated. This immunity
before you 1 REFRESH. lasts until the start of your next turn.
As long as you are within [Range 2] of the specter, When you are defeated, roll 1d6 at the start of
it takes any damage that you would take before each round. On a 5+, you return to action with full
resistances and ARMOR, and you take none of the HP and 0 Stress and clear either 1 Wound or
damage. Damage the specter takes can’t be Overstress; however, you also become DAZED
reduced in any way. and become DAZED at the start of each of your
turns until you take a Long Rest.
You can only have one specter at a time.

The sinful are burdened by their transgressions, Those that wear this armor cannot die. People
which weigh upon them like an anchor. Purge have sealed themselves inside such armor to
yourself of your sins, and you will feel the achieve immortality.
weight lift off your soul.
GUNSLINGER Artillery
Gunslingers are masters of firearms. Their quick hands can draw, fire, and reload in
the blink of an eye.

You are the bullet. The trigger is your breath. Breathe in. Squeeze. Breathe out.
Gunslingers are firearms specialists. Their insight into their weapons lets them reload supernaturally fast,
recharging or replacing ammo with their own aetheric energies. Gunslingers often modify their weapons and
ammunition to suit their style and environment.

Gunslingers lean towards weapons with the Reloading tag, as their traits helps them mitigate that penalty.
Increasing their MP pool can also allow them to reload more often. While Gunslingers are naturally drawn toward
long-range combat, their base traits can also work with melee weapons.

 How were you taught to aim without sight?


 What unique modification have you made to your weapons?
 What place have you sworn never to return, and why?
 What is your motto or code?

BASE ATTRIBUTES
Scope: 8 Save Target: 11 Quick Draw Skill
BULK MIND
Reaction (1/round)
HP: 8 Stress Cap: 5
Recoveries: 3 Memory: 5 Trigger: A character within Range or Reach of one
AGILITY MAGIC of your weapons attacks.
Dodge: 10 A-Def: 6 Effect: You attack them with that weapon before
Speed: 5 MP: 3 they roll for the attack.

TRAITS
Fast Reload Trait
1/round when you attack with a Reloading
weapon, roll a d6. On a 6, you immediately reload WEAPON SLOTS
it. You can spend MP to increase the result of this
roll by +1 per each MP spent. LIGHT ∞ LIGHT MAIN

HEAVY
Stare Down Trait
When you reload a weapon, you gain the Quick SUPPORT SLOTS
Draw skill until you use it, or until start of their next
turn.
LIGHT MAIN
LIMIT BREAK
Customized Ammo Limit Break RANK 1
Free Action
You gain access to the following special Curve Ammo Support Item
ammunition types for the rest of the scene. Each
ammunition type can be used once. Light | Enchantment

You can choose to use an ammunition type when You may use the following Enchantment:
attacking with a ranged weapon, giving the listed Any Ranged Weapon, Skill Attack, or Spell
effects. The attack’s normal effects still apply. Attack: When you make a ranged attack with this
 Hotshot: Draw a straight line between ability, you can do one of the following:
yourself and your target, and place a [Blast 2]  Spend 1 MP to ignore line of sight as long
AOE centered anywhere along this line. as there is a potential path to the target,
Characters in the AOE must make an AGILITY although cover still applies.
save. Failure: They take [2d6 Astral].  Spend 2 MP to make this attack Homing.
Success: They take half damage.
Additionally, the area becomes dangerous Curve bullets can be bent, flying around cover.
terrain (AGILITY, [5 Astral]) until the end of the
Different grades of ammunition follow
scene
different paths.
 Mindjack Round: On Hit: Until the end of the
target’s next turn or until they are dealt
damage by you or one of your allies, they
consider you and your allies as their allies,
Slugthrower Ranged Weapon
and their former allies as enemies. On Miss:
The target is unable to target you with hostile Main Magitech | Reliable 2, Reloading
effects until the end of their next turn. 3 Volley
 Piercer: The attack gains Piercing and [Range 8] | [2d6 Physical]
becomes a Line attack with a distance of any
amount up to the attack’s Range. The attack Unlike energy-based firearms, this weapon fires
also has Reliable 10 against objects and solid pieces of metal.
terrain.
 Shock Round: On Hit: The target is
STUNNED and SLOWED until the end of their
next turn. On Miss: The target is SLOWED and
can’t take reactions until the end of their next
turn.

Gunslingers carry specialized ammunition,


developed to support their unique strengths and
weaknesses. This ammunition can’t be mass-
produced because it contains volatile or
experimental materials.
RANK 2

Aim with Heart Skill Shardgun Revolver Ranged Weapon


3 Memory | Unique Light Magitech | Piercing, Reloading
When making ranged attacks against targets within 3 Volley
SCOPE, you ignore up to 1 -. [Range 5, Reach 3] | [2d3 Force]
Additionally, when you are BLINDED, you can target This shardgun combines multiple crystals to
and draw line of sight to characters within SCOPE. fire piercing blasts of energy. The impacts can
In a world filled with magic, only a fool relies punch through armor, but the crystals need to
solely on their eyes. Gunslingers are taught to be replaced after every shot.
aim with their heart, a technique that uses
aetherical fluctuations to discern their true
target.

RANK 3

Ammo Crate Support Item Widowmaker Ranged Weapon


Main | Limited 2, Summon Heavy Magitech | Accurate, Reloading
Minor Action 3 Volley
[Range 15] | [3d6 Physical]
Ammo Crate (SIZE 1/2, HP 10, DODGE/A-DEF 10,
SPEED 0) On Crit: This attack is Piercing.
You place an ammo crate in an adjacent space. It
can’t perform any actions (including reactions),
even if another ability would allow it to do so. It One shot, one kill.
has 5 charges. While adjacent to it, you or an ally
can expend a charge as a minor action for either
of the following effects:
 Reload one weapon.
 Regain 2 MP.
When the ammo crate runs out of charges, it is
destroyed. If it is defeated, it explodes in a [Burst
2] area. All characters in the area must make an
AGILITY save. Failure: They take [8 Force].
Success: They take [4 Force].

Ammo crates allow groups to quickly resupply,


but are extremely explosive.
HEXBLADE
Striker/Controller
hexblades sow curses and confusion among their foes, weakening them while growing
stronger from their misery.

Hexblades know pain and misery better than most. These warriors can take the suffering in their heart and use it
to power an array of curses and hexes. To a hexblade, the soul is just another power source.
Hexes are blights upon creatures with aetheric fields. The simplest of them induce minor aetheric imbalances,
causing clumsiness and inability to focus. The strongest ones act like magical parasites, using their hosts own
aether to produce ongoing, detrimental effects like loss of vision and internal decay.
 What’s the worst luck you had?
 How does the shape and appearance of your soul alter your weapons and techniques?
 What’s your favorite curse to put on people?
 How do you get under people’s skin?
Misery Trait
BASE ATTRIBUTES You gain +1 + on attacks against characters with
Scope: 10 Save Target: 11
one or more conditions.
BULK MIND
HP: 8 Stress Cap: 5
Recoveries: 4 Memory: 6 WEAPON SLOTS
AGILITY MAGIC
Dodge: 7 A-Def: 8 LIGHT ∞ LIGHT MAIN
Speed: 5 MP: 4

TRAITS SUPPORT SLOTS


Hex Trait
You gain the Hex spell attack, which is equipped LIGHT LIGHT LIGHT
for free.

LIMIT BREAK
Doom Hex Limit Break
Hex Ranged Spell Attack
Free Action
Auto-Hit, Innate, Mana 1, Unique
Minor Action A character affected by your hex becomes DAZED,
[Range = Scope] MARKED, BLINDED, SUNDERED, SILENCED, SLOWED,
and WEAKENED. At the end of each of their turns in
The target becomes hexed, which lasts until the end which they have at least one of these conditions,
of the scene or until you use this ability again. This they make a MAGIC save. Success: They choose
has the following effects: and remove one of these conditions.
 When you defeat a hexed target, you regain 1
MP. Evil eye. Mind-fog. Dancing legs. Sloughing skin.
 1/round, you can deal +1d6 bonus damage on Atrophied muscles. Eldritch horror.
a successful weapon attack against a hexed
target. Warlocks and witches have hundreds of hexes
 1/round when you inflict a condition on a hexed and curses at their disposal. The most powerful
target, you can also inflict the same condition hexblades can create doom hexes – powerful
on another enemy within [Range 5] of the curses that combine multiple curses into one.
hexed target. The second character has this
condition until the end of their next turn.
RANK 1

Bound Weapon Support Item Edge of Darkness Melee Weapon


Light | Enchantment Main Blade
5 Fight
You may use one of the following Enchantments
at a time: [Reach 1] | [1d6 Lunar]

 Any Weapon: This weapon becomes 1/turn when you defeat, Wound, or Overstress an
Unbreakable, and when thrown, returns to enemy with this weapon, you gain 3 TEMP HP and
you after the attack resolves. It can be used this weapon’s damage increases by +1. This
even if you are DISARMED. effect stacks with itself to a maximum of +6. This
 Any Technique: This technique becomes extra damage lasts until you take a Long Rest.
Unbreakable. If it’s a spell, it can be used
even if you are SILENCED. This weapon feeds on souls, growing stronger
and sharper with each soul consumed. It will
When you make a pact for power, the patron only achieve its true form when sated.
will want to monitor your progress. A weapon
is manifested as an extension of the patron and
given to you. Refusal is not an option.

RANK 2

Curse Bolt Ranged Spell Attack Curse of Weakness Spell


1 Memory | Aetheric, Mana 1 2 Memory
3 Volley When you make a character MARKED, you can
[Range = Scope, Reach 1] | [1d6 Force] spend 2 MP to also make them WEAKENED until the
This spell deals +1 damage for every condition the end of their next turn.
target had at the time of the attack.
“When your knees buckle, I’ll have a good
On Hit: The target is MARKED. Additionally, choose chuckle; it doesn’t take a seer to know your doom
one of the following: is near.”
 Haze Curse: Until the MARK is cleared, your
target treats you as INVISIBLE.
 Soul Curse: Until the MARK is cleared, your
target receives +1 - on checks and saves.

Curses are natural phenomena that affect a


creature’s aetheric field. Warlocks have learned
how to manipulate these forces to induce specific
types of curses. Hexblades take that knowledge
and force these curses into physical forms that
can be cast at any creature.
Hexblades mix weapon and spell attacks together. They excel when they focus on taking down one target at a
time or on spreading conditions to multiple targets. Because Hex counts as a spell attack, they make good use of
the Spellblade talent.

RANK 3

Hexing Aura Spell Soul Strike Skill


2 Memory | Arcing, Aura 5 3 Memory | Mana 1
Free Action When you attack with a weapon, you can turn it
You can use one of the following Auras at a time: into a soul strike. The attack gains the Aetheric
tag, deals half damage, and deals all damage as
 Intensify Hex: Enemies within your Aura Stress instead of its normal types.
gain +2 - when DAZED, instead of +1 -.
 Lingering Hex: Enemies within your Aura Additionally, On Hit: the target is DAZED until the
take [1 Stress] for each condition they clear. end of their next turn. If the Stress from this attack
causes them to exceed their STRESS CAP, they are
Misfortune follows hexblades. The smart ones also SUNDERED until it is both the end of their next
learn how to make that someone else’s problem. turn and they are no longer exceeding their STRESS
CAP.

It is possible to convert a weapon’s entire form


into aether. The aetheric weapon bypasses
physical armor, but interacts directly with
aetheric fields.
KNIGHTMARE Defender/Controller
Knightmares manifest dreams into reality, creating unbreakable aetheric chains to
bind their foes. If a Knightmare catches you, there’s no escape.

The Dreamscape is a realm few know about, and accessible to even fewer. The Awoken are those who can travel
this realm of infinite creativity and shape it to their whims; however, not everything there is pleasant, and dangers
lurk in the shadows.
Knightmares have been influenced by their brushes with the horrors of the Dreamscape – true nightmares. Using
these strong negative emotions, they can take objects from the Dreamscape into the waking world, which display
properties that make a mockery of reality.
 When did you first become Awoken?
 How do you choose to look in the Dreamscape?
 Who do you hope to capture in your chains?
 What nightmare still plagues you to this day?

BASE ATTRIBUTES
Scope: 5 Save Target: 11 The Weight of Inevitability Trait
BULK MIND
You are always considered at least SIZE 3 for the
HP: 9 Stress Cap: 6
purposes of 5 GRAPPLE and 5 SHOVE and you can
Recoveries: 4 Memory: 5
perform reactions while GRAPPLED.
AGILITY MAGIC
Dodge: 6 A-Def: 7
Speed: 6 MP: 3

TRAITS Chains of Despair Skill


Focus 1, Innate, Unique
The Chains of Despair Trait
Reaction
You gain the Chains of Despair skill, which is
Trigger: An enemy within [Range 3] makes an
equipped for free.
attack.
Effect: You pull the enemy to the closest free
space adjacent to you, and their attack must include
you as a target. You may also spend an additional
The Inescapable Nightmare Trait
+1 FOCUS to 5 GRAPPLE the enemy after pulling
When you would be able to make a melee attack as them.
a reaction, you can instead attempt a 5 GRAPPLE.
Additionally, 1/round if a GRAPPLED enemy would
cease to be adjacent to you, you can spend 1 MP
to continue the grapple and negate any movement
WEAPON SLOTS
that would break adjacency.
LIGHT MAIN HEAVY
You can’t use this trait if you are STUNNED.

SUPPORT SLOTS
MAIN HEAVY
LIMIT BREAK RANK 1
Trapped in a Dream Limit Break
5 Grapple
All enemies of your choice within [Range 5] are Body Shields Skill
pulled to the closest free spaces adjacent to you 1 Memory | Unique
and GRAPPLED. Escaping from the grapple requires
Any Physical, Astral, Lunar, and Force you would
a standard action during any phase instead of a
take is reduced by –1 (before ARMOR and
minor action. Any time an enemy GRAPPLED by this
resistances) for every character GRAPPLED by you.
ability attacks, they must include you as one of their
When characters GRAPPLED by you deal damage to
targets.
you, they don’t count toward this damage
reduction.
Your chains move according to your will,
You don’t benefit from this ability while SUNDERED.
wrapping around your foes and dragging them
screaming toward you. As they move closer, they Most people are about the size of a tower shield.
find themselves transported into a domain of the They also do a pretty good job at blocking things
dreamscape chosen especially for them. They can – like a shield – even if they’re not happy about it.
see the waking world, but the dreamscape fights
them every step of the way.

Night Terrors Melee Spell Attack


Knightmares are a grapple-focused class. The 1 Memory | Aetheric, Mana 1
Brawler talent can help them 5 GRAPPLE more 5 Fight
often, and grappling tends to shut down enemy [Reach 2] | [2 Stress]
defenders, who usually rely on reactions to use
On Hit: Choose one of the following:
their defensive features. The Weight of Inevitability
means that Knightmares don’t need to pick specific  The One Where You’re Being Chased: The
ancestries to remain in control while grappling. target receives +1 - on all attacks that don’t
include you as the target. This stacks to a
maximum of +3 -. If they deal damage or
Stress to you, they clear this effect.
 The One Where Your Teeth Fall Out: If the
target is BREAKING, they take [4 Stress]
instead of the usual Stress.

You find the remnants of night terrors still


lingering in the corners of a person’s mind and
make them relive those dreams.
RANK 2

Dream Eater Skill Recurring Dream Support Item


1 Memory | Unique Main | Enchantment
1/turn when an adjacent character gains Stress, You may use one of the following Enchantments
you gain 1 FOCUS. at a time:
As your foes become tired and stressed, you start  Any Weapon: When you hit with this
to see the outlines of the nightmares that plague weapon, as long as you are attacking the
them. Turn these nightmares into your strength. same target, you can 3 VOLLEY, 5 FIGHT,
or 7 FULL ATTACK (Slow weapons only)
one phase earlier than before in subsequent
rounds. This effect stacks, but cannot shift
the attack any earlier than PHASE 1
BOLSTER. It lasts until the end of the scene
or until you attack a different target with this
weapon.
 Any Technique that Forces a Save: 1/turn
when a target succeeds on a save triggered
by this technique, your SAVE TARGET
increases by +1 for this technique only until
the end of the scene or until a target fails
the save, at which point it resets back to
normal. This effect can stack.

“Haven’t we been here before? It feels so


familiar …”

RANK 3

Delirium Skill Wraith Chain Melee Weapon


2 Memory | Unique Heavy Longarm | Aetheric, Pull 2, Slow, Thrown
Whenever you take damage, you can take [1 5
Stress] to lower the total needed for you to critically 7 Full Attack
hit on attacks by 1 (i.e., from 20+ to 19+, 19+ to [Reach 2, Thrown 5] | [3d6+1 Force]
18+, etc). This effect stacks and lasts until the end
of the scene or until you critically hit. On Hit: If you are adjacent to the target or this
attack pulls them adjacent to you, you may auto-
Give into your own nightmares, and let them take hit on a 5 GRAPPLE against them.
over for a bit. You can attack with this weapon as a minor
action during any phase, but you can only attack
with it 1/turn. If you attack with it as a minor
action, it deals no damage.

This weapon is wrapped in dream-chains,


brought from the dreamscape into the waking
world. Their strength is unparalleled, unbound
by the constraints of reality. With a flick of
your wrist, the chain shoots out and binds your
victim, pulling them close.
LIFEWEAVER Support
Lifeweavers are battlefield medics who weave flesh together. They can keep their
friends active and fighting even through deadly injuries.

Lifeweavers have unique insights into the dynamics of aetheric fields and can use magic to heal wounds instantly.
This knowledge also makes them dangerous fighters, as they know exactly how to hurt or incapacitate foes and
turn their own aetheric fields against them.
These healers have honed their training for the battlefield. Their healing magic may not be as effective as proper
medical attention, but it serves its purpose of quickly repairing minor injuries and letting people continue fighting.

Lifeweavers have many ways of keeping their allies healthy during fights, from granting TEMP HP to pure healing.
Lifeweavers play a versatile supporting role, especially when combined with other classes like the Tidecaller.

 What mark is left behind on those you’ve healed?


 What type of effects or injuries do you find difficult to fix?
 What do aetheric fields look like to you, and how is yours different?
 What is the worst injury from which you’ve saved someone?

BASE ATTRIBUTES Purge Malady Trait


Scope: 12 Save Target: 10 Mana 2
BULK MIND Minor Action
HP: 6 Stress Cap: 6
[Range = Scope]
Recoveries: 10 Memory: 6
AGILITY MAGIC You or an ally within Range clear a condition.
Dodge: 7 A-Def: 8
Speed: 5 MP: 4

TRAITS
Healer’s Burden Trait WEAPON SLOTS
When an ally spends or loses a RECOVERY within MAIN
[Range 5] or during a Short Rest, you can allow
them to use your RECOVERIES instead.

SUPPORT SLOTS
Quick Stitch Trait
Mana 1
LIGHT LIGHT
Reaction
Trigger: A BLOODIED ally within SCOPE starts their
turn.

Effect: You heal them for 1d6 HP.


LIMIT BREAK RANK 1
Second Life Limit Break
Arcing
2 Channel Soul Shield Spell
If you stop channeling this ability before releasing it 2 Memory
for any reason, you do not expend the limit break. Phase 3 Skirmish
On Release: Choose either an ally within SCOPE or [Range = Scope]
name a defeated ally. They are restored to their A character within Range gains 1d3+1 TEMP HP.
maximum HP; regain all RECOVERIES and MP; clear You can spend 1 MP to increase this to 1d6+1
all Stress, conditions, and Discord; and clear two TEMP HP.
Wounds and two Overstresses. If they were
defeated, they return to play in a free space While the target has TEMP HP, they don’t need to
adjacent to you. make concentration saves as long as they had
the TEMP HP when the save was prompted.

The ability to bring someone back from the dead, Strengthen and enhance an ally’s aetheric field
no matter how long has passed, exists only in by drawing power from their own lifeforce.
legend. However, there is a very short window of
time where life can be restored to the recently
departed.
Stolen Life Ranged Spell Attack
A lifeweaver can repair and stimulate a person’s 2 Memory | Aetheric, Indirect
aetheric field before it completely breaks down, 3 Volley
breathing life back into their body and repairing [Range = Scope] | [2 Stress]
some of the recent damage they’ve taken.
On Hit: Choose one of the following:
 Drain Life: You or a character within [Range
5] of you regains 1d3 HP. You can spend 1
MP to increase this to 1d6 HP instead.
 Drain Vitality: You or a character within
[Range 5] of you clear up to 2 Stress.

Siphon life energy from a victim and transfer it


to someone else.
RANK 2

Inner Balance Spell Sewing Needle Ranged Weapon


1 Memory | Mana 2 Main Artifact | Piercing
2 Channel 3 Volley
[Range = Scope] [Range 5, Reach 3] | [1d3+2 Force]
On Release: Choose one of the following: On Hit: If the target is BLOODIED, you can spend 1
 Balance: Choose either yourself and one ally MP to make them IMMOBILIZED until the end of
within Range or two allies within Range. The their next turn. If you do so, any BLOODIED
targets swap their current HP, Stress, or MP, enemies of your choice adjacent to the target are
your choice. SLOWED until the end of their next turn.
 Imbalance: Choose an enemy within Range
and roll 2d6, adding +1d6 if they are either A tool used to stitch flesh together, turned
BLOODIED or BREAKING or +2d6 if they are
into a weapon. The needle itself is rarely seen.
both. They take Stress equal to the result of
one die, and Piercing Force equal to Instead, you catch glimpses of the shimmering
another, your choice. magical thread.

Lifeweavers seek to keep a harmonious balance


between the mind, body, and soul. By drawing
from another’s aetheric field, a lifeweaver can
use both fields to balance each other out or
induce an internal imbalance.

RANK 3

Heal Spell Serenity Spell


3 Memory | Mana 1 2 Memory | Arcing, Mana 3
Phase 1 Bolster 2 Channel
[Range = Scope] [Range = Scope]
One character within Range can spend a On Release: Choose one of the following:
RECOVERY to regain all HP. If you spend 3 MP
 Lifewell: You create a [Blast 1] zone of
instead, they don’t need to spend a RECOVERY.
healing energy within Range. Characters that
Months of healing take place in moments. The start their turn within it regain 3 HP. This zone
lasts until the end of the scene or until you
process repairs all wounds on the patient’s body,
create a new one.
but leaves them feeling exhausted.  Mend: An ally within Range clears a Wound
or Overstress. Each character can benefit
from this 1/quest.

The Sungarde, divinely-inspired swashbucklers,


have enchanted their ships to make them
permanent zones of serenity. People rescued by
the Sungarde recover incredibly quickly, which
has earned the swashbucklers a stellar
reputation. The innocent cheer at the sight of
Sungarde flags, and pirates flee from them.
PALADIN
Defender/Support
Paladins draw upon their resolve to protect their allies and smite their foes. They
can manifest beneficial auras that enhance nearby allies.

Paladins are motivated individuals driven by their beliefs. What separates a paladin from an advocate is their
ability to turn their resolve into power, bolstering their aetheric field and gaining strength through their convictions.
Most paladins are very protective of their friends and will willingly put themselves in harm’s way to save one from
danger. Their desire to protect becomes so strong that when they sense a threat, they can travel great distances
in the blink of an eye to stand ready against it.
 Who or what would you give your life to protect?
 What is a belief you hold onto strongly?
 What sensation or emotion do people feel when they’re near you?
 When did you stand up for something, and what did it cost you?

BASE ATTRIBUTES
Scope: 5 Save Target: 10 Guardian Angel Trait
BULK MIND Minor Action
HP: 9 Stress Cap: 7
Recoveries: 6 Memory: 5 Choose an ally within line of sight to protect. You
AGILITY MAGIC may INTERPOSE for them as long as they are within
Dodge: 6 A-Def: 7 SCOPE, teleporting to a free adjacent space. This
Speed: 5 MP: 2 lasts for the rest of the scene or until you use this
ability again.
TRAITS
Layered Auras Trait
You gain the Aura of Inspiration spell, which is Retribution Trait
equipped for free.
You can COUNTERATTACK 2/round instead of
Additionally, you may have two Auras active at 1/round.
once, but they must be from different abilities.
Additionally, 1/round when performing INTERPOSE,
you can COUNTERATTACK the attacker before the
triggering attack happens. This COUNTERATTACK
doesn’t cost FOCUS.
Aura of Inspiration Spell
Arcing, Aura 5, Innate, Unique
Free Action WEAPON SLOTS
You and all allies within this Aura gain +1 + on
checks and saves. MAIN HEAVY

SUPPORT SLOTS
MAIN HEAVY
LIMIT BREAK RANK 1
Bastion of Resolve Limit Break
Special
At any time during a combat scene, you may Auras of Resistance Spell
harden your resolve and surpass your normal 2 Memory | Arcing, Aura 5
limits. When activated, you clear all conditions and Free Action
gain the following benefits, which last until the end
of this phase next round: You can use one of the following Auras at a time:

 You gain resistance to all damage.  Aura of Energy Resistance: Choose either
 Your weapons with Reach gain +2 Reach. Astral or Lunar. You and all allies within this
 You may use Guardian Angel on all allies. Aura gain resistance to the chosen damage
type.
 Aura of Freedom: You and all allies within
Paladins draw upon their beliefs and convictions this Aura gain immunity to SLOWED and can
to strengthen their aetheric fields. The more automatically break out of grapples as a free
deeply they believe in something, the stronger action.
the effects. Once they’ve perfected this skill, the
Expand your aetheric field to cover those of
only limit on their power is the strength of their
your allies. As they overlap, you can imbue their
resolve. As long as they stand unwavering, they
fields with your own protections.
can’t be stopped.

Lay on Hands Skill


As defenders, Paladins benefit from high ARMOR and 1 Memory | Mana 1
other damage-mitigation effects. With their Auras Minor Action
and Retribution trait, they work best when close to
You or an adjacent ally can spend a RECOVERY to
their allies. The Knight talent is a good choice for
regain HP equal to their BLOODIED value.
Paladins.
A reassuring word and a calming hand placed on
a shoulder make everything seem easier.
RANK 2

Holy Avenger Melee Weapon Smite Skill


Heavy Blade 2 Memory | Mana 1, Unique
5 Fight 1/round when you hit with a weapon, you can
[Reach 1] | [2d6+1 Astral] cause the entire attack to deal +1d6 bonus Astral.
This weapon is Accurate on turns other than Channel aether into a weapon, then release it for
your own. an explosion of astral energy.
On Crit: You or an ally within [Range 5] can clear
either a condition or all Discord.

The blade of a holy avenger is pure astral


energy. Without training, the manifested blade
is dangerous and unstable. An aetheric field
must be wrapped around it as a form of
containment, giving it a solid shape with an
appearance unique to the user.

RANK 3

Auras of Protection Spell Stalwart Shield Support Item


1 Memory | Arcing, Aura 5 Main | Unbreakable
Free Action
+1 ARMOR.
You can use one of the following Auras at a time:
Allies gain the benefits of cover from you as if you
 Aura of Steel: Allies within this Aura were a piece of hard cover.
(excluding you) gain +1 ARMOR (up to a
maximum of 4 ARMOR). Additionally, you gain the Guardian Shield Block
 Aura of Retaliation: 1/turn when an ally reaction. If you meet the trigger condition of
within this Aura (excluding you) is hit by an Guardian Shield Block while using INTERPOSE,
enemy, the enemy takes [3 Astral]. you can automatically use its effect as part of that
INTERPOSE reaction.
Layers of magical protection can be used as armor
or turned into a retributive shield. Guardian Shield Block Action

Reaction (1/round)

Trigger: You or an adjacent ally would take


Physical, Astral, Lunar, or Force.

Effect: You take [2 Stress] and grant yourself or


the ally resistance to that damage.

“The resolve to protect others can even come


from a place of humility.”
– Sheeta Shal
PHOENIX Artillery
Phoenixes conjure fiery destruction from afar, inflicting lingering burns upon their
enemies.

Phoenixes are elite spellcasters specializing in elemental fire. During training, they take the mythical phoenix as
their inspiration, focusing on the different aspects of fire, such as destruction and rebirth. To become a phoenix,
you must give over your aetheric field to the raw forces of flame. If you have prepared correctly, it will be returned
infused with fire; if not, your aether will be consumed.

Phoenixes make expert use of effects that deal Discord. Their significant MP and long SCOPE means they are well
suited to attack safely from afar with spells. The Sniper talent is a good fit for Phoenixes that use ranged spell
attacks.

 What color and shape do your flames take?


 What aspect of fire do you respect the most? Destruction, warmth, rebirth, or something else?
 How has fire affected or shaped your life?
 What makes your connection to fire stronger, and what makes it weaker?

BASE ATTRIBUTES LIMIT BREAK


Scope: 15 Save Target: 11 Supervolcano Limit Break
BULK MIND Homing, Mana 2
HP: 7 Stress Cap: 7
2 Channel
Recoveries: 2 Memory: 6
[Range = Scope]
AGILITY MAGIC
Dodge: 6 A-Def: 10 If you stop channeling this ability before releasing it
Speed: 4 MP: 5 for any reason, you do not expend the limit break.

TRAITS On Release: You create a SIZE 3 volcano – a piece


of terrain – within Range. The volcano destroys any
Burning Spells Trait objects (including terrain) other than objectives in
You deal +1 Discord with all abilities that deal its spaces. Characters in these spaces are
Discord. considered to be atop the volcano.
Mark 6 spaces as lava flows. These must be
adjacent to either the volcano or another lava flow
space. Lava flows are dangerous terrain (AGILITY,
Burn Proof Trait 5 Discord).

You have resistance to Astral and Discord. Characters within or adjacent to the volcano or a
lava flow space receive +2 - on checks to clear
Discord.
WEAPON SLOTS On subsequent turns, you can spend 1 MP as a
minor action to add or remove up to 3 lava flow
LIGHT MAIN spaces.
The volcano and lava flows last until the end of the
SUPPORT SLOTS scene.

Reaching deep below the surface with aetheric


LIGHT LIGHT might, the phoenix pulls up a grand manifestation
of burning power – a raging volcano. Lava erupts
from within, forming molten rivers that burn
those who stray too close.
RANK 1

Solar Flare Ranged Weapon


Immolate Ranged Spell Attack
Main Artifact
1 Memory | Aetheric, Indirect
3 Volley
3 Volley
[Range 10] | [1d3 Astral] + [1 Discord]
[Range = Scope] | [2 Discord]
On Hit: Choose one of the following: You gain +1 + when attacking with this weapon
if the target has Discord.
 Building Fire: If the target already has
Discord, this attack deals [1d3+1 Discord]
instead of 2. Long ago, a Reflection exploded. Pieces of the
 Spontaneous Combustion: You can spend dead world were scattered across the Source,
1 MP to deal [1 Discord] to all enemies in a coming to rest in clusters within other
[Burst 1] AOE around the target. Reflections. Thaumaturges fashion these pieces
into weapons that project the astral energy of
Flames that cling to their target, refusing to be
the shattered Reflection.
extinguished. The burning doesn’t stop until
there’s no fuel left.

RANK 2

Inferno Spell Attack Vent Heat Skill


2 Memory | Auto-Hit, Mana 2 2 Memory | Arcing, Unique
2 Channel Reaction
[Range = Scope, Blast 2] | [3 Discord] Trigger: A character within [Range 20] clears any
On Release: You can choose to reduce the size of amount of Discord.
the AOE to increase the damage. For every –1 Effect: You center a [Burst 1] AOE on that
Blast, the spell deals +2 Discord (e.g., reducing it character. Characters in the AOE, including the
from [Blast 2] to [Blast 1] increases the damage to target, take Astral equal to half of the Discord
[5 Discord]). If the AOE would be reduced to 0, it cleared.
instead targets a single space. “No one wanted to get close enough to put him
This spell can funnel the heat of a raging inferno out – it was too hot! So we, uh, kinda just stood
into progressively smaller spaces, raising the there and waited.”
temperature exponentially.
RANK 3

Royal Phoenix Armor Support Item Wildfire Spell


Light | Armor, Unbreakable 2 Memory | Mana 1
Minor Action
+1 ARMOR.
[Range = Scope]
Enemies within [Range 5] use your SAVE TARGET
Choose one of the following:
when making MAGIC checks to clear Discord
instead of the normal target number of 10.  Blueflame: Choose an enemy with Discord
Adjacent enemies use your SAVE TARGET+2. within Range. Their Discord increases by +2,
but this doesn’t cause them to immediately
take discord damage.
First worn by Taliesan, the Verdant Flame,
 Flames of Rebirth: Choose a character with
phoenix feathers adorn this red and gold Discord within Range. All of their Discord
armor. Fires burn brighter and hotter in the transfers to you, but this doesn’t cause you to
presence of this artifact, to the point of being immediately take discord damage.
unbearable when near it.  Flashover: Choose an enemy within Range.
They gain the same amount of Discord as the
character with the highest Discord within
[Range 3] of them. This doesn’t cause them
to immediately take discord damage.

Your flames grow wild and uncontrollable,


changing color based on the unique composition
of your aetheric field.
RIFTBLADE Artillery
Armed with experimental blades that can cut rifts in space-time itself, riftblades can
travel between Reflections to explore new worlds.

Riftblades explore the different Reflections of the Source, cataloging as much about these new and interesting
worlds as possible. The main tool of a riftblade is their signature riftcutter, a magitech device with an infinitely
sharp edge that can cut small portals between Reflections. Knowing that each new Reflection is filled with
unknown challenges and hazards, riftblades outfit themselves with a wide array of gear to prepare for any
situation.

The Riftblade is a complicated class that use their Rift trait to gain range and angles on their enemies. Careful
positioning of a rift is necessary, as enemies can attack them through it. Try placing rifts in cover or where
enemies can’t reach.

 What was the most interesting Reflection you visited?


 What do you hope to find in your travels?
 What did you leave behind in a rift you’ll never be able to get back?
 Where are you forbidden to open a rift to?

BASE ATTRIBUTES
Scope: 15 Save Target: 10 Riftcutter Trait
BULK MIND
You gain the Riftcutter weapon, which is equipped
HP: 8 Stress Cap: 5
for free.
Recoveries: 3 Memory: 6
AGILITY MAGIC
Dodge: 7 A-Def: 8
Speed: 4 MP: 4
Riftcutter Melee Weapon
TRAITS Light Magitech | Accurate, Innate, Piercing,
Rift Trait Unique
Mana 1 5 Fight
Minor Action [Reach 1] | [3 Physical]
[Range 20] This weapon ignores resistance and immunity.
You place a rift in a free space within Range. This
doesn’t require line of sight. WEAPON SLOTS
Range, Reach, and line of sight for everything
(except placing additional rifts) can be drawn both LIGHT HEAVY
to and from you as if you were standing in the rift’s
space. The rift’s space is considered occupied by
you. SUPPORT SLOTS
The rift itself is not an object and cannot be directly
interacted with or affected in any way. It lasts for LIGHT LIGHT LIGHT
the rest of the scene, until you use this ability again,
or until you dismiss it as a minor action.
MAIN
LIMIT BREAK RANK 1
Gateway Limit Break
Minor Action
You create two SIZE 3 gateways on free solid Gravity Well Skill
surfaces within [Range 15], ignoring line of sight. 1 Memory
These gateways aren’t obstructions, don’t block line
Enemies must always stop moving when they
of sight, and last until the end of the scene.
become ENGAGED with you, regardless of their
1/turn when a character fully enters a gateway, they SIZE. Adjacent enemies must spend 2 movement
are immediately teleported to the other gateway, when moving to spaces that aren’t adjacent to you.
being placed in a space of their choice so they are
fully within the gateway. If a character enters a Gravity generators are a standard piece of
gateway as a result of forced movement, their equipment for Riftblades. The ability to create a
forced movement continues in the same direction comfortable gravity field around themselves is
from the other gateway starting in a space chosen sometimes the difference between life and death.
by whoever initiated the forced movement.
If a character cannot end this teleport fully within
the gateway (e.g., because too many spaces are
occupied), the teleport fails. Sensor Goggles Support Item
Light
Riftcutters can be overcharged with energy, You know the current HP, Stress, and MP of all
allowing them to create larger and more stable MARKED enemies.
rifts. With the proper architecture, these
Additionally, 1/turn, you can reroll the INVISIBLE
gateways can become permanent portals, miss chance when attacking an INVISIBLE target.
allowing instant travel between two places;
however, the portable power packs that
These goggles are equipped with aetheric and
riftblades carry aren’t strong enough, and the
biometric scanners for any situation.
gateways they create will eventually close.
RANK 2

Portal Gun Support Item


Flicker Enchantment Support Item
Main | Mana 1
Light | Enchantment
Minor Action
You may use one of the following Enchantments [Range 10]
at a time:
You teleport an ally or enemy within Range up to
 Any Armor: 1/round while this Armor is 3 spaces. This counts as forced movement.
equipped, you can immediately teleport up Unwilling characters can make a MAGIC save.
to 1d6 spaces as a reaction when you take Success: They resist this effect.
damage.
 Any Weapon: 1/round when you critically
hit with this weapon, you can teleport the Portal guns can create small, short-lived holes
target up to 1d6 spaces. in reality, allowing limited teleportation at
greater range than possible with a riftcutter.
Flicker armor is used for emergency escapes.
When triggered, it quickly hurls the wearer
away from their attacker.

RANK 3

Blink Spell Displacer Rod Ranged Weapon


2 Memory | Mana 1 Heavy Artifact | Mana 3, Slow
Minor Action 7 Full Attack
You teleport up to 1d6+1 spaces. [Range 15] | [X Force]
This weapon’s damage is equal to the number of
The earliest riftblades studied teleportation spaces between you and the target, to a
magics and teleporting creatures to better maximum of [20 Force].
understand the long-term effects of repeated
teleportation.
Displacer rods create pulses of energy that
grow in power the further they travel.
RIMEGUARD Defender
Icy armor grows over rimeguards, granting layers of protection that grow stronger
over time.

The Rimeguard’s source of power is their frozen heart. A splinter of ice formed from the death of an ancient
elemental spirit is driven into their heart, encasing it in ice and freezing the blood in their veins. Those that survive
the process become one with the forces of cold.
The icy splinters needed to create a rimeguard are rare, and as a result, rimeguards are an uncommon sight.
Their rarity combined with their cold and distant demeanor, gives rimeguards a frightening reputation that is only
sometimes earned.
 Who did you save from certain death?
 Where were you when you realized you would change the world?
 What can’t you feel when you channel the cold?
 Who or what have you lost to the cold?

BASE ATTRIBUTES choose for any amount of it to become TEMP HP


instead.
Scope: 8 Save Target: 11
BULK MIND You can have a maximum of 10 TEMP HP. You can
HP: 1 Stress Cap: 5 exceed this maximum if a single source of TEMP HP
would put you over this amount, but you can’t stack
Recoveries: 5 Memory: 5
additional TEMP HP past that.
AGILITY MAGIC
Dodge: 6 A-Def: 9
Speed: 5 MP: 4

TRAITS Rimeheart Trait


Minor Action
Frost Armor Trait
[Range = Scope]
Focus 1
Minor Action An ally with TEMP HP within Range gains +2 TEMP
[Range = Scope] HP, to a maximum of 10. This TEMP HP stacks with
existing TEMP HP.
You give an ally within Range TEMP HP equal to
half your current TEMP HP (to a minimum of 1). You
can increase this amount by reducing your own
TEMP HP by 1 for every additional +1 TEMP HP
granted, granting a maximum of 10 TEMP HP
received.
WEAPON SLOTS
MAIN MAIN

Icy Veins Trait SUPPORT SLOTS


You have resistance to Lunar.
Additionally, you start each combat scene with 6 MAIN HEAVY
TEMP HP, and this amount refreshes whenever you
take a Wound. When you gain FOCUS, you can
LIMIT BREAK
Absolute Zero Limit Break
Minor Action
You and your allies (ignoring line of sight) clear all
Stress and reduce their current SURGE level by 1.

The rimeguard drops the temperature to absolute


zero, freezing everything in its tracks. With a
snap of their fingers, the cold breaks. Absolute
zero lasts only for a moment, but it’s enough for
the rimeguard’s allies to cool off.

Rimeguards want to generate as much FOCUS as possible, allocating it between TEMP HP granted by Frost
Armor and their other FOCUS needs. Because of their unique mechanism for stacking TEMP HP, rimeguards can
either keep the TEMP HP for themselves and adopt an interposing defender style, or play the role of the backline
defender by sharing TEMP HP with allies.

RANK 1

Coldguard Skill Frostbite Ranged Spell Attack


2 Memory 1 Memory | Aetheric, Indirect
When you 1 DEFEND, adjacent allies gain TEMP HP 3 Volley
equal to your GRIT+3. [Range = Scope] | [2 Stress]
On Hit: Choose one of the following:
The air around you is cold and dry. Leaving your
feet still for too long causes tendrils of ice to  Frozen: At the end of their next turn, the
spread along the ground, crawling up the legs of target takes Stress equal to their SPEED. This
Stress is reduced by –1 for every space they
anyone nearby.
move during their next turn.
 Numbing: The next attack the target makes
before the end of their next turn deals half
damage.

When skin turns blue, the cold has claimed it.


You have given yourself to the cold. There is
nothing left for it to take.
RANK 2

Ice Spikes Skill White Wind Ranged Weapon


1 Memory | Unique Main Artifact
If you become the target of an attack when you 3 Volley
INTERPOSE, you can deal [2 Piercing Lunar] to the [Reach 1, Close Blast 2] | [3 Lunar]
attacker after their attack if they are within your
SCOPE. On Hit: The target is SLOWED until the end of their
next turn.
You are one with the ice. Without conscious
thought, it bristles at your foes, vibrating in This staff is powered by a crystal of ice – the
anticipation. same crystal that spawned the icy shard that
pierced your heart and gave you the powers of a
rimeguard. Remember what you have sacrificed,
and the cold will answer your call.

RANK 3

Frozen Throne Support Item Siphon Heat Skill


Main | Mana 2 3 Memory | Unique
Free Action At the start of each of your turns, you gain FOCUS
[Burst 1] equal to the number of adjacent characters.
You create a zone of growing cold around you. Take their heat, and make it your cold. The
Enemies that start their turn in the zone take [2 warmth is not welcome here.
Lunar]. At the start of each of your turns while this
effect is active, its damage increases by +2, after
which you take the updated damage. This
damage bypasses your ARMOR.
You can deactivate this ability as a free action,
which resets the damage back to its base value
of 2.

“With ice in your heart, go forth into the


world. Build our throne where you travel, and
our kingdom will follow.”
SEEKER
Artillery / Controller
Trackers and hunters that always find their prey. Seekers call out priority targets
for their allies.

Seekers are warriors who form bonds with primal spirits, which impart upon them a fraction of their power. In
return for power, seekers act as extensions of their patron spirits, operating beyond their normal boundaries.
Most seekers have a positive relationship with their bonded primal, but some forged their bonds out of
desperation or necessity. These seekers may not agree with their primal’s motives, but are nonetheless
compelled to do its bidding or risk losing their powers. However antagonistic the relationship, the seeker acts as
the eyes, ears, and hands of their primal.

The Seeker playstyle revolves around the MARKED condition. Marksman’s Eye benefits allies that consume
MARKS, and Seeker’s Sight allows them to 3 MARK enemies with ease. The Spotter talent is a good choice for
Seekers, and any abilities that use SCOPE benefit from their high base SCOPE attribute.

 How do you see and know the exact spots to shoot?


 What primal spirit do you have a connection with?
 Which of your primal spirit’s aspects do you share?
 What is the most dangerous expedition you’ve been on?

BASE ATTRIBUTES
Scope: 20 Save Target: 11 Guided Shot Skill
BULK MIND Innate, Unique
HP: 6 Stress Cap: 4 Reaction
Recoveries: 3 Memory: 6
AGILITY MAGIC Trigger: A ranged or thrown attack misses an
enemy within your SCOPE.
Dodge: 8 A-Def: 9
Speed: 5 MP: 3 Effect: The attack roll misses, but the attacker may
to reroll the attack roll against a different target
TRAITS within [Range 5] of the original target. A target can’t
be hit more than once by the same attack.
Marksman’s Eye Trait
Your allies gain +2 + instead of +1 + when
consuming MARKS against targets within your
SCOPE. WEAPON SLOTS
MAIN HEAVY
Seeker’s Sight Trait
Mana 1 SUPPORT SLOTS
Minor Action

You 3 MARK. LIGHT MAIN

Guided Shot Trait


You gain the Guided Shot skill, which is equipped
for free.
LIMIT BREAK
Heavenly Starfall Limit Break
Arcing
Phase 3 Skirmish
You create three non-overlapping [Blast 2] zones
within [Range 40]. All enemies in one or more of
these zones must make an AGILITY save. Failure:
They take [1d3+1 Force]. Success: They take half
damage. Each character only takes this damage
once, even if they are in multiple zones.
While any of these zones exist, you can spend 1
MP as a minor action to 3 MARK all enemies in
these zones and make them DAZED until the end of
their next turn.
At the end of each of your turns, one of the zones
disappears.

An arrow shot into the sky disappears into a


rapidly spreading dark cloud. Lightning cracks
and rain begins to fall. Each blue raindrop an
arrow that seeks a home. There is no escape until
the storm passes.

RANK 1

Chain Shot Ranged Spell Attack


Heartseeker Ranged Weapon
2 Memory | Aetheric
Main Bow | Homing
3 Volley
3 Volley
[Range = Scope] | [1d3 Lunar]
[Range 15] | [1d3 Force + 1 Discord]
On Hit: Choose one of the following:
If this attack consumes a MARK, it is Piercing.
 Grounding Chain: The target must make a
MAGIC save. Failure: They are IMMOBILIZED
The beating of your heart gives away your until the end of their next turn.
location. The arrow will find you, piercing your You can spend 1 MP to force all characters
heart. Then, all will be still. adjacent to the target to make the save as
well.
 Linked Chain (1 MP): You center a [Burst 2]
AOE around the target. Characters in the
AOE must make a BULK save. Failure: They
are pulled to the closest free space adjacent
to the original target.

When this magical arrow strikes its target,


invisible chains manifest and begin tightening
around them.
RANK 2

Spectral Shot Skill Swarming Shot Ranged Spell Attack


2 Memory | Mana 1 2 Memory | Aetheric, Indirect, Mana 1
Your single-target ranged attacks pass through 3 Volley
objects (including terrain). As long as you have line [Range = Scope, Blast 1] | [2 Stress]
of sight to a target, you can ignore cover when On Attack: Choose one of the following:
attacking. You can still attack targets without line of
sight, but they benefit from hard cover.  Buzzing Swarm: The AOE becomes a zone
until the start of your next turn. Any character
As you draw back the bowstring, you pour aether that starts their turn in the zone or enters it
into the arrow. When it can take no more, it during their turn becomes DAZED until the end
ascends to a higher state of matter and can pass of their next turn.
through solid objects. On Hit: The target is DAZED until the end of
their next turn.
 Distracting Swarm: The AOE becomes a
zone until the start of your next turn. Any
character that starts their turn in the zone or
enters it during their turn becomes MARKED.
On Hit: The target is MARKED until the end of
their next turn.

This magical arrow explodes into tiny aetheric


motes, which twinkle and buzz distractingly.

RANK 3

Astral Barrage Ranged Weapon Coiling Shot Ranged Spell Attack


Heavy Bow | Reloading, Unique 1 Memory | Aetheric
3 Volley 3 Volley
[Range 20] | [2d6 Force] [Range = Scope] | [1d6+4 Force]
Instead of attacking normally, you can choose to On Hit: Choose one of the following:
attack every MARKED enemy within this weapon’s  Constricting Serpent: The target cannot
Range. You consume each enemy’s MARK, taking make OPPORTUNITY ATTACKS until the end of
[1 Stress] for every additional target beyond the their next turn.
first.  Striking Serpent: A spectral serpent coils
around the target. Until the end of their next
The longer you keep the bowstring drawn, the turn, if the target ends their turn adjacent to
one of their allies, the ally takes [3 Force] and
more arrows appear. Release to have them find
is DAZED until the end of their next turn.
their home.
Upon impact, the magical arrow transforms into
a spectral serpent. Formed through the victim’s
aetheric field, the serpent lashes out at anyone
that draws near, though it remains indifferent
to its host.
SHADEBINDER Controller
Shadebinders capture and train dangerous shades, forging strong bonds with them.

Sudden shifts in an area’s aetheric balance can give rise to shades – creatures made of pure aether. These
creatures can be dangerous, often lashing out in pain and confusion due to the environmental imbalance.
Shadebinders capture and train these dangerous shades, returning them to their homes once the imbalance is
addressed, or forging strong bonds with them and becoming traveling companions.
 What was the first shade you trapped, and what were they like?
 What was the most elaborate trap you set, and what was it for?
 When were you unable to return a shade to its home, and why?
 What aetheric disturbance has never been repaired, and is only getting worse?

BASE ATTRIBUTES you do so, you gain one of the special reactions
listed below.
Scope: 10 Save Target: 12
BULK MIND You can only have one shade in play at a time and
HP: 6 Stress Cap: 5 it retains its current HP when dismissed, which
persists between scenes. If the shade is defeated,
Recoveries: 5 Memory: 6
you must spend a RECOVERY to summon it again,
AGILITY MAGIC
after which it regains all HP. It regains all HP during
Dodge: 7 A-Def: 7 Rests.
Speed: 4 MP: 4

TRAITS Dewdrop Action


Reaction (1/round)
Command Partner Trait
Trigger: An enemy adjacent to the shade starts their
Once during each of your turns, one of your turn.
Summons within SCOPE can use one of your
actions against a target within your SCOPE. You Effect: They are MARKED by the shade and must
lose the action and pay any costs, like MP or make a MAGIC save. Failure: They lose 2 MP.
Consumable charges, but the Summon is
considered to be the one performing it. If it is a 2 Firestarter Action
CHANNEL action, the Summon is the one that Reaction (1/round)
concentrates and can release during PHASE 6
Trigger: An enemy adjacent to the shade takes
RELEASE.
damage or Stress.
While performing an action using this trait, your
Summon benefits from your talents. Effect: They take [1d6 Discord] from the shade.

Vinecutter Action
Reaction (1/round)
Companion Shade Trait Trigger: An enemy adjacent to the Shade takes
Summon damage or Stress.
Minor Action
[Range = Scope] Effect: They take [2 Stress] from the Shade and the
Shade can slide them 2 spaces.
Friendly Shade (SIZE 1/2, HP = GRIT+8, DODGE/A-
DEF = GRIT+10, SPEED 4)
You call forth a friendly shade within Range. When
Shadebinders are a summoning class that prioritizes
having fewer, stronger Summons. Command Slash Skill
Partners lets their Summons take actions on the An adjacent enemy takes [3 Piercing Physical] and
behalf of the Shadebinder, like grappling enemies is SUNDERED until the end of their next turn.
instead of doing it themselves. As with most
Snarl Skill
summoners, they will likely want to take the
Summoner talent. An enemy within [Range 5] is MARKED and must
make a MIND save. Failure: They are WEAKENED until
the end of their next turn.

Recover Skill
WEAPON SLOTS The Summon regains all of its HP, clears a
condition, and gains hard cover until the end of your
next turn.
LIGHT
Shades are aetheric creatures. By infusing them
SUPPORT SLOTS with aether, their form can change and grow,
becoming stronger than before. This change is
temporary, as this new form radiates aether until
LIGHT LIGHT MAIN
it returns to its natural state.

MAIN

RANK 1
LIMIT BREAK
Aetheric Evolution Limit Break Teamwork Skill
Arcing 1 Memory
3 Volley Your Summons can use your BULK, AGILITY, MIND,
[Range = Scope] and MAGIC scores instead of theirs for ability
checks and saves.
You empower one of your Summons within Range
Minor Action: If you have at least one Summon in
with an influx of aether. It regains all HP and
play, choose one of the effects listed below. This
receives the following benefits, which last until the
lasts for the rest of the scene, or until you choose
end of the scene or until the Summon is defeated,
another effect, end it as a free action, or have no
and remain even if the Summon is dismissed:
more active Summons.
 +1 SIZE.
These effects affect all of your Summons,
 +10 current and maximum HP.
including ones summoned after the profile is
 If it didn’t have a SPEED, it gains SPEED 4.
activated:
Otherwise, it gains +2 SPEED.
 Threatening Summons: Attacks against
It also gains the Hyper Ray, Slash, Snarl, and
your Summons gain +1 +, and attacks
Recover abilities, which it can perform as standard
actions. against you receive +1 -.
 Unassuming Summons: Attacks against
your Summons receive +1 -, and attacks
Hyper Ray Spell
against you gain +1 +.
All characters in a [Line 15] AOE must make an
AGILITY save. Failure: They take [10 Force]. You and your summons fight together and cover
Success: They take [5 Force]. for each other.
After performing this action, the Summon can’t move
or take any actions during your next turn, and can’t
be dismissed until the end of your next turn.
Trainer Items Support Item RANK 2
Main | Consumable 3
Reaction (1/round) Buddy Bond Support Item
Light | Enchantment
You gain the following reactions, which expend a
charge when used. You may use one of the following Enchantments
at a time:
Revive Action  Any Support Item or Technique that
Doesn’t Require an Action to Activate:
Reaction (1/round) When you create a Summon, you can
choose for it to also receive any passive
Trigger: One of your Summons within SCOPE benefits granted by this item or technique.
would be defeated. This lasts until it is defeated or dismissed.
The Summon doesn’t gain the ability to use
Effect: The Summon is not defeated, and has its any actions granted by this item or
current HP set to its BLOODIED value. technique – just the passive benefits. Only
one Summon can benefit from this ability at
Return Action
a time.
 Any Equipment or Technique with the
Reaction (1/round)
Summon Tag: When you regain HP,
Summons created with the enchanted
Trigger: A character starts their turn. equipment or technique regain half as much
HP. This only affects Summons that are
Effect: One of your Summons (ignoring line of
currently in play.
sight) is teleported to a free space adjacent to
you.
Your companion has their own appropriately
A supply of medicine, supplies, and equipment to sized equipment.
keep your companions in tip-top shape.

Familiar Spell
1 Memory | Mana 1, Summon
Minor Action
Familiar (SIZE 1/2, HP 1, DODGE/A-DEF 10, SPEED
0)
You call your familiar forth in a free space adjacent
to you. You may automatically do this at the
beginning of a combat scene, spending the
required MP as normal.
When you call your familiar, choose BULK, AGILITY,
MIND, or MAGIC. While you and your familiar are
adjacent to each other, you both gain +1 + to
checks and saves with the chosen ability score.
Whenever you move (excluding forced movement)
while adjacent to this Summon, it can also move to
any free space adjacent to you, benefiting from any
special forms of movement that you use (e.g.,
flight or teleportation).

This cute creature is your friend. You feel better


and more capable when you’re near them.
RANK 3 Capture Orb Support Item
Main | Consumable 6, Thrown 5
Minor Action
Lifelink Spell [Thrown 5]
3 Memory
This item starts with the Empty profile:
When you call forth a Summon, you can spend 1
MP to forge a link between you. As long as you are  Empty: As a minor action, you can expend
both in play, any time either of you takes damage a charge and make a thrown melee weapon
(after ARMOR and resistances), the damage is split attack. On Hit: Your target must make a
between both characters. This cannot be avoided MAGIC save with +1 - if they are BLOODIED,
or mitigated in any way, and does not count as the +1 - if they are BREAKING, and +1 - for
second character taking damage (meaning it every condition they have. Failure: They
doesn’t trigger additional instances of this effect). are STUNNED and IMMOBILIZED until the end
of their next turn. Make note of their current
The link lasts for the end of the scene, or until one HP and MP, and this item switches to the
of the characters is defeated or you end the effect Full profile. Success: They are DAZED until
as a free action. the end of their next turn and this item
remains Empty.
Shadebinders can mix their aetheric fields with  Full: As a minor action, one character
those of their summoned companions, sharing in within the thrown Range gains TEMP HP
any damage and pain received. equal to the combined HP and MP of the
character that failed their MAGIC save. This
item switches to the Empty profile. This
does not expend a charge.

These devices can convert shades back into pure


aether, allowing them to be transported safely
and easily. When opened, they return their
inhabitant to their normal form.
While originally created for use on shades,
recent improvements now allow capture orbs to
extract trace amounts of aether from other
creatures, storing it for later use.
FILLER BLOCK
SHADOW DANCER Striker
Shadow dancers cloak themselves with darkness, moving unseen across the
battlefield. Their special connection with the shadows allows them to teleport
between areas of darkness.

Shadow dancers train in the dark, increasing their attunement to the power of the umbra. When they finish their
training, their shadow has changed: it moves differently, feels looser, and seems darker. Every shadow looks
different to the dancer once they realize that they’re all connected.
 How are shadows linked, and how do you exploit that?
 What is your favorite type of dance?
 Why do you feel more comfortable in the dark?
 What strengthens your shadow, and what happens if it gets too strong?

BASE ATTRIBUTES
Scope: 12 Save Target: 10 Slip Step Trait
BULK MIND
Reaction attacks against you receive +1 -.
HP: 8 Stress Cap: 4
Recoveries: 3 Memory: 5 Minor Action: While adjacent to a character, you
AGILITY MAGIC teleport to another space adjacent to that
Dodge: 12 A-Def: 7 character.
Speed: 7 MP: 4

TRAITS WEAPON SLOTS


Shadow Clones Trait
LIGHT ∞ LIGHT
Whenever you teleport, you leave a shadow
clone in your former space. These clones are the
same SIZE as you, don’t cause obstruction, and SUPPORT SLOTS
aren’t characters or objects.
1/round when you or an ally damage a target LIGHT LIGHT
adjacent to a shadow clone, the shadow clone can
cause the triggering ability to deal +1d6 bonus
damage. LIMIT BREAK
You can have any number of shadow clones, which Eclipse Limit Break
last until the end of the scene or until you are
Free Action
defeated.
Until the end of the scene, you can teleport when
you make your standard movement or use the
movement option from 4 RUSH, and can split up
Shadow Realm Trait movements as normal. You can only create one
shadow clone per standard movement or RUSH.
Any time you teleport, you can spend 1 MP to
choose one of your shadow clones as the For the duration, Shadow Realm costs 0 MP.
destination. This destroys the clone.
Umbral shadows creep over any source of light,
plunging the area into darkness. Nothing is safe
from the obscurement, not even the sun itself.
RANK 1

Strangle Ranged Spell Attack


Shadow Step Skill
1 Memory | Aetheric, Indirect, Mana 1
2 Memory | Mana 1
3 Volley
When you use the movement option from 4 RUSH, [Range = Scope] | [2 Stress]
you can teleport the distance instead. If you end
this movement adjacent to hard cover, you can 4 On Hit: Choose one of the following:
HIDE as a free action.  Gasp for Air: The target must make a BULK
save. Failure: They are SILENCED and unable
All shadows are connected, and you know how to to 2 CHANNEL until the end of their next turn.
move between them. Step into one, appear from If they are currently channeling, they receive
another. Be prepared for what awaits you in the +1 - to their concentration save from this
shadow realm. attack.
 Hangman’s Handshake: Until the end of the
target’s next turn, they gain +1 Stress any
time they take Stress.

Shadowy tendrils crawl up your leg, past your


torso, and wrap around your neck. But they’re
just shadows, right? Surely they can’t–

RANK 2

Flash-Step Dagger Melee Weapon


Shadow Sorcery Ranged Spell Attack
Light Blade | Accurate, Thrown 3
1 Memory | Mana 1
5 Fight
3 Volley
[Reach 1, Thrown 3] | [1d3+1 Physical]
[Range = Scope]
On Hit: Choose one of the following: On Hit: You may teleport to a free space
adjacent to the target.
 Darkness [2 Stress]: The target cannot
attack or use abilities on targets beyond
[Range 3] unless they are Arcing or Homing, These daggers are carved with teleportation
and treats all enemies as benefiting from soft sigils. When an attuned user throws them, they
cover. This effect lasts until the end of their can activate the magic to teleport directly to
next turn. the dagger.
 Shadow Blade [1d6+2 Lunar]: If you are
HIDDEN when you make this attack, you
regain any MP spent on it.

A shadow dancer’s power is greatest at night, but


that doesn’t mean they’re weaker during the day
– it just means they’re more cunning.
Shadow Dancers are high-mobility attackers, moving across the battlefield to attack precisely when they need to
before disappearing into a pool of darkness. The Assassin class has useful stealth-enhancing abilities, and any
teleportation effects give the Shadow Dancer more opportunities to gain Shadow Clones.

RANK 3

Shadow Meld Skill Living Shadow Spell


2 Memory | Mana 2 2 Memory | Mana 3, Summon
Minor Action 3 Volley
You become INVISIBLE until you attack or force a [Range = Scope]
save. Living Shadow (SIZE 1/2, HP 5, DODGE/A-DEF 10,
SPEED 0)
You merge with the darkness, becoming an
extension of the shadow realm. Your true form You create a living shadow within Range. This
becomes that of a shadow moving across the shadow emits a [Burst 2] zone. Enemies are
BLINDED while fully within the zone. Enemies that
ground.
start their turn partly within the zone must make a
MAGIC save. Failure: They are WEAKENED until the
start of their next turn.

You call forth a creature from the shadow realm


– a living shadow. Its very presence darkens the
world around it, draining life and light into a
realm of absolute darkness.
SHAPESHIFTER Support
Shapeshifters are able to assume various forms to overcome obstacles, transforming
their entire body or individual parts as needed.

Shapeshifters can change their bodies, taking on the features of other creatures or changing into different
creatures altogether. The earliest shapeshifters were lycanthropes studying the way their transformations worked.
Over time, they discovered how to transform specific parts of their bodies, and eventually how to choose what
they transformed into.
This type of shapeshifting is notable because it’s a learned skill, not a spell. The shapeshifter carefully rearranges
their aetheric balance until it precisely aligns with the typical aetheric balance of the creature they’re shapeshifting
into. While their form may be different, they’re still the same person they were before. A shapeshifter that
transforms into a bear isn’t actually a bear; they’re merely adopting the outward form of a bear.

A shapeshifter’s different forms make them very versatile in combat play, and with Form for the Occasion they
don’t need to worry about changing their equipment and techniques based on the environment. Shapeshifters are
a jack-of-all-trades class, and can adopt a range of playstyles by combining their shapeshifting forms with those
from other classes.

 What does it look like when you transform?


 What physical trait carries over to each form you assume?
 When was the first time you changed your shape, and what was it?
 What form or changes feel most natural to you?

BASE ATTRIBUTES
Scope: 10 Save Target: 10 Form for the Occasion Trait
BULK MIND
You move normally in difficult terrain. Additionally,
HP: 8 Stress Cap: 7
you have an Aquatic Adaptation and you can fly
Recoveries: 4 Memory: 5
when you move, but you take [1 Stress] at the end
AGILITY MAGIC of any turn in which you do so.
Dodge: 8 A-Def: 7
Speed: 5 MP: 4

TRAITS Soothe Trait


Beast Weapons Trait
When an ally within SCOPE consumes a MARK, you
You gain Beast Weapons, which is equipped for can clear 1 Stress from them as long as they aren’t
free. STUNNED.

WEAPON SLOTS
Beast Weapons Melee Weapon
Light Club | Innate, Unique LIGHT HEAVY
5 Fight
[Reach 1] | [1d3 Physical] SUPPORT SLOTS
At the end of your turn, if you didn’t make an
attack that turn, you can attack once with this LIGHT LIGHT LIGHT
weapon as a free action.
You can use this weapon even if DISARMED.
LIMIT BREAK
Perfect Form Limit Break
Free Action RANK 1

You gain up to four of the following benefits, which


last until the end of the scene. 1/turn as a free
action, you can change up to four of your chosen Scout Form Skill
benefits. Only one instance of each option can be 2 Memory | Mana 2, Polymorph
in effect at a time: Minor Action
 Adaptive Body: You gain +1 + on all You assume a scouting form, with the following
checks and saves. effects:
 Dire Beast Weapons: Your Beast Weapons  You become SIZE 1/2.
deal 1d6+2 damage instead of their standard  You gain +2 SPEED.
damage.  Attacks against you receive +1 -
 Eagle Eye: You can 3 MARK as a minor  You can’t attack or use spells.
action.  You can 3 MARK a character within SCOPE
 Perfected Form: Form for the Occasion no as a minor action.
longer causes Stress when you fly, and you
have flight. This form lasts for the rest of the scene or until you
 Hunter’s Eye: At the start of your turn, you end the effect as a free action.
gain 1 FOCUS.
 Insulated Hide: You gain resistance to By taking on a scouting form, you become a less
Physical, Astral, Lunar, Force, Stress, or visible threat, but your reconnaissance skills
Discord from other characters. remain the same.
 Predator Weapons: You gain +1 + on
attacks.
 Resized: You become any SIZE from 1/2 to 4.
Characters are pushed to make space for
your new size.
 Sneaky: You can 4 HIDE as a minor action. Ferocious Bite Skill
 Walking Wall: You count as hard cover for 2 Memory
your allies. Allies gain +1 + on attacks against enemies
GRAPPLED with you.
Take the best parts of every form you know, and
Strong jaws lock your victim in place.
manifest them all at once. As long as you can
maintain them, you are the ultimate lifeform.
RANK 2

Defender Form Skill Apex Weapon Melee Weapon


2 Memory | Mana 2, Polymorph Heavy Club
Minor Action 5 Fight
You assume a defensive form, with the following [Reach 1] | [2d6+2 Physical]
effects:
On Hit: You can auto-hit the target with 5
 You gain +1 SIZE (to a maximum of 3). GRAPPLE. While GRAPPLED by you, they take [1
 Allies gain the benefits of cover as if you were Piercing Physical] at the start of each of their
a piece of hard cover. turns.
 When you enter this form or as a minor
action, you can select an ally within SCOPE.
For the duration, you can INTERPOSE for them A tyrannosaurus rex’s bite. A tiger’s claws. A
without spending FOCUS and you gain +2 manticore’s spikes. Each of these are the
ARMOR against the triggering attack when you weapons of an apex predator, and you possess
do. Only one ally can be selected at a time. one.
 You can only attack using reactions.
The form lasts for the rest of the scene or until you
end the effect as a free action.

Transcend the limitations of your natural form.


Feel your skin thicken and harden, your bones
lengthen. Grow taller, stronger, and tougher.

RANK 3

Familiar Form Skill Snarl and Bite Skill


2 Memory | Mana 1, Polymorph 2 Memory | Stressful 2
Minor Action Reaction
You assume a form that is friendly or important to Trigger: Someone makes a melee attack against
your foes. Any character that attacks you in this you.
form takes [2 Stress], but all your attacks receive Effect: You make a melee attack against the
+1 -. attacker with a LIGHT or MAIN weapon.
This form lasts for the rest of the scene or until you Reflexively lash out with claw and tooth. Make
end the effect as a free action. them regret having the audacity to strike at you.
Adopting the exact appearance of another person
is incredibly difficult, but it can be done. Most
shapeshifters recommend doing so for only a
short time; otherwise, you risk beginning to lose
your own sense of self.
SKALD Support
Skalds are warrior poets who weave magic into song. A skald’s songs can bolster their
allies, providing powerful benefits.

There is magic in a song. There is magic in a dance. Any performance where you put some of yourself into it is
magic. Skalds know this, and can push it to its extremes. Stories come to life and move people, or draw out
specific emotions. Performance is the weapon of the skald.
A skald’s performances stimulate the aetheric field of nearby creatures. By honing these performances, they learn
to produce specific, repeatable effects. Skalds enjoy traveling and meeting other skalds, growing their repertoire
of performances and related magical effects.
 What type of performance is your specialty?
 What weapon and instrument have you combined? Songbow, hammerhorn, or something else?
 What does your entrance music sound like, or what is the main instrument it features?
 Who was moved by your performance that you didn’t expect to be?

Tempo Trait
BASE ATTRIBUTES You gain the Tempo skill, which is equipped for
Scope: 10 Save Target: 11
free.
BULK MIND
HP: 7 Stress Cap: 6
Recoveries: 4 Memory: 6
AGILITY MAGIC
Tempo Skill
Dodge: 8 A-Def: 9
Speed: 5 MP: 4 Innate, Unique
Reaction
TRAITS Trigger: An attack misses an ally within SCOPE.
Encore Trait Effect: The ally shifts 2.
At the beginning of any round, if you successfully
released a 2 CHANNEL ability in the previous
round, you can spend 1 MP to immediately 2
CHANNEL. WEAPON SLOTS
MAIN

Inspire
Mana 1
Trait
SUPPORT SLOTS
Free Action (1/turn)
[Range = Scope] LIGHT MAIN

You grant Inspiration to an ally within Range.


Allies with Inspiration can consume it to gain +1 +
on an attack, check, or save. Each character can
only have one Inspiration at a time. Inspiration lasts
until the end of the scene or until consumed.
LIMIT BREAK
Ballad Limit Break Skalds have many ways to support their allies, from
Arcing the free movement of Tempo to the accuracy of
Free Action Inspire. They are efficient users of 2 CHANNEL
[Range = Scope] abilities, using Encore to chain together channeling
abilities each round.
You begin weaving a legendary performance. Upon
activation and at the start of each of your turns, pick
a verse from those listed below. It affects you and
all allies within Range. Each verse can only be RANK 1
chosen once.
Instead of picking a verse (or when there are no
more verses to select), you may select a finale Mock Spell
from those listed below. It affects you and all allies 2 Memory
within Range, following which this ability ends. Phase 3 Skirmish
If you are SILENCED, the effects of all verses are [Range = Scope]
suppressed, and you don’t choose any new verses An enemy within Range must make a MIND save.
or a finale until you have cleared the condition. Success: They take [1 Stress]. Failure: They take
Verses: [2 Stress] and must move their SPEED straight
toward you. This movement doesn’t count as
 Verse of Heroes: +1 + on attack rolls. forced movement, but also doesn’t provoke
 Verse of Journeys: +2 SPEED. reactions.
 Verse of Relaxation: Gain resistance to
Stress. Hit them with a burn so sick they have to
 Verse of Teamwork: +1 + on all checks and respond.
saves.
Finale:
 The Last Stand: Gain 1d6+4 FOCUS. Wit Ranged Weapon
 The Storm Fades: Regain all MP.
 Legends Never Die: Regain all HP. Main Bow | Aetheric
 A New Beginning: Clear all Stress and 3 Volley
conditions. [Range 15] | [1d3+1 Force]
 The New World: Each character can shift up
to their SPEED. On Hit: The target is DAZED until the end of their
next turn and is MARKED.

A skald can weave so much aether into a


The piercing force of this bow is inversely
performance that it becomes real. The audience
proportional to the mental sharpness of the
feels the stories come to life. they feel the
target. The dumber they are, the more it hurts.
emotions of the players; their hopes and dreams.
Each ballad tells a specific story, each of its acts
mirror whatever is happening in the moment.
Eventually, your actions become inseparable from
those in the story, and are memorialized in all
future retellings.
RANK 2

Parrying Dagger Support Item Song of Defense Spell


Main 2 Memory | Arcing
Reaction (1/round) 2 Channel
Trigger: The result of an attack roll would meet or On Release: You and all allies within [Range 5]
exceed your DODGE. gain 1 FOCUS. On each subsequent turn, you can
spend 1 MP to continue using this song as a minor
Effect: You make a melee attack roll. The result action, gaining an additional +1 FOCUS. If you don’t
becomes your DODGE against the triggering continue the song this way, the effect ends.
attack, potentially turning a hit into a miss.
If the attack misses you, you can spend 1 FOCUS Sharp, rapid beats keep listeners on their toes
to deal [3 Stress] to the attacker. and alert to the possibility of danger.

Parrying daggers are held in the offhand and


used purely defensively.

RANK 3

Song of Rest Spell Soundwave Spell


3 Memory | Arcing 2 Memory | Mana 1
2 Channel 2 Channel
[Burst 3] [Range = Scope, Blast 1]
On Release: Allies within the AOE can spend a On Release: This AOE is a zone. Choose one of
RECOVERY to regain all HP. the following effects:
On each subsequent turn, you can spend 1 MP to  Sound Vacuum: Characters in the zone
move to the next verse of the song as a minor when it is created take [3 Stress]. Characters
action, granting 3 TEMP HP to all allies within [Burst are SILENCED and VULNERABLE to Force while
3]. partly within the zone.
 Dead Silence: Characters fully within the
If you don’t continue the song this way, the effect
zone gain immunity to all subsequent spells
ends.
and spell effects. Existing spell effects are not
This song is soothing and relaxing. Listeners find affected.
their aches and pains begin to fade away. You can have up to three of these zones in play at
once. You can dismiss a zone as a free action
during your turn. Otherwise, they last for the rest of
the scene or until you become SILENCED or
STUNNED.

The signature spell of Solitaire, the Voice of


Revolution. As a sentient vocaloid, she has
complete control over soundwaves, which she
uses to spread her message of freedom for
escognitive and nonorganic people like herself.
THUNDERCLAW Striker
Thunderclaws have mastered electricity. They use it to enhance their physical
abilities, giving them explosive speed and power.

Thunderclaws are named after the elite canine warriors that created the fighting style. Training atop a mountain in
the Thunderfields, they gained unique insights into the properties of lightning. They learned how to generate and
channel it through their bodies, and how to hold it within to enhance their physical abilities.

Thunderclaws are highly mobile, with abilities that allow them to quickly move around a battlefield, and others that
require specific positioning to maximize their effects. The more attacks a Thunderclaw makes, the more Flurry
they can generate, so the Stormdancer talent’s third rank and other abilities that allow for extra attacks are good
choices for this class.

 What is unique about your fighting style?


 Where did you train, and why can’t anyone else train there now?
 What is the most dangerous technique you know, and why is it dangerous?
 What does it feel like to hold lightning within yourself?

BASE ATTRIBUTES
Scope: 5 Save Target: 10 Flurry Trait
BULK MIND
You have pool of Flurry that starts at 0 and has a
HP: 8 Stress Cap: 5
maximum of 6. Whenever you hit with a melee
Recoveries: 5 Memory: 6
attack, you gain +1 Flurry.
AGILITY MAGIC
Dodge: 10 A-Def: 7 When you hit with a melee attack, you can spend
Speed: 6 MP: 2 Flurry as follows:
 1/round, you can spend 1 Flurry to deal +1d6
TRAITS bonus damage of the same type.
Balance Trait  1/round, you can spend 6 Flurry to make a
Stunning Strike, forcing one of the targets to
Once during each of your turns, you can convert make a BULK save. Failure: They are
any amount of Flurry to an equal amount of FOCUS, STUNNED and DAZED until the end of their next
or vice versa. turn.

WEAPON SLOTS
Fast as Lightning Trait
Mana 1 LIGHT ∞ LIGHT MAIN
Minor Action

You 4 RUSH or make an improvised weapon SUPPORT SLOTS


attack.
LIGHT MAIN
LIMIT BREAK RANK 1
Living Lightning Limit Break
Free Action
You channel lightning directly into your body, Bottled Lightning Support Item
pushing it past its physical limits and immediately Light | Consumable 2
gaining 6 Flurry. Until the end of the scene, your Minor Action
Fast as Lightning trait doesn’t cost MP. When you
[Burst 2]
spend 6 Flurry to make a Stunning Strike, the
target automatically fails the save. You expend a charge. Characters in the AOE
with line of sight to you are BLINDED until the end
A bolt of magical lightning strikes the of their next turn.
thunderclaw, but instead of discharging it, they
hold it within their body. Years of careful Lightning captured in a bottle, bouncing around
training allow the thunderclaw to take this angrily while it tries to find a way out. Open
influx of energy and use it to enhance their the bottle to release it in a blinding flash of
physical abilities. light.

Supercharged thunderclaws can dart across the


battlefield at breakneck speeds, delivering
lightning-charged strikes strong enough to Chakram Melee Weapon
punch through steel. Lightning arcs off their Main Blade |Thrown 5
body while in this state, as they contain the raw 5 Fight
power of a bolt of lightning. [Reach 1, Thrown 5] | [2 Physical]
Held lightning still wants to find a way out of a
When thrown, this weapon gains Arcing and
thunderclaw’s body, and the longer it is held, the deals +1 damage for every space traveled
greater the damage to the thunderclaw. If not beyond the first.
discharged, this technique will eventually kill
the user. This thin disc of metal is made of a rare alloy
that allows it to bounce off of surfaces and
around corners.
RANK 2

Wolf Claws Melee Weapon


Lightning Bolt Melee Spell Attack
Light Club | Piercing
2 Memory | Mana 1
5 Fight
3 Volley
[Reach 1] | [2 Physical]
[Line 10] | [1d6+2 Astral]
On Attack: Choose one of the following: On Hit: After dealing damage, you can shift a
number of spaces equal to the total damage of
 Shocked: Characters in the AOE are DAZED the attack. If you end this movement next to a
and can’t perform reactions until the end of different enemy than the one you attacked, you
their next turn. can deal [1 Piercing Physical] to them.
 Drained: On Hit: Characters in the AOE lose
MP equal to the total number of characters
within the AOE, and you regain MP equal to Wolf claws are tipped with an indestructible
the number of characters hit. material, allowing them to tear through
anything.
Your body is the generator. Your hand directs
the flow. Let the lightning loose.

RANK 3

Chain Lightning Strikes Skill Kinetic Redistributor Support Item


3 Memory Main
7 Full Attack Reaction (1/round)
Choose a character within [Range 5]. You teleport Trigger: A ranged attack roll is made against you.
to a free adjacent space and make a melee skill
attack against them, dealing [4 Astral] on a hit. You Effect: You either impose +1 - on the attack or
can then repeat this, targeting a different character gain 2 FOCUS.
each time, and increasing the damage by +1 Astral
every time you make the attack roll until the end of The thunderclaw fighting style prioritizes
the turn. Each character can only be targeted by efficient movements and using opponents’
this ability 1/turn. momentum against them. This logic can be
Become a bolt of lightning arcing across the applied to projectiles as well, as demonstrated
battlefield, finding the shortest path between by the ability of thunderclaws to capture
your foes. incoming arrows and use their momentum for
defense.
TIDECALLER
Controller/Support
Tidecallers command the oceans and waters. They can manipulate currents to
reposition allies and hinder enemies.

Common wisdom suggests that only a fool braves the seas without a tidecaller. Their command over water and
their insight into weather patterns make them invaluable additions to any seafaring vessel.
Tidecallers are strongly associated with water-aspect aether, known for its healing properties. A drop of this
magical water can heal a small cut, while a deluge can repair deadly wounds and restore vitality. An often-
forgotten aspect of water-aspect aether is its weight. Surprisingly, small quantities can knock a grown person off
their feet and drag them around in its wake.

Tidecallers use spells to move their allies and enemies around the battlefield with Rising Tide and River
Current, while providing healing support with spells like Tidal Healing. Their rank 3 Whirlpool ability is incredibly
strong in combat scenes that require controlling an area, like Acquisition or Control.

 What secret do you know about the ocean?


 How do you accurately predict the weather?
 What underwater-dwelling person do you owe a favor to?
 How do people typically travel across open water?

BASE ATTRIBUTES choose to slide to a free space in the zone. Each


ally can do this 1/turn.
Scope: 8 Save Target: 12
BULK MIND This river current lasts for the rest of the scene or
HP: 8 Stress Cap: 6 until you create a new one, become STUNNED, or
are defeated.
Recoveries: 3 Memory: 6
AGILITY MAGIC
Dodge: 6 A-Def: 10
Speed: 5 MP: 5
Water Veil Trait
TRAITS Mana 1
Rising Tide Trait Reaction

You have an Aquatic Adaptation. Trigger: An ally uses a river current.


Additionally, 1/turn when you inflict forced Effect: They become INVISIBLE until the start of their
movement on an enemy, one of your allies within next turn. If they are attacked while outside of the
SCOPE may shift the same number of spaces. You river current, INVISIBLE ends after that attack.
can’t use this effect if you are STUNNED.
WEAPON SLOTS
River Current Trait
LIGHT MAIN
Mana 1
Minor Action
[Range = Scope, Line 6] SUPPORT SLOTS
This AOE is a river current – a zone that can be
pointed in any direction. It suppresses the effects of LIGHT LIGHT
difficult and dangerous terrain within it.
When an ally enters the river current, they can
LIMIT BREAK RANK 1
Tidal Wave Limit Break
Phase 3 Skirmish
Choose one side of the map. A wave of water Rainfall Spell
washes towards that side from the other, and all 1 Memory | Arcing
enemies must make BULK saves. Failure: They are 2 Channel
pushed 6 spaces in a straight line towards the
[Range = Scope, Blast 1]
chosen side of the map, are DAZED and DISARMED
until the end of their next turn, and are knocked On Release: This AOE is a zone. Choose one of
PRONE. Success: They are pushed half as many the following options:
spaces and are knocked PRONE.  Soothing Rain: Characters that start their
Enemies that hit a character or obstruction when turn in the zone clear all Discord and 1
pushed by this ability take [5 Physical] and are Stress. This zone lasts until you use this
SUNDERED until they clear the condition. ability again.
 Downpour: Characters are BLINDED while in
the zone. This zone lasts until the end of your
Tidecallers have control over the seas, but even next turn, but on each of your turns you can
when far away from the ocean, their power is no extend it to the end of your following turn by
less deadly. spending 1 MP as long as you aren’t
SILENCED or STUNNED.
When there isn’t water around to command, a
tidecaller can converts the ambient aether in the Call down a soothing rainstorm infused with
atmosphere to water aether, drawing the healing magic, or a torrential downpour.
moisture out of everything to form a roaring
wave.

Storm Surge Ranged Spell Attack


2 Memory | Arcing, Aetheric, Indirect
3 Volley
[Range = Scope, Line 4] | [2 Stress]
This attack’s AOE can point in any direction.
On Hit: Targets are pushed to the furthest free
spaces within the Line, following its direction. You
can spend 1 MP to force all hit targets to make a
BULK save. Failure: They fall PRONE.

This spell forces water into a high-pressure jet


strong enough to knock down a wall.
RANK 2

Abyssal Scepter Ranged Weapon Tidal Healing Spell


Main Artifact | Aetheric 2 Memory | Mana 2
3 Volley 2 Channel
[Range 8, Reach 1] | [1d3+2 Lunar] [Range = Scope]
On Hit: You can spend 1 MP to create a [Burst 2] On Release: One ally within Range regains up to
AOE around the target. All characters in the area 1d6+4 HP. Another ally within [Range 5] of them
are pulled to the closest free space adjacent to regains up to half of that amount. You may
the target. continue healing new allies in this fashion, halving
the amount healed each time, until there are no
other allies within [Range 5] of the last target, or
This artifact creates crushing forces using a the healing reaches 1 HP. Each character can only
pearl from the abyssal depths of the sea. benefit from this healing 1/turn.

This spell concentrates healing magic into a


liquid essence, which can then be manipulated by
tidecallers. This healing water bounces between
targets, trying to spread its magic among as many
vessels as possible.

RANK 3

Whirlpool Spell
Drown Ranged Spell Attack
2 Memory | Mana 2
2 Memory | Aetheric, Indirect
2 Channel
3 Volley
[Range = Scope, Blast 2]
[Range = Scope] | [1 Discord]
On Release: This AOE is a zone. When it is
On Hit: Choose one of the following:
created, you may slide characters in the zone to
 Engulf Lungs: If the target gains Discord any free space within the zone, after which they are
from this attack, they are SILENCED until they IMMOBILIZED. They can clear IMMOBILIZED by
clear all their Discord. succeeding on a BULK save as a minor action.
 Submerge: The target must make a MAGIC
The zone is difficult terrain. It lasts until you
save. Failure: They are BLINDED until the end
dismiss it as a free action or use this ability again.
of their next turn.
On subsequent turns, you can spend 1 MP as a
Pool water in their mouth and lungs, drowning minor action to slide any number of characters in
them from the inside. the zone again.

The best tidecallers can treat ambient aetheric


energy like liquid, creating swirling vortexes
from which there can be no escape.
WARDEN Defender
The earth heeds the call of the wardens, rising to restrict their foes while the
wardens endure with the planet’s lifeforce.

Wardens are connected to the lifeforce of the planet, controlling the elements of earth and rock. They feel what
the planet feels, and when it cries out in pain, they rise to defend it. In return, they can draw upon the strength of
the planet itself to protect themselves.
Wardens can connect and attune to any planet or plane to which they travel, although doing so may change how
their powers look or work. Traveling to a dimension of fire, for example, a warden might find their hair turning to
flame, and their powers becoming wreathed in flame.

The Warden’s Earthen Slide and Grasping Vines let them bring enemies close and keep them there. From
there, they can use their Greatoak Mauler or other close range AOEs to punish clusters of enemies. The Great
Weapon Master talent works great with this type of playstyle.

 What earthlike features do you have? Rocky skin, stone hair, something else?
 What creature or spirit did you learn from?
 How does the planet communicate with you?
 What are the unique properties of the tree from which one of your pieces of equipment is made?

BASE ATTRIBUTES
Scope: 5 Save Target: 10 Grasping Vines Trait
BULK MIND
When an enemy starts their turn adjacent to you or
HP: 12 Stress Cap: 6
is moved adjacent to you by Earthen Slide, you
Recoveries: 6 Memory: 5
can spend 1 FOCUS to make them SLOWED until the
AGILITY MAGIC end of their next turn. You can’t use this ability if
Dodge: 6 A-Def: 8 you are DISARMED, SILENCED, or STUNNED.
Speed: 5 MP: 2

TRAITS WEAPON SLOTS


Earthen Slide Trait
MAIN HEAVY
When you INTERPOSE and end your movement
adjacent to the attacker, you can make them
SLOWED until the end of their next turn. SUPPORT SLOTS
Additionally, you gain the Earthen Slide skill, which
is equipped for free.
LIGHT LIGHT MAIN

Earthen Slide Skill


Focus 1, Innate, Unique
Reaction
Trigger: An enemy or ally starts their turn within
your SCOPE.
Effect: You slide them 1 space.
LIMIT BREAK RANK 1
Gaia’s Wrath Limit Break
Free Action
You become an avatar of nature for the rest of the Lifeblood Skill
scene or until you return to your usual state as a 1 Memory
free action. You gain the following benefits:
You gain +1 + on MAGIC saves.
 You gain +1 SIZE (to a maximum of SIZE 3)
and any adjacent characters are pushed to Additionally, you can make a special MAGIC check
the nearest free space to accommodate your to clear Discord immediately after receiving it and
new SIZE. taking the relevant discord damage. Success: You
 You gain 2 FOCUS at the start of each of your clear all Discord.
turns. You still make a magic check to clear Discord at
 When you hit a character with any attack, the end of your turn as normal.
they are SLOWED until the end of their next
turn. A character that is already SLOWED is The lifeblood of the planet flows through your
also IMMOBILIZED until the end of their next veins.
turn.

You connect to the aetheric streams that


Inner Reserves Skill
crisscross the Reflection – the leylines. You
become an extension of the Reflection’s will; an 2 Memory
avatar of its wrath and destruction. It acts When you 1 REFRESH, you gain 2 FOCUS.
through you, giving you the power to achieve its
You are never down and out. As long as you still
goals. Your goals. Our goals.
breathe, you fight. As long as you can still move,
you protect. As long as you still live, there is
hope.
RANK 2

Nature Vortex Melee Spell Attack Earthwarden’s Shield Support Item


2 Memory | Auto-Hit, Mana 1 Main
2 Channel
+1 ARMOR.
[Burst 3] | [2 Stress]
When you INTERPOSE, you can spend an
On Release: All enemies of your choice within the
additional FOCUS to gain resistance to any
AOE are auto-hit for [2 Stress], pulled to the
damage from the attack.
closest free space adjacent to you, and
IMMOBILIZED until the end of their next turn. If there
are no available adjacent spaces, they are pulled This shield is a gift from the Reflection itself: a
to the free space closest to you. giant hunk of crystal with a grip fitted
perfectly to your hand.
Vines and roots erupt from the ground and your
skin, grabbing anything nearby and pulling it
close.

RANK 3

Greatoak Mauler Melee Weapon Weight of Earth Skill


Heavy Club | Slow 2 Memory
7 Full Attack When you hit a character with a reaction attack,
[Reach 1] | [3d6 Physical] they are IMMOBILIZED until the start of their next
turn.
On Hit: All enemies adjacent to you take Physical
equal to the highest d6 result for this weapon’s “It was just a halfling wearing some sort of skull
damage. mask and holding a wooden dagger, so we didn’t
think anything of it. As soon as we stepped close,
To make a greatoak mauler requires wood they flung the dagger at us, and I swear to
sourced from a tree at least a thousand years Terram, it pinned Zelk to the wall! It went
old. The wood is dipped directly into a ley line, straight through his armor and shoulder! No one
strengthening it with the aetheric energies of is that strong – it was just a wooden dagger!”
the Reflection itself.
WARLORD Support
Warlords are commanders of the battlefield. They lead their allies to victory, making
them better fighters in the process.

Tacticians and leaders, warlords are the glue that holds their groups together. They feel the rhythm of battle,
adjusting their plans, tactics, and people accordingly.
Warlords can either be backline strategists, supporting their allies with intelligence and positioning, or frontline
commanders, leading by example in the thick of battle.
 Why are people willing to follow your command?
 When did one of your decisions save the day?
 What tactical mistake have you promised to never let happen again?
 Who do you wish you could learn from or serve under?

BASE ATTRIBUTES WEAPON SLOTS


Scope: 12 Save Target: 10
BULK MIND MAIN MAIN
HP: 10 Stress Cap: 5
Recoveries: 5
AGILITY
Memory: 7
MAGIC
SUPPORT SLOTS
Dodge: 7 A-Def: 6
Speed: 5 MP: 2 LIGHT LIGHT MAIN

TRAITS
Focused Plan Trait LIMIT BREAK
1/round when you make a character MARKED, an Follow My Lead Limit Break
ally of your choice can 3 VOLLEY or perform a Free Action
PHASE 5 BRAWL action against the MARKED
character as a reaction with +1 -. Until the end of the scene, any time you perform
your standard action, an ally of your choice can
perform a standard action from the same phase as
a reaction. Each ally can benefit from this effect
1/scene.
Take a Breather Trait
When you or an ally within SCOPE performs 1 You lead by example, your actions inspiring
REFRESH, another character of your choice within others to do the same. Your confidence bleeds
[Range 10] of that character gains 1d6+1 TEMP HP. over to your allies, creating a positive feedback
loop between them and you. Your confidence
inspires, their loyalty enkindles. Together, you
all act as one.
Warlords make their allies better. They can grant extra attacks with Focused Plan or have allies attack on their
behalf with Command. Marks are the primary way that warlords provide support or trigger their abilities, and the
Spotter talent helps them apply more of them.

RANK 1

Command Skill Standard of Courage Support Item


2 Memory Main | Summon
Phase 3 Skirmish Minor Action
An ally within SCOPE can immediately make a Standard (SIZE ½, HP 5, DODGE/A-DEF 10, SPEED
weapon or spell attack with +2 - as a reaction. 0)
You can take 1 Stress to remove the -.
You plant a standard in a free adjacent space. It
You command someone to take an action. Those creates a [Burst 2] zone. You and your allies in
that know you and know your leadership style the zone gain +1 + on attack rolls, checks, and
saves, and when you or an ally start their turn in
trust in your wisdom.
the zone, they gain 2 TEMP HP.
During your turn, you can pick up and move the
standard when you move, placing it in another
free adjacent space.
This Summon can only be dismissed with a
minor action while adjacent to it. You can only
have one standard in play at a time and it retains
its current HP when dismissed. It regains all HP
during Rests.
If defeated, this support item is destroyed.

You carry a flag as a symbol of your unit. Those


that see it know that any units near it fall
under your command and protection.
RANK 2

Frontline Melee Weapon Lead from the Front Skill


Main Longarm 1 Memory | Unique
5 Fight When you 5 FIGHT or perform a 7 FULL ATTACK
[Reach 2] | [1d6+2 Physical] with a melee weapon, one ally of your choice within
SCOPE gains 2 TEMP HP.
On Crit: You can teleport one willing ally within
SCOPE up to 5 spaces. You take to the battlefield, making your way to
the frontlines. Your tactical prowess hadn’t been
Before battle, the troops gather around for a questioned, but now neither will your martial
meal. As a surprise, their commander produces a prowess either.
treat – a deer they had hunted earlier in the
day and prepared in the style of their homeland.
As everyone enjoys the meal and camaraderie,
their aetheric fields become attuned to the
spear lying nearby.
The next day, in the heat of battle, the
commander finds themselves separated from
their troops. Facing certain doom, the
commander readies their spear. In response,
they feel aetheric energies beginning to rise
from the spear, and then see a flash of light.
The light fades, and the commander sees their
troops stood before them, weapons raised and
ready to fight.

RANK 3

Focus Target Skill


Rally Skill
3 Memory | Stressful 2, Unique
2 Memory
1/round when an ally within SCOPE consumes a Reaction
MARK, another ally of your choice within SCOPE can
make a weapon or spell attack against the target Trigger: An ally within SCOPE takes a Wound or
as a reaction. Overstress.
Effect: No excess damage or Stress carries over,
It is more efficient to focus your attacks on one and your ally gains +4 TEMP HP and clears any
target at a time instead of spreading your blows Discord and conditions.
around. If you can take out an enemy, they pose “Rally to me! I will be your shield; I will hold the
no threat to you. But a wounded enemy can still line! Their assault ends here!”
fight, and can wound you in return. So, do
everyone a favor, and make sure they’re dead
before moving onto the next.
TALENTS [Range 5] of each other and within your
SCOPE.
Talents are bundles of abilities you can learn, that
aren’t tied to specific classes. Each talent has three Talent
Rank 3: Aether Mixer
ranks. Beacons start with three talents at rank 1.
You can apply two different Aetheric Upgrade
Talents come in three ranks: rank 1, rank 2, and options at once, spending the MP for each effect.
rank 3. Ranks must be taken in order; you need
Additionally, you gain 1 MP when you crit with a
rank 1 in a talent to take rank 2, and you need rank spell attack.
2 to take rank 3.
When you level up, you can increase the rank of an
existing talent or gain a new one at rank 1.
Once you have a talent, its effects are always
available to you.
ARCHMAGE
Archmages stand at the pinnacle of aetheric

AETHERBENDER research. They manipulate magic in ways that


others can only dream of.
Your magical expertise gives you insight into
Talent
the manipulation of spells for different effects. Rank 1: Spell Sculptor
Talent When you use a spell or artifact weapon with an
Rank 1: Aetheric Upgrade AOE, you can spend 1 MP to allow one character
in the AOE to ignore the effect.
You can apply the following effects to your spells.
Each spell can only be affected by one at a time: Talent
 Far Spell: When you use a spell, you can
Rank 2: Arcane Turret
spend 1 MP to do so with +5 Range. You gain the following benefits:
 Fast Spell: During your turn, you can use 3
 When you are channeling, you gain +2
VOLLEY or 5 FIGHT spells during earlier
ARMOR, to a maximum of 4.
phases, but no earlier than PHASE 1  Taking Stress doesn’t trigger concentration
BOLSTER. For each phase earlier than its saves.
normal phase, you spend 1 MP.
 Quiet Spell: When you use a spell while Talent
HIDDEN, you can spend 2 MP to remain Rank 3: Focused Caster
HIDDEN after the spell resolves.
The following option is added to your Reroll
Table:
Talent
Rank 2: Advanced Aetheric  Mana Effort: Spend 1 MP.
Upgrade
You add the following effects to your Aetheric
Upgrades options:
 Flexible Spell: When you make a spell
attack, you can spend 1 MP to change the
defense that it targets (DODGE or A-DEF).
 Empowered Spell: When you use a spell
that involves a save, you can spend 2 MP to
impose +1 - on any saves it causes.
 Repeated Spell: When you make a non-
AOE spell attack, you can spend 3 MP to
attack two targets. They must be within
and change them during Long Rests.

ARMORED
Choose a damage type (Physical, Astral, Lunar, or
Force) and one of the following profiles:

DEFENDER
 Melee Weapon: Blade, Club, Longarm,
or Magitech | [Reach 1]
 Ranged Weapon: Artifact, Bow, or
Armor keeps you alive. The stronger and more Magitech | [Range 10]
reliable your armor is, the longer you stay alive.
This weapon doesn’t need to be reloaded after
Talent every use. Instead, roll a d6 Malfunction Die
Rank 1: Reinforced Plating after each use. On a 5–6, the weapon must be
reloaded.
After you 1 DEFEND, you can spend FOCUS,
temporarily gaining +1 ARMOR per FOCUS spent, Talent
to a maximum of 6 ARMOR. This lasts until the Rank 2: Improvements
start of your next turn or until you next take
Physical, Astral, Lunar, or Force. Your Experimental Weapon only malfunctions
on a result of 6 on the Malfunction Die.
Talent Additionally, you may choose two of the following
Rank 2: Adamantine Armor improvements for your weapon each time you
equip it or during Long Rests.
Your Armor support items become Unbreakable.
 +Tag (Can be Chosen Twice): Your
Experimental Weapon gains one of the
Talent following: Accurate, Aetheric, Arcing, Push
Rank 3: Battle Hardened
1, Reliable 2, or Thrown 5.
When you reduce a source of damage to 0, you  +AOE: When you attack with your
negate all other effects the attack or ability would Experimental Weapon, you can spend 1
have on you, including on-hit effects. MP to attack with either of the following
AOEs instead of its normal Range.
 Ranged Weapon: [Line 8], or
[Blast 1] with weapon’s Range.

ARTIFICER
 Melee Weapon: [Burst 1] or [Close
Blast 1].

You have been building your own custom Talent


weapon and while it’s not what most would Rank 3: Perfection
consider “stable”, it’s close enough for field
Your Experimental Weapon no longer
testing. malfunctions and loses the Reloading tag.
Additionally, when you equip your Experimental
Talent Weapon or during a Long Rest, you may choose
Rank 1: Experimental Weapon one of the following improvements for your
When you gain this talent or during a Long Rest, weapon:
you create an Experimental Weapon, which is  Clunky: Your weapon’s damage becomes
equipped for free. You can only have one 2d6+3 but it gains Reloading.
Experimental Weapon at a time.  Increased Range: Your weapon gains +1
Reach if melee or +5 Range if ranged.
Experimental Weapon Custom Weapon
 Increased Damage: Your weapon’s damage
Main Custom | Unique, Reloading becomes 1d6+4.
3 Volley (Ranged Profile) or 5 Fight (Melee  Punch Through: Your weapon gains
Profile) Piercing.
[X Range] | [1d6+2 Damage]
You have built this weapon yourself. You can
choose some of its features when you equip it,
ARTILLERIST BRAWLER
The unarmed gladiator leagues of Bastion are
The ability to shoot your enemy before they can
among its most popular fighting competitions.
hit you is a critical advantage. Artillerists can
The leagues draw in competitors from dozens of
squeeze out every inch of range from their
different fighting styles, ensuring the bouts are
weapons.
always dynamic and fun. Gladiators in the league
Talent assume over-the-top personas and quickly amass
Rank 1: Siege Mode dedicated fans.
You may use your standard movement to enter or Talent
exit Siege Mode instead of moving. While in Rank 1: Quick Hands
Siege Mode, you are always IMMOBILIZED and
your ranged weapon attacks gain +3 Range and You can take [1 Stress] to 5 GRAPPLE or 5
Arcing. SHOVE as a minor action.
Additionally, you gain +1 + on attacks against
Talent targets GRAPPLED by you.
Rank 2: Siege Ammo
1/round when you make a ranged weapon attack Talent
Rank 2: Fisticuffs
in Siege Mode, you can spend 1 MP to apply one
of the following effects in a [Burst 1] AOE around Your improvised weapon attacks deal [1d6
one of the targets. The primary target is included Physical], and gain [Reach 1], which allows them
in the area. to be used with OPPORTUNITY ATTACKS.
 Aethermarker Round: Characters in the Additionally, when you crit with an improvised
AOE must make a MAGIC save. Failure: weapon attack, choose one:
They are MARKED.
 The target is DAZED until the end of their next
 Concussion Round: Characters in the AOE
turn.
must make a MIND save. Failure: They are
DAZED until the end of their next turn.  You automatically succeed on a 5 SHOVE
 Grounding Round: Characters in the AOE against the target.
must make a BULK save. Failure: They are
Talent
knocked PRONE. Rank 3: Submission
 Shrapnel Round: Characters in the AOE
must make an AGILITY save. Failure: They You gain the Submission action.
take [2 Piercing Physical].
Submission Action
Talent
Rank 3: Aetheric Bombard 2 Channel
Siege Mode has the following effects: On Channel: A character GRAPPLED by you
becomes DAZED until after you release this ability,
 You gain +3 SCOPE. and receives +1 - on checks to break the grapple.
 Your spells gain Arcing. This effect ends and the ability is cancelled if the
 You have immunity to all forced movement target ceases to be GRAPPLED by you.
and benefit from soft cover against attacks
further than [Range 8]. On Release: The target takes [2d6+3 Physical]
and must succeed on a BULK save or be DISARMED
and SILENCED until the end of their next turn.
BREAKER
Clubs are highly effective weapons against
COMMANDER
The difference between a good commander and a
armor. Worst-case scenario, their powerful bad one is trust. A bad commander issues orders
blows dent and deform armor, restricting foes’ and expects them to be followed because of
movements. Best-case scenario, they crush their rank. A good commander knows their
enemies inside their armor. troops and trusts them to follow orders, and
Talent the team trusts the commander to keep them
Rank 1: Dazing Blows alive.
1/round when you hit a character with a club, they
Talent
must make a BULK save. Failure: They are Rank 1: Commander’s Mark
DAZED until the end of their next turn.
When you make a character MARKED, you can
Talent make it a special Commander’s Mark. It
Rank 2: Sunder Armor functions as a normal MARK, but when an ally
consumes it, you roll a 1d6: on a 5+, the target
When you crit with a club, the target is SUNDERED stays MARKED with the Commander’s Mark. You
until the end of their next turn and they receive –1 can only have one Commander’s Mark at a time;
ARMOR (to a minimum of 0) for the rest of the placing a new one turns the old one into a normal
scene. MARK.
Talent Talent
Rank 3: Ring the Bell Rank 2: Planning
You gain the Ring the Bell action. When an ally uses the Strain option from the
Reroll Table on an attack against a character
Ring the Bell Action with your Commander’s Mark, the Stress cost is
reduced by 1.
2 Channel
Additionally, your Commander’s Marks remain on
On Release: You make a melee attack with any a result of 4+ instead of a 5+.
club, even a Slow one:
 On Hit: The weapon hits as normal, and the Talent
Rank 3: Order
target is STUNNED until the end of their next
turn. 1/round when you make a character MARKED, you
 On Miss: The weapon still hits as normal, but can announce an action that you want any ally to
doesn’t trigger any on-hit effects (e.g., Push, take against that target. The first ally that takes
Pull, etc). that action against the target while they are
MARKED gains TEMP HP equal to your GRIT+2.
COPYCAT DEADEYE
This talent is intended for fun, casual play only. It’s Everyone knows that you’re better off hitting a
not intended to be balanced. Check with your GM to specific body part than lashing out blindly, but
see if they want this talent to be used. it’s incredibly difficult to put that knowledge
into practice during a real fight. Those with the
Copycats possess the rare ability to mimic the speed, skill, and accuracy to reliably do so can
abilities of others. Those in possession of end fights quickly.
metamorphic ore can even copy the equipment
of their enemies. Talent
Rank 1: Precision
Talent Minor Action: You take [1 Stress] to gain +1 +
Rank 1: Scan on your next attack roll this turn. On a crit, it gains
the Piercing tag.
You can 3 SEARCH as a minor action.
Talent
Talent Rank 2: Body Parts
Rank 2: Copy
1/round when you crit on an attack roll, you can
When you 3 SEARCH an enemy to learn about choose to deal half damage and apply one of the
their ability scores, attributes, and abilities, you following additional effects:
can spend 1 MP to gain access to one of those  Foot: The target is IMMOBILIZED until the end
pieces of equipment or techniques until the end of of their next turn.
the scene. You can only copy one thing at a time.
 Head: The target is DAZED until the end of
their next turn.
Talent
Rank 3: Imitate  Leg: The target is SLOWED until the end of
their next turn.
Copy can now be used to gain access to enemy
traits, and you can copy up to two things at once. Talent
Rank 3: Pinpoint Lethality
Additionally, when an enemy uses a piece of
equipment, technique, or trait within your line of The following are added to the list of Body Parts
sight, you can spend 1 MP to gain access to it options:
until the end of the scene.
 Arm: The target is DISARMED until the end of
their next turn.
 Throat: The target is SILENCED until the end
of their next turn.
 Eye: The target is BLINDED until the end of
their next turn.
or to remove it. This change lasts for the
rest of the scene or until you use this

ENCHANTER ability again.

Talent
Infusing items with aetheric energy allows you Rank 2: Portfolio of Formulas
to grant them unique traits. Enchanted
weapons are always better than their mundane You can apply one of your Enchantments to two
counterparts. different things.
Additionally, the following support items –
Talent Adamant, Speed, and Vorpal – are added to the
Rank 1: Apprentice Enchanter list of available support items from Apprentice
Each quest, you can equip one of the following Enchanter.
support items – Keen, Variable, or Aspected –
for free. Adamant Support Item
Enchantment
Keen Support Item
You may use one of the following Enchantments
Enchantment at a time:
You may use one of the following Enchantments  Any Armor: As a minor action while
at a time: wearing this armor, you can gain 1
 Any Weapon, Skill Attack, or Spell FOCUS.
Attack that Deals Damage: On a crit  Any Weapon or Spell Attack: On a crit
with this ability, you deal +1d3 bonus with this ability, you gain 1 FOCUS.
damage.
 Any Weapon, Skill Attack, or Spell Speed Support Item
Attack that Deals Stress: On a crit with Enchantment
this ability, you deal +2 Stress.
 Any Weapon, Skill Attack, or Spell You may use one of the following Enchantments
Attack that Deals Discord: On a crit at a time:
with this ability, you deal +1 Discord.  Any Non-Slow Weapon: You can 3
VOLLEY or 5 FIGHT (as relevant) with this
Variable Support Item
weapon during PHASE 1 BOLSTER.
Enchantment  Any Armor: While wearing this armor,
you can take PHASE 4 REPOSITION
You may use the following Enchantment:
actions during PHASE 1 BOLSTER.
Any Equipment or Technique: When you apply
this Enchantment, 1 REFRESH, or Rest, you can Vorpal Support Item
change its damage type from Physical, Astral,
Enchantment
Lunar, or Force to another one of these damage
types. You may use the following Enchantment:

Aspected Support Item Any Melee Weapon: 1/round when you roll the
highest possible value on a damage die as part of
Enchantment a melee attack with this weapon, roll that die
again and add that result to the total damage.
You may use one of the following Enchantments
This effect can trigger multiple times.
at a time:
Only the damage from the weapon triggers this
 Any Armor: You gain +1 + to checks
effect, not any bonus damage or extra sources of
and saves with one ability score – BULK,
damage. On a crit, resolve which damage dice
AGILITY, MIND, or MAGIC – chosen when
are being used before doing any of the rerolls.
you apply this Enchantment.
 Any Equipment or Technique: When
you attack with this ability, you can
spend 1 MP to give it the Aetheric tag,
GUN KATA
Talent
Rank 3: Master Enchanter
You may have one ability at a time with two
Enchantments applied, instead of just one. In a prolonged firefight, it’s just as important
to avoid getting shot as it is to accurately hit
Additionally, you can equip a single your enemies. This fighting style uses
Enchantment support item for free, which can be
movements meant to avoid the most commonly
an additional one from this talent.
attacked areas.

GREAT WEAPON Rank 1: CQC


Talent

MASTER Your ranged weapons with Reach don’t receive


- from being ENGAGED if your target is within
their Reach.
Heavy weapons have the advantage of great
size, allowing powerful swings that create Talent
space between the wielder and their enemies. Rank 2: Bullet Time
Your LIGHT ranged weapons that don’t have
Talent
Rank 1: Cleave Reach gain [Reach 1].

1/round after you hit and deal damage to a Additionally, 1/turn when you crit with a ranged
character with a HEAVY melee weapon attack, you attack against a target within that weapon’s
can take [1 Stress] to Cleave. Choose a different Reach, you gain 1 FOCUS.
character within the weapon’s Reach and your
line of sight, even a HIDDEN one. That character Talent
Rank 3: Death-Blossom
takes damage equal to half the total damage
dealt to the original target. The Cleave target You have a d6 Gun Kata Die that starts at 1.
can’t have been a target of the original attack. Each time you make a reaction attack, increase
the value of the Gun Kata Die by +1, to a
Talent maximum of 6. When the die reaches 6, you can
Rank 2: Carry Through reset it to 1 as a free action during your turn to
When you roll damage from a HEAVY melee deal [6 Physical] split however you like among
weapon, you can choose to treat any 1s as 2s. any enemies of your choice within [Range 3].

Additionally, when you use Cleave, you can 1/turn you can spend 1 FOCUS as a free action to
choose to gain TEMP HP equal to the amount of increase the value of your Gun Kata Die by +1.
damage you would deal to the second target Your Gun Kata Die keeps its value between
instead of dealing that damage. You lose that scenes, but resets to 1 during Long Rests.
amount of TEMP HP at the start of your next turn.
If the first attack was a crit, you can both deal
damage and gain TEMP HP.

Talent
Rank 3: Wide Cleave
When you roll damage from a HEAVY melee
weapon, you can choose to treat any rolled 1s or
2s as 3s.
If you defeat an enemy with damage from
Cleave, you can trigger Cleave again that turn,
bypassing the 1/round limitation. This effect can
trigger multiple times.
HOSPITALLER JUGGERNAUT
“Never stop moving. If something stands in your
The battlefield is no place for proper medicine
and care, but in a pinch, the presence of a way, run them over. You are unstoppable.”
hospitaller can mean the difference between – Captain Inyanafretziel, retired beacon, training
life and death. a new generation of linebreakers

Talent Talent
Rank 1: Reserves Rank 1: Leverage
When you 1 REFRESH, you can pick two different You are considered to have +1 SIZE for 5 SHOVE
options from the second list instead of one. and being smaller doesn’t impose -.
Additionally, when you successfully 5 SHOVE,
Talent
Rank 2: Help you can choose to push the target up to 3 spaces
instead of 1.
When you 1 REFRESH, an adjacent ally gains
TEMP HP equal to your GRIT+3. Talent
Rank 2: Locomotion
Talent
Rank 3: Medic 1/round when you push a character into another
character or object, the pushed character takes
When you 1 REFRESH, you can spend a
RECOVERY for an adjacent ally to also gain the [1d6 Physical]. If you push them into another
benefits of whatever options you selected. character, both must also make an AGILITY save
against your SAVE TARGET. Failure: They fall
PRONE.

Talent
Rank 3: Runaway Train
You gain the Runaway Train action.

Runaway Train Action


4 Rush
You move up to your SPEED in a straight line. While
doing this, you ignore ENGAGEMENT and difficult
terrain, and you can move through other
characters’ spaces.
Deal [10 Piercing Physical] X your SIZE (minimum
10) to any objects in your path. If you destroy an
object that would be an obstruction, you continue
moving.
If you move through a character, they must
succeed on an AGILITY save or be automatically
affected by a 5 SHOVE from you, and be pushed
out of your path.
KNIFE JUGGLER KNIGHT
With a quick flick of the wrist, the knife in “To Aliarra Landsritter, we award you the title
your hand disappears, already embedded in your of Knight Champion for your feats of courage,
target. bravery, and strength in the face of
overwhelming opposition.”
Talent
Rank 1: Thrower The honorary title of knight is awarded to
individuals for exemplary service to a nation.
Your LIGHT melee weapons gain Thrown 3, and
While working towards earning that title,
your MAIN melee weapons gain Thrown 1.
many warriors focus on selfless acts of
Additionally, at the end of your turn all weapons protection on the battlefield.
you threw that turn return to you.
Talent
Talent Rank 1: Phalanx
Rank 2: Perfectly Balanced
When you 1 DEFEND, you can choose one of the
All of your Thrown weapons gain +2 Thrown
following effects instead of gaining FOCUS
(e.g., Thrown 3 becomes Thrown 5).
normally:
Additionally, you can make thrown attacks with
 Roll 1d3 for each ally within [Range 3] and
LIGHT Thrown weapons using 5 FIGHT during take the highest result, gaining FOCUS
PHASE 3 SKIRMISH instead of during PHASE 5 equal to the result plus your ARMOR.
BRAWL.  You gain FOCUS equal to 1d3 plus the
number of allies within [Range 3].
Talent
Rank 3: Flick
Talent
Rank 2: Perfect Parry
Minor Action (1/round): You can make a thrown
attack with a LIGHT Thrown weapon. This attack When you INTERPOSE, you can also
can’t deal bonus damage and doesn’t trigger COUNTERATTACK during the same turn.
linked attacks.
Talent
Rank 3: Hunker Down
Instead of using your standard movement, you
can perform a second minor action, but it must
be a different minor action.
LANCET LEYLINE WALKER
The lancets are an elite group of dragon riders. First discovered by General Magnus, leylines
As the final stage of membership, the inductee are seams of aetheric energy that that
must procure a piece of astral ore, which is used crisscross the world. Leyline walkers can sense
to forge their iconic lancet spear. these veins, and tap into their power.

Talent Talent
Rank 1: Quick Step Rank 1: Leyline Sensor
You can shift 1 after attacking with a longarm. At the start of each combat scene, create three
[Blast 1] zones – your ley nodes – anywhere on
the map. This doesn’t require line of sight but
Talent these zones can’t contain any enemy spaces. If
Rank 2: Poke and Prod
you or an ally starts their turn fully within one of
When you crit with a longarm, the target is these zones, roll a d6. On a 5+, they regain 1 MP.
WEAKENED until the end of their next turn.
Talent
Rank 2: Leyline Drainer
Talent
Rank 3: Impale
1/round as a reaction when a character enters
1/turn when you attack with a longarm, you can one of your ley nodes, you can force them to
turn the attack into a Line attack with a length make a MAGIC save. Failure: They lose 1d3 MP,
equal to the weapon’s Reach. and you regain that much MP.
Additionally, you and your allies regain MP in
your ley nodes on a 4+ instead of a 5+.

Talent
Rank 3: Leyline Transportation
You create 4 ley nodes at the start of combat
instead of 3. While you are standing fully in one of
your ley nodes, you can use your standard
action during PHASE 4 REPOSITION to teleport to
another one of your ley nodes. The ley node you
left is destroyed.
LICH
Talent
Rank 3: Living Vessel
Living Vessel (SIZE 1/2, HP 10, DODGE/A-DEF 5,
Liches are arcanists that have discovered a path SPEED 0, immune to Aetheric attacks and
to immortality. By creating a device called a Stress)
soul vessel, the would-be lich can make a copy
When you would be defeated, your body
of their soul and store it inside. Upon death, a
disappears and you turn into your living vessel,
new body is formed around the soul vessel, and a SIZE 1/2 object in one of your spaces. Living
the process begins anew. vessels can’t act or move.

Talent You gain a d6 Resurrection Die. At the start of


Rank 1: Soul Vessel each round, roll your Resurrection Die and gain
that many charges. Once you have 6 charges,
You gain the Soul Vessel support item, which is you return with full HP and MP, and 0 Stress, and
equipped for free. the living vessel and your Resurrection Die are
destroyed. If you would return with 4 or more
Soul Vessel Support Item Wounds or Overstresses, you return with 3
Light | Consumable 1, Innate, Summon, Unique instead.
Minor Action
Soul Vessel (SIZE 1/2, HP 10, DODGE/A-DEF 5,

MAGI-TECHNICIAN
SPEED 0)
You expend a charge and summon your soul
vessel in a free adjacent space. While it is in
play, you gain the Reformed reaction. Magitech weapons utilize technology to mimic
the effects of traditional spells, letting anyone
Reformed Action harness the destructive power of magic.
Reaction Different civilizations have created their own
Trigger: You would take damage or Stress from power sources for magitech, from electrical
another character. currents through to soul gems.
Effect: The damage or Stress is immediately
negated along with any other effects. You Talent
immediately teleport to your soul vessel, which is Rank 1: Growing Power
then destroyed.
Whenever you crit with a magitech weapon, you
Talent get a d6 Power Die. You can have up to 6 Power
Rank 2: Demilich
Dice, which last until the end of a quest or until
1/scene when you defeat a character, your Soul spent.
Vessel regains 1 charge.
After rolling an attack or damage roll with a
Additionally, you can remove Wounds or magitech weapon, you can roll any number of
Overstresses for 1 RECOVERY each during Short Power Dice, expending them in the process. The
Rests. highest number rolled is added to the result of the
attack roll or to the damage roll as bonus
damage.
Rank 2: Infused Ammo
Talent SHADOW
“Shadows cloak and conceal. Keep us safe. Keep
When you attack with a magitech weapon, you us hidden. Stay in the shadows. The light
can spend up to 6 MP to increase the attack’s reveals to us our deaths.”
existing Physical, Force, Astral, or Lunar by +1
per MP spent. The increased damage applies to – Myphos
every target hit by the attack.
Talent
Talent Rank 1: Blend
Rank 3: Unstable Power Core
While INVISIBLE or benefiting from cover against
1/round when you crit with a magitech weapon, all enemies that have line of sight to you, you can
you can apply one of the following effects: take [2 Stress] to 4 HIDE as a minor action.
 Magnetic: The target is DISARMED until the
Talent
end of their next turn. Rank 2: Hunt
 Shielded: You gain 2 FOCUS.
 Shock: The target is DAZED and SLOWED You gain +1 + on your first attack roll while
until the end of their next turn. HIDDEN in a given turn.
 Soul Gem: The target is WEAKENED until the Additionally, whenever you defeat an enemy, roll
end of their next turn and MARKED. a d6 Hunt Die. On a 6+, you can choose to
 Volatile: The target is SUNDERED until the become HIDDEN.
end of their next turn and knocked PRONE.
Talent
Rank 3: Infiltration
You can deploy in any free space within [Range

SAVAGE FIGHTER
5] of an edge of the map.
Additionally, when you roll your Hunt Die, you
In the face of unbridled savagery, most training become HIDDEN on a 5+; if you were already
and discipline finds itself lacking. HIDDEN when you defeated the enemy, you
become HIDDEN on a 4+.
Talent
Rank 1: Never Down
You receive the following benefits:
 While BLOODIED, you gain +1 + on
attacks.
 While BREAKING, you gain 1 FOCUS at the
start of each of your turns.

Talent
Rank 2: Vicious
You can use the Reroll Table to reroll damage
rolls.

Talent
Rank 3: Wild Attacker
You can trigger the Overextend option from the
Reroll Table multiple times per turn, but only for
a different enemy each time.
SLASHER SNIPER
Most cultures have their own unique version Snipers are deadly marksmen. They live by the
of the sword. Katanas, gladii, scimitars, and motto, “one shot, one kill”, no matter how long
khopeshes are all considered swords. A skilled it takes.
wielder of blades can adapt to just about any
situation. Talent
Rank 1: Steady Shot
Talent At the start of your turn, you can choose to start
Rank 1: Feint Aiming. You become IMMOBILIZED until the start
1/round when you hit with a blade weapon attack, of your next turn and gain +1 + on all ranged
you can take [1 Stress] to 3 MARK the target. attacks while IMMOBILIZED in this way.

Talent Talent
Rank 2: Hamstring Rank 2: Zero In

1/round when you crit with a blade weapon When you miss with a ranged attack, you gain +1
attack, the target is SLOWED until the end of their + on all ranged attacks until you hit with one.
next turn. This effect stacks.

Talent Talent
Rank 3: Weeping Cuts Rank 3: Pinpoint Shot

1/round when you hit with a blade weapon attack, 1/round when you crit with a ranged attack while
you can choose to treat half of the attack’s IMMOBILIZED, you deal +1d6 bonus damage.
damage as normal, and half of the attack’s
damage as Discord instead of its normal damage
type. For example, if a blade attack deals [10
Physical], you can choose to have it deal [5
Physical + 5 Discord] instead.
SOLDIER
Talent
Rank 3: Practiced
Instead of reducing your Stance Die by –2 after
A versatile soldier must be consistent and attacking with a MAIN melee weapon, you only
reliable in any situation. reduce it by –1.

Talent Additionally, the following option is added to your


Rank 1: Weapon Focus Reroll Table:

The first time each turn you perform a melee  Flowing Stance: Reduce your Stance
attack with a MAIN weapon, that attack gains +1 Die by –2.
+.

SPEEDSTER
Talent
Rank 2: Stances
Minor Action: You take [1 Stress] and enter one
of the following stances – Wolf Stance, Snake Go fast. Embrace speed. Put your problems
Stance, or Eagle Stance. You remain in this behind you, and never stop running, or they’ll
stance for the rest of the scene or until you catch you.
perform this minor action again. You may enter
each stance 1/scene. Talent
Rank 1: Sprint
When you enter a stance, you gain a d6 Stance
Die that starts at 6. After attacking with a MAIN Minor Action: You take [2 Stress] and move up
melee weapon, reduce the value of your Stance to half your SPEED.
Die by –2. If it reaches 0, you drop the stance.
 Wolf Stance: Your MAIN melee weapon Talent
Rank 2: Supersonic
attacks gain Reliable X, where X is the value
of your Stance Die. The Reliable damage When you 4 RUSH or use Sprint, you gain 1
can’t exceed the weapon’s maximum Sonido, up to a maximum of 6. As your standard
damage. movement, you can spend any number of
 Snake Stance: The ARMOR of your targets Sonidos to teleport a number of spaces equal to
can’t reduce the damage of your MAIN melee the Sonido spent and gain soft cover until the
weapon attacks below the value of your start of your next turn. You can’t use this ability if
Stance Die. you are SLOWED.
 Eagle Stance: Before rolling an attack with a Sonido lasts between scenes, but resets to 0
MAIN melee weapon, you can do either of the during each Long Rest.
following:
Talent
 Treat one + die as if it had rolled the Rank 3: Tactical Repositioning
value of your Stance Die.
 Treat one - die as if it had rolled 7 minus When you 4 RUSH, you can use both options
the value of your Stance Die. For instead of choosing one.
example, if your Stance Die is 4, you
could treat the result of a - die as 3 (7 –
4 = 3).
SPELLBLADE SPELLBREAKER
Spellbreakers are anti-mages. Their job is to
Spellblades weave magic into their weapons,
casting spells between weapon strikes. shut down enemy spellcasters, which they do
with surprising efficiency.
Talent Talent
Rank 1: Spellweaver Rank 1: Broken Concentration
1/turn after hitting the same target with both a When you force a character to make a
weapon and spell attack in the same turn, you concentration save, they become DAZED until
gain 1 Weave, to a maximum of 3. Weave lasts the end of their next turn and take [3 Stress]. This
until you Rest. doesn’t trigger an additional concentration save.
During your turn, you can spend 3 Weave to
perform the following Spellstrike minor action. Talent
Rank 2: Spell Evasion
SPELLSTRIKE Action If you succeed on a save against an effect that
Minor Action has a reduced effect on a save (e.g., half damage
You attack with either: or fewer conditions), you don’t suffer those
effects.
 a LIGHT or MAIN weapon
 a 3 VOLLEY or 5 FIGHT spell. Talent
This attack doesn’t deal bonus damage or trigger Rank 3: Break
linked attacks. You gain the Break Spell reaction.
Talent
Rank 2: Spellblade Training
Break Spell Action
You gain the following benefits: Reaction (1/round)
 When you hit with a weapon attack, you gain Trigger: A character begins channeling within
+1 + on your next spell attack against the Reach of one of your weapons.
same target. Effect: You attack them with that weapon.
 When you hit with a spell attack, you gain +1
+ on your next weapon attack against the
same target.
You can’t gain more than +1 + this way at a
time.

Talent
Rank 3: Aetherblade
You can link a weapon and a spell together as if
they were a linked pair. When you would select
equipment, choose an unlinked LIGHT or MAIN
weapon and a 3 VOLLEY or 5 FIGHT spell attack.
You can spend 1 MP to make a linked attack
with them as though they were a linked pair.
Unlike linked W weapons, if either the weapon or
spell is destroyed, it does not destroy the linked
W weapon or spell. This effect lasts until you
select a new linked pair with this talent.
turn.

SPOTTER
Additionally, you gain +1 + on linked attacks
(see p. XX).
Spotters are usually paired with snipers. The
Talent
sniper is the gun, and the spotter is the eye. Rank 2: Whirling
Together, you are dead.
1/round after hitting with the second of two
Talent different LIGHT weapons during your turn, you
Rank 1: Shotcaller begin Whirling. This lasts until the end of your
turn. During this time, you can consume Whirling
1/round, when you make a target MARKED, you as a free action to do the following in any order:
can force them to make a MIND save. Failure:
They are SUNDERED until the end of their next  Create a [Burst 1] AOE, dealing [3 Physical]
turn. to enemies in the AOE.
 Move up to 3 spaces.
Talent
Rank 2: Radar Talent
Rank 3: Dual Wielder
When you perform a 7 FULL ATTACK, you can
One of your MAIN or LIGHT W LIGHT weapon slots
replace one or both of the actions with 3 MARK. becomes a MAIN W LIGHT slot, or one of your
LIGHT slots becomes a LIGHT W LIGHT slot.
Talent
Rank 3: Quick Call
At the start of your turn, you can take [1 Stress] to

SUMMONER
3 MARK as a free action.

Pull creatures from other Reflections and


dimensions, or coalesce aether into solid forms.

STORMDANCER You have a close connection to the creatures you


call forth that allows them to perform beyond
The history of the stormdancers can be traced expectations.
to a group of humanoids that lived in close
Talent
proximity to air elementals. The two cultures Rank 1: Strong Summons
grew together and eventually created the
storm dance, in which a humanoid and an air Your Summons gain +5 maximum HP.
elemental would dance together in a beautiful Minor Action: One of your Summons within
whirlwind. SCOPE moves up to 4 spaces.

When one of the Scourge’s heralds threatened Talent


their home, the humanoids and elementals Rank 2: Defender Summons
fought together, using their dance as way for Your Summons may spend your FOCUS, and
two creatures to fight as one. The style has they can INTERPOSE.
been adapted over time to be used without an
Additionally, you gain 1 FOCUS if you end your
elemental partner, although with a lesser
turn within [Range 5] of one of your Summons.
effect.
Talent
Talent Rank 3: Tend to the Swarm
Rank 1: Twin Strike
Minor Action (1 MP): You restore 4 HP to one of
After hitting a character with the second of two your Summons within SCOPE.
different attacks in a turn, you don’t provoke
reaction attacks from them until the end of that
SUN-BLOTTER THAUMATURGE
Artifacts are the weapons of spellcasters. Tomes
“It rained for three days, an endless barrage of
filled with arcane rituals, dueling wands, and
death. Our soldiers drowned in the deluge, and
powerful staves can amplify their wielders’ mana.
we were broken.”
– An Ardentine soldier, recounting the battle of Talent
Rank 1: Magical Charges
Idol
When you crit with an artifact, you regain 1 MP.
Talent
Rank 1: Overdraw
Talent
Minor Action (Stressful 1): Your next bow attack Rank 2: Overcharge
gains [+5 Range]. This effect can stack multiple
times, and ends when you attack with a bow. You gain the Overcharge action.

Talent
Rank 2: Powershot Overcharge Action
2 Channel
When you attack with a bow while benefiting from
On Release: You auto-hit with an artifact
Overdraw, you can take [1 Stress] to choose one
weapon, even a Slow one.
of the following:
 Ballista: Your attack becomes a [Line X] Talent
Rank 3: Empowerment
attack, where X equals the weapon’s Range.
This replaces the attack’s Range, and the 1/round when you hit a target with an artifact, you
attack can’t benefit from Arcing. can spend 1 MP to apply one of the following
 Catapult: On a hit, the target must make a effects:
BULK save. Failure: They are automatically  Cold: The target is SLOWED until the end of
affected by a 5 SHOVE from you. their next turn.
 Rain of Arrows: All enemies within a [Burst  Dark: The target must make a MAGIC save.
1] AOE around the target are MARKED. Failure: They are BLINDED until the end of
their next turn.
Talent  Fire: The target takes [1 Piercing Astral]
Rank 3: High Shot damage for every space they move during
You punctuate your shots with arrows launched their next turn.
high into the air. Whenever you attack with a bow,  Force: The attack gains Push 1 and the
you can either gain +1 Arrow or consume all target is DAZED until the end of their next
Arrows. You can only gain 1 Arrow per attack turn.
(not attack roll).  Light: The target is MARKED.
 Lightning: The target can’t use any
When you consume all your Arrows, you roll an
extra d20 for each Arrow and take the highest reactions until the end of their next turn.
result as the attack roll. Arrows last until the end  Toxic: The target takes [1 Discord].
of the scene.
TRACEUR
Parkour is a movement style focused on
TREASURE
travelling between two points in the fastest,
most efficient way. Practitioners can jump, roll,
HUNTER
Delving into caves and abandoned ruins is
or climb over any obstacle.
dangerous, but it can lead to great treasures and
Talent riches.
Rank 1: Limber
Talent
You receive the following benefits: Rank 1: Lucky Haul
 You gain +1 + on AGILITY checks and When you take this rank, the GM generates a loot
saves crate for you (p. XX). You keep the loot even if
 You move normally in difficult terrain. you cease to have this talent, but you don’t get
 Climbing costs half as much movement additional loot crates if you later take this talent
as normal. again.
 Standing from PRONE costs half your
movement, instead of all of your Talent
movement. Rank 2: Gambler

Talent When you get loot crates, you can reroll either the
Rank 2: Rollout Slot 1 or Slot 2 option once.

You receive the following benefits: Additionally, you automatically succeed at


opening locks.
 At the start of your turn, you can shift 1.
 You can move through spaces occupied Talent
by enemies. Rank 3: Deep Pockets
 When you become ENGAGED, you can
take [1 Stress] to not lose your unused You gain an additional LIGHT support slot.
movement.
 When you are subjected to forced
movement from another character, you
can slide yourself 1 space. You can’t
slide into a space the forced movement
moved you out of.

Talent
Rank 3: Free Movement
When you move adjacent to an object (including
terrain) of equal or greater SIZE, you can take [1
Stress] to move up to 2 spaces as a free action.
You can repeat this multiple times in a turn,
taking [1 Stress] each time, but not from the same
object twice in a row.
WARCASTER
Using magic on the battlefield is nothing like
learning it academically. Battlemages sacrifice
flexibility for power and speed. Warcasters must
learn how to hold their focus no matter what is
happening around or to them. Pain is a
distraction that leads to death.

Talent
Rank 1: Maintain
You gain +1 + on concentration saves.
Additionally, being ENGAGED doesn’t give your
ranged spell attacks +1 -.

Talent
Rank 2: Spellfighter
Your 3 VOLLEY and 5 FIGHT spell attacks that
don’t have Reach gain [Reach 1]. You can
OPPORTUNITY ATTACK with these spells.

Talent
Rank 3: Unflinching
While channeling, you gain resistance to
Physical, Astral, Lunar, and Force.
BASIC EQUIPMENT AND TECHNIQUES
Beacons have access to an array of basic equipment and techniques. These abilities are always available
to beacons, either because they’re easy to find, learn, or craft, or because they’re cheap.
Whenever you prepare for a quest, you can always choose equipment and techniques from those listed in
this section. Additionally, because none of these abilities are Unique, you can equip multiple copies of
each, as long as you have the slots or MEMORY to equip them.

BASIC WEAPONS
MELEE WEAPONS
NAME ACTION SIZE & TYPE TAGS RANGE DAMAGE
Aetherbreaker 5 FIGHT Main Club Inaccurate [Reach 1] [2d6+1 Force]
Bloodpike 5 FIGHT Heavy Longarm – [Reach 2] [2d6+1 Lunar]
Hammer 5 FIGHT Light Club Thrown 5 [Reach 1] [1d3+1 Physical]
Maul 5 FIGHT Heavy Club Inaccurate, Push [Reach 1] [3d6 Physical]
1
Moonknife 5 FIGHT Light Blade Accurate, [Reach 1] [1d3 Lunar]
Thrown 3
Photon Axe 5 FIGHT Heavy Blade Reliable 4 [Reach 1] [1d6+7 Astral]
Rapier 5 FIGHT Light Blade Piercing [Reach 1] [2 Physical]
Runespear 5 FIGHT Main Longarm Thrown 3 [Reach 2] [1d6+1 Force]
Sword 5 FIGHT Main Blade Reliable 2 [Reach 1] [1d6+1 Physical]
Whip 5 FIGHT Light Longarm – [Reach 3] [1d3 Physical]

RANGED WEAPONS
NAME ACTION SIZE & TYPE TAGS RANGES DAMAGE
Crossbow 3 VOLLEY Heavy Bow Piercing, [Range 10] [2d6+3 Physical]
Reloading
Crystal Staff 3 VOLLEY Heavy Artifact Aetheric, [Range 10, Blast 2] [2d6 Lunar]
Mana 2
Forbidden 3 VOLLEY Main Artifact Aetheric, [Range 15, Blast 1] [1d3+1 Lunar]
Tome Arcing,
Mana 1
Lunar Cannon 7 FULL ATTACK Heavy Magitech Reliable 4, [Line 15] [3d6+3 Lunar]
Reloading,
Slow
Shardgun 3 VOLLEY Light Magitech Reliable 1 [Range 5, Reach 3] [1d3 Force]
Pistol
Shardgun Rifle 3 VOLLEY Main Magitech Reliable 2 [Range 10] [1d6+1 Force]
Shardshredder 3 VOLLEY Main Magitech – [Range 5, Reach 3] [2d3 Force]
Shortbow 3 VOLLEY Main Bow Arcing [Range 10] [1d6 Physical]
Starwand 3 VOLLEY Light Artifact Accurate, [Range 5] [1d3 Astral]
Aetheric
Stormbow 3 VOLLEY Heavy Bow Arcing, [Range 15] [2d6 Astral]
Push 1
BASIC SUPPORT ITEMS

Aquatic Gear Support Item


Battering Ram Support Item
Light
Heavy
You move normally in liquid-based difficult terrain,
You receive the following benefits:
and have an Aquatic Adaptation.
 Whenever you push or slide another
character, you can move them +2 spaces.
 You gain +2 SAVE TARGET.
Arcana Crystal Support Item Minor Action: You push an adjacent character 1
Light | Consumable 3 space or deal [10 Piercing Physical] to an
adjacent piece of cover.
When you use a spell, you can expend a charge
for one of the following effects:
 Potent: If it forces saves, it gains +2 SAVE
TARGET. Caltrops Support Item
 Seeking: If it’s a spell attack, you gain +1 + Light | Consumable 3, Thrown 5, Trap
for the attack. Minor Action
You can expend a charge for one of the following
effects:
Armor, Heavy Support Item  Nails (Thrown 5): On Hit: The target takes
Heavy | Armor [1 Piercing Physical] for every space they
move during their next turn.
+3 ARMOR, –1 SPEED, and –1 DODGE.  Spikes (Trap): When triggered, this Trap
creates a [Blast 1] zone centered on itself
that lasts until the end of this phase in the
next round. Characters that start their turn
Armor, Light Support Item in the zone or enter it for the first time in a
turn take [1d6 Piercing Physical].
Light | Armor
+1 ARMOR.

Climbing Gear Support Item


Light
Armor, Medium Support Item
Climbing costs half as much movement as
Main | Armor normal. When you climb, you can bring a willing
+2 ARMOR and –1 DODGE. adjacent ally with you as long as there is enough
space for both of you to stand in separate
spaces.
Companion Support Item Healing Potion Support Item
Main | Summon Light | Consumable 2
Minor Action Minor Action
[Range = Scope]
You can expend a charge and a RECOVERY to
Companion (SIZE 1/2, HP 5, DODGE/A-DEF 10, regain all HP.
SPEED 0)
You summon or dismiss your companion, which
can be a beast, friend, or anything else willing to
aid you in combat. 1/turn when you attack a Lore Book Support Item
character adjacent to your companion, the Light | Mana 1
companion deals [3 Physical] to them. Minor Action
As a reaction after a character adjacent to your Choose a character in the scene. You learn all of
companion moves, your companion can shift 5. their attributes and ability scores.
They must end this movement as close to the
triggering character as possible.
You can only have one companion in play at a
time and they retain their current HP when Mana Potion Support Item
dismissed. They regain all HP during Rests. If
Light | Consumable 2
they are defeated, this item is destroyed.
Minor Action
You can expend a charge to regain all MP.

Explosive Materials Support Item


Main | Consumable 3, Thrown 5, Trap
Minor Action Poison Support Item
Light | Consumable 2
When you equip this item, choose either Physical,
Astral, Lunar, or Force. This determines the You can expend a charge when you hit with a
damage it deals. weapon. The target must make a BULK save.
You can expend a charge for one of the following Failure: They take [2 Stress], are DAZED until the
effects: end of their next turn, and become MARKED.

 Explosive Bomb (Thrown 5): Center a


[Blast 1] AOE on the target space. All
characters in the AOE must make an
Resistance Enchantment Support Item
AGILITY save. Failure: They take [1d6
damage]. Success: They take half Main | Enchantment
damage.
 Explosive Trap (Trap): When triggered, You may use one of the following Enchantments
this Trap creates a [Burst 1] AOE. All at a time:
characters in the area take [6 damage].
 Any Armor: While this Armor is equipped,
you gain resistance to Physical, Astral,
Lunar, or Force, chosen when you apply
this Enchantment.
 Any Weapon, Skill Attack, or Spell
Attack: This weapon or technique ignores
one type of resistance – Physical, Astral,
Lunar, or Force – chosen when you apply
this Enchantment.
Resistance Potion Support Item Smoke Charges Support Item
Light | Consumable 2 Light | Consumable 3, Thrown 5, Trap
Minor Action Minor Action
You can expend a charge to gain resistance to You can expend a charge for one of the following
Physical, Astral, Lunar, and Force until the end of effects:
your next turn.
 Smoke Bomb (Thrown 5): Center a
[Blast 2] zone on the target space that
lasts until the end of your next turn.
Characters fully within the zone gain soft
Shield Support Item cover.
Light  Smokestick (Trap): When triggered, this
Trap creates a [Burst 3] zone that lasts
You gain the Shield Block reaction. If you meet until the end of this phase in the next
the trigger condition of Shield Block while using round. Characters fully within the zone
INTERPOSE, you can automatically use its effect as gain soft cover.
part of that INTERPOSE reaction.

Shield Block Action


Stoneskin Potion Support Item
Reaction (1/round) Main | Consumable 3
Minor Action
Trigger: You would take Physical, Astral, Lunar,
or Force. You can expend a charge to gain 1d3+2 FOCUS.
Effect: You take [2 Stress] and gain resistance to
that damage.
Sunrod Support Item
Light | Consumable 3, Thrown 5
Shield, Tower Support Item
You ignore penalties from low visibility (p. XX)
Main
while this item is equipped, even if it has no
Reaction (1/round) charges.
Allies gain the benefits of cover from you as if you Minor Action: You expend a charge for the
were a piece of hard cover. following effect:
You gain the Shield Block reaction. If you meet  Flash Bomb (Thrown 5): All characters
the trigger condition of Shield Block while using in a [Blast 1] AOE centered on the target
INTERPOSE, you can automatically use its effect as space must make a BULK save. Failure:
part of that INTERPOSE reaction. They are BLINDED until the end of their
next turn.
Shield Block Action

Reaction (1/round)

Trigger: You would take Physical, Astral, Lunar,


or Force.

Effect: You take [2 Stress] and gain resistance to


that damage.
Supply Convoy Support Item Wire Charges Support Item
Heavy | Limited 4 Light | Consumable 3, Thrown 5, Trap
Minor Action
You receive –1 SPEED while this item has charges
remaining. You can expend a charge for one of the following
Minor Action (You or Adjacent Ally): You effects:
expend a charge to do one of the following:  Wire Knot (Thrown 5): Target a
 Regain all MP. character within Range. On a hit, they
 Regain all HP. must make an AGILITY save. Failure:
 Clear all Stress. They are IMMOBILIZED until the end of
 Repair one destroyed piece of equipment their next turn.
or technique.  Wire Trap (Trap): When triggered, all
characters in a [Burst 1] AOE must make
an AGILITY save. Failure: They are
IMMOBILIZED until the end of their next
turn.
Thieves Tools Support Item
Light
You receive the following benefits:
 You can automatically open locks as a
free action.
 You can attempt to disable HIDDEN Traps.
 You gain +1 + on checks to disarm
Traps and saves triggered by Traps.

Whetstone Support Item


Light | Consumable 2
When you hit with a weapon, you can expend a
charge to deal its maximum damage. Bonus
damage and other effects are rolled normally.
BASIC TECHNIQUES

Adaptive Caster Skill


Bolster Aether Skill
2 Memory
1 Memory
When you 6 RELEASE a channeled ability, you can Reaction (1/round)
take [2 Stress] to release a different one than the
one you were channeling. You must pay the costs Trigger: You are hit by an attack.
of both abilities. Effect: You gain +1 A-DEF against the attack and
can spend any amount of FOCUS, gaining an
additional +1 A-DEF for each. If this raises your A-
DEF above the result of the attack roll, it misses.
Arcane Bolt Ranged Spell Attack
1 Memory | Accurate, Aetheric, Indirect
3 Volley Endurance Skill
[Range = Scope] | [1d3 Force] 1 Memory | Unique
+2 maximum HP.

Arcane Explosion Ranged Spell Attack


2 Memory | Auto-Hit Glancing Blow Skill
2 Channel
1 Memory | Focus X
[Range = Scope, Blast 1] | [5 Force]
1/turn when you would take Physical, Force, Astral,
On Release: You can spend 1 MP to increase the or Lunar after ARMOR and resistances, you can
damage to [1d6+5 Force]. reduce the amount by –1 for every point of FOCUS
you spend. You can’t use this ability if you are
unable to take reactions.
Block Skill
1 Memory
Reaction (1/round) Hinder Spell Ranged Spell Attack
Trigger: You are hit by an attack. 1 Memory | Aetheric, Indirect
Effect: You gain +1 DODGE against the attack and 3 Volley
can spend any amount of FOCUS, gaining an [Range = Scope] | [2 Stress]
additional +1 DODGE for each. If this raises your On Hit: The target is DAZED until the end of their
DODGE above the result of the attack roll, it misses. next turn.
On Miss: You can spend 1 MP to deal [2 Stress] to
the target.
Magic Missile Spell Support Training, Basic Skill
2 Memory | Mana X 2 Memory | Unique
3 Volley You can equip one MAIN support item in a LIGHT
[Range = Scope] slot.
For every MP spent, you deal [1d6 Force] to a
different character within Range, with damage
rolled once for all targets.
Support Training, Heavy Skill
3 Memory | Unique
You can equip one HEAVY support item in a MAIN
Power Attack Skill slot.
2 Memory
Minor Action
You receive +1 - on your next melee attack
Two-Weapon Fighting Skill
before the start of your next turn, but it deals +3
bonus damage on a hit. 2 Memory | Unique
1/round immediately after you 3 VOLLEY or 5
FIGHT with a LIGHT weapon, you can attack with a
different LIGHT weapon as a free action. The extra
Resolve Skill attack can’t include a weapon used as part of the
1 Memory | Focus X original action, and doesn’t trigger linked attacks.
1/turn when you make a save, you can gain +1 to
the result for each point of FOCUS spent. You can’t
use this ability if you are unable to take reactions.
Weapon Training, Basic Skill
3 Memory
You can equip one MAIN weapon in a LIGHT slot or
Shield Bash Skill in a LIGHT W LIGHT slot instead of two LIGHT
1 Memory weapons.
When you INTERPOSE and end the movement next
to the attacker, you can push them 1 space after
the attack.
Weapon Training, Heavy Skill
4 Memory
You can equip one HEAVY weapon in a MAIN slot or
Shocking Grasp Melee Spell Attack
in a MAIN W LIGHT slot instead of a MAIN weapon
1 Memory and a LIGHT weapon.
5 Fight
[Reach 1] | [2 Stress]
On Hit: The target can’t use reactions until the
end of their next turn.
SECTION 3: RUNNING THE GAME
07: GAME MASTER’S GUIDE
This chapter is for those who are interested in running a game of Beacon. Congratulations! You are now
a highly sought-after person. TTRPGs usually have more willing players than willing GMs, so by reading
this chapter and running a game for people, you’re bringing the joy of this game to them.
You will find that these sections are written more casually and conversationally than the past few, as they
are about how you can make the game enjoyable for both your players and yourself, which is less precise
a matter than the game rules themselves.
Many of the abilities available to players allow
GAME MASTER TIPS them to break these general rules, and that’s
intentional. To follow on from the above
Running Beacon can be harder than just playing example, certain abilities allow players to attack
it. There are more things to keep track of, more with Slow weapons without using the FULL
stories to tell, and it can sometimes feel ATTACK action. That’s a specific rule – it takes
overwhelming, especially for people who are precedence over the general one.
new to GMing. The purpose of this section is to
make that job easier. 3. Beacon does not model reality or real-life
physics, and is not meant to.
THE CORE PRINCIPLES
This is not a simulation game. The Rule of Cool
The core principles of Beacon apply to both is the physics engine of this game, and the
players and the GM. combat mechanics are designed like a board
1. The well-being and fun of the group, including game or video game.
both the players and the GM, is the top priority. 4. Narrative play and combat play are distinct
The GM has the greatest ability to impact the fun modes of play. The ability to do something in
of a game, but the players have a role as well. one mode does not automatically grant the
It’s your job to make sure the story and game ability to do it in the other.
you’re playing is fun for everyone. Anything else Beacon is designed to allow a wide variety of
in the game is secondary to this rule. Sure, I’ve character types to exist without hampering
spent a lot of time trying to make the game fun player creativity; however, combat play features
to play, but if your group thinks that changing strict rules. It was designed to be played like a
something would result in a better experience for board game or video game, and only uses
everyone, then you should absolutely do that. abilities specifically designed for combat play.
2. Specific text takes precedent over general Even though your character might be strong
text. enough to throw an ox in narrative play, they
can’t just throw people around or tear down
Some of the game rules in Beacon are general walls in combat play. They need an ability that
rules. For example, players can only perform allows them to do so, or a GM willing to let them
certain actions in specific phases of combat. make an ability check to attempt it.
Weapons with the Slow tag, for instance, can
only be used with the FULL ATTACK action. These
are general rules.
5. In combat play, players can do anything their Of course, sometimes you do need to say “no”.
abilities allow, even if it doesn’t make narrative In those cases, try using “No, BUT …” instead of
sense. just refusing. Incorporate some element of the
player’s offer, or give them a piece of what they
It is the duty of the players and GM to explain were looking for.
how things happen in combat play, not to find
reasons why they can’t work. Basically, work As much as possible, try to avoid the hard “no”.
backwards. If you’re in a cave and a player calls ESTABLISH MOTIVATIONS
down a lightning bolt from the sky, it happens.
Now it’s your job to figure out how or why the When your players are creating their beacons,
lightning bolt struck from the sky. Is the cave make sure to ask them about both what
large enough to have clouds? Did it break motivates their characters and what they’re
through the roof? Was there a tiny hole? interested in as players. Their characters will
have certain drives, but what do they want to
This intersects with several of the other
happen with their characters as players, or what
principles listed here, such as Principle 3 and
do they want to see happen during the game?
Principle 4. If a combat ability does something, it
does that thing no matter what. The flavor text of For example, a character may want to explore
that ability is just that: flavor. dungeons and collect loot, which lets you know
they’re motivated by treasure; however, the
6. Always round up to the nearest whole
player might want to experience a heroic
number.
sacrifice. To help make this happen, you stay in
This one’s simple: when in doubt, round up. communication with the player about how early
they want that to happen, and then set a
GAME MASTER ADVICE narrative scene in the game where their
This section contains suggestions and tips for character can hold the line while their friends
running roleplaying games, especially Beacon. escape.
There are a ton of other resources on this ASK FOR PLAYER INTENTIONS
subject, from books to podcasts and videos.
When a player is struggling to explain what they
Two books I recommend are the Dungeons &
want to do, or you’re having problems
Dragons 4th Edition Dungeon Master’s Guide
understanding or deciding how to rule a
and Dungeon Master’s Guide 2. Both books
decision, ask the player in question what their
contain a wealth of useful information applicable
intent is. What do they hope to accomplish?
to running any game, not just D&D.
What do they want to happen? You can use
The following tips are intentionally framed as these answers to help shape your decision.
suggestions, not rules. While they might be good
For example, the player of a timid beacon might
practice, a skilled GM or one that knows their
describe their character as a wallflower who
group might intentionally ignore one or more of
avoids talking with other characters. In reality,
them. But for new GMs, these suggestions can
however, the player might actually want their
help you practice and improve your GMing skills.
character to be confronted with social situations
AVOID SAYING “NO” that they have to maneuver. What the character
wants in this situation is different from what the
When a player has a cool idea or suggestion, try player wants, and if you only used their in-game
not to say “no” to it. In improv, this known as description, you might miss that. But by knowing
“Yes, AND …”, because you take the idea the the player’s intention, you could place the
other person is offering and roll with it, building character into social situations, giving them the
on it as needed. scenes they’re looking for.
ROOT FOR THE PLAYERS

You should be a fan of your player’s characters, TALK TO THE GROUP


and want them to succeed. Your job is not to
Most questions you might have about your
have an adversarial relationship with them, to try
group or about how to deal with a situation can
and make them fail. Your job is to provide them
be handled by actually talking to your group.
with challenges to overcome. Help bring their
Explain your concerns or thoughts. Don’t take
plans to fruition and offer them challenges when
actions or deliver punishments in game for out-
needed.
of-game situations. Don’t be a jerk.
It’s okay if the characters fail, since that can lead
FAIL FORWARD
to interesting stories. But you shouldn’t be
hoping for them to fail – ever. If you feel that Failing forward refers to the idea that, even on a
way, take a step back to examine why, and see failed roll, the action keeps moving forward.
if it’s something you should address with the Having something just fail is unsatisfying
group. because it doesn’t add anything to the story, it
ASK LEADING QUESTIONS just stops it in its tracks. Failing forward changes
failures from hard stops to successes with
Questions are a powerful tool in your kit. They complications.
can help push players or characters into action,
For example, a beacon, the Quicksilver Shadow,
shed light on their internal thoughts, and help
tries to sneak past some guards in a narrative
scenes evolve. You might ask questions of the
scene. They fail their skill check, but instead of
players, or about what their characters are
being immediately caught, they are spotted as
thinking or feeling in a given moment.
soon as they get past the guards. They’ve
Here are some examples: technically succeeded in their goal of getting
past the guards, but now have to flee in a chase
 “What do you want to do?”
scene. Without failing forward, the Quicksilver
 “How do you feel at this moment?”
 “What’s going through your mind?” Shadow would have just been caught or
 “Who in the group reacts poorly to this prevented from getting past the guards, which
information?” isn’t anywhere near as exciting.
 “Where do you think this will lead?” Failing forward is especially useful in Beacon
 “When did you last see this same because the characters are extremely
phenomenon?”
competent heroes. It feels better and is less
jarring for the legendary Quicksilver Shadow to
fail forward when sneaking then to get caught.
ASK THE PLAYERS FOR IDEAS
USE CUTSCENES
You don’t have to come up with every story idea
on your own. Your players are creative people Cutscenes or vignettes can be used to show
who can have really cool ideas that you wouldn’t what is happening in the world, or to give insight
think of. into specific NPCs. Cutscenes are great tools for
giving players information without having to
If you ever feel stumped, ask the players for
reveal it to their characters.
help. Ask them, “what would be cool to
happen?” or, “how do you want this to turn out?”. For example, whenever the players gain a level,
you might show a short cutscene of what the
Scourge is doing behind the scenes. This keeps
the players informed about how the story is
progressing even though their characters aren’t
experiencing it directly.
ADD ROLEPLAYING TO COMBAT SCENES

There are a lot of things to keep track of in NO PLAYER VERSUS PLAYER


combat play, and it can be easy to focus on just
Beacon is not designed for player vs player
running scenes efficiently. Adding little bits of
fights, especially not in combat scenes.
roleplaying, however, can help elevate your
combat scenes. If some of the beacons want to fight each other,
start by evaluating why. If there’s an out-of-
Dialogue is a good way to do this. Whenever an
character conflict, see if you can come up with a
NPC acts, narrate a line of dialogue or
compromise or change a story element that will
something they do, aside from just their combat
appease everyone. After all, the most important
action. Compare “the cleaver attacks you” to
part of the game is that everyone is having fun –
“the cleaver attacks you, announcing, ‘Oh ho!
it’s okay to change things.
You’re in trouble now!’” The second version
adds more to the scene. If it’s truly an in-character conflict, the best way
to handle it is through narrative play. Have the
“BORROW” IDEAS LIBERALLY
players use the MAKE CONFLICT narrative action
Take ideas from other stories you enjoy. It (p. XX) to find out how it resolves, and keep an
doesn’t matter if the players are familiar with open dialogue throughout. Discuss how the
them. If they are, they might enjoy figuring out players want the scene to end and provide ways
the connection and they can still be surprised if it for that to happen.
differs from their expectations. Use other stories RECURRING CHARACTERS
as blueprints for your own.
When the beacons make a connection with an
NO TRULY HOPELESS SITUATIONS
NPC, whether positive or negative, make a note
Scenes where the heroes are defeated by an of it. Try to reintroduce that NPC again at future
overwhelming foe only to grow stronger and points in the story, giving the beacons a chance
then defeat them later in the story are common to build upon their existing history with that
in media. They are also terrible ideas for combat character.
scenes. LEGACY CHARACTERS
Combat scenes in Beacon can be long affairs. In
Has your gaming group played together before?
such a situation, it’s not fun to fight against
If so, were there any NPCs or PCs that
someone who can’t be hurt, or who instantly
everyone enjoyed? You can introduce them into
defeats the heroes. Even worse, it feels like a
your Beacon game as legacy NPCs!
waste of time.
A legacy NPC is an NPC whose name appears
If you want to use this sort of scene, either
across multiple Reflections. They are (usually)
handle it in narrative play, or make it the
completely distinct individuals, but share similar
outcome of a combat scene. Perhaps the PCs
names.
win the combat scene, but in the aftermath, the
villain defeats them. Holdout combat scenes (p. Basically, legacy characters are an excuse to
XX) are great for this, since they’re about trying introduce NPCs that your group might already
to outlast an overwhelming number of foes. be familiar with.
“Success” in these situations is merely avoiding You can still do this even if your group hasn’t
the worst-case scenario. played together before. You can just name
existing characters after other characters you
know or like. This can be helpful when you need
to come up with an NPC name on the spot.
Session 0 is an opportunity to establish safety
tools, discuss the type of game you will be
running, design your setting together, and
SETTING UP THE design the Hub your beacons will use as their
GAME base of operations.
As the GM, you should come to this session with
Before you play a game of Beacon, you’ll want
a few key pieces of information that you want to
to figure out what sort of game you’re looking
share with the players, like what Beacon is and
for. This isn’t about the setting or characters, but
the type of gameplay it has. Most of the time you
about the type of gameplay that you’re going to
shouldn’t show up with a fully fleshed-out setting
present to your players.
for your players, as designing a world with
Beacon is good at: player input is a fun part of the game (p. XX). It’s
 high fantasy okay to have some predetermined elements in
 action mind, and there’s nothing wrong with having a
 interesting, tactical battles setting you already want to use if that is the
 powerful player characters case. It’s just important to know that, unlike in
many games, Beacon doesn’t require the GM to
Beacon is not good at:
have already developed a setting.
 subterfuge and heists
 intrigue and social manipulation SAFETY TOOLS
 horror Safety tools are techniques and resources you
 quick battles can use in your game to ensure everyone
Beacon isn’t designed for games focusing on playing is having fun and feeling safe.
subterfuge, intrigue, or horror. These situations
There are numerous things that can make
are often about avoiding fights, and Beacon is
someone feel unsafe, but in TTRPGs, unsafe
very much about fighting.
situations often arise from the content of the
That doesn’t mean that Beacon can’t have game. For example, one player may not be
moments of subterfuge or intrigue. It very much comfortable with particularly gory descriptions,
can, and often does. But if you want those to be while another might want to avoid scenes
the main focus of the game, there are honestly involving drug use.
other games that would do a better job of
Utilizing safety tools will help you find out which
capturing the feeling of those stories.
themes, topics, and scenes your players don’t
If the type of game you want to play aligns with feel comfortable playing. It’s important that you
Beacon’s strengths, then your next step will be then respect those decisions.
to sit down with your players for a session 0,
For example, a player mentions during session 0
during which you’ll go over safety tools, set the
that they have a phobia of spiders; knowing that
tone for your game, and design your setting.
giant spiders are a common enemy in fantasy
Having read this section means you’ll be able to
stories, they ask that the game doesn’t feature
guide those conversations so they remain in line
spiders. The players and GM all agree, even the
with Beacon’s strengths.
player that wanted to make a spider-person
SESSION 0 character, because they respect the wishes of
the player and don’t want to make them feel
Once you know what sort of game you want to unsafe during the game.
play, you can present this information to your
players during an initial meeting, before you A few sessions later, the GM forgets and begins
actually begin playing the game. This is often introducing a combat scene with spiderlike
referred to as “Session 0”. enemies. Using the X-card safety tool, one of
the players halts the action and reminds the GM
about the request to not have spiders. The GM
LINES AND VEILS
apologizes, redescribes the scene, and the
game continues. Created by Ron Edwards
This section summarizes several common safety To use this technique, you and the players
tools. You can find a more robust list of safety establish any number of “lines” and “veils”
tools in the TTRPG Safety Toolkit Guide by before the game begins.
Kienna Shaw and Lauren-Bryant-Monk
(http://bit.ly/ttrpgsafetytoolkit). A line is a topic that should not appear in the
game at all – a line that should not be crossed.
THE X-CARD For example, if someone places “torture” as a
line, torture does not happen in the game in any
Created by John Stavropoulos
way, shape, or form.
The X-card is a card or object that anyone can
A veil is a topic that can be hinted at, but not
touch or raise. Any time there is a scene that
shown directly. It gets put behind a veil or
makes someone uncomfortable, they can raise
curtain. Things established as veils can take
or touch the card, at which point you stop that
place in the game, but they won’t be shown
scene. You can then discuss next steps, but the
directly. For example, if someone places
person who used the X-card doesn’t have to
“romantic scenes” as a veil, these scenes can
explain their reasoning unless they want to.
happen in the story, but we’re not going to show
There are other variants on the X-card, including or dwell on them.
the Script Change options for fast-forwarding,
If you or any of the players have a topic that you
pausing, and rewinding, designed by Brie Beau
want to establish as a line or veil, you should
Sheldon.
mention it and track it in writing. Although they
You can find out more about the X-card here: are established at the start of a game, lines and
http://tinyurl.com/x-card-rpg veils can be added, changed, or removed at any
time during the course of a game.
You can find out more about the Script Change
RPG Toolbox here: You can find out more about lines and veils
here:
http://briebeau.itch.io/script-change
https://rpg.stackexchange.com/questions/30906/
what-do-the-terms-lines-and-veils-mean
TONE
One of the first things you should do as a group
DESIGNING THE
is establish the tone of your game. This helps SETTING
everyone understand the sort of game they’re
getting into. Unlike TTRPGs with pre-established settings for
their games, Beacon assumes that each gaming
The tone of a game is what lets everyone know group will create their own setting together.
what kind of story they’re going to be telling. It These settings are called Reflections, and they
can describe tone in many ways, from talking make up the infinite possible worlds of the
about specific story beats you want to see Source.
(betrayal, adventure, destiny) or emotions you
want to invoke (hope, friendship) to referencing You can read more about the Source in Chapter
specific media examples that you want the story 00: Introduction (p. XX), and find some prebuilt
to be like (like Final Fantasy 7 meets The Fast Reflections later in this section (p. XX).
and the Furious).
Designing the setting is a collaborative event
Tone can be established in a similar way to lines that happens during session 0, and it’s usually
and veils. Every player, including the GM, can the last thing decided before people move onto
specify any tones they want included or creating their characters. Both the players and
excluded during session 0. the GM get to have a say in what their Reflection
is, although the GM can set guidelines or
Deciding on a tone does completely exclude
restrictions if they feel like it’s necessary. For
other content, but it sets the default expectation.
example, they might already have an idea for
Even if you’re playing a gritty, serious game, that
the Scourge, and want the players to design the
doesn’t mean that there can’t be moments of
rest of the Reflection with that particular Scourge
levity and comedy. It just means that these
in mind.
should be sprinkled around the gritty
assumptions. If, over time, the comedy ends up There are a few elements common across the
becoming the focus of the game, the players worlds of the Source. The following are true of
and GM should discuss whether they want to every Reflection:
shift the tone of the game to incorporate more
 The world is filled with action and
comedy or move back to what they originally adventure.
discussed.  There are beacons – people who are
sources of great inspiration for others,
Tone is important for both players and the GM,
whether they are heroes or villains.
as misunderstandings about a game’s tone can  There is a recurring threat – the
cause friction between players. It’s also okay not Scourge.
to have an idea for the tone until you begin  Crystals hold some significance to the
designing your setting together. reflection or its inhabitants.
 All things are composed of varying
amounts of aether, magical elements
that come in many varieties, including
astral and lunar aspects.
 Magic is widely available and has been
combined with technology to create
magitech devices.
 Ruins dot the landscape, ready to be
explored.
Although these are true of each Reflection, their
exact natures are left for you and the players to
Scope of Stories
decide.
Most stories are contained within a single
The following sections discuss these elements
Reflection, or might deal with a handful of
and provide prompts and guidance for making
Reflections at most. Few stories deal with the
those choices. It focuses on the following:
Source as a whole, and the vast scope of
 Themes: The topics that will be most existence. If you do want to engage with this,
important to your story. here are some ideas for how you could do so:
 Beacons: The role the PCs play in your
Reflection.  Unification: Something is bringing
 The Scourge: The nature of your Reflections together, or trying to combine
Reflection’s recurring threat. everything into one truth – at the cost of
 Crystals: The importance of crystals in limitless potential.
your Reflection.
 Aether and Magic: The way magic works  Separation: Something destroys the
in your Reflection. Source or seeks to do so. This would let
 Ruins and Dungeons: The nature of the the Reflections develop on their own,
ruins that wait to be explored. untethered to the truths within the Source.
 Rogue Reflection: A rogue Reflection
threatens the others. Perhaps this
Random Reflections
Reflection can consume others, growing
If you want to quickly generate a random more powerful in the process.
Reflection, you can use the online Reflection
 Darkness: Darkness is dimming the light of
generator here:
all beacons across the Source. Without
bit.ly/BeaconReflectionGenerator
beacons, the Reflections will grow dark and
hope will be lost.
the beacons and their story, but isn’t necessarily
an objective truth about the Reflection itself.
THEMES
As a group, ask yourselves the following
The story you’re going to tell will have certain questions and then pick three themes for your
themes in the form of prominent ideas, Reflection, choosing from the below lists or
concepts, and other elements. These may not making your own:
necessarily be things that are important in the
Reflection itself, but are to the story your group  What themes do we want in our game?
is telling. For example, you might choose  What themes don’t we want in our game?
sacrifice as a theme. This means that sacrifices Like the tone, themes are a way for everyone to
will be important to your story in some way. indicate the type of story they’re interested in
Maybe one of the beacons is expected to playing. For example, if everyone recently
sacrifice themselves to seal the Scourge, or enjoyed watching a TV show about fighting
maybe the beacons have all been marked as corrupt institutions, someone might suggest
sacrifices for the purposes of some great evil. In corruption as one of the themes.
both cases, the theme of sacrifice is important to
EXAMPLE THEMES

# Theme 1 # Theme 2
# Theme 3
1 Balance 1 Collecting
1 Survival
2 Artificial Scarcity 2 Protection
2 Floods
3 The Number 13 3 Giants
3 Bells
4 Separation 4 Darkness
4 Optimism
5 Right vs Wrong 5 Unification
5 Rain
6 Sacrifice 6 Fallen Civilizations
6 Identity
7 Redemption 7 Embracing of the
7 The Future
8 Family Scourge
8 History 8 Freedom
9 Graves
9 Shame 9 Pride
10 Sea
10 Transformation 10 Electricity
11 Boundaries
11 Perseverance 11 Revolution
12 Music
12 Vengeance 12 New Horizons
13 Reincarnation
13 Cuteness 13 Destiny
14 Time
14 Light 14 Dreams
15 Airships
15 Mazes 15 Nightmares
16 Dinosaurs
16 Poison 16 Fire
17 Stars
17 Corruption 17 Ice
18 Destruction
18 Illusions 18 Hostile
19 Isolation
19 Oblivion Environments
20 The Past 19 Justification
20 Holes
20 Growth
BEACONS SCOURGE
Heroes. Paragons. Chosen. The Scourge is a recurring threat – a guaranteed
event in every Reflection. Its form and nature differs
Across all reflections, these legendary figures share
between Reflections, but it always exists (or did
a common name: beacon. The characters portrayed
exist) in each. The Scourge may not always be the
by players in your game are heroes like these.
greatest threat facing a Reflection, but it is constant.
Beacons exist on each Reflection as inspirational or
The Scourge can be anything; the only consistent
guiding figures. They can be heroes, villains, or
thing is that it’s a threat of some sort. It’s usually an
anything else. What makes them truly special is that
entity (like a boss you can beat), but sometimes it
– one way or another – people look to them in times
might be an event, like two distinct worlds joining
of trouble.
into one every 1,000 years.
For example, the beacons of one Reflection might
Many Scourges have powerful subordinates called
be heroes from a doomed timeline, trying to prevent
heralds. These dangerous beings carry out the will
the destruction of their world, while those of another
of the Scourge or otherwise work to bring it about,
might be people with a unique ability to resist the
leading armies and crushing beacons who stand
poisoned air of the land beneath the clouds.
against them.
As a group, ask yourselves the following questions
It is important to understand that the Scourge is a
and then decide on the role or nature of beacons in
recurring threat, but not necessarily an evil. Every
your Reflection, choosing from the below list or
Reflection is unique, and sometimes a scourge is a
making your own:
force of evil, but sometimes it’s not. Either way, it
 What role do beacons serve in this Reflection? must be dealt with.
 How does one become a beacon?
 What separates beacons from other people? Most games of Beacon revolve around Scourges,
but sometimes the Scourge isn’t the real threat of
EXAMPLE BEACON ROLES the story.

# Role or Nature of As a group, ask yourselves the following questions


Beacons and on decide what the Scourge is, choosing from
1 Reclaimers the below list or making your own:
2 Crystal Warriors
 What is the Scourge?
3 Dragon Hunters
 Why is the Scourge recurring?
4 Mistwalkers
 How long has the Scourge been a threat?
5 The Last Survivors
6 The Blessed
7 The Corrupted
8 Reincarnated
9 Vessels
10 Voidwalkers
11 Scapegoats
12 Summoners
13 Scions
14 Living Spells
15 Dreams Made Real
16 The Shattered
17 Royals
18 The Chosen
19 The Eternal
20 Shades
EXAMPLE SCOURGES EXAMPLE NATURE OR USES OF CRYSTALS

# Scourges # Nature or Uses of Crystals


1 The manifestation of dying wishes 1 Job Crystals
2 You, from another timeline 2 Airship Fuel
3 Advancement at all costs 3 Ammunition
4 The hubris that doomed us all 4 Money
5 The evils of wealth 5 Prayers
6 He Who Was Shattered 6 God-Slaying Power
7 The Nightmare 7 Monster Creation
8 The Jailer 8 Distilled Aether
9 That Which Lives in the Space Between 9 Artificial Stars
10 The Rejoining 10 Unbreakable Walls
11 The Danger Behind the Final Seal 11 Removing Limits
12 The New Dawn 12 Summoning Fuel
13 The Masked Prisoner 13 Planar Travel
14 The Blight 14 Transformation
15 The Blood Prayer 15 Dragon Food
16 The Spiral of Death
16 Resurrection
17 The Titan
17 Soul Entrapment
18 The Warmonger
18 Artifact Creation
19 The Deep Horror
19 Manifest Powers
20 The Meteor
20 Power Source

CRYSTALS AETHER AND MAGIC


Crystals hold a unique role in every Reflection. In
Magic exists in every Reflection, although its use
some, they contain raw magical energy. In others,
varies wildly. Some Reflections are rife with magic,
they are used as a form of currency. There are
while it is rare or hard to use in others.
infinite possibilities.
Aether is the general term for energies that can be
That the Source is typically described as a crystal
harnessed to produce magical effects. It can be
and crystals have significant roles in each Reflection
found in everything, including people.
can’t be a coincidence.
Regardless of how magic works in your Reflection,
As a group, ask yourselves the following questions
player characters should always have access to it in
and then decide what role crystals serve:
combat play. The game is designed around the idea
 What is the role of crystals? that every beacon is able to access and use magic.
 How and where are crystals formed?
As a group, ask yourselves the following questions
 How are crystals obtained?
and then decide how magic works:
 What can magic do, and what can’t it do?
 How common is magic?
 How do people use magic? Are there different
styles or traditions of magic?
 What is the cost of using magic?
 How has magic affected the world?
As a group, answer the following questions and then
decide the origin and nature of ruins:
EXAMPLE DESCRIPTORS FOR MAGIC
 What civilization left ruins behind? Are they still
# Magic Descriptors around?
1 Abundant  What is a common feature among these types
2 Elements of ruins?
3 Draconic  What unique things can be found in these
4 Structured ruins, that can’t be found anywhere else?
5 Innate  Why are ruins still being discovered today?
6 Technological
7 Psionic EXAMPLE RUIN ORIGINS
8 Rare
9 Forbidden # Ruin Origins
10 Mandatory 1 Technologically advanced
11 Overflowing civilization
12 Regional 2 Dead dragons
13 Bloodlines 3 Sunken landmasses
14 Dust 4 Places abandoned to the
15 Sun Scourge
16 Moon 5 The pinnacle of our
17 Pacts civilization
18 Bonds 6 We have no idea and it
19 Spirits scares us
20 Wild 7 Risen from the sea
8 Fallen from the sky
9 Formed from sites of death
10 Places that don’t exist yet
RUINS AND DUNGEONS 11 Impressions from other
Dungeons and ruins dot the landscape of each Reflections
12 Remains of a cursed
Reflection, enticing heroes to enter their dangerous
civilization
domains. 13 “Aliens”
These places tell stories. They were once meant to 14 Natural disaster
15 Graves of the gods
inspire awe or fear, and are now crumbling shadows
16 Living dungeons
of their former self. 17 Wounds in reality
Ruins serve as a convenient way to house items that 18 Myths of old
are important to your story. A classic RPG trope is 19 Remains of a defeated
civilization
that the item necessary to defeat the big bad boss is
20 The world we left
housed in a ruin.
Ruins mean different things and have different
origins across Reflections. In one Reflection they
may be the crumpled castles and cities of a once
prosperous empire, while in another they’re
abandoned flying laboratories from an advanced
civilization that mysteriously disappeared. These
would both be considered the dungeons of their
respective Reflections, even though one of them
doesn’t match the dictionary definition of a dungeon.
Scourge

OTHER QUESTIONS After each defeat, the Scourge lies dormant,


reforming and building its strength over generations.
There are some other questions you can use to Once the Scourge is close to reawakening, it sends
further flesh out your Reflection: out heralds to gather information and start setting
 How do people live? Are there cities and towns, plans into motion. The appearance of these heralds
are people nomadic, or something else? also signals to the people of the Reflection that a
 How do people travel long distances? new Scourge is at hand, and the crystal warriors
 What is the fastest mode of travel? must be brought together.
 What species exist or are commonly
encountered? Humans, elves, machina, or The Scourge is different every time it appears, but
others? there are common visual themes. Work with your
 What supernatural creatures exist? Are there players to decide these themes. They might include
vampires, werewolves, demons, and so on? a cold aura, multiple eyes, aquatic adaptations, or a
 What currencies do people use? humanoid form.
 Do deities exist, or do people believe they
You can use the below table to randomly generate
exist?
the unique elements of the Scourge’s latest
 What great disaster is still in everyone’s mind?
manifestation:
 What secret about the world do people not
know? d12 Scourge’s
EXISTING REFLECTIONS Element
1 Undeath
To assist with the creative process and provide 2 Time
potential quick entry points to the game, this section 3 Corruption
details some example Reflections you can use or 4 Poison
from which you can take inspiration. 5 Fire
CRYSTAL WARRIORS 6 Cold
7 Storm
Summary 8 Earth
Crystal warriors are those people that can attune to 9 Divine
job crystals, quickly gaining access to a wealth of 10 Water
knowledge and power. They are the destined heroes 11 Space
who must fight against the Scourge when it arises, 12 Technology
defeating it and bringing a time of peace. Unknown
to these warriors, however, they are perpetuating a
cycle of death. Role of Crystals

Beacons Job crystals are magical artifacts that contain


knowledge about how to perform specific tasks.
In this Reflection, beacons are known as crystal
Attuning to such a crystal grants access to that
warriors. They have a special aptitude for job
knowledge, and repeated use of a job crystal allows
crystals, items that grant special abilities and
the attuned person to access the full depths of
powers. Although anyone can use a job crystal,
knowledge stored inside.
crystal warriors can do so with great ease, and can
also access and use multiple job crystals. Anyone can attune to a job crystal. A blacksmith
might use one to gain access to schematics from an
In times of peace, crystal warriors are free to do as
age long past, or a former tax collector could start a
they please; however, when a new Scourge arises,
new life as a doctor, completely dependent on the
they are the only ones that can do battle with it and
job crystal to do anything.
its heralds. It can be a shock to some crystal
warriors to find out that the fate of the world rests on
their shoulders.
Unknown to most of the Reflection’s inhabitants, job
crystals are formed from people that are defeated by
Themes
the Scourge and its heralds.
Cycles: This Reflection is shaped around the
Magic and Aether
inevitable cycle of the Scourge’s rise and fall. The
Everything in this Reflection is filled with aetheric Scourge emerges, causes destruction and chaos, is
energy. Aether is one of the key forces of the world, defeated by crystal warriors, recedes into the
like gravity. There are many types of aether – called background for just long enough to be forgotten, and
aspects – including fire, cold, light, dark, and many arises once more.
others.
Sacrifice: Crystal warriors have a duty to stand
Living creatures contain many of these different against the Scourge, as only a crystal warrior can
aetheric aspects at once, which come together to defeat it. Unbeknownst to most, however, those
form a stable balance in their bodies. From this crystal warriors defeated by the Scourge or its
natural aether, and the aether in the air, magical heralds eventually become job crystals themselves.
effects can be produced. In addition, whichever crystal warrior deals the blow
that defeats the Scourge is automatically sacrificed,
Most living creatures are sensitive to aetheric
their life essence drawn from their body and used to
imbalances in their body, and these imbalances can
“destroy” the Scourge. Essentially, their body
cause illness or even death. Fortunately, effects that
becomes a large job crystal, which then serves as
quickly alter aetheric balances are rare. Elementals,
the host for the next Scourge.
celestials, and other creatures are much more
sensitive to even minor imbalances, as their bodies This is why crystal warriors are – unknown to them –
are entirely made of aether. so important to the Scourge. It wants the strongest
warriors to fight it, so that if it is defeated, it can use
Ruins
their killer’s body and skills as its next host.
The Eldeen Empire once ruled the world, pioneers of
Accept or Defy Fate: Many stories about crystal
technology and magic. The empire’s inventions were
warriors revolve around them discovering and
astounding, many centuries beyond what anyone
coping with the fact that at least one of them will die
can do today.
defeating the Scourge. Those that look for an
Eventually, however, the Eldeen Empire fell into alternative might discover the dark truth about the
ruin. Scholars don’t share a consensus on the cycle, and instead look for ways to break the cycle
catalyst for this downfall, or if there were many altogether. Either way, the Scourge has to be dealt
catalysts. Regardless, all that’s left now are the ruins with, and time is ticking.
of the once-great empire.
Details
Eldeen ruins are found all over the world, including
In this Reflection, magic and magitech are widely
inhospitable places like beneath the ocean, inside
available. Airships, trains, and other fantastical
volcanoes, and even on the moon. These ruins can
elements are common, and amazing structures have
be incredibly dangerous due to their defenses, the
been built in ages both past and present.
projects their occupants were working on, or even
the locations in which they were built; however, Because of the widespread availability of magic,
every scrap of knowledge brought back from the technology, and job crystals, communities can grow
depths of an Eldeen ruin is incredibly valuable. large and take care of the people who live within
them.
This Reflection is designed around the “rule of cool”.
Don’t worry about realism and physics – just focus
on telling engaging stories full of cool things.
COLOSSUS Magic and Aether

Summary Magic is rare in this Reflection and requires crystals


to fuel spells. Using magic is a long, complicated,
The denizens of Reflection: Colossus live in cities and laborious process, and since it uses the same
built into the bodies of massive, wandering crystals that the colossi eat, the people living on
mechanical beings – the colossi. One of these them are hesitant to use them.
colossi has begun to attack other colossi, and the
beacons – the very dreams of the colossi – must Beacons, however, are innately magical and can
face this danger. easily use magic. Spells that would require a team of
regular arcanists can be cast with a wave of a
Beacons beacon’s hand.
Beacons are the dreams of the colossi. When a Ruins
colossus faces a serious obstacle or problem, they
draw upon their stores of crystals to manifest a Abandoned colossi and those returning from the
solution from their dreams in the form of a beacon. underground are the ruins of this Reflection.
Beacons are needed to ensure each colossus is
Beacons have unique connections to the colossi that safe for settlement.
dreamt them, but they are their own independent
entities. Some beacons rebel against the task they Themes
were created for, while others embrace it. Journey: The movements of the colossi are
Colossi don’t create beacons lightly. Once a beacon unpredictable, and the people that live atop them are
is created, they have no control over their agent, and subject to their whims. Colossi occasionally burrow
no way to reclaim the resources used to create underground, where they can go missing for years
them. or even centuries, before rising again from the
underworld.
Scourge
Dreams: Beacons are formed from the dreams of
The colossi roam the world, searching for deposits of the colossi, so dreams and the meanings of dreams
crystals that they consume for energy. One colossus are important themes in this Reflection.
has learned that it is easier to attack other colossi
than hunt for food alone. This is the Scourge. Purpose: Beacons are created for specific
purposes. What happens when that purpose is
This colossus is known as “the City of the Dead”, for fulfilled, or what happens if someone can’t or won’t
the massive city built into their body. No living accomplish the task for which they were created?
creatures can be found in this city, and legends hold
that the colossus killed their own inhabitants when Details
they dared to try to gain control of it. Most of the time, each beacon is from their own
Role of Crystals colossus, although it is possible for multiple PCs to
be from the same one.
Crystals are a source of food and energy for the
colossi. These beings consume as much as they When the players describe and introduce their
can, which seems to be passively absorbed by the characters, ask them to also describe the colossus
magics and machinery that make up their body. that dreamt them, and the problem they were dreamt
Many cities are home to crystal hunters – people to solve.
that seek out large deposits to which they can lead
their colossus.
THE SOUL GUARD Ruins

Summary The Mistlands are pocketed with ruins from the


cataclysm. The closest ruins are abandoned
Dangerous monsters arise constantly from the sections of the Novissimum, lost to the mist.
Mistlands, a place saturated with the souls of those However, deeper in the Mistlands reside ruins from
killed in a long-forgotten cataclysm. One group – the other cities, whose history tells a different story than
Soul Guard – trains to fight these monsters and the Soul Guard were lead to believe.
protect the last standing city, Novissimum.
Themes
Beacons
Survival: Stories in this Reflection start with a focus
The leading members of the Soul Guard are the on the threat of the Mistlands – either the monsters
beacons of this Reflection. Each beacon leads a that come from within or the dangers of exploring it.
branch of the Soul Guard. Each of these branches
has its own specialty, whether it be city defense, Responsibility: As leaders of the Soul Guard, the
research, or Mistland expeditions. beacons have to cope with the challenges of politics
and bureaucracy, which intensify as they discover
Scourge the truth about the cataclysm, the Mistlands, and the
Based on what the Soul Guard has learned, the history of Novissimum.
Scourge is an intelligent creature from the Mistlands The Past: The inhabitants of the Novissimum have
that seeks to cause another cataclysm. By doing so, been told a misleading or false history. The true
it hopes to expand the borders of the Mistlands. nature of their world’s past is for the GM to decide,
In truth, however, the Scourge's motivations are but important powers want to keep that past buried.
deeper than what they have been told. It will take Details
everything the heroes of the Soul Guard have to find
the truth. Novissimum is the final bastion of civilization – the
only known urban structure to survive the calamity
Role of Crystals that nearly destroyed this Reflection. Beyond the
Crystals are one of the only things that keep back walls of the city lie the Mistlands, an endless
the mist from the Mistlands. The largest crystals are landscape filled with dangerous horrors.
built into the walls of Novissimum, keeping a wide The truth of this Reflection’s history lies in the
area safe. Crystal posts have been placed along a Mistlands. Troubling clues are being brought into the
few roads to improve visibility, but they’re not strong light as the Scourge puts its plans into motion.
enough to keep the monsters away.
The exact history of this Reflection is for each group
Magic and Aether to decide, but one truth is this: The city is not alone,
The mist from the Mistlands has a dampening effect and the actions its people took during the calamity
on aether, making it harder to use. Monsters are were not as benign as history says.
also highly resistant to magic, their skin immediately
dispersing weak spells.
To counteract this, the Soul Guard uses weapons
infused with incredibly high levels of aether. The
aetheric density of these weapons makes them able
to pierce monstrous defenses, and mages can use
these weapons as foci that enhance their spells to
the point where they can harm monsters.
Begin by choosing two beneficial features for the
hub from the list below or making your own.

DESIGNING A HUB # FEATURES


1 Mobile
Once you’ve designed your Reflection, the next step
2 Well protected
is to create a Hub for the beacons. The Hub will be
3 Secret location
their base of operations – something like a guildhall,
4 Long history
personal airship, or castle. It provides them with a
5 Highly valuable
place to rest, repair equipment, and replenish their
6 Dedicated support staff
resources.
Next, choose two drawbacks or make your own.
It’s important for the beacons to have a Hub
because this game assumes they will always have # DRAWBACKS
access to resources between quests. They don’t 1 Hard to get to
need to worry about maintaining access to their 2 High operating costs
unlocked equipment and abilities – they’re always 3 Very vulnerable
available at the Hub. 4 Prone to monster infestations
The Hub also serves as a great way to introduce 5 Not owned by the beacons, or
friendly NPCs, like a blacksmith who can repair beholden to someone else
6 Terrible reputation
weapons or a cheerful treasurer who makes sure the
beacons can fund their adventures. Then choose a theme or make your own.
The players and GM build the Hub together: the
# THEMES
players make several decisions as a group, and the
1 Mechanical
GM provides guidance and answers questions.
2 Natural
Starting without a Hub 3 Urban
4 Magical
You can decide to delay the acquisition of a Hub so 5 Aquatic
the beacons don’t start with one; however, the GM 6 Unnatural
should make sure the beacons get one as soon as
possible. Finally, decide on a name for your Hub. Examples
include:
BUILDING THE HUB  the Cloudwalker
Designing a Hub involves choosing features,  Skyhold
drawbacks, and a theme. These describe important  the Strolling Sands
parts of the Hub, and help the players understand  the Ragnarok
how the Hub looks and fits into the Reflection. These
EXAMPLE HUB
aspects are intentionally open-ended so that the
players and GM can fill out the details themselves. The Cloudwalker is mobile and well protected, but
has high operating costs and a terrible
A well protected Hub, for example, could simply reputation. It has a mechanical theme.
have sturdy walls, or it could have automated
magitech guards patrolling at all times. The Cloudwalker is an old combat airship showing
signs of its age. Its armor plates are rusty and
stained, but still sturdy. Keeping an airship in the air
is already expensive, and keeping a relic like the
Cloudwalker in working condition is even more so.
In its history as a combat airship, the Cloudwalker
was used in a number of terrible assaults. Its
distinctive silhouette brings fear to those who see it
and remember the horrors it once brought.
HUB UPGRADES
The Hub can be upgraded during your game to Casino
improve it or make it feel more like home. Some
upgrades provide narrative benefits, like the café, Cost 4 Enhance 7
while others provide mechanical benefits, like the
During each downtime, each PC can wager
runeforge. Some example Hub upgrades are any amount of GOLD and roll 1d6. On a 1–3,
provided below, but the GM can also create custom they lose the GOLD wagered. On a 4–6, they
upgrades to suit the needs of the players. win, keeping their wager and gaining an equal
amount of GOLD.
Each upgrade has a GOLD cost to acquire it, and
some can be enhanced (for a price) to improve their This can be done multiple times per
downtime, but every time the range of win
effects. Some can even be enhanced multiple times.
results decreases by 1 (from 4–6 to 5–6, then
The descriptions list the increased benefits of 6).
enhanced upgrades with a slash. For example,
“2/3/4” means that the upgrade begins at 2 and can The casino can be enhanced once, which
increases the starting range to win by 1 (from
be enhanced to 3, then 4.
4–6 to 3–6).
The beacons can pool their GOLD together to
purchase upgrades and enhancements. The GM
may also allow for other forms of payment or cost Dressing Room
reductions. For example, if the beacons save a
blacksmith’s life, the GM might allow them to reduce Cost 6 Enhance 4
the cost of the forge upgrade by –2 GOLD, if they can
convince that blacksmith to join them. The leatherworker/clothier shop is always
available during downtimes. The group can
LIST OF UPGRADES acquire 2/3/4 GOLD worth of SUPPLIES from the
leatherworker/clothier (p. XX) for free
Alchemy Laboratory between each quest without performing a
downtime activity.
Cost 6 Enhance 4

The Alchemy shop is always available


during downtimes. The group can acquire Forge
2/3/4 GOLD worth of SUPPLIES from the
alchemist shop (p. XX) for free between each Cost 6 Enhance 4
quest without performing a downtime activity.
The blacksmith shop is always available
during downtimes. The group can acquire
2/3/4 GOLD worth of SUPPLIES from the
Café blacksmith (p. XX) for free between each
quest without performing a downtime activity.
Cost 3 Enhance 4

Your café attracts people of one type:


random, interesting, or important. Junkyard
Each enhancement adds an additional type of
Cost 6 Enhance 4
people attracted from the list.
The engineer shop is always available
during downtimes. The group can acquire
2/3/4 GOLD worth of SUPPLIES from the
engineer (p. XX) for free between each quest
without performing a downtime activity.
Kitchen

Cost Enhance Stocked Camp


6 4

The tavern is always available during Cost 4 Enhance 4


downtimes. The group can acquire 2/3/4 GOLD
worth of SUPPLIES from the tavern (p. XX) for During Short Rests, beacons can switch
free between each quest without performing a pieces of equipment or techniques with
downtime activity. different ones. Equipment or techniques that
are destroyed or have no remaining charges
can’t be switched.
Each beacon can do this 1/2/3 times per
Library quest.

Cost 5 Enhance 3

You have access to broad, detailed, or secret


information. TELLING YOUR STORY
Additionally, players are free to look up
general NPC type and template information By this point, you will have completed session 0.
during combat. This doesn’t grant them With your Reflection and Hub decided, you're ready
knowledge of the current status or abilities of to play the game. Next, everyone creates their
the specific NPCs they're facing. characters (see p. XX) and then you can start to tell
your story!

Medical Bay BUILDING CAMPAIGNS


Cost 5 Enhance 0 Your campaign is the greater story that you and
your players are playing through together, usually
A place of healing. PCs can use it to quickly set on a single Reflection. All the quests, narrative
heal minor-to-moderate injuries, and stabilize scenes, and combat scenes you and your players
major ones.
will experience are part of this campaign.
Most campaigns revolve around confronting their
Reflection’s Scourge. This might involve defeating it,
Portal
sealing it away, or even trying to break the cycle of
Cost Enhance the Scourge forever.
9 5
When you create your Reflection in Session 0, you
A portal magically connects your Hub to
will probably start formulating ideas for the outline of
another location you can easily access.
a campaign. Keep those discussions in mind as you
Each enhancement lets you connect another plan out the details of the campaign.
location.
This section presents some tips for building a
campaign and the quests that make it up.

Runeforge

Cost 5 Enhance 0

Between each quest, each beacon gains 1


RESIDUUM.
LENGTH ONE STEP AT A TIME
When planning a campaign, think about how long You don’t need to plan out your entire campaign
you want it to last. Because character levels are tied ahead of time. It’s good to have a rough outline of
to quests, they’re a great way to measure campaign where you might want it to go, but planning out
length. every beat ahead of time can sometimes be a
hindrance.
Are you and the players looking for a short
commitment? Maybe plan on playing for 3–6 During the course of your campaign, your players
character levels. A longer campaign can go all the will take actions that deviate from your planned
way up to level 12. story. That’s fine! It’s completely normal, and
happens in most campaigns. That’s why you don’t
While it’s possible to go up to level 12, your
want to waste time and energy planning out every
campaign doesn’t need to last this long. It’s perfectly
step of the campaign ahead of time, because you
possible to tell a story in a shorter time frame, and
will have to change those plans at some point
most characters can feel complete well before level
anyway.
12.
Plan a few steps or levels ahead, stay flexible, and
STARTING POINT have an outline of where you want the story to go
Next, consider what level you want the beacons to next.
start at. By default, they start at level 1, and this is
recommended for new players; however, if you have
an experienced group, they might want to start at a
BUILDING QUESTS
higher level, and that’s fine. Beacon revolves around quests. The protagonists
of your story will undergo a series of quests,
It’s important to note that higher levels in Beacon
pursuing their goals across both narrative and
doesn’t necessarily equate to stronger characters.
combat play. After each quest, they have a period of
Higher-level beacons do get more ability points and
downtime before going on the next one.
GRIT, but mostly they just get more options and
complexity, not raw power. Even at level 1, beacons Quests are like chapters in a story, with combats as
are heroes. They’re the main characters. A low level the high-action peaks of that story. Quests usually
doesn’t automatically mean they’re untrained contain one to four combat scenes, with narrative
commoners. scenes sprinkled throughout.

CHARACTER CONNECTIONS Quests should always further the main campaign,


even if not directly. Perhaps a seemingly unrelated
Incorporate elements from your PCs’ background quest allows the beacons to learn an important fact
skills into the campaign. Tie these characters and about the Scourge, or help them take out an
their stories to the broader story of the campaign, important agent of the Scourge.
and keep doing so throughout.
Each story beat that takes place in the campaign
should be connected to at least one of the PCs.
Climax: The beacons must evade a giant
QUEST STAGES monster, riding mine carts in a thrilling chase
before the collapsing mine traps them inside!
A story typically has four stages: an inciting
incident, rising action, a climax, and then the Conclusion: The mine’s closed for good, but
conclusion. This is a useful framework for planning that’s probably a good thing considering the
quests. All you need to do is come up with ideas for size of the monster that chased the beacons.
each of those four stages, and then figure out where
your two to four combat scenes fit in:
 Inciting incident: This is the catchy
ESCORT CARGO
introduction to the quest’s story, which
coincides nicely with the beacons’ preparations
Summary: Eris Brittam, a historian and
for the quest. You might either tell the players collector of antiques, needs a shipment of
what’s going on, or use cutscenes to explain important cargo to be protected during
the situation. transport.
 Rising action: This is the buildup of the story,
defined by ever-escalating stakes and tension. Inciting Incident: A group of pirates recently
Each scene builds on those that have come attacked the shipment. The next stage of the
before. This is usually the longest part of the journey is the most dangerous, and the
quest, and where most combat scenes happen. pirates will definitely attack again. The cargo
 Climax: This is the highest point of the story – will next be loaded onto an airship or train.
the culmination of all the prior scenes. The
climax is often a final fight or confrontation. Rising Action: The beacons must fend off
 Conclusion: This is the wrap-up of the story, numerous pirate attacks. As the cargo gets
closer to its destination, the pirates grow more
where the repercussions of the beacons’
desperate.
actions shine through. This usually leads
directly into downtime. Climax: Runaway train/ship! If the pirates
QUEST IDEAS can’t have the cargo, no one can! The
beacons must defeat the pirate leader and
Here are some simple ideas that you can use or regain control of the train/ship before it
modify for your own quests. Each quest contains crashes!
examples for each of the four quest stages identified
above. Conclusion: The beacons see what happens
when the cargo reaches its destination and
are rewarded by Eris Brittam.

DUG TOO DEEP

Summary: Some miners dug too deep, and


now the mine is swarming with monsters.

Inciting Incident: The miners unearthed a


hole with no bottom. When they sent
someone to explore, their animated skeleton
was the only thing that returned. Monsters
began to appear in the mine and the miners
reported hallucinations before they
abandoned it altogether.

Rising Action: The PCs must venture into


the bottomless pit and deal with the source of
these monsters or find a way to plug the hole
for good.
KIDNAPPED ROYAL KILL THE DUNGEON

Summary: A prince or princess has been Summary: A living, growing dungeon has
captured and must be rescued! The royal been unearthed. Its rooms expand like tree
family has an idea who might have done it, roots, weakening the ground and releasing
but the real reason might be surprising … monsters onto the surface. It must be
stopped.
Inciting Incident: The beacons arrive at the
castle the morning after the royal was Inciting Incident: Monster attacks have been
kidnapped. The castle is in a state of panic as on the rise lately, but with no obvious source.
they search for the missing person, and no One day a sinkhole swallows up part of a city,
one will deal with the beacons until they are revealing an expanding dungeon beneath.
returned. Architects confirm that where the dungeon is
now, there once were sewers. The dungeon is
Rising Action: The beacons identify the growing.
kidnapper and where they went. They must
make their way to where the royal is being Rising Action: The beacons venture into the
held before the kidnapper can escape. dungeon, encountering the monsters and
traps that spawn inside of it. They find signs
Climax: The beacons confront the kidnapper. of the life and intelligence that is the dungeon
If the kidnapper was in the wrong, the itself.
beacons must fight them and their
companions. If the situation is more Climax: The dungeon focuses its ability to
complicated, they must confront the true create monsters to forging a powerful body for
threat. itself. This living manifestation of the dungeon
clashes with the beacons, attempting to purge
Conclusion: The beacons are rewarded by its body of the invading heroes!
whoever they supported, and are offered
support in their next task. Conclusion: If the beacons win, they can kill
the dungeon and stop it from growing any
further. If they lose, it will grow unchecked.
NIGHT OF THE DEAD REMOVE THE CORRUPTION

Summary: A town is under siege by the Summary: A corrupt political leader has been
undead, who rise every night but turn to ash rallying the populace against the beacons and
when the sun rises. their efforts.

Inciting Incident: The beacons receive a Inciting Incident: The corrupt leader calls for
direct request for aid from the townsfolk. The the imprisonment of the beacons. A mob of
people of the town need help identifying the deceived citizens attack the beacons.
source of the undead invasion and putting a
stop to it. They lose more people every night Rising Action: The beacons have to avoid
and will soon be overrun. drawing attention to themselves. They must
figure out how to remove the corrupt leader
Rising Action: The beacons help the and get proof of their corruption.
townsfolk temporarily strengthen their
defenses, then go hunting for the source of Climax: The corrupt leader reveals their
the undead. They trace it back to the shadowy master plan in a villainous monologue, and
forest nearby. sets their lackeys upon the beacons! The
heroes must capture them before they can
Climax: The beacons make their way through destroy the evidence.
the forest to confront the foul necromancer, a
powerful young mage who was exiled from Conclusion: If the beacons get the evidence,
the town as a child. they can regain their good standing. If not,
they are forever branded as outlaws and
Conclusion: The beacons either defeat the criminals.
necromancer or convince them to stop. The
townsfolk are relieved to be safe once more.
268

cost 1 point to add to a scene, but NPCs with


BUILDING COMBAT certain templates, like Minions or Mini-Bosses,
cost different amounts.
SCENES NPC Budget Costs:
 1x Minion NPC = 0.25 point
There are a number of decisions a GM has to  4x Minion NPCs = 1 point
make when preparing a combat scene. For  1x NPC = 1 point
example, they need to:  1x Veteran NPC = 1.5 points
 decide how difficult the combat will be (p.  1x Elite NPC = 2 points
XX)  1x Mini-Boss NPC = 3 points
 create a battle map for the combat and If an NPC has multiple templates with different
populate it with terrain features costs (e.g., an Elite Veteran), just take the
 decide on the combat’s battle plan (p. XX). highest cost.
For example, is it a simple Elimination
scene in which the PCs just have to defeat Using fewer NPCs than your NPC budget allows
all the enemies, or is it more involved, like for will result in easier combat scenes, while
an Assassination scene? going over your budget will result in harder
 decide how many NPCs will be in the combat scenes.
combat scene, what their NPC types are,
and whether they have any templates (p. Other factors can also change the difficulty of a
XX). combat scene:

The rest of this section covers these decision  If there are more PCs than there are NPCs,
points, and Chapter 08: Non-Player the PCs have a huge advantage because
Characters (p. XX) contains the full list of of the number of turns available to them
versus the NPCs. Try to design combat
NPCs, templates, and their rules.
scenes so there aren’t many more PCs
SCENE DIFFICULTY than NPCs.
 Minions are easily defeated, but do just as
A combat scene’s difficulty is one way for a GM much damage as standard NPCs. Too
to customize a fight. The main way to adjust a many Minions can quickly overwhelm the
combat’s difficulty is by increasing or decreasing PCs.
the number of enemies within it.  Mini-Bosses shouldn’t fight the PCs alone.
Any single character, even a Mini-Boss, is
The first step in deciding how many NPCs
quickly overwhelmed by multiple
should be present in a combat scene is to
opponents.
determine your NPC budget. To do this, take
the number of PCs that will be participating in Ultimately, figuring out what counts as an easy,
the fight and multiply that number by 1.5. For normal, or hard combat scene is more art than
example, if you have 4 PCs, your NPC budget science because there are just so many
will be 6 (4 x 1.5 = 6). variables. A combat scene that seems hard on
paper might be very easy for your players
NPC budget = # of PCs x 1.5 because their builds counter the NPCs you
Certain battle plans will modify this NPC budget. picked. The more you play with your group and
The Survival battle plan, for example, doubles the more familiar you become with their
your NPC budget. If your normal NPC budget characters, the more accurately you’ll be able to
would be 6, for example, it would be doubled to achieve your intended difficulty.
12 in a Survival combat scene.
Every NPC you add to a combat scene costs
some points from the NPC budget. Most NPCs
269

MAPMAKING being vulnerable to a Sharpshooter NPC.


Consider adding an alternative route that is
Combat scenes take place on a battle map, a longer but protected from enemy fire.
special type of gridded map that traditionally  Mix up the size and width of pathways.
uses square or hex spaces. You can use either
type of spaces for Beacon, since the game is
measured in spaces of any type. 1 space can be BATTLE PLAN
either 1 square or 1 hex.
Each combat scene has a battle plan. Battle
This section provides guidance on how to make plans provide the framework for combat scenes,
a fun battle map, from choosing the correct size determining the win conditions for the PCs, the
to populating it with interesting features. NPC budget, and any special rules. These are
MAP SIZE designed to make combat scenes more
engaging than just “destroy all enemies”. Many
The size of the map often varies from scene to battle plans feature solutions that allow scenes
scene: to be resolved quickly.
 Smaller maps usually have a longest side In the absence of another battle plan, combat
of approximately 20 spaces. scenes default to Elimination (see below).
 Standard-sized maps have a longest side
of approximately 25 spaces Terminology
 Larger maps usually have a longest side of Control Zone: Certain battle plans feature
approximately 40 spaces. control zones, which are areas on the battlefield
Battle plans other than Elimination assume a that PCs and NPCs must fight over.
map with a longest side of 40 spaces or less. Deployment Zone: In scenes that have them,
They can be used with smaller or larger maps, PCs and NPCs start within their respective
but certain battle plans might be easier or harder deployment zones. Not every battle plan has
with different map sizes. deployment zones.
MAP FEATURES Escape Zone: PCs can use escape zones to
leave a combat scene. Battle plans that feature
Combat scenes should take place in interesting
escape zones explain how they’re used.
places with interesting features, not small,
featureless rooms. Reinforcements: Reinforcements are
characters that join a combat scene after the
Here are some tips for building interesting
first round.
combat scenes:
Reinforcement Zone: NPC reinforcements
 Add sections of soft and/or hard cover.
enter the combat scene within reinforcement
Tables, trees, walls, and other elements
can all be cover. zones.
 Add obstacles or large pieces of terrain to Objectives: Objectives are characters, objects,
block line of sight. or zones that the PCs must interact with in
 Add places on the map that beacons can certain ways. Objectives don’t take turns. They
get bonuses for reaching – regaining automatically fail all checks or saves, and clear
RECOVERIES, HP, or MP; getting a reroll on
all conditions, effects, and statuses at the start
the next loot crate; and so on.
of each round.
 Spice things up with environmental factors
and terrain features.
 Create zones that provide tactical options
for players. Getting from point A to point B
might involve crossing an open field and
270

Elements ACQUSITION
Every battle plan contains the following The beacons have to fight through enemies
elements, which shape how the combat scene toward a location, and then keep their foes out.
plays out. These combat scenes often involve securing a
Map: Every battle plan contains an example person or location held by enemy forces.
map. This map is meant to represent how the
combat scene should be laid out and can be
used as a starting point when creating an actual
battle map.
Goal: The goal is whatever the PCs must do to
achieve victory in the combat scene. Some
battle plans have secondary goals, which must
be completed after the primary goal to secure
victory.
Setup: The setup provides recommendations on
how the combat scene should be laid out.
Rules: Some battle plans have special rules.
This section explains how they work.
NPC Prep: This describes how many NPCs the
GM should prepare and whether or not there are
reinforcements. In addition, it indicates whether
Goal: Have more PCs than enemy NPCs in the
the PCs or NPCs deploy first in the combat
control zone at the end of Round 6.
scene. Whichever side deploys first must decide
where in their deployment zones they want to Setup: Place a PC deployment zone along one
start without knowing the locations of their edge of the map. Place a control zone near the
opponents. opposite side of the map. This control zone is
also the NPC deployment zone. It should be
Reinforcements: This outlines when enemy
fortified with cover and large enough for multiple
reinforcements join the combat scene, and
characters to occupy at the same time. Place
where from.
reinforcement zones along the edges of the
map.
Rules: At the end of Round 6, determine if there
are more enemy NPCs in the control zone than
PCs. Mini-Bosses count as 4 characters each,
Elites count as 2, Minions count as 1/4, and
Summons count as 0.
NPC Prep: Normal NPC budget, but half are
reinforcements. NPCs deploy first.
Reinforcements: At the end of Round 1, the
GM deploys all reinforcements in any
reinforcement zones.
271

ASSASSINATION After defeating the objective, the combat scene


only ends when either:
An important target has been identified and must
be eliminated. Once this is done, the beacons  all enemy NPCs are defeated
have to safely escape.  all undefeated PCs escape
 all PCs are defeated.
NPC Prep: 2.5 x NPC budget, but half are
reinforcements. NPCs deploy first.
Reinforcements: At the start of any round
before the target is defeated, the GM can deploy
up to four Minions or up to two other NPCs in
any reinforcement zones. Once the target is
defeated, no more reinforcements appear.

Goal: Defeat the objective by the end of Round


8.
Secondary Goal: Defeat all enemy NPCs or
escape.
Setup: Enemy NPCs can deploy anywhere on
the map. Place a PC deployment zone along
one edge of the map and place the objective
anywhere on the map, ideally far from the PC
deployment zone. Next, place an escape zone
somewhere on the map, typically between the
PC deployment zone and the objective.
Reinforcement zones are located throughout the
map, either along the edge or at locations where
allies of the objective can appear, like houses or
barracks.
Rules: The objective is a Veteran or Elite NPC.
They should not be a Mini-Boss. When acting,
they prioritize survival.
Only the PCs can escape. They can do so as a
free action at the end of their turn while partly
inside the escape zone.
272

Reinforcements: At the start of any round, the


GM can deploy up to four Minions or up to two
CONTROL
other NPCs in any reinforcement zones.
The beacons must hold locations of strategic
importance like mines, food stores, or barracks.
DEFENSE

The beacons must protect someone or


something from hostile forces that want them (or
it) dead.

Goal: Have more points than the NPCs at the


end of Round 5.
Setup: Place a PC deployment zone and an
NPC deployment zone along opposite edges of
the map. The NPC deployment zone should be Goal: Protect the objective until the end of
larger than the PC deployment zone and is also Round 5. If the objective is defeated or
a reinforcement zone. Place four control zones, destroyed, the PCs automatically lose.
evenly spaced between the PC and NPC
Setup: Place a PC deployment zone near the
deployment zones.
center of the map, fortified with cover.
Rules: At the end of each round, determine if Additionally, place an NPC deployment zone
either side controls any control zones. Control around the edge of the map. This is also a
zones are controlled if one side has more reinforcement zone.
characters in the zone than the other side,
Place the objective inside the PC deployment
excluding Summons. Each side gets 1 point for
zone.
every zone it controls. If either side controls all
four zones, it gains +1 point. Rules: The objective is a character or object
with the following attributes:
At the end of Round 6, the team with the most
points wins.  SIZE 1/2 to 2
 HP 25/30/35
NPC Prep: 2 x NPC budget, but half are  DODGE/A-DEF 10
reinforcements. Roll a d6. On a 1–3, the NPCs
deploy first. The enemy NPCs should focus on attacking the
objective.
If the objective is a character or object that can
be moved, then when a character begins their
273

standard movement adjacent to it, the objective Rules: The objectives are objects with the
moves along with that character. At the end of following attributes:
that movement, the player can place the
 SIZE 1–3
objective in any adjacent free space. If the
 HP = SEE BELOW
objective is adjacent to two characters from  DODGE/A-DEF 5
different sides, it stops moving and won’t move
further. The objective doesn’t move on its own. To calculate the objectives’ HP, multiply the
number of PCs by 20 and divide this number
NPC Prep: Normal NPC budget. NPCs deploy evenly between the objectives. For example,
after the PCs. with four PCs, the pool of HP is 80. With two
Reinforcements: If any NPCs are held as objectives, each has 40 HP. With four
reinforcements, they can be deployed in objectives, each has 20 HP.
reinforcement zones at the start of any round. The objectives do not clear Discord and they
take any ongoing Discord damage at the end of
each round.
DESTRUCTION
NPC Prep: Slightly more than the normal NPC
The beacons have a brief opportunity to destroy budget, but not more than twice the budget.
a number of objectives before time runs out. NPCs over the normal budget are held as
reinforcements. Enemy NPCs deploy first.
Reinforcements: At the start of any round, the
GM can deploy up to four Minions or up to two
other NPCs in any reinforcement zones.

Goal: Destroy all objectives before the end of


Round 8. If any objectives remain at this time,
the PCs automatically lose.
Setup: Place a PC deployment zone along one
edge of the map. Then, place an NPC
deployment zone near the opposite end of the
map and reinforcement zones along the other
edges of the map.
Scatter 1–5 objectives around the map,
gravitating toward the NPC deployment zone.
274

ELIMINATION ESCORT

Two or more sides must fight until their enemies The beacons seek to escort someone from one
are defeated or in rout. through enemy lines. The enemy forces want
this person for themselves, and will try to take
them or prevent the beacons from moving them.

Goal: Defeat all enemies.


Setup: Place a PC deployment zone and, if
there are reinforcements, reinforcement zones
anywhere on the map. NPCs can be deployed Goal: Escape with the objective before the end
anywhere. of Round 8.

Rules: No special rules. Setup: Place a PC deployment zone along one


edge of the map and an escape zone on the
NPC Prep: Normal NPC budget. Roll a d6. On a opposite edge. Next, place an NPC deployment
1–3, the NPCs deploy first. If the PCs deploy zone between the PC deployment zone and the
first, don’t surround them with NPCs – place escape zone, and reinforcement zones along
them in interesting places, instead. the other edges of the map.
Reinforcements: If any NPCs are held as Rules: The objective is a character with the
reinforcements, any number of them can be following attributes:
deployed in reinforcement zones at the start of a
round.  SIZE 1/2 to 2
 HP = 10 x SIZE (minimum 10)
 DODGE/A-DEF 10
Enemy NPCs should not willingly attack or
damage the objective.
When a character begins their standard
movement adjacent to the objective, the
objective moves along with them. At the end of
that movement, the player can place the
objective in any adjacent free space. If the
275

objective is adjacent to two characters from


different sides, the objective stops moving, won’t
HOLDOUT
move further, and they are considered
contested. The objective doesn’t move on their The beacons need to hold the line against
own. unending waves of enemies, preventing their
Only PCs can escape. They can do so as a free foes from overwhelming the space they control.
action at the end of their turn while partly within
the escape zone. The objective escapes if they
are adjacent to a PC that escapes and aren’t
contested.
NPC Prep: 2 x NPC budget, but half are held as
reinforcements. NPCs deploy after the PCs.
The PCs deploy the objective in their
deployment zone when they deploy.
Reinforcements: At the start of any round, the
GM can deploy up to four Minions or one other
NPC in any reinforcement zone.

Goal: At the end of Round 6, there are fewer


enemy NPCs (excluding Summons) in the
control zone than there were PCs at the
beginning of the combat scene.
Setup: Place a PC deployment zone near the
center of the map. This is also the control zone
and should be fortified with cover. The edges of
the map are both the NPC deployment zone and
the reinforcement zone.
Rules: Defeated NPC units (excluding Mini-
Bosses) return as reinforcements after a number
of rounds equal their WOUND CAP.
NPC Prep: 3 + NPC budget. NPCs beyond the
budget are held as reinforcements. NPCs deploy
after PCs.
Reinforcements: At the start of each round
after the first, the GM can deploy all
reinforcements in the reinforcement zone.
276

Reinforcements: If any NPCs are held as


reinforcements, any number of them can be
RAID
deployed in reinforcement zones at the start of a
In a raid, the beacons rush to collect something, round.
whether it be strategic resources or vital
information.
RESCUE

The beacons must fight their way to someone in


need of rescue and safely escape with them.

Goal: Escape with the objective before the end


of Round 10.
Goal: End Round 4, 5, or 6 with X treasure,
where X = the number of PCs +1. Setup: Place a PC deployment zone along one
edge of the map. This is also the escape zone.
Setup: Place a PC deployment zone and an
Next, place an NPC deployment zone on the
NPC deployment zone on opposite edges of the
opposite side of the map, surrounded by cover
map, and 1–4 reinforcement zones along the
and fortifications. Place reinforcement zones
other edges. Distribute chests equal to twice the
along the other edges of the map and the
number of PCs around the map.
objective in the NPC deployment zone.
Rules: While in the space of a chest, PCs can
Rules: The objective is a character with the
open it as a minor action. Some chests might
following attributes:
be locked. When a PC opens a chest, they gain
1 treasure.  SIZE 1/2 to 2
 HP = 10 per SIZE (minimum 10)
Characters can hold any amount of treasure at  DODGE/A-DEF 10)
once. Whenever a character holding treasure
takes a Wound or Overstress, they drop all their Enemy NPCs will not willingly attack or damage
treasure in an adjacent space of their choice. the objective.
They can also willingly drop all their treasure as When a character begins their standard
a minor action. Characters can pick up all movement adjacent to the objective, the
treasure in a space they occupy as a minor objective moves along with them. At the end of
action. that movement, the player can place the
Enemy NPCs don’t open chests, but will pick up objective in any adjacent free space. If the
dropped treasure. objective is adjacent to two characters from
different sides, the objective stops moving, won’t
NPC Prep: Normal NPC budget. NPCs deploy move further, and they are considered
after the PCs.
277

contested. The objective doesn’t move on their


own.
SEARCH
Only the PCs can escape. They can do so as a
free action at the end of their turn while partly There is something hidden in one four places.
inside the escape zone. The objective escapes if The beacons must find it and control it before it’s
they are adjacent to a PC that escapes and too late.
aren’t contested.
NPC Prep: 2 x NPC budget, but most are held
as reinforcements. NPCs deploy after the PCs.
Reinforcements: At the start of any round, the
GM can deploy up to four Minions between two
reinforcement zones or two other NPCs in
different reinforcement zones. A used
reinforcement zone can’t be used for
reinforcements in the next round.

Goal: Control the objective at the end of Round


6.
Setup: Place an NPC deployment zone in the
middle of the map. Next, place a PC deployment
zone along one edge of the map and the
reinforcement zone along the opposite edge.
Lastly, place four control zones, one of which is
secretly the objective.
Rules: Within a control zone, PCs can use their
standard action during any phase to learn
whether it is the objective or not. They can’t do
this if there are any NPCs in the control zone.
NPC Prep: Normal NPC budget. NPCs deploy
after the PCs.
Reinforcements: At the start of any round, the
GM can deploy up to four Minions or one other
NPC in the reinforcement zone.
278

ENVIRONMENTAL FACTORS
SURVIVAL AND TERRAIN FEATURES
An interesting environment is a key part of a
In desperate times, survival is everything. Hide,
memorable combat scene. This section outlines
fight, run away – all that matters is that you
a range of environmental factors and terrain
survive.
features you can use in combat scenes,
including the basic ones discussed earlier in the
book.
ENVIRONMENTAL FACTORS

Environmental factors are effects that alter


combat scenes, individual spaces, or even
objects. Some apply to the entire combat scene,
while others affect characters in smaller areas,
such as in the case of a room with poor visibility.
Cold
When characters within this environment take
Stress from other characters, they take –1
Stress. When they take Lunar from other
characters, they take +1 Lunar.
Heat
Goal: At least half of the PCs (rounded up) must When characters within this environment take
be undefeated or all NPCs and reinforcements Stress from other characters, they take an
must be defeated by the end of Round 5. additional +1 Stress. When they take Astral from
other characters, they take +1 Astral.
Setup: Place a PC deployment zone near the
center of the map, surrounded by cover and High Winds
fortifications. The NPC deployment zone and
At the start of each round, the GM chooses one
reinforcement zone runs along the outer edge of
side of the map. The winds are blowing in this
the map.
direction. At the start of each character’s turn
Rules: No special rules. while within this environment, they are pushed 1
space in the indicated direction, or 1d6 spaces if
NPC Prep: 2 x NPC budget, but half are held as
they are FLYING.
reinforcements. NPCs deploy after the PCs.
Reinforcements: At the start of Round 3,
deploy all reinforcements in the reinforcement
zone.
279

Locks Poisonous
Doors, gates, and treasure chests can all be Characters must succeed on a BULK check at
locked, preventing them from being opened. A the start of each of their turns while within this
locked entrance – a bolted door, for instance – environment or take [1 Discord].
can’t be moved through. The contents of chests
Underwater/Zero-Gravity
and other objects that are locked can’t be
accessed. Combat scenes that take place completely
underwater or in zero-gravity treat all characters
To unlock something, you can make an AGILITY
as FLYING. However, unless they have flight or
check as part of the action to interact with it. On
an Aquatic Adaptation (granted by certain
a success, the lock is disabled and the object is
abilities), they can’t 4 RUSH or shift.
opened.
Low Gravity
TERRAIN FEATURES
Characters in low-gravity environments can
jump further than normal. When they begin their Terrain features modify spaces and terrain on
standard movement or begin a 4 RUSH the battlefield. They are not objects unless
movement while within this environment, they specifically indicated otherwise. While they
can choose to gain FLYING, and can move up to generally affect single spaces, multiple terrain
half their SPEED in a straight line in addition to features can be placed next to each other to
that movement. They lose FLYING at the end of create a continuous feature. For example, you
that movement. can have a single space of lava as dangerous
Low Visibility terrain, but you could also connect multiple lava
spaces to create a lava flow, all of which count
Low visibility can represent darkness, fog, and as the same piece of dangerous terrain.
other effects that make it hard to see. It affects
how far characters can see, and makes it harder Armor Rack
to find HIDDEN characters. Characters can use an adjacent armor rack as a
Low visibility has the following effects: minor action, gaining one of the following
effects for the rest of the scene:
 Characters are INVISIBLE while HIDDEN.
 SCOPE and the Range of all weapons are  They gain +2 ARMOR.
reduced by half. Reach and AOEs are not  They gain resistance to either Physical,
affected. Force, Astral, or Lunar.

Mana Vortexes By default, each armor rack can be used once


per scene.
Mana vortexes alter the cost of spells, making
them more or less expensive. There are two Ballista
types of mana zones: While characters are within a ballista’s space,
 Mana Field: Mana fields reduce the MP their ranged weapons gain +5 Range.
cost of all spells used within them by –1, to Blessed Terrain
a minimum of 0.
 Mana Void: Mana voids increase the MP Characters in blessed terrain gain +1 + on
cost of all spells used within them by +1. attacks, checks, and saves.
This even applies to spells that don’t
usually have a MP cost.
280

Catapult Difficult and Dangerous Terrain


While characters are within a catapult’s space, Difficult terrain is anything that slows movement,
their ranged and thrown weapon attacks gain like mud, water, or thick grass. Difficult terrain
Arcing. has +1 movement cost.
Charged Terrain Dangerous terrain is any type of terrain that can
cause damage, like lava or thorns.
Characters that end their turn in charged terrain
take [5 Piercing Astral], –1 for every space they 1/round, when you enter dangerous terrain or
moved that turn. end your turn in it, you must make an ability
check of the GM's choice. On a failure, you take
Chasm
5 damage of any type or Stress based on the
Chasms have no ground beneath them, or type of terrain.
ground so far away that characters entering
Dusk Stone
them must expend great effort to return.
Dusk stones are immovable objects with DODGE
Non-FLYING characters that fully enter a chasm
5 and 1 HP. They don’t cause obstruction and
immediately stop moving, take [2 Stress], and
are auto-hit by AOE effects.
end their turn if it was their turn. Characters that
start their turn in a chasm can immediately use Dusk stones emit [Burst 2] zones around
their standard movement to move to the themselves that cause low visibility. If a dusk
nearest free non-chasm space. Otherwise, they stone is destroyed, characters within the zone
suffer the effects of the chasm. are INVISIBLE until the end of their next turn.
Cover Empty Space/Free Space
See page XX for detailed information on cover. A free space is a space that doesn’t contain any
characters or objects. Empty spaces, on the
Creeping Terrain
other hand, are more specific than free spaces.
Any other type of terrain can be creeping terrain, Empty spaces are those that don’t contain any
allowing it to move at the start of each round. characters, objects, terrain, or terrain features.
The GM determines how far creeping terrain can
Some abilities affect free spaces, while others
move, but 2–3 spaces is a good baseline.
will affect empty spaces only.
Cursed Terrain
Ethereal Rift
Characters in cursed terrain receive +1 - on
Characters that enter an ethereal rift can move
attacks, checks, and saves.
through obstructions and ignore ENGAGEMENT
Dawn Stone until the end of their next turn, but can’t end their
turn inside an obstruction.
Dawn stones are immovable objects with
DODGE 5 and 1 HP. They don’t cause Explosive Zone
obstruction and are auto-hit by AOE effects.
Explosive zones increase the size of AOEs. If an
Dawn stones emit [Burst 2] zones around AOE would include any spaces of an explosive
themselves that negate the effects of low zone, the AOE’s size is increased by +1. A [Line
visibility. If a dawn stone is destroyed, 10] AOE becomes [Line 11], a [Close Blast 2]
characters within the zone must succeed on a AOE becomes [Close Blast 3], and so on.
BULK check or be BLINDED until cleared.
281

Flammable Terrain Harpoon


When a character standing in flammable terrain Characters standing in a harpoon’s space can
takes Astral or an AOE that deals Astral hits a use their standard action during any phase to
space of flammable terrain, the terrain ignites make a ranged weapon attack against a target
(along with any adjacent flammable terrain). within [Range 15].
Characters in connected spaces (including
On Hit: The target takes [1d6+1 Piercing
diagonally) of flammable terrain must make an
Physical], loses FLYING, and cannot resume
AGILITY check. Failure: They take [5 Discord].
FLYING until this phase in the next round.
Success: They take [3 Discord]. Either way, the
spaces then become dangerous terrain Harpoons must be reloaded after each use.
(AGILITY, 5 Astral) until the end of the scene. They can be reloaded with a standard action
during any phase, or are automatically reloaded
Focus Zone
if a character in its space reloads a weapon.
Characters that start their turn in a focus zone
Healing Font
take [3/4/5 Stress] if they don’t use a spell that
turn. Characters adjacent to a healing font can regain
all HP as a minor action. Once used in this
Fog
way, the healing font is expended.
Fog provides soft cover to characters fully
High Ground
within it.
High ground provides benefits that represent
Frictionless Terrain
being at a higher elevation than other
Characters that enter frictionless terrain or move characters, similar to those received when
while within it continue moving in a straight line FLYING. Characters standing on high ground
until they hit an obstruction or character, or gain the following benefits:
move out of the frictionless terrain. This is
 Non-thrown melee attacks against them
considered forced movement.
from non-FLYING characters that aren’t on
Fury Zone high ground receive +2 -.
 They neither become ENGAGED by nor
Characters that start their turn in a fury zone cause ENGAGEMENT to non-FLYING
take [3/4/5 Stress] if they don’t attack with a characters that aren’t on high ground.
weapon that turn.  Their attacks gain +1 + against non-
Growing Terrain FLYING character that aren’t on high
ground.
Any other type of terrain can be growing terrain,
Accessing high ground sometimes requires
causing it to grow by 1d3 spaces at the start of
special movement, like flying or climbing.
each round.
Holy Ground
When characters in holy ground would regain
HP, they regain twice as much HP instead. This
does not apply to characters with the Undead or
Vampiric templates.
282

Impassable Terrain Slippery Terrain


Impassable terrain is any terrain, like a wall or a Slippery terrain is difficult terrain. Characters
cliff, that cannot normally be traversed except by that start their turn in slippery terrain must
characters who possess a type of movement succeed on an AGILITY check or fall PRONE.
that allows them to do so, like flying or climbing. Characters that ignore difficult terrain ignore this
Some impassable terrain cannot be entered at effect.
all (e.g., a pillar that reaches up to the ceiling or
Sticky Terrain
the walls of an underground dungeon).
Sticky terrain is difficult terrain. Characters that
Mana Font
start their turn in sticky terrain must succeed on
Characters adjacent to a mana font can regain a BULK check or be IMMOBILIZED.
all MP as a minor action. Once used in this
Teleport Pad
way, the mana font is expended.
Teleport pads can be one-way or two-way:
Monster Spawner
 One-Way: There are three types of one-
Monster spawners are objects that continually
way teleport pads, which determine their
summon NPC reinforcements at the start of effects. When a character enters the
each round until disabled. These reinforcements teleport pad’s space, they experience the
are not considered part of the NPC budget. relevant effect:
Monster spawners can be disabled with a
 They teleport to a specific space.
successful ability check of the GM’s choice as a
 They teleport 1d6 spaces in a random
minor action. direction.
By default, monster spawners can’t be attacked  They teleport 1d6 spaces in a specific
or destroyed. At the GM’s option, a spawner direction.
may have 10/15/20 HP and DODGE 6.  Two-Way: Each two-way teleport pad is
connected to another. When a character
Noxious Fumes
enters the teleport pad’s space, they are
Noxious fumes provide soft cover. Characters teleported to the connected pad. If the
that start their turn in noxious fumes must other teleport pad is occupied, the teleport
succeed on a BULK check or take [1 Discord], or fails.
if they already have Discord, take Discord equal
to their current Discord.
Pit
Pits are difficult-to-escape holes in the ground.
Characters fully inside a pit can only move to
adjacent pit spaces unless they are FLYING or
can teleport. Characters within a pit can use
their standard movement or 4 RUSH to move to
an adjacent non-pit space.
283

SAMPLE CHEST REWARDS


Traps A reroll on the next loot crate’s first slot.
Subsequent instances of this bonus increase the
Traps are interactable objects with the Trap tag slot that can be rerolled. For example, getting this
(p. XX). While many Traps are PC or NPC reward twice means that you can reroll either the
abilities, you can use the following Traps to first or second slot.
+X GOLD
represent Traps already on the battlefield.
+X RECOVERIES
Repair a destroyed weapon, support item, or
Damage technique for free
A specific piece of loot
The triggering character takes [6/8/10] Regain X uses of a Consumable ability
damage of any type, chosen when the Trap Increase current and total MP by X for the rest of
is set. the scene
Clear all Stress
Damage, Area

When triggered, all characters in a [Burst 1]


Unholy Ground
AOE must make save of the GM’s choice.
Failure: The target takes [6/8/10] damage of When characters in unholy ground would regain
any type, chosen when the Trap is set. HP, they regain half the HP instead. This does
Success: They take [3/4/5] damage instead.
not apply to characters with the Undead or
Vampiric templates.
Condition
Updraft
The triggering character gains a condition
based on the type of Trap. IMMOBILIZED, Characters in an updraft gain FLYING for as long
SLOWED, and BLINDED are common. as they are in an updraft, or until the end of their
turn if they leave an updraft.
Condition, Area Weapon Rack

When triggered, all characters in a [Burst 1] Characters can use an adjacent weapon rack as
AOE must make a save of the GM’s choice. a minor action, choosing one of the following
Failure: They gain a condition, chosen when options:
the Trap is set.
 They repair a destroyed weapon for free.
 They gain +1 + on all attacks with a
weapon of their choice for the rest of the
Treasure Chest scene.
Treasure chests are objects that don’t cause By default, each weapon rack can be used once
obstruction and that contain bonus effects for per scene.
the players, chosen from the table below.
Players always know the contents of chests. The
GM can decide if the bonuses apply to the
character that opened the chest or everyone on
their team. Some bonuses provide immediate
effects, while others provide delayed effects or
permanent resources.
Chests can be accessed with a minor action
while in their space, but might be locked (see
the locked environmental feature).
284

animated skeletons guarding the exit. A more


exciting example would have the beacons
INFORMATION finding an underground mausoleum, in which a
TRANSPARENCY royal animated skeleton sits atop a bone throne
Combat in Beacon is based around information and attacks anyone who enters with an
transparency. Your goal as GM isn’t to hide endlessly spawning army of lesser skeletons.
information from your players or trick them, but These foes can only be stopped if the beacons
instead to allow them to make informed destroy their sarcophagi.
decisions. KEEP PLAYERS ACTIVE
During combat scenes, you should always share
Depending on the actions players take each
the following information with players:
round, there can be a decent amount of time
 The NPC types and templates for all between their turns. Try to minimize
enemies. circumstances situations that would take players
 The locations of enemies on the map at all out of a fight. Fill combat scenes with different
times, regardless of line of sight or whether things people can interact with so they have
they are HIDDEN or INVISIBLE. things to do other than just attacking enemies.
 The conditions and statuses of all enemies. Environmental factors, terrain features like high
 The battle plan and all relevant goals. ground, and civilians in need of rescue are all
 The locations of all Traps.
examples of things between which players might
 The mechanics of any abilities or items that
need to split their focus.
NPCs use.
PLAY TO YOUR PLAYERS’ STRENGTHS
Other information is restricted unless a beacon
has a specific way to access it. This includes the There are a wide variety of NPC types that you
ability scores and attributes of NPCs and the can use, and some of them are strong against
specific features they have equipped. Certain specific play styles.
abilities, like the Lore Book support item (p.
XX), can provide access to restricted When designing combat scenes, make sure to
information. play to the strengths of the PCs, not their
weaknesses. Use NPCs that counter PCs as a
COMBAT SCENE TIPS way to challenge them, not as a way to beat
Combat scenes have a lot of moving parts. them. As a player, it always feels better to defeat
These including creating a fair, balanced, and an NPC than to feel like you aren’t contributing
interesting fight for the players; designing the anything.
battle map; and controlling the NPCs during the
fight.
This section contains some general, helpful tips
to keep in mind when creating combat scenes.
MAKE THEM INTERESTING

Combat scenes should be more than just


generic battles against faceless minions. There
should be stakes, reasons for fighting, and
environmental features that make them
interesting.
An example of a boring combat scene would be
a simple dungeon room with a bunch of
285

CHOOSE THE RIGHT SIZE AND TERRAIN USE A VARIETY OF NPC ROLES

Every combat scene takes place on a battle Each NPC type has a role, much like classes do:
map. The size of these maps may vary from defender, striker, controller, and so on.
scene to scene, but on average, they should be
When designing combat scenes, it’s best to use
around 25 spaces by 25 spaces. This gives
a variety of NPC types. This makes the combat
enough room for tight, efficient scenes.
feel more dynamic and gives the PCs more
Avoid combats in plain, open fields. Placing engaging decisions points. For example, if
terrain and objects around the battlefield gives there’s a Healer NPC keeping a Protector NPC
people opportunities to find cover and avoid line alive, it will encourage the PCs to find a way to
of sight. take out the Healer first.
PLAY SMART Above all, don’t put too many defenders in a
combat scene. Defenders generally have high
You don’t need to alter your tactics based on the HP and low damage output, so combat scenes
intelligence of your NPCs. You’re encouraged to filled with too many of them can feel like a slog.
act intelligently, attacking vulnerable characters
and avoiding dangerous situations. USE NPCS WITH VARYING INITIATIVES

For example, beacons have the ability to actively NPCs have set INITIATIVE scores (p. XX) and act
defend each other using INTERPOSE or other in specific phases instead of operating according
defensive abilities. You can intentionally attack to the freeform approach used by PCs. Try to
beacons supporting their allies from the back incorporate NPCs with a variety of INITIATIVE
lines, because defender-type beacons will be scores into each combat scene, keeping them
able to step in and protect them. Unlike other from all clumping together.
games, you don’t need to directly target the
For example, the Architect, Gladiator, and
defender-type beacons just because they’re the
Firebug NPC types all have INITIATIVE 5. If you
“party tank”. Attack intelligently, and let your
have them all in a combat scene, that will slow
players utilize their defensive abilities.
everything down during PHASE 5. One result is
That being said, you don’t HAVE to do this. You that the PCs won’t have much reason to change
can intentionally have your NPCs use poor their plans on the fly, since they know the NPCs
tactics or make bad decisions. For example, you will always act during PHASE 5. Instead,
can play an NPC Fury as someone that only consider using a Protector (INITIATIVE 1), Firebug
attacks the closest enemy. Just know that the (INITIATIVE 5), and Titan (INITIATIVE 7). These
game is designed around the idea that you can NPC types have the same roles, but their
attack intelligently as a GM and don’t need to actions are spread out through the phases.
pull your punches.
But remember: always root for your players to
win.
286

Absorption Melee Weapon (Uncommon)


Main Artifact
LOOT AND REWARDS 5 Fight
[Reach 1] | [1d6+1 Physical]
Beacons can receive additional rewards outside
of their class-based rewards. These rewards On Crit: You regain 1 MP and your target loses 1
might be primarily narrative, like gaining the trust MP.
or backing of a powerful organization, while
others have effects in combat play, like As you can see, Absorption looks just like any
SUPPLIES, RESIDUUM, and loot. other weapon. The only difference is the rarity
tag, which is Uncommon in this case.
Loot is the most common type of reward that
beacons will acquire during the game, as they’ll ASSIGNING LOOT
earn at least one piece of loot after every quest.
After every quest, each player receives a loot
LOOT crate whether or not the quest was successful.
Loot includes a range of equipment and Each player’s loot crate is unique, and whatever
techniques that aren’t tied to specific classes. It they choose from it is tied to their character
is usually presented to the players via loot specifically. By default, players can’t trade loot
crates. A loot crate is a set of three random between each other.
pieces of loot from which the player can select
Trading Loot
one to keep. The full list of loot can be found in
Appendix B: Loot (p. XX). By default, loot can’t be traded between players.
This is to prevent players from funneling all of
Once a beacon has obtained a particular piece
their loot to one person, or feeling entitled to a
of loot, it operates like any other unlockable
piece of loot someone else has that would be
equipment or technique. They have permanent
perfect for their own character. In short, it’s a
access to it and can choose to equip it when
limitation meant to protect everyone’s play
preparing for quests. Unless it is Unique, they
experience.
can equip multiple instances of it at a time.
One of the most common house rules for
Loot is categorized by rarity. It can be
Beacon is allowing beacons to trade loot
Uncommon, Rare, or Legendary. The rarer a
between each other. If you know your group and
piece of loot, the more likely it is to have
they work well together, feel free to use that
powerful effects. That doesn’t mean more
approach.
common items are weak, however; the power of
loot is very dependent on the play style of the
beacon that uses it.
BONUS LOOT
Here’s an example of a piece of loot:
Whenever you feel appropriate, you can give out
extra loot crates or even give players specific
pieces of loot.
In the case of a narratively unique piece of loot,
like a Tentacle Rod crafted from the severed
arm of a Kraken Boss the beacons defeated,
you might offer one copy to the group as a
whole and let the players decide who gets to
keep it. For pieces of loot that are less unique,
you can give a copy to each player.
287

LOOT CRATES LOOT CRATE CONTENTS

Each loot crate has three slots, each containing d100 Type (Any Slot)
a random piece of loot. The contents of the slots 1–17 Skill
are generated using either an online generator 18–34 Spell
or by rolling a percentile die (d100). 35–67 Weapon
68–100 Support Item
Slots 1, 2, and 3 each have their own rarity
scale, with Slots 2 and 3 being more likely to
contain rarer loot. Rarity (d100)
The chances of a slot holding a weapon, support Slot 1 Slot 2 Slot 3
item, or technique are almost identical. Because Uncommon 1–75 1–30 —
Rare 76–100 31–90 1–75
it isn’t possible to divide 100 by three with dice, Legendary — 91–100 76–100
however, techniques are very slightly more
common.
CREATING LOOT CRATES Loot is meant to be a fun, random way of getting
additional equipment and techniques beyond the
You can use the following online tool to easily ones granted by classes.
generate loot crates: Loot Crate Generator Link
In other games that use loot as a reward, it is
To manually create a loot crate, use the usually based on the GMs discretion. Beacon
following steps for each slot, consulting the table puts that part of the game back into the players’
below: hands. They will always get a piece of loot, and
will get to make a choice about, even though it
1. Determine type: Roll a d100 to
determine if the slot contains a weapon, may not be useful to their particular build.
support item, or technique. There are downtime activities, like SHOP, that let
2. Determine rarity: Roll a d100 to players trade in loot that they don’t plan on
determine the rarity of the slot’s using.
contents.
3. Determine loot: Choose a piece of loot
that matches the type and rarity results
RESIDUUM
for that slot. You can either hand-pick
loot or use a random number generator Residuum can be spent to reroll the random
to generate a result using the tables in
options found in loot crates. Residuum is
Appendix B: Loot (Type and Rarity, p.
created with the DISENCHANT LOOT downtime
XX).
activity and can be spent to apply the following
effects. You can choose more than one option to
apply to a single roll, and can choose the same
option multiple times:
 1 RESIDUUM: Reroll any one loot crate slot.
 2 RESIDUUM: Reroll any one loot crate slot
and choose a specific type for the slot
(weapon, support item, skill, or spell).
 2 RESIDUUM: Reroll any one loot crate slot.
The rerolled slot will be one level rarer than
the original result (Uncommon > Rare >
Legendary).
288

OTHER REWARDS
The players can obtain other rewards that don’t
have direct rules effects through narrative play. HOMEBREW RULES
These might include the backing of a powerful
“Homebrew” is when you design your own
organization, an airship, or another base of
gameplay elements for an existing game – like
operations. While these rewards shape the
creating your own classes or equipment for
story, they don’t have direct effects on combat.
Beacon!
I love homebrew, and a lot of people enjoy
adding to existing games. Heck, Beacon
originally started as a homebrew version of
Lancer!
I encourage you to make homebrew if you’re
interested. Things that are especially easy to
customize or create include NPC types and loot.
It can be trickier to create new classes or talents
because they have the potential to interact with
all other aspects of the game.
Creating variant jobs is a simpler option than
creating whole new classes. Variant jobs are
variations of the existing jobs that players get
through classes. Each class has a job of the
same name. For example, the Warlord class
has the Warlord job by default; however, if you
designed a Valkyrie job, you could make that a
variant Warlord job. When one of your players
gains rank 1 in the Warlord class, they could
choose to gain either the Warlord job or the
Valkyrie job (but not both).
There’s also room for prestige jobs. These jobs
aren’t tied to specific classes, but can instead be
unlocked through downtime activities. This is a
great way to add homebrew jobs to the game,
and you can easily introduce a trainer or
downtime activity to provide players with access
to it.
289
290

08: NON-PLAYER CHARACTERS


Characters controlled by the GM are called non-
player characters, or NPCs. NPCs can be
friends, foes, beasts, or anything else that the
GM presents.
NPC TYPE
In narrative play, NPCs don’t roll dice or have NPC types are collections of abilities and
attributes. Instead, they react to actions taken by attributes that represent general themes, similar
the players. to beacons’ jobs. For example, an NPC with the
Firebug type could be a fire-breathing dragon
In combat play, NPCs are characters with their as easily as it could be a magitech pyromancer.
own set of rules that are slightly different from
the players. Bosses are a special type of NPC, An NPC’s type determines the ability scores,
meant to challenge an entire group of beacons attributes, and abilities that the NPC will use.
by themselves, and have their own unique rules NPCs’ ability scores and attributes are static
(see p. XX). numbers and aren’t calculated like they are for
beacons, although they can increase at higher
This chapter covers the rules that govern NPCs, tiers.
as well as the specific types of NPCs that can be
used in combat scenes. For example, the Cleaver NPC type has 2 BULK
and 16 HP at tier 1. At tier 2, they have 3 BULK
and 20 HP, which would be impossible for a
COMBAT PLAY NPCS beacon.
Beacon doesn’t give unique attributes for every Like PC classes, NPC types fall into a few basic
single character and monster the players might roles:
face. Instead, each NPC fits into one of several
 Artillery: Deals damage over long range.
broad frameworks, called NPC types.
 Controller: Manipulates foes or the
NPCs can be further customized with battlefield to gain an advantage.
templates. Instead of having character levels  Defender: Protects their allies or draws
like beacons, they have a tier from 1–3 (p. XX). attention to themselves.
 Striker: Deals damage over close-to-
Allied NPCs medium range.
 Support: Assists allies, either by healing,
Occasionally, an NPC will fight on the side of the
mitigating damage, or enhancing other
beacons. These allied NPCs are still considered
characters.
NPCs and controlled by the GM, but are allies of
the PCs and enemies of the opposing NPCs. The full list of NPC types can be found on page
XX.
291

NPC TEMPLATES NPC FEATURES


Templates are additional sets of features that NPC types and templates provide unique sets of
can be added to NPCs, which can drastically features for NPCs, which are their traits,
alter how they play. There are two types of equipment, and techniques. These features
templates: thematic and mechanical. come in three types: base features, extra
features, and universal features. Base
Thematic templates represent sets of abilities
features and extra features come from an NPCs
associated with specific types of enemies, like
type and template, whereas universal features
Beasts, Oozes, and Undead.
are available to all NPCs.
Mechanical templates represent NPCs that are
NPCs always have their base features equipped
easier or harder than normal, like a group of
by default.
weak Minions or a Mini-Boss. Mechanical
templates impact how many points it costs from Extra features, on the other hand, are optional
the NPC budget to add that NPC to the combat abilities. When choosing your NPCs, you can
scene. optionally give an NPC 0–2 extra features from
their pool of available extra features.
NPCs can have multiple templates at once,
although no more than two is a good guideline. Universal features (p. XX) count as extra
features, but are available to every NPC instead
of being tied to a specific NPC type or template.
NPC TIER
Unlike PCs, NPCs don’t have equipment slots or
NPCs come in one of three tiers: tier 1 (T1), tier MEMORY. They just equip whatever abilities are
2 (T2), and tier 3 (T3). provided by their chosen base and extra
NPCs of higher tiers are stronger and tougher features, regardless of their listed equipment
than those of lower tiers. Each tier is meant to size.
provide a challenge to characters of certain Because NPCs don’t have GRIT, every ability
levels: that involves an attack has its own attack bonus.
 T1: Level 1–4 The description for each of these abilities lists
 T2: Level 5–8 the specific attack bonus to use, including
 T3: Level 9–12 whether there is any + or -.
It is possible for the beacons to face NPCs of a For example, a Cleaver NPC attacking with their
higher tier than their current level, but these Energy Cleaver weapon would roll 1d20+2 at
fights represent harder challenges. tier 1.
An NPC’s tier changes certain values. When an Energy Cleaver Melee Weapon
NPC’s rules contain three values separated by a Heavy Magitech | Piercing
slash (e.g., +1/+2/+3 or 5/10/15), this indicates 5 Fight | +2/+4/+6 vs Dodge
different values used by different tiers. T1 NPCs [Reach 1] | [4/6/8 Astral]
use the first value, T2 NPCs use the middle
value, and T3 NPCs use the last value.
292

ACTIONS
NPC INITIATIVE
NPCs take their turns in a different way than
PHASE 1 BOLSTER
PCs. Instead of acting based on the phase of
DEFEND: Attacks against this NPC receive +1
the standard action they want to perform, each - until the start of their next turn.
NPC has an INITIATIVE, which ranges from 1–8.
This specifies the phase in which they take their REFRESH: This NPC regains all MP then can
choose one of the following:
turn. During that phase, the NPC can take any
action, not only those options available to PCs  Reload all Reloading weapons and
during that phase. abilities.
 Clear a condition.
For example, Elementalist NPCs have
PHASE 2 CHANNEL
INITIATIVE 1. They take their turn during PHASE 1 CHANNEL: As normal, but if the NPC takes this
BOLSTER, at which time they can take any action. action during PHASE 6 RELEASE (only
They can use the 3 VOLLEY action to attack with possible for NPCs with multiple turns), they
their Primal Staff, a ranged weapon, during can’t RELEASE it until the next round.
their turn even though it’s not PHASE 3 PHASE 3 SKIRMISH
SKIRMISH, because they don’t follow the same VOLLEY: As normal, but improvised spell
action rules as the PCs. attacks have a +1/+2/+3 attack bonus.
Certain templates can give an NPC multiple MARK: As normal.
turns, and therefore multiple INITIATIVES. For SEARCH: As normal.
example, the Elite template gives an NPC 2
PHASE 4 REPOSITION
turns each round. It takes their normal INITIATIVE
RUSH: As normal.
and adds 5 to determine their second INITIATIVE.
For example, Vulture NPCs have INITIATIVE 3. HIDE: As normal.
An Elite Vulture would have two INITIATIVES of 3 PHASE 5 BRAWL
and 8 (3 + 5 = 8). Templates that provide FIGHT: As normal, but improvised weapon
additional turns explain when they happen. attacks have a +1/+2/+3 attack bonus.
Some NPC actions are slightly different from PC SHOVE: As normal, but with a +1/+2/+3 attack
actions. The following section explains the bonus.
differences. GRAPPLE: As normal, but with a +1/+2/+3
attack bonus.

NPC ACTIONS PHASE 6 RELEASE


RELEASE: As normal.
During their turns, NPCs can perform a
PHASE 7 FULL ATTACK
standard action, a standard movement, and a FULL ATTACK: As normal, but NPCs need a
minor action. special feature to be able to FULL ATTACK. If
NPCs have access to some of the same actions an NPC has multiple turns, they can FULL
ATTACK 1/turn.
as PCs, but with some changes. Their actions
are outlined below. SPECIAL ACTIONS
READY: As normal.
REACTIONS
OPPORTUNITY ATTACK: As normal.
293

RECHARGING DESIGNING NPCS


Certain NPC abilities have a Recharge X+ tag. When designing an NPC, do the following:
Whenever an NPC uses a Recharge ability, it 1. Pick an NPC type.
can’t be used again until that ability recharges. 2. Choose templates, if any.
3. Choose 0–2 extra features. Extra
At the start of each of the NPC’s turns after features can be chosen from the NPC’s
using a Recharge ability, the NPC rolls a d6 type, the list of universal NPC features
recharge die. If the result equals or exceeds the (p. XX), and any templates.
Recharge value (X) of any Recharge abilities 4. Choose a tier.
they have, those abilities recharge.
NPCs can look or act like anything. A Fortress
For example, a Firebug uses Siegebreaker, a NPC could be a literal walking tower, or even a
Recharge 5+ ability. At the start of the Firebug’s giant spider.
next turn, they roll a d6 and get a 6. Because
this is greater than 5, the ability recharges, and TINKERING WITH NPCS
the Firebug can use it again this turn. The abilities listed with each NPC type are
NPCs only make one recharge roll each turn, examples meant to be evocative. Changing a
but that roll can recharge multiple abilities at weapon from one weapon type to another (e.g.,
once. making a blade a longarm) doesn’t really affect
anything.

NPC SPECIAL RULES In general, you can change whether NPC


features are weapons, support items, skills, or
There are some additional ways that NPCs differ spells without altering gameplay too much. For
from PCs: example, changing the gunner’s Repeater from
 NPCs start with WOUND CAP 1 and are a weapon to a spell isn’t a big change.
defeated when they take a Wound. If an If you want to make an NPC more challenging,
NPC has WOUND CAP 2+, they follow the you can give them additional extra features
normal Wound rules for PCs.
beyond the normal 0–2.
 NPCs start with OVERSTRESS CAP 1 but
they don’t make an overstress roll when
they exceed their STRESS CAP. Instead,
while exceeding their STRESS CAP, they are
VULNERABLE. If an NPC has OVERSTRESS
CAP 2+, they follow the normal Overstress
rules for PCs.
 If an NPC doesn’t have a STRESS CAP, they
take Stress as Force damage.
 NPCs can’t use the Reroll Table.
 NPCs can’t SURGE.
294

NPC TYPES

ARCHITECT Controller
The Architect rigs the battlefield in their favor, laying down traps for their
enemies to stumble upon.

Architects are Trap-focused NPCs, placing their Traps in chokepoints and forcing their enemies to either
avoid areas or disable them to proceed. There is no limit to the number of Traps an Architect can place,
and if not dealt with, they can quickly fortify a position. The Architect and their allies don’t trigger these
Traps, and the Architect has a number of ways to knock enemies right into them.
Beware of high-mobility beacons who can easily move around isolated Traps, or artillery beacons that
can take out Architects before they have a chance to litter the battlefield with Traps.

Tier 1 Tier 2 Tier 3


Size: 1/2 Save Size: 1/2 Save Size: 1/2 Save
Armor: 2 Target: 12 Armor: 2 Target: 15 Armor: 3 Target: 18
Scope: 5 Initiative: 5 Scope: 5 Initiative: 5 Scope: 5 Initiative: 5
Ability Score Ability Score Ability Score
Bulk: –1 Mind: 2 Bulk: –1 Mind: 4 Bulk: –1 Mind: 6
Agility: 1 Magic: 0 Agility: 2 Magic: 0 Agility: 3 Magic: 0
Attributes Attributes Attributes
HP: 12 Stress Cap: 6 HP: 14 Stress Cap: 6 HP: 16 Stress Cap: 6
Dodge: 10 A-Def: 7 Dodge: 11 A-Def: 8 Dodge: 12 A-Def: 9
Speed: 5 MP: 4 Speed: 5 MP: 4 Speed: 5 MP: 4

Base Features
Blasting Charges Support Item Electric Whip Melee Weapon
Heavy | Mana 1 Light Longarm
5 Fight 5 Fight | +2/+4/+6 vs Dodge
[Range = Scope (5/5/5)] [Reach 3] | [4/5/6 Astral]
The Architect deals [10 Piercing Force] to a On Hit: The Architect can slide the target up
piece of terrain up to SIZE 2 within Range and to 2 spaces.
creates a [Burst 1] AOE around it. Characters
in the AOE must make an AGILITY save.
Failure: They take [8/10/12 Force].
Success: They take [4/5/6 Force]. Busy Hands Trait
The Architect can use their standard action to
perform a minor action.
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Hazards Support Item Natural Camouflage Support Item


Heavy | Trap Main | Mana 1
Minor Action Minor Action
The Architect deploys one of the following [Range = Scope (5/5/5)]
Traps to a free space within [Range 3]. Each The Architect camouflages a space within
Trap creates a [Burst 1] AOE when triggered. Range until the end of the scene. Characters
fully within camouflaged spaces are
 Sticky Trap: When triggered,
INVISIBLE.
characters in the AOE must make a
BULK save. Failure: They are
IMMOBILIZED until cleared. Success:
They are SLOWED until the end of their Redesign Skill
next turn. Arcing
 Explosive Trap: When triggered, 5 Fight
characters in the AOE must make an [Range = Scope (5/5/5)]
AGILITY save. Failure: They take The Architect teleports any number of their
[8/12/16 Force]. Success: They take Traps within Range to new free spaces
[4/6/8 Force]. within Range.
 Concussion Trap: When triggered,
characters in the AOE must make a
BULK save. Failure: They are DISARMED
and SILENCED until the end of their next Sticky Bomb Support Item
turn. Success: They are either Light | Mana 1
DISARMED or SILENCED instead, their 3 Volley
choice. [Range 5]
 Pitfall Trap: When triggered, creates a One target within Range must make an
zone of dangerous terrain (AGILITY, [5 AGILITY save. Failure: They have a sticky
Physical]) that lasts until the end of the bomb attached to them. At the end of the
scene. Characters in the zone when it target’s next turn, the bomb explodes,
is created fall PRONE. creating a Burst 1 AOE. A character adjacent
The Architect and their allies don’t trigger to the target can disarm the bomb with a
these Traps, but can be affected by them. successful AGILITY check as a minor action.

If this support item would be destroyed, one All characters in the AOE must make an
of the Architect’s Trap options is instead AGILITY save. The target with the sticky bomb
rendered unavailable. is affected as if they failed the save. Failure:
They take [8/10/12 Force]. Success: They
take [4/5/6 Force].
Extra Features
Fast Deployment Trait Tripwire Trait
The Architect can deploy two of their Traps Recharge 5+
at once. Reaction (1/round)
This ability does not require line of sight.
Lodestone Sling Ranged Weapon Trigger: An enemy moves within [Range 3] of
Main Club | Arcing one of the Architect’s HIDDEN Hazards.
3 Volley | +1/+2/+3 vs Dodge Effect: The enemy must make a MIND save.
[Range 8, Blast 1] | [4/5/6 Force] Failure: The Hazard triggers as if it were in
On Attack: The attack gains either Push 1 or one of the triggering character’s spaces (GM’s
Pull 1. choice).
296

ARDENT Support
The Ardent inspires their allies with their presence and their words of
encouragement.

Ardents enhance and improve their nearby allies. They work best when in close groups with other NPCs,
and can easily swarm isolated targets; however, their desire to be close to their allies makes them
susceptible to AOE abilities.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 1 Target: 11 Armor: 1 Target: 14 Armor: 1 Target: 17
Scope: 8 Initiative: 1 Scope: 10 Initiative: 1 Scope: 12 Initiative: 1
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 2 Bulk: –1 Mind: 3 Bulk: –1 Mind: 5
Agility: 0 Magic: 1 Agility: 1 Magic: 2 Agility: 1 Magic: 3
Attributes Attributes Attributes
HP: 14 Stress Cap: 7 HP: 16 Stress Cap: 7 HP: 18 Stress Cap: 7
Dodge: 10 A-Def: 10 Dodge: 13 A-Def: 13 Dodge: 16 A-Def: 16
Speed: 6 MP: 5 Speed: 6 MP: 5 Speed: 6 MP: 5

Base Features
Fervor Trait Scorn Ranged Spell Attack
Arcing, Aura 3 Aetheric, Indirect
Free Action 3 Volley | +2/+4/+6 vs A-Def
Once activated, the Ardent’s allies within this [Range = Scope (8/10/12)] | [2/3/4 Stress]
Aura gain +1 + on attack rolls. This effect is On Hit: The next attack against the same
suppressed while the Ardent is DAZED or target by any character deals +1d6 bonus
SILENCED. damage. They can clear this effect with 1
Standard Movement: The Ardent increases REFRESH.
this effect to Aura 5 until the start of their
next turn.
Tranquilize Spell
Recharge 5+
Incite Skill 1 Refresh
Mana 2 [Range = Scope (8/10/12)]
Phase 1 Bolster The Ardent chooses an ally or enemy within
[Range = Scope (8/10/12)] Range:
An ally within Range can 3 VOLLEY or 5  Ally: They clear [4/5/6 Stress] and all
FIGHT with +2 - as a reaction. If they are Discord.
within the Ardent’s Fervor area, they don’t  Enemy: They must make a MIND save.
receive the +2 -. Failure: They are DISARMED until the
end of their next turn.
297

Extra Features
Refresh Skill
Clarity Skill Allies that start their turn within the Ardent’s
Allies that start their turn in the Ardent’s Fervor area regain 1 MP.
Fervor area can clear one condition.

Shelter Skill
Convert Skill Attacks originating outside the Ardent's
When an enemy starts their turn adjacent to Fervor area receive +1 - against the
two or more of the Ardent’s allies that are
Ardent's allies within the area.
within their Fervor area, that enemy must
make a MIND save. Failure: Until the end of
this turn, they are unable to target any
characters that were adjacent to them at the Witness Failure Skill
start of this turn with hostile effects. Allies within the Ardent’s Fervor area can
take [1d6 Stress] to reroll an attack, check, or
save, 1/turn per character.
Move as One Skill
Allies within the Ardent’s Fervor area can
choose to use the Ardent’s INITIATIVE in place
of their own, 1/round per character.
298

CHARGER Striker
The Charger is a fast-moving, close-range attacker. They can quickly close the
gap between them and their target, and are protected while doing so.

Chargers are fast-moving attackers that utilize hit-and-run tactics. They should always be moving, and
they gain benefits when using 4 RUSH. Their main weapons push foes on hits, which lets them pivot to
new targets without provoking opportunity attacks. Preventing a Charger from moving shuts down many
of their abilities and leaves them vulnerable.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 1 Target: 10 Armor: 1 Target: 12 Armor: 1 Target: 14
Scope: 5 Initiative: 4 Scope: 5 Initiative: 4 Scope: 5 Initiative: 4
Ability Scores Ability Scores Ability Scores
Bulk: 1 Mind: 0 Bulk: 2 Mind: 1 Bulk: 3 Mind: 1
Agility: 1 Magic: 0 Agility: 2 Magic: 0 Agility: 4 Magic: 0
Attributes Attributes Attributes
HP: 15 Stress Cap: 6 HP: 18 Stress Cap: 6 HP: 21 Stress Cap: 6
Dodge: 10 A-Def: 7 Dodge: 12 A-Def: 7 Dodge: 14 A-Def: 7
Speed: 7 MP: 2 Speed: 8 MP: 2 Speed: 9 MP: 2

Base Features Run Through Melee Skill Attack


Recharge 5+
5 Fight | +1/+2/+3 vs Dodge
Charge Attack Trait [Line 5] | [5/7/9 Physical]
Phase 4 Reposition On Hit: The target is WEAKENED until the end
The Charger moves up to their SPEED (7/8/9) of their next turn.
in a straight line. If they moved at least 3
spaces, they can 5 FIGHT or 5 SHOVE with
+1 + as a free action when they end the Speed Shield Support Item
movement. Main
When the Charger uses Charge Attack, they
gain resistance to Physical, Astral, Lunar,
and Force until the start of their next turn.
Lance Melee Weapon
They lose this resistance if they become
Heavy Longarm | Push 1, Reliable 2/3/4
IMMOBILIZED, PRONE, or SLOWED.
5 Fight | +1/+2/+3 vs Dodge
[Reach 1] | [6/8/10 Physical]
299

Extra Features Trample Trait


When the Charger moves, they ignore
ENGAGEMENT and can move through spaces
occupied by enemies of their SIZE or smaller.
Cannonball Skill They deal [2/3/4 Physical] to enemies they
Phase 4 Reposition move through, 1/turn per character.
The Charger moves up to their SPEED (7/8/9)
in a straight line. If they move at least 3
spaces and end their movement adjacent to
an enemy, all enemies in a [Burst 1] AOE Tipped Explosive Support Item
centred on the Charger take [3 Physical] and Main
must make a BULK save. Failure: They fall The Charger’s Lance has Push 3 instead of
PRONE and are DAZED until the end of their Push 1. If a character pushed this way
next turn. collides with another character or obstruction,
they stop moving and take an additional
[3/4/5 Physical].

Lasso Support Item


Main
5 Fight | +1/+2/+3 vs Dodge Wild Charge Skill
The Charger makes a melee weapon attack When the Charger uses Charge Attack, they
against an adjacent character. can force the target to make a BULK save
before making the attack. Failure: The target
On Hit: The target takes [2 Stress]; the falls PRONE.
Charger can immediately move up to their
SPEED (7/8/9); and the target is dragged
along, mirroring the Charger’s movement.
This counts as forced movement.

Retaliation Skill
Characters that make an OPPORTUNITY
ATTACK against the Charger become
MARKED.
300

CLEAVER Striker
The Cleaver is a close-range brawler with hard-hitting, wide-swinging
attacks.

Cleavers are physical brutes with dangerous attacks. They want to position themselves near as many
foes as possible and attack as often as they can to make the most use of their Wide Arc trait. It is difficult
to defend against Cleavers, as they increase FOCUS costs or even outright destroy abilities that cost
FOCUS. Fortunately for their enemies, Cleavers have low A-DEF and STRESS CAP scores, and lack any
abilities that work at range aside from Hook.

Tier 1 Tier 2 Tier 3


Size: 2 Save Size: 2 Save Size: 2 Save
Armor: 2 Target: 10 Armor: 2 Target: 12 Armor: 2 Target: 14
Scope: 5 Initiative: 7 Scope: 5 Initiative: 7 Scope: 5 Initiative: 7
Ability Scores Ability Scores Ability Scores
Bulk: 2 Mind: 0 Bulk: 3 Mind: 0 Bulk: 5 Mind: 1
Agility: 0 Magic: 0 Agility: 1 Magic: 1 Agility: 1 Magic: 1
Attributes Attributes Attributes
HP: 16 Stress Cap: 5 HP: 20 Stress Cap: 5 HP: 25 Stress Cap: 5
Dodge: 8 A-Def: 6 Dodge: 9 A-Def: 6 Dodge: 10 A-Def: 6
Speed: 4 MP: 1 Speed: 4 MP: 1 Speed: 4 MP: 1

Base Features

Chopper Melee Weapon Full Attacker Trait


Heavy Blade | Reliable 2/3/4 The Cleaver can 7 FULL ATTACK.
5 Fight | +1/+2/+3 & +1 - vs Dodge
[Reach 1] | [5/7/9 Physical]
On Hit: The target loses 1 FOCUS.
Wide Arc Trait
On Crit: The target loses 3 FOCUS. When the Cleaver makes a melee attack, all
adjacent enemies take [1 Physical].

Break Guard Skill Extra Features


Any effects triggered by or targeting the
Cleaver that cost FOCUS cost an additional +1 Hook Support Item
FOCUS. Heavy
Minor Action | +1/+2/+3 vs Dodge
[Range 5]
The Cleaver makes a ranged weapon attack
Energy Cleaver Melee Weapon against a character within Range.
Heavy Magitech | Piercing
On Hit: The target is pulled to the closest
5 Fight | +2/+4/+6 vs Dodge free space adjacent to the Cleaver.
[Reach 1] | [4/6/8 Astral]

Opportunist Trait
The Cleaver can OPPORTUNITY ATTACK any
301

number of times each round.


Shatter Weapon Skill
Recharge 5+
When the Cleaver hits with a weapon, the
target must make a BULK save. Failure: They
are DISARMED until the end of their next turn.

Shred Trait
If the Cleaver hits the same target with two
weapon attacks in the same turn, the target is
SUNDERED until the end of their next turn.

Whirlwind Skill
Recharge 5+
Phase 5 Brawl
[Burst 2]
All enemies in the AOE must make an
AGILITY save. Failure: They take [5/6/7
Physical] and lose 1 FOCUS. Success: They
take [3/3/4 Physical].
Additionally, until the start of the Cleaver’s
next turn, any attacks against the Cleaver
while adjacent to them trigger Wide Arc.
302

end of their next turn. Success: They take


[5/6/7 Physical] and lose 1 FOCUS.
Wind Up Skill
Recharge 6+
Phase 5 Brawl
An adjacent character must make a BULK
save. Failure: They take [10/12/14 Physical],
lose all FOCUS, and are SUNDERED until the
303

CONJURER Artillery
Conjurers summon allies to assist them in battle, overwhelming their foes
with numbers if left to their own devices.

Whether they be demonologists, necromancers, or beastmasters, all conjurers are expert summoners.
They specialize in calling on conscripts, versatile Summons that can be any sort of creature. Conjurers
stay in the back and place their conscripts in front of them, letting their summons whittle down enemies
while the Conjurer channels powerful spells.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 11 Armor: 0 Target: 13 Armor: 0 Target: 15
Scope: 10 Initiative: 2 Scope: 12 Initiative: 2 Scope: 15 Initiative: 2
Ability Scores Ability Scores Ability Scores
Bulk: –2 Mind: 2 Bulk: –2 Mind: 3 Bulk: –2 Mind: 4
Agility: 0 Magic: 2 Agility: 0 Magic: 4 Agility: 0 Magic: 6
Attributes Attributes Attributes
HP: 8 Stress Cap: 8 HP: 10 Stress Cap: 8 HP: 12 Stress Cap: 8
Dodge: 10 A-Def: 12 Dodge: 10 A-Def: 15 Dodge: 10 A-Def: 18
Speed: 5 MP: 3 Speed: 5 MP: 5 Speed: 5 MP: 7

Base Features Drag Down Spell


2 Channel
Conjure Conscript Spell [Range = Scope (10/12/15), Blast 1]
Mana 1, Summon On Release: Enemies in the AOE choose
3 Volley one of the following:
[Range = Scope (10/12/15)]  They take [2/3/4 Stress] and are
Conscript (SIZE 1/2, HP 5/8/10, DODGE/A- VULNERABLE until the end of their next
DEF 10, SPEED 0) turn.
The Conjurer creates two conscripts within  They take [6/8/10 Force] and are
Range, up to a maximum of six conscripts at DISARMED until the end of their next turn.
a time.
During each of the Conjurer’s turns, but not
during the turn in which they were Focus Fire Trait
summoned, each conscript attacks the When the Conjurer causes an enemy to
closest enemy with the Conscript Attack become MARKED, their conscripts will attack
weapon. that enemy this round instead of the nearest
enemy, if possible.
All conscripts are defeated when their
Conjurer is defeated.
Conscript Attack Ranged Weapon
3 Volley | +1/+3/+5 vs Dodge
[Range 8] | [4/5/6 Physical]
304

Seize Command Spell Rupture Spell


3 Volley 2 Channel
[Range = Scope (10/12/15)] On Release: All of the Conjurer’s Summons
The Conjurer targets an enemy Summon (ignoring line of sight) create [Burst 1] AOEs.
within Range. The creator of that Summon Enemies in these AOEs must make an
must make a MAGIC save. Failure: The AGILITY save. Failure: They take [4/6/8 Lunar
Conjurer gains control of the Summon. Its + 3/4/5 Discord] for each of these AOEs they
allegiance is switched until the end of the are in. Success: They take [2/3/4 Lunar +
Conjurer’s next turn; it treats its former allies 1/2/3 Discord] for each of these zones they
as enemies and its former enemies as allies. are in.
The original creator of the Summon can’t
dismiss or resummon it while it is
commanded by the Conjurer. Soulless Investiture Ranged Weapon
Light Artifact | Aetheric
Extra Features 3 Volley | +1/+3/+5 vs A-Def
[Range 10] | [3/4/5 Lunar]
Bodyguard Trait The Conjurer can attack with this weapon
Each of the Conjurer’s conscripts can from one of their Summons within SCOPE
INTERPOSE 1/round without spending FOCUS. (10/12/15), drawing line of sight and
determining cover from one of the
Summon’s spaces.

Improved Conscripts Trait


When the Conjurer summons a conscript,
they can give it one of the following Transposition Spell
improvements: Mana 1
 Mage: When the conscript attacks, Phase 4 Reposition
enemies adjacent to the target take [Range = Scope (10/12/15)]
[2/3/4 Force]. The Conjurer teleport any number of their
 Rogue: The conscript’s attacks gain conscripts within Range up to 4 spaces.
Reliable 2/3/4.
 Tank: The conscript gains +3 ARMOR. Conjurer Templates
 Warrior: The conscript auto-hits when
Be careful when using the Conjurer with the
attacking adjacent enemies.
Minion template. This combination can result in
Minor Action: The Conjurer gives an the very fast creation of lots of Summons, which
existing conscript within SCOPE (10/12/15) can slow down the game.
one of these improvements. Each conscript
can only have one improvement at a time.

Mana Tap Ranged Spell Attack


Aetheric, Indirect
3 Volley | +2/+3/+4 vs A-Def
[Range = Scope (10/12/15)] | [2/3/4 Stress]
On Hit: The Conjurer regains 2 MP.
305

ELEMENTALIST Defender
The Elementalist is a magical defender who calls upon the elements to protect
their allies.

Elementalists protect their allies with magic, supporting them with arcane shields and preventing enemy
access to certain areas. These units work from the back lines, lacking their own direct defenses, and are
easily overwhelmed. Elementalists are also heavily dependent on MP, and negating their ability to regain
it, or causing them to burn through it too quickly can cause them to waste actions.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 10 Armor: 0 Target: 12 Armor: 0 Target: 14
Scope: 10 Initiative: 1 Scope: 10 Initiative: 1 Scope: 10 Initiative: 1
Ability Scores Ability Scores Ability Scores
Bulk: 0 Mind: 1 Bulk: 0 Mind: 2 Bulk: 0 Mind: 3
Agility: 0 Magic: 1 Agility: 1 Magic: 2 Agility: 1 Magic: 4
Attributes Attributes Attributes
HP: 16 Stress Cap: 8 HP: 18 Stress Cap: 9 HP: 20 Stress Cap: 10
Dodge: 8 A-Def: 8 Dodge: 8 A-Def: 9 Dodge: 8 A-Def: 10
Speed: 5 MP: 6 Speed: 5 MP: 7 Speed: 5 MP: 9

Base Features  Earth. The target gains resistance to


Physical. When they are hit by an attack
Elemental Attunement Trait that removes all their TEMP HP, the
The Elementalist is attuned to one of the four attacker must make a BULK save.
elements: Air, Earth, Fire, or Water. They Failure: They are SUNDERED until the
can attune to additional elements with the end of their next turn.
Improved Attunement extra feature.  Fire. The target has resistance to
Astral. When they are hit by an attack
When the Elementalist chooses an elemental that removes all their TEMP HP, the
effect, they can only choose from elements to attacker must make an AGILITY save.
which they are attuned. Failure: They take [4/5/6 Discord].
 Water. The target has resistance to
Lunar. When they are hit by an attack
that removes all their TEMP HP, the
Elemental Shield Spell
attacker must make a MAGIC save.
Mana 2
Failure: They are SLOWED until the end
1 Defend of their next turn.
[Range = Scope (10/10/10)]
The Elementalist or an ally within Range A character can only be affected by one
gains 5/6/7 TEMP HP, and the Elementalist elemental shield at a time, with new ones
chooses one of the following elemental replacing the effects of the old one.
effects to which they are attuned:
 Air: The target gains resistance to
Force. When they are hit by an attack
that removes all their TEMP HP, the
attacker must make an AGILITY save.
Failure: They fall PRONE.
306

Primal Staff Ranged Weapon Elemental Sphere Spell


Main Artifact | Aetheric Mana 1, Summon
3 Volley | +1/+2/+3 vs A-Def 1 Defend
[Range 10] | [1/2/3 Discord] [Range = Scope (10/10/10)]
Elemental Sphere (SIZE 1/2, HP 5/8/10,
DODGE/A-DEF 10, SPEED 0)
Embankment Spell The Elementalist calls forth an elemental
Arcing, Mana 2 sphere within Range. Characters the sphere
1 Defend moves through must make an AGILITY save.
[Range = Scope (10/10/10), Line 3] Failure: They are subjected to one of the
This AOE is a zone that can face any following elemental effects, chosen at the
direction. The Elementalist chooses one of time of summoning from those to which the
the following elemental effects from those to Elementalist is attuned:
which they are attuned:
 Air: The target slides 2 spaces.
 Air: The zone provides soft cover to  Earth: The target is knocked PRONE.
characters inside it and ranged weapon  Fire: The target takes [4/5/6 Astral].
attacks can’t be made into or through the  Water: The target is SLOWED until the
zone. end of their next turn.
 Earth: The zone becomes SIZE 3 hard
cover. This cover is an obstruction. As a minor action, the Elementalist can
 Fire: Characters that start their turn move the sphere up to 4 spaces in a straight
within the zone or enter it for the first line, moving it through spaces occupied by
time during their turn take [3/4/5 Astral] + other characters and ignoring ENGAGEMENT.
[2 Discord].
 Water: The zone counts as difficult Enchanted Staff Support Item
terrain. Characters that start their turn Light | Enchantment
within the zone or enter it for the first This Enchantment applies to the
time during their turn must make an Elementalist's Primal Staff.
AGILITY save. Failure: They fall PRONE.
On a hit with this weapon, the Elementalist
The zone can’t be adjacent to other zones can spend 1 MP to apply one of the following
created by Embankment. It lasts until the effects:
end of the scene.
 Air: The target is pushed 2 spaces.
 Earth: The target is SUNDERED until the
end of their next turn.
Extra Features  Fire: Enemies adjacent to the target
take [1 Discord].
Dual Shields Skill  Water: The target’s SPEED is halved until
When the Elementalist uses Elemental the end of their next turn.
Shield, they can spend 3 MP instead of the
normal cost to target two characters at once.
Improved Attunement Trait
The Elementalist is attuned to an additional
element. This trait can be taken multiple
Elemental Mastery Trait times, choosing a new element each time.
Whenever the Elementalist would choose an
elemental effect, they can instead choose
two from those to which they are attuned. Improved Embankment Trait
The Elementalist’s Embankment spell
becomes [Line 5].
307

EXPENDABLE Striker
These Expendables overwhelm their foes with sheer numbers.

Expendables are cannon fodder, a step above Minions. Because they are deployed in pairs (see
Quantity Over Quality), they try to use their superior numbers to defeat their foes. Expendables aren’t
expected to survive encounters, and try to either deal as much damage as they can or hinder their foes
so their allies can take them out.

Tier 1 Tier 2 Tier 3


Size: 1/2 Save Size: 1/2 Save Size: 1/2 Save
Armor: 0 Target: 10 Armor: 0 Target: 12 Armor: 0 Target: 14
Scope: 5 Initiative: 5 Scope: 5 Initiative: 5 Scope: 5 Initiative: 5
Ability Scores Ability Scores Ability Scores
Bulk: 2 Mind: –2 Bulk: 3 Mind: –2 Bulk: 4 Mind: –2
Agility: –1 Magic: 0 Agility: 0 Magic: 0 Agility: 1 Magic: 1
Attributes Attributes Attributes
HP: 5 Stress Cap: 5 HP: 7 Stress Cap: 5 HP: 9 Stress Cap: 5
Dodge: 7 A-Def: 7 Dodge: 9 A-Def: 9 Dodge: 11 A-Def: 11
Speed: 5 MP: 1 Speed: 5 MP: 1 Speed: 6 MP: 1

Base Features The Pack Descends Trait


While adjacent to two or more Expendables,
Claws Melee Weapon enemies are SUNDERED.
Main Club
5 Fight | +2/+4/+6 vs Dodge
[Reach 1] | [4/5/6 Physical]
On Hit: The target is GRAPPLED. Extra Features

Basic Bow Ranged Weapon


Main Bow | Arcing
Gnaw Skill 3 Volley | +1/+2/+3 vs Dodge
Phase 5 Brawl [Range 8] | [4/5/6 Physical]
The Expendable deals [5/6/7 Physical] to a
GRAPPLED character.
Clutch Skill
Characters GRAPPLED with the Expendable
cannot make attacks that don’t include the
Quantity Over Quality Trait Expendable as a target. Characters that end
The Expendable is two separate, identical their turn GRAPPLED by an Expendable take
NPCs, not one. Whenever you deploy an [2/3/4 Physical].
Expendable, you deploy two instead.
Additionally, Expendables always count as
BLOODIED and BREAKING.
Exploder Trait
When the Expendable is defeated, they
unleash a burst of energy. All characters in a
[Burst 1] AOE take [3/4/5 Force]. The
Expendable can choose to become defeated
as a minor action. If they do so, the damage
becomes [6/8/10 Force].
308

Scramble Trait
For the rest of the turn after using 4 RUSH,
Hunt by Scent Trait the Expendable moves normally in difficult
When the Expendable uses 3 SEARCH, they terrain and climbing costs half as much
automatically detect any HIDDEN or INVISIBLE movement as normal.
creatures in SCOPE.
Expendables and Templates
Expendables are particularly dangerous when
Lash Support Item
Heavy paired with the Minion template. They are
5 Fight | +1/+2/+3 vs Dodge designed to be easily defeated and
[Range 3] overwhelming in numbers. The Minion template
The Expendable makes a melee weapon intensifies both of these characteristics, with little
attack against a target within Range. additional downsides. Be careful if you decide to
On Hit: If the target is the same SIZE as the use this combination.
Expendable or smaller, they are pulled
adjacent to and GRAPPLED by the
Expendable. If the target is larger, the
Expendable is pulled adjacent to them and
they are then GRAPPLED by the Expendable.
309

FIREBUG Striker
The Firebug is a frightening hard-hitter that overwhelms foes with searing
damage.

While usually associated with fire, Firebugs can be portrayed as utilizing any type of energy. Focused on
close-range AOE attacks, Firebugs wield devastating effects that deal damage over time – damage that
can quickly grow out of control. Beacons that spread out weaken the effectiveness of Firebugs, so look
for opportunities to keep them clustered together.

Tier 1 Tier 2 Tier 3


Size: 2 Save Size: 2 Save Size: 2 Save
Armor: 2 Target: 10 Armor: 2 Target: 12 Armor: 3 Target: 15
Scope: 5 Initiative: 5 Scope: 5 Initiative: 5 Scope: 10 Initiative: 5
Ability Scores Ability Scores Ability Scores
Bulk: 1 Mind: 1 Bulk: 2 Mind: 2 Bulk: 4 Mind: 2
Agility: –1 Magic: 1 Agility: –1 Magic: 2 Agility: –1 Magic: 3
Attributes Attributes Attributes
HP: 14 Stress Cap: 8 HP: 16 Stress Cap: 8 HP: 18 Stress Cap: 8
Dodge: 8 A-Def: 8 Dodge: 10 A-Def: 10 Dodge: 12 A-Def: 12
Speed: 4 MP: 4 Speed: 4 MP: 5 Speed: 4 MP: 6

Base Features

Burnproof Trait Uptick Skill


The Firebug chooses Astral or Lunar Mana 1, Recharge 5+
damage, with the following effects: Minor Action
[Range = Scope (5/5/10)]
 The Firebug has resistance to the The Firebug targets a character within Range
chosen damage type and all Discord. that has any amount of Discord. That
 The Firebug’s effects that can deal either character’s total Discord is doubled, but they
Astral or Lunar deal the chosen damage don’t take any additional discord damage
type. from this increase.

Extra Features
Destructive Breath Melee Weapon
Heavy Artifact | Mana 1 Contagious Skill
5 Fight | +1/+2/+3 vs Dodge Reaction (1/round)
[Reach 1, Close Blast 2] | [4/5/6 Discord] Trigger: An enemy within the Firebug’s
SCOPE fails a check to clear Discord.
Fuel Tank Support Item Effect: All enemies adjacent to the target take
Heavy | Stressful 2 Astral or Lunar equal to the target’s Discord.
Minor Action
The Firebug regains 1 MP.
Distracting Burns Trait
Additionally, when this item is destroyed, the
Whenever the Firebug deals a character
Firebug takes [6/8/10 Piercing Force]. While
Discord or increases a character’s Discord,
this item is destroyed, the Firebug is
that character becomes MARKED.
considered BLOODIED.
310

Growing Flames Trait


When an enemy within [Range 2] of the
Firebug fails a check to clear Discord, their Ring of Fire Skill
Discord increases by +2 before they take the Aura 2
damage. Enemies that start their turn within this Aura
take [2/3/4 Discord].
While the Firebug is BLOODIED, this Aura is
reduced to Aura 1.
Siegebreaker Skill
Arcing, Recharge 5+
Phase 5 Brawl
[Range 10, Blast 2] Terrify Skill
All characters in the AOE must make an Recharge 5+
AGILITY save. Failure: They take [2 Discord + Phase 5 Brawl
4/6/8 Astral or Lunar]. Success: They take [1 [Burst 2]
Discord + 2/3/4 Astral or Lunar]. All enemies within the AOE must make a
MIND save. Failure: They take [4 Stress] and
become MARKED and DAZED. They can
attempt to clear DAZED with a MIND save as a
minor action, clearing the condition on a
success or taking an additional [1 Stress] on
another failure. Success: They take [2
Stress] and become MARKED.
311

FORTRESS Defender
The Fortress is a mobile castle, providing safety to those within it.

Fortresses are slow, bulky defenders that use their size to protect their allies. They provide a space in
which their allies receive defensive bonuses. As such, Fortresses want to keep as many allies as possible
within their spaces and stay the focus of enemy attacks. Allies within the Fortress have no protection from
AOEs and are still susceptible to forced movement taking them outside the Fortress. Although they have
a lot of HP, Fortresses are VULNERABLE to Piercing damage and easily become overstressed.

Tier 1 Tier 2 Tier 3


Size: 3 Save Size: 3 Save Size: 3 Save
Armor: 2 Target: 11 Armor: 2 Target: 14 Armor: 2 Target: 16
Scope: 10 Initiative: 1 Scope: 10 Initiative: 1 Scope: 10 Initiative: 1
Ability Scores Ability Scores Ability Scores
Bulk: 3 Mind: 0 Bulk: 4 Mind: 0 Bulk: 6 Mind: 0
Agility: –2 Magic: 0 Agility: –2 Magic: 1 Agility: –2 Magic: 2
Attributes Attributes Attributes
HP: 25 Stress Cap: 5 HP: 30 Stress Cap: 6 HP: 35 Stress Cap: 7
Dodge: 6 A-Def: 6 Dodge: 7 A-Def: 7 Dodge: 8 A-Def: 8
Speed: 4 MP: 2 Speed: 4 MP: 2 Speed: 4 MP: 3

Base Features
Mounted Defenses Ranged Weapon
Towering Wall Support Item Heavy Club | Arcing
Heavy
3 Volley | +2/+3/+4 vs Dodge
The Fortress’s allies gain the benefits of
[Range 15] | [4/5/6 Physical]
cover from the Fortress as if they were a
Allies fully within the Fortress’s spaces can
piece of hard cover.
3 VOLLEY with this weapon.
Additionally, as long as the Fortress’s allies
are fully within the Fortress’s spaces, non- On Hit: The target is DAZED until the end of
Aetheric, non-AOE attacks against them their next turn.
target the Fortress instead.
Extra Features
Harness Trait Barracks Trait
The Fortress’s allies can share the Fortress’s The Fortress counts as a reinforcement zone.
spaces, gaining hard cover from Towering
Wall. Allies fully inside the Fortress move
when the Fortress does, and are considered
to be the same SIZE as the Fortress for the Fortified Trait
purposes of determining line of sight. Allies fully within the Fortress’s spaces gain
ARMOR equal to the Fortress’s ARMOR.
Heavy Frame Trait
The Fortress is VULNERABLE to Piercing
damage, including Discord.
Additionally, the Fortress is immune to
forced movement from smaller characters.
312

Stomp Skill
Minor Action
Murder Holes Support Item All adjacent enemies must make a BULK
Heavy save. Failure: They fall PRONE.
Allies fully within the Fortress’s spaces gain
+1 + on ranged attack rolls.

Watchtower Ranged Spell Attack


Aetheric, Indirect
Siege Ram Melee Weapon 3 Volley | +1/+2/+3 vs A-Def
Heavy Club | Push 2 [Range = Scope (10/10/10), Blast 1] | 2
5 Fight | +2/+4/+6 vs Dodge Stress]
[Reach 2] | [4/5/6 Physical] On Hit: The target is SUNDERED until the end
On Hit: The target must make a BULK save. of their next turn.
Failure: They are knocked PRONE.
313

FURY Striker
The Fury overwhelms enemies with powerful attacks, building their rage
throughout the fight.

Furies are close-up attackers with one goal: hitting hard. The more damage they take, the more damage
they put out.
Furies need to be in close range to be effective. Taking damage just builds their Rage, so they can be
reckless when closing the gap. They gain the same amount of Rage regardless of the damage taken, so
high-damage or high-stress attacks reduce their effectiveness They have a very low STRESS CAP, so they
take Overstresses easily. If they only have OVERSTRESS CAP 1, they can be put into a state where they
take double damage, and are easier to defeat.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 1 Target: 10 Armor: 1 Target: 12 Armor: 1 Target: 14
Scope: 5 Initiative: 7 Scope: 5 Initiative: 7 Scope: 5 Initiative: 7
Ability Scores Ability Scores Ability Scores
Bulk: 3 Mind: –2 Bulk: 4 Mind: –2 Bulk: 5 Mind: –2
Agility: 2 Magic: –2 Agility: 3 Magic: –1 Agility: 4 Magic: 0
Attributes Attributes Attributes
HP: 20 Stress Cap: 4 HP: 25 Stress Cap: 5 HP: 30 Stress Cap: 6
Dodge: 10 A-Def: 5 Dodge: 12 A-Def: 6 Dodge: 14 A-Def: 7
Speed: 5 MP: 1 Speed: 5 MP: 1 Speed: 6 MP: 1

Base Features

Bloodthirsty Skill Frenzied Trait


Whenever the Fury critically hits with a melee While the Fury is BLOODIED, their melee
weapon attack, they gain 5 TEMP HP. weapons deal +1d6 bonus damage on critical
hits.
While the Fury is BREAKING, their attack
Building Rage Trait targets are chosen randomly from targets
Whenever the Fury takes damage, they gain within the attack’s Range or Reach.
1 Rage. Each point of Rage gives their
weapons +1 damage, up to a maximum of
+10.
Serrated Axe Melee Weapon
The Fury’s Rage is halved when they take a Heavy Blade | Reliable 3/4/5
Wound or Overstress. 5 Fight | +2/+4/+6 vs Dodge
[Reach 2] | [8/9/10 Physical]
314

Extra Features
I Am My Scars Trait
Barbed Armor Support Item While BLOODIED, the Fury gains 2 Rage
Light | Armor whenever they would gain 1.
Whenever an adjacent character hits the
Fury with a weapon attack, the attacker takes
[2/3/4 Physical].
Lash Out Skill
Reaction (1/round)
Trigger: The Fury takes damage not caused
Deadened Nerves Trait by themself.
While BLOODIED, the Fury has resistance to
Effect: The Fury makes a melee weapon
Physical, Astral, Lunar, and Force from
attack against the source of the damage.
weapons and skills. This effect is suppressed
while the Fury is VULNERABLE.
Throwing Axe Ranged Weapon
Light Blade
Furious Charge Skill 3 Volley | +2/+4/+6 vs Dodge
Recharge 5+ [Range 5, Reach 1] | [5/7/9 Physical]
Phase 4 Reposition
The Fury moves up to their SPEED (5/5/6) in a
straight line, ignoring ENGAGEMENT. If they
moved at least 3 spaces, they can make a
single weapon attack when they end the
movement.
315

GLADIATOR Defender
The Gladiator is a battle-honed warrior that uses a variety of equipment to
protect their allies and hinder their foes.

Gladiators are survivors of countless battles through which they’ve learned tricks and techniques that can
take enemies by surprise. Their equipment influences their strategy, but the Gladiator’s basic role is to
stay near allies and protect them with their Bounce Shield, and move or immobilize enemies to further
protect their backline. Gladiators are unable to protect their allies from auto-hit or auto-damaging abilities.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 2 Target: 12 Armor: 2 Target: 15 Armor: 2 Target: 18
Scope: 5 Initiative: 5 Scope: 5 Initiative: 5 Scope: 5 Initiative: 5
Ability Scores Ability Scores Ability Scores
Bulk: 2 Mind: –1 Bulk: 3 Mind: –1 Bulk: 4 Mind: 0
Agility: 1 Magic: 0 Agility: 3 Magic: 0 Agility: 4 Magic: 0
Attributes Attributes Attributes
HP: 16 Stress Cap: 6 HP: 18 Stress Cap: 7 HP: 20 Stress Cap: 7
Dodge: 8 A-Def: 6 Dodge: 10 A-Def: 8 Dodge: 12 A-Def: 10
Speed: 5 MP: 2 Speed: 5 MP: 3 Speed: 6 MP: 4

Base Features

Bounce Shield Support Item Spiked Shield Melee Weapon


Heavy Main Club | Piercing
Reaction 5 Fight | +2/+4/+6 vs Dodge
Trigger: A character attacks an ally within [Reach 1] | [3/4/5 Physical]
[Range 3]. On Attack: The Gladiator creates a [Burst 1]
Effect: The attack receives +2 -. zone that lasts until this weapon is destroyed
or they are DISARMED, STUNNED, or until the
start of the Gladiator’s next turn. Allies gain
Gladius Melee Weapon resistance to Physical, Astral, Lunar, and
Main Blade | Reliable 3/4/5 Force from attacks or abilities that draw line
5 Fight | +2/+4/+6 vs Dodge of sight through this zone or the Gladiator.
[Reach 1] | [5/6/7 Physical]
Reaction attacks with this weapon gain +1
+. Swap Skill
Minor Action
The Gladiator swaps positions with an
adjacent character. This counts as forced
movement. If the Gladiator and the target are
different SIZES, the Gladiator can place
themselves or the target in any spaces the
other occupied, as long as both remain
adjacent to each other. The Gladiator can’t
use this ability if they are GRAPPLED,
IMMOBILIZED, or SLOWED.
316

Extra Features can push the target up to 3 spaces.

Call Out Skill


At the start of the Gladiator’s turn, they can
Ricochet Discus Ranged Weapon
3 MARK all adjacent enemies as a free Main Club | Homing
action.
3 Volley | +1/+3/+5 vs Dodge
[Range 5] | [4/5/6 Physical]
On Hit: The discus bounces, allowing the
Electric Net Support Item Gladiator to repeat the attack against another
Main | Recharge 5+ target within [Range 3] of the previous target.
Minor Action This effect can trigger multiple times, but
[Range 3] each character can only be targeted 1/turn.
The Gladiator throws an electrically charged Characters hit by this attack receive +1 - on
net at a character within Range. The target attacks that don’t include the Gladiator as a
must make an AGILITY save. Failure: They target until the end of their next turn.
are IMMOBILIZED until cleared. While
IMMOBILIZED in this way, they are unable to
perform reactions. They can clear the
condition by succeeding on a BULK save as a Trident Melee Weapon
minor action. Main Longarm | Thrown 5
5 Fight | +1/+3/+5 & +1 + vs Dodge
[Reach 2, Thrown 5] | [5/6/7 Physical]
On Hit: The target is pinned by the weapon,
Glory or Death Skill and is IMMOBILIZED for the duration. The
Mana 1, Recharge 5+ weapon can’t be used to attack while pinning
5 Fight the target.
[Burst 3]
Enemies within the AOE become MARKED, The effect ends if the weapon is destroyed,
and receive +1 - on attack rolls that don’t the target succeeds on a BULK save as a
include Gladiator as a target while they have minor action, or the Gladiator ends it as a
this MARK. free action. The weapon returns to the
Gladiator when the effect ends.

Pit Fighter Trait


The Gladiator’s improvised weapon attacks
deal [4/5/6 Physical], and their reaction
attacks deal +1d6 bonus damage.
Additionally, when the Gladiator uses 5
SHOVE, they can choose both options and
317

GUNNER Artillery
With an array of special bullets, the Gunner has an answer to every problem.
These answers usually involve filling the air with gunfire from a safe
distance.

Gunners are long-distance fighters whose damage is dependent on their MP. As artillery units, they want
to position themselves far away from any danger, leveraging their long range to keep themselves safe
and stationary. Gunners can regain MP while stationary, which allows them to attack for longer before
needing to recover MP. They are heavily customizable thanks to their Special Bullets, which have a
variety of effects. Effects that disarm the gunner reduce their maximum MP, too, which can weaken them
during long fights.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 10 Armor: 0 Target: 13 Armor: 0 Target: 16
Scope: 15 Initiative: 7 Scope: 15 Initiative: 7 Scope: 15 Initiative: 7
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 1 Bulk: –1 Mind: 2 Bulk: –1 Mind: 2
Agility: 1 Magic: 1 Agility: 2 Magic: 2 Agility: 4 Magic: 3
Attributes Attributes Attributes
HP: 10 Stress Cap: 6 HP: 12 Stress Cap: 7 HP: 14 Stress Cap: 8
Dodge: 10 A-Def: 10 Dodge: 12 A-Def: 10 Dodge: 14 A-Def: 10
Speed: 5 MP: 6 Speed: 5 MP: 8 Speed: 5 MP: 10

Base Features
Backup Weapons Trait Special Bullets Trait
The Gunner has a number of backup 1/turn before attacking, the Gunner can apply
weapons, allowing them to replace weapons one of their equipped special bullets to one of
when they’re lost or destroyed. If the Gunner their Repeater attacks.
would be DISARMED or one of their weapons
Each type of special bullet must be taken as
or support items would be destroyed, they
a separate extra feature and counts as a
instead lose 2 MP and –2 maximum MP.
separate support item.

Repeater Ranged Weapon


Steady Reloading Skill
Light Magitech
At the start of the Gunner’s turn, they regain
3 Volley | +2/+4/+6 vs Dodge 1 MP if they haven’t moved since the start of
[Range 20] | [X Force] their last turn.
This weapon’s damage is equal to the
Gunner’s current MP.
1/turn before attacking, the Gunner can
spend 1 MP to attack twice with this weapon,
choosing either the same or different targets.
318

Extra Features
Special Bullets: Fear Support Item
Antimagic Field Support Item Light | Mana 1
Generator Special Bullets allows the Gunner to apply
Main | Mana 1 the following to Repeater attacks:
Minor Action
[Range = Scope (15/15/15), Blast 2] On Hit: The target is DAZED until they end
This AOE is a zone. Characters are SILENCED their turn HIDDEN or out of the Gunner’s line
while within it. The zone lasts until the of sight.
Gunner uses this ability again, or is BLINDED,
STUNNED, or defeated.
Special Bullets: Freezing Support Item
Light | Mana 1
Special Bullets: Charm Support Item Special Bullets allows the Gunner to apply
Light | Mana 1 the following to Repeater attacks:
Special Bullets allows the Gunner to apply
On Hit: The target must make a BULK save.
the following to Repeater attacks:
Failure: They are IMMOBILIZED until the end
On Hit: The target must make a MIND save. of their next turn.
Failure: The Gunner chooses one:
 The Gunner moves them up to their
SPEED, controlling their movement, Special Bullets: Drill Support Item
which counts as forced movement. Light | Mana 1
 The target uses 3 VOLLEY or 5 FIGHT Special Bullets allows the Gunner to apply
as a reaction with a weapon or both of the following to Repeater attacks:
technique attack of the Gunner’s choice
against a target of the Gunner’s choice.  On Attack: This attack ignores soft and
hard cover from terrain, and gains
Piercing.
 On Hit: This attack deals double
Special Bullets: Death Support Item damage to Summons, objects, and
Light | Mana 1, Recharge 6+ terrain.
Special Bullets allows the Gunner to apply
the following to Repeater attacks:
On Hit: The target must make a BULK save. Special Bullets: Slow Support Item
Failure: They take 1 Wound instead of the Light | Mana 1
normal damage. Special Bullets allows the Gunner to apply
the following to Repeater attacks:
On Hit: The target is SLOWED until the end of
Special Bullets: Support Item their next turn.
Dissolving
Light | Mana 1
Special Bullets allows the Gunner to apply
the following to Repeater attacks: Special Bullets: Stun Support Item
Light | Mana 1, Recharge 6+
On Hit: The target is SUNDERED until cleared. Special Bullets allows the Gunner to apply
the following to Repeater attacks:
On Hit: The target must make a BULK save.
Failure: They are STUNNED until the end of
their next turn.
319

Special Bullets: Weakening Support


Item
Light | Mana 1 Gunner Templates
Special Bullets allows the Gunner to apply
Be cautious when combining Gunners with the
the following to Repeater attacks:
Minion template, as Minions still put out the
On Hit: The target is WEAKENED until the end same amount of damage as non-Minions, and
of their next turn. Gunners can deal lots of damage safely at
range.
320

Filler Block
321

HEALER Support
The Healer keeps their allies fighting fit with curative, bolstering magic.

Healers are vulnerable support units that can keep their allies alive on the battlefield. The longer a Healer
remains on the field, the more HP they can restore to their allies. To make the most of Healers, they need
to be properly defended – they have little in the way of physical defenses, although their A-DEF is higher
than average. Healers with the Resurrect spell can dramatically change the momentum of a fight,
especially when an Elite or Mini-Boss enemy might be brought back to the fight.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 10 Armor: 0 Target: 12 Armor: 0 Target: 14
Scope: 10 Initiative: 2 Scope: 10 Initiative: 2 Scope: 15 Initiative: 2
Ability Scores Ability Scores Ability Scores
Bulk: 0 Mind: 1 Bulk: 0 Mind: 2 Bulk: 0 Mind: 3
Agility: 0 Magic: 1 Agility: 0 Magic: 3 Agility: 0 Magic: 5
Attributes Attributes Attributes
HP: 10 Stress Cap:10 HP: 12 Stress Cap:11 HP: 14 Stress Cap:12
Dodge: 10 A-Def: 10 Dodge: 11 A-Def: 12 Dodge: 12 A-Def: 14
Speed: 5 MP: 4 Speed: 5 MP: 5 Speed: 5 MP: 6

Base Features Heal Spell


Mana 1
Bless Spell 2 Channel
Mana 2 [Range = Scope (10/10/15)]
Minor Action On Release: One character within Range
[Range = Scope (10/10/15)] regains 10/15/20 HP.
The Healer blesses one ally within Range.
The blessed character gains +1 + on
attacks, checks, and saves, and deals +1d6
bonus damage on critical hits. This effect Rebuking Word Ranged Spell Attack
lasts until the Healer is either defeated or Aetheric, Indirect
uses this ability again. 3 Volley | +2/+4/+6 vs A-Def
[Range = Scope (10/10/15)] | [1/2/3 Stress]
On Hit: Until the end of their next turn, the
target takes [2 Stress] whenever they attack.
Flash Heal Spell
Mana 1
Minor Action
[Range = Scope (10/10/15)]
One character within Range regains 4/5/6
HP.
322

Extra Features Resurrect Spell


Mana 2, Recharge 6+
Drain Strength Trait 2 Channel
When the Healer makes a character MARKED, On Channel: The Healer names an ally that
that character must make a MAGIC save. has been defeated this scene.
Failure: They are WEAKENED until the end of On Release: The named ally returns to play
their next turn. adjacent to the Healer, or in the closest free
space. They return as if they were a new,
identical NPC, but with HP and Stress equal
Dual Cast Trait to their usual BLOODIED and BREAKING
The Healer can spend an additional +1 MP values. They are defeated if they take a
when releasing Heal to target two characters Wound or Overstress.
at once.

Shield Spell
Healing Zone Spell Mana 1
Mana 1 2 Channel
2 Channel [Range = Scope (10/10/15)]
[Range = Scope (10/10/15), Blast 1] On Release: An ally within Range gains a
On Release: This AOE is a zone. Allies that protective shield. The next time the shielded
start their turn within the zone regain 4/5/6 character would take damage or Stress,
HP. The zone lasts until the Healer is (after ARMOR and resistance), the damage
defeated or uses this ability again. or Stress is reduced to 0.

Relief Spell
Mana 1
3 Volley
[Range = Scope (10/10/15)]
A character within Range clears all conditions
and negative effects other than statuses. The
target can immediately shift up to their
SPEED.
323

MARSHAL Support
The Marshal commands allies and looks for advantageous positions.

Marshals are classic back-line support units. Their strength lies in their ability to call out Advantageous
Positions and command their allies to take actions. Marshals can enable units to attack more often than
they normally could, which can lead to dangerous combos. On their own, however, Marshals have no
special defenses and rely on positioning and defensive units to keep them safe.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 1 Target: 10 Armor: 1 Target: 13 Armor: 1 Target: 15
Scope: 10 Initiative: 3 Scope: 12 Initiative: 3 Scope: 15 Initiative: 3
Ability Scores Ability Scores Ability Scores
Bulk: 1 Mind: 1 Bulk: 1 Mind: 2 Bulk: 1 Mind: 3
Agility: 0 Magic: 0 Agility: 1 Magic: 1 Agility: 2 Magic: 2
Attributes Attributes Attributes
HP: 14 Stress Cap: 8 HP: 16 Stress Cap: 8 HP: 18 Stress Cap: 8
Dodge: 7 A-Def: 7 Dodge: 8 A-Def: 8 Dodge: 9 A-Def: 9
Speed: 5 MP: 3 Speed: 5 MP: 4 Speed: 5 MP: 5

Base Features Focused Attack Skill


2 Channel
Advanced Targeting Trait [Range = Scope (10/12/15)]
When an ally within SCOPE (10/12/15) On Channel: The Marshal chooses an
consumes a MARK, roll a d6. On a 5–6, the enemy within Range.
MARK remains. On Release: Each of the Marshal’s allies
within [Range 5] of the target can make a 3
VOLLEY or 5 FIGHT attack against the target
Advantageous Position Skill with +1 -.
Recharge 5+
Phase 3 Skirmish
[Range = Scope (10/12/15), Blast 2]
This AOE is a zone. Allies fully inside it gain Extra Features
+1 + on attacks, checks, and saves. This
zone lasts until the end of the scene or until Bracing Spear Melee Weapon
the Marshal uses this ability again, and it Main Longarm
persists if the Marshal is defeated. 5 Fight | +1/+2/+3 & +1 + vs Dodge
[Reach 2] | [5/7/9 Physical]
The Marshal can OPPORTUNITY ATTACK with
this weapon when a character enters its
Crossbow Ranged Weapon Reach.
Main Bow
3 Volley | +1/+2/+3 vs Dodge
[Range 5, Reach 3] | [5 Physical]
When the Marshal attacks with this weapon,
they can attack a number of times equal to
their tier.
324

Move! Skill
Mana X
Hit Them Skill Phase 3 Skirmish
Mana 1 [Range = Scope (10/12/15)]
Minor Action For each MP spent, one ally within Range
[Range = Scope (10/12/15)] can move up to their SPEED.
An ally within Range can 3 VOLLEY or 5
FIGHT.

Priority Skill
Mana 1
Inspiring Presence Trait 3 Mark
The Marshal’s adjacent allies gain +2 + on [Range = Scope (10/12/15)]
attacks, checks, and saves. 1d3+1 enemies within Range become
MARKED.

Miasma Field Spell


Mana 1 Weak Point Skill
2 Channel Mana 1
[Range = Scope (10/12/15), Blast 1] 3 Mark
On Release: All enemies in the AOE take [Range = Scope (10/12/15)]
[2/3/4 Stress] and are DAZED and SLOWED An enemy within Range is MARKED, takes [2
until the end of their next turn. Stress], and must make a MIND save.
Failure: They are VULNERABLE to the first
attack that consumes that MARK.
325

MINDREAVER Controller
Mindreavers have psionic powers that can destroy or manipulate minds.

Mindreavers infiltrate the minds of their foes, altering their perceptions and placing stress on their
psyches. Fighting against a Mindreaver means making difficult decisions and choosing the least harmful
option in the moment. Mindreavers inflict lots of Stress and can receive a lot of Stress in return, but are
fragile at close range.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 12 Armor: 0 Target: 15 Armor: 0 Target: 18
Scope: 12 Initiative: 2 Scope: 12 Initiative: 2 Scope: 15 Initiative: 2
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 3 Bulk: –1 Mind: 4 Bulk: –1 Mind: 6
Agility: –1 Magic: 1 Agility: 0 Magic: 2 Agility: 0 Magic: 3
Attributes Attributes Attributes
HP: 14 Stress Cap:10 HP: 16 Stress Cap:12 HP: 18 Stress Cap: 13
Dodge: 8 A-Def: 10 Dodge: 10 A-Def: 12 Dodge: 12 A-Def: 14
Speed: 5 MP: 4 Speed: 5 MP: 5 Speed: 5 MP: 6

Base Features

Enthrall Skill Read Mind Skill


Mana 1 Mana 2
2 Channel 2 Channel
[Range = Scope (12/12/15)] [Range = Scope (12/12/15)]
On Release: The Mindreaver moves one On Release: A character within Range takes
enemy within Range up to their SPEED. This [2 Stress] and becomes predictable, with the
doesn’t count as forced movement. The following effects:
Mindreaver can then force the target to, as a
 The predictable character can’t SURGE.
reaction by that character, attack a target
 At the start of each round, the
chosen by the Mindreaver with a weapon or
predictable character must pick the
spell of the Mindreaver’s choice.
phase in which they are going to take
their turn that round. If they take their
turn in any other phase, they take [4
Mind Worms Ranged Spell Attack Stress] at the start of that turn and are
Aetheric, Indirect no longer predictable.
3 Volley | +2/+4/+6 vs A-Def During one of their predicted turns, the
[Range = Scope (12/12/15)] | [1 Discord] predictable character can clear this effect
On Hit: The target is DAZED until they clear with a MIND save as a minor action.
all Discord.
326

Spread Nightmare Skill Mind Spike Ranged Spell Attack


Mana 1 Aetheric, Indirect
Minor Action 3 Volley | +2/+4/+6 vs A-Def
[Range = Scope (12/12/15)] [Range = Scope (12/12/15)] | [2/3/4 Stress]
The Mindreaver chooses an enemy within This attack deals +2 Stress to BREAKING
Range that has some amount of Discord. All targets.
enemies adjacent to the target must make a
MIND save. Failure: They are auto-hit by
Mind Worms.
Pain Skill
Extra Features Mana 1, Recharge 5+
2 Channel
Balance Skill [Range = Scope (12/12/15)]
Mana 1 On Release: A character within Range takes
3 Volley [2 Stress] and must make a MIND save.
[Range = Scope (12/12/15)] Failure: They are STUNNED, DISARMED, AND
The Mindreaver chooses two characters SILENCED until the end of their next turn.
within Range. They can move all Stress from Success: They are STUNNED until the end of
one of the characters to the other. their next turn.

Brain Drill Melee Weapon


Heavy Magitech
5 Fight | +2/+3/+4 vs Dodge
[Reach 1] | [4/6/8 Physical]
This weapon auto-hits GRAPPLED targets.
On Hit: The target loses 1 MP.
On Crit: The target loses all of their MP.

Focused Trait
1/turn, the Mindreaver can take [1 Stress] to
reroll an attack, check, or save.

Hamper Ranged Spell Attack


Aetheric, Indirect
3 Volley | +2/+4/+6 vs A-Def
[Range = Scope (12/12/15)] | [2/3/4 Stress]
On Hit: The target must make a MIND save.
Failure: They are DISARMED or SILENCED until
the end of their next turn (Mindreaver’s
choice).
327

MIRAGE Controller
Mirages are illusionists that create false images around the battlefield.

Mirages are battlefield illusionists, experts in altering the perceptions of their enemies. Invisibility and
misdirection are their defensive tools, allowing them to befuddle foes by manipulating positioning. Mirages
are hard to hit, and can Redirect the rare successful hit against them. Abilities that deal automatic
damage and Discord are effective against these low-HP enemies.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 11 Armor: 0 Target: 14 Armor: 0 Target: 17
Scope: 10 Initiative: 2 Scope: 10 Initiative: 2 Scope: 10 Initiative: 2
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 0 Bulk: –1 Mind: 1 Bulk: –1 Mind: 1
Agility: 1 Magic: 2 Agility: 2 Magic: 3 Agility: 4 Magic: 4
Attributes Attributes Attributes
HP: 10 Stress Cap: 6 HP: 12 Stress Cap: 6 HP: 14 Stress Cap: 6
Dodge: 10 A-Def: 10 Dodge: 14 A-Def: 14 Dodge: 18 A-Def: 18
Speed: 6 MP: 3 Speed: 6 MP: 4 Speed: 7 MP: 5

Base Features spaces within Range that aren’t adjacent to


each other and creates illusions in each.
Confusion Ranged Spell Attack These illusions last as long as the Mirage is
Aetheric, Indirect channeling. Enemies that enter one of these
3 Volley | +1/+2/+3 & +1 + vs A-Def spaces take [2 Stress], after which the
[Range = Scope (10/10/10)] | [2 Stress] illusion is removed from the space.
On Hit: The target treats all enemies as On Release: Enemies that are adjacent to an
having soft cover until the end of their next illusion take [2 Stress] and are SLOWED until
turn. the end of their next turn.
On Crit: The target treats all enemies as The Mirage can then make the spaces either:
having hard cover until the end of their next
turn.  normal terrain
 SIZE 1 pieces of hard cover
 difficult terrain
 dangerous terrain (AGILITY, 5 Force).
Displacement Trait
The Mirage is INVISIBLE.
This effect is suppressed when they are
STUNNED, and when they take damage they
cease to be INVISIBLE until the start of their
next turn.

Phantasm Terrain Skill


Arcing, Mana 1
2 Channel
[Range = Scope (10/10/10)]
On Channel: The Mirage chooses 4 free
328

Redirect Skill Invisibility Field Skill


Mana 1 While the Mirage is INVISIBLE, adjacent allies
Reaction (1/round) have soft cover.
Trigger: A character within [Range 3]
(including the Mirage) is hit by an attack.
Effect: The target switches places with
another character within [Range 3] of them, Replace Skill
and that character takes the hit instead. This Mana 2, Summon
counts as forced movement and 3 Volley
teleportation. If either character is an enemy, [Range = Scope (10/10/10)]
that character must make a MAGIC save. Decoy Illusion (SIZE = target’s SIZE, HP 1,
Success: This effect fails. DODGE/A-DEF 10, SPEED 0).

Extra Features An ally within Range can move up to their


SPEED, and a decoy illusion is created in their
starting space. The target becomes HIDDEN.
Conceal Skill
This lasts for as long as the decoy is in play
Mana 1
and the target remains within [Range 10] of it.
Minor Action
[Range = Scope (10/10/10)]
An ally within Range becomes INVISIBLE until
the end of their next turn. Reveal Position Spell
2 Channel
Endless Maze Spell [Range = Scope (10/10/10)]
2 Channel On Release: The Mirage chooses up to two
[Range = Scope (10/10/10)] allies within Range, or the Mirage and up to
On Release: An enemy within Range takes one ally. The Mirage can either swap their
[2/3/4 Stress], is MARKED, and is BLINDED places with each other, which counts as
teleportation, or teleport both characters 4
until cleared.
spaces.
Characters BLINDED by this ability can
attempt to clear it by allowing the Mirage to Mirage Templates
control their standard movement, which
counts as forced movement. On a turn in Mirages shouldn’t be combined with the Mini-
which they do so, they can make a MIND Boss template. The extra Wounds and
save at the end of that turn. Success: They Overstress offered by that template leads to
clear the BLINDED condition. excessively survivable characters when paired
with constant invisibility.
Flicker Blade Melee Weapon
Light Blade
5 Fight | +1/+3/+5 & +1 + vs Dodge
[Reach 2] | [3/5/7 Physical]
On Attack: If the Mirage isn’t IMMOBILIZED or
SLOWED, they can switch places with the
target, teleporting both of them. This counts
as inflicting forced movement on the other
character.
329

OVERLORD Support
The Overlord is a high-flying threat, keeping tabs on enemies below them
while softening them up with magical attacks.

Overlords hover high above the battlefield, marking enemies for destruction. With their magical prowess,
speed, and ability to fly, they remain as far away as possible to keep themselves safe while channeling
their powerful abilities. Overlords are protected from melee attacks while flying, but are vulnerable if any
enemy can bypass that defense or the penalty to ranged attacks inflicted by Nimbus.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 11 Armor: 0 Target: 14 Armor: 0 Target: 18
Scope: 15 Initiative: 2 Scope: 15 Initiative: 2 Scope: 20 Initiative: 2
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 1 Bulk: –1 Mind: 2 Bulk: –1 Mind: 3
Agility: 0 Magic: 2 Agility: 1 Magic: 3 Agility: 1 Magic: 5
Attributes Attributes Attributes
HP: 10 Stress Cap: 8 HP: 10 Stress Cap: 9 HP: 10 Stress Cap: 10
Dodge: 8 A-Def: 12 Dodge: 10 A-Def: 15 Dodge: 11 A-Def: 18
Speed: 6 MP: 4 Speed: 7 MP: 5 Speed: 8 MP: 6

Base Features Stressful Gaze Spell


Mana 1
Eye in the Sky Skill 2 Channel
Mana 1 [Range = Scope (15/15/20)]
Minor Action On Release: All enemies in Range take
[Range = Scope (15/15/20)] [2/3/4 Stress], or an additional +2 Stress if
A character within Range is MARKED. they’re MARKED.

Flight Trait
The Overlord has flight.

Manawell Ranged Spell Attack


Aetheric, Indirect
3 Volley | +1/+2/+3 vs A-Def
[Range = Scope (15/15/20), Blast 1] | [2/3/4
Stress]
On Hit: The target is MARKED.
330

Extra Features Propel Spell


Mana 1
Hailstorm Spell Phase 3 Skirmish
Arcing [Range = Scope (15/15/20)]
2 Channel The Overlord chooses one character within
[Range = Scope (15/15/20), Blast 1] Range, ally or enemy:
On Channel: This AOE is a zone of difficult  Ally: They can fly up to 6 spaces in a
terrain that lasts as long as the Overlord is straight line.
channeling.  Enemy: They must make a MAGIC save.
On Release: All characters within the zone Failure: They are either pushed or
must make an AGILITY save. Failure: They pulled 6 spaces in a straight line (GM’s
take [8/9/10 Lunar] and are SLOWED until the choice).
end of their next turn. Success: They take
[4/5/5 Lunar].
Thunderbolt Ranged Weapon
Main Artifact
Momentum Trait 3 Volley | +2/+4/+6 vs Dodge
When an ally within SCOPE consumes a [Range 15] | [3/5/7 Astral]
MARK, they can shift up to their SPEED. This weapon does double damaging when
consuming a MARK.

Nimbus Ranged Spell


Attack Uprising Spell
Aetheric, Indirect Mana 1
3 Volley | +1/+2/+3 vs A-Def Minor Action
[Range = Scope (15/15/20)] | [4/6/8 [Range = Scope (15/15/20)]
Physical] An ally within Range gains FLYING until the
On Hit: The target receives +2 - to all end of their next turn.
ranged attacks until the end of their next turn.
331

PEGASUS Striker
The Pegasus is a flying archer that harnesses astral power to deliver divine
punishment upon their foes.

Pegasi are fast flying units with strong aetheric defenses. They prefer to attack at range, using their
superior speed and maneuverability to stay out of range of their foes. They can choose extra features that
grant them a range of control and support abilities.

Tier 1 Tier 2 Tier 3


Size: 2 Save Size: 2 Save Size: 2 Save
Armor: 0 Target: 10 Armor: 0 Target: 12 Armor: 0 Target: 14
Scope: 10 Initiative: 4 Scope: 10 Initiative: 4 Scope: 10 Initiative: 4
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 0 Bulk: –1 Mind: 0 Bulk: –1 Mind: 1
Agility: 1 Magic: 2 Agility: 2 Magic: 4 Agility: 3 Magic: 5
Attributes Attributes Attributes
HP: 14 Stress Cap:10 HP: 16 Stress Cap:11 HP: 18 Stress Cap: 12
Dodge: 10 A-Def: 12 Dodge: 12 A-Def: 14 Dodge: 14 A-Def: 16
Speed: 6 MP: 5 Speed: 7 MP: 6 Speed: 8 MP: 7

Base Features
Breaker Trait Sunrise Ranged Spell Attack
1/round when the Pegasus makes an enemy Aetheric, Arcing, Indirect, Mana 1
BLOODIED, the enemy must make a MAGIC 3 Volley | +1/+2/+3 vs A-Def
save. Failure: They are DISARMED until the [Range = Scope (10/10/10)] | [2 Stress]
end of their next turn. On Hit: The target is BLINDED until the end of
their next turn.
Additionally, 1/round when the Pegasus
makes an enemy BREAKING, the enemy must
make a BULK save. Failure: They are Extra Features
SILENCED until the end of their next turn.
Aerial Punishment Skill
Reaction (1/round)
Trigger: An enemy makes a melee attack
Flight Trait against the Pegasus.
The Pegasus has flight. Effect: The Pegasus attacks them after their
attack resolves.

Rainbow Ranged Weapon


Main Bow | Homing Celestial Protection Trait
Spell attacks against the Pegasus receive +1
3 Volley | +1/+2/+3 vs Dodge
-, and the Pegasus has resistance to
[Range 8] | [6/8/10 Astral]
Stress from other characters.
332

Divine Gate Ranged Spell Attack Unicorn Lance Melee Weapon


Aetheric, Indirect Main Longarm
3 Volley | +2/+4/+6 vs A-Def 5 Fight | +1/+2/+3 & +1 + vs Dodge
[Range = Scope (10/10/10)] | [1 Stress] [Reach 2] | [5/7/9 Astral]
On Hit: 1/turn until the end of the target’s On Crit: The target is BLINDED until the end
next turn, whenever they make an attack, of their next turn.
they take Stress equal to the distance
between them and their attacked target.

Pristine Blessing Trait


The Pegasus regains 2/3/4 HP at the end of
each of their turns if there are no enemies
within [Range 5].

Sky Warrior Skill


When the Pegasus critically hits, they can
clear a condition from themselves or an ally
within [Range 5].
Additionally, 1/round, the Pegasus deals
+1d6 bonus damage on a critical hit.
333

PROTECTOR Defender
Protectors are heavily armored guardians that position themselves in the
way of attacks meant for their allies.

Protectors are defensive units focused on taking damage on behalf of their allies. They are best
positioned near vulnerable units, like support units or those that 2 CHANNEL. Because Protectors need to
be as close as to their allies as possible, altering their positioning is one way enemies can bypass many
of their abilities.

Tier 1 Tier 2 Tier 3


Size: 2 Save Size: 2 Save Size: 2 Save
Armor: 3 Target: 10 Armor: 3 Target: 12 Armor: 4 Target: 14
Scope: 10 Initiative: 1 Scope: 10 Initiative: 1 Scope: 10 Initiative: 1
Ability Scores Ability Scores Ability Scores
Bulk: 2 Mind: 0 Bulk: 3 Mind: 1 Bulk: 5 Mind: 2
Agility: –1 Magic: 1 Agility: –1 Magic: 2 Agility: –1 Magic: 2
Attributes Attributes Attributes
HP: 15 Stress Cap: 5 HP: 20 Stress Cap: 6 HP: 25 Stress Cap: 8
Dodge: 7 A-Def: 6 Dodge: 7 A-Def: 6 Dodge: 7 A-Def: 6
Speed: 4 MP: 3 Speed: 4 MP: 3 Speed: 4 MP: 4

Base Features Sword and Shield Melee Weapon


Main Blade
Escort Skill 5 Fight | +2/+4/+6 vs Dodge
1 Defend [Reach 2] | [2/3/4 Physical]
Until the start of the Protector’s next turn, This weapon’s damage deals extra damage
whenever an adjacent ally moves, the equal to the number of the phase in which it
Protector can move along with them up to the is used (e.g., +1 in PHASE 1, +3 in PHASE 3,
Protector’s SPEED (4/4/4), staying adjacent to etc).
the ally. If the ally continues to move further,
the Protector is left behind.
Vigilant Gaze Skill
Reaction
Shield Wall Support Item Trigger: An ally within [Range 3] would be
Main | Mana 1 attacked.
The Protector provides the benefits of cover Effect: The Protector moves up to 2 spaces
for their allies as if they were a piece of hard and either becomes the target of the attack (if
cover. they are adjacent to the ally), or attacks the
attacker with a weapon before the triggering
The Protector gains the Brace action. attack happens.
Brace Action
1 Defend
The Protector gains resistance to all
damage until the start of their next turn.
334

Extra Features Sidearm Ranged Weapon


Light Magitech | Reliable 1/2/3
Armored Zone Skill 3 Volley | +1/+2/+3 vs Dodge
Aura 2, Mana 1 [Range 8] | [2/3/4 Lunar]
1 Defend This weapon gains +1 + and deals +3
This Aura lasts until the start of the damage when used in a phase other than
Protector’s next turn. The Protector’s allies PHASE 1 BOLSTER.
gain +2/+3/+4 ARMOR while fully within the
Aura.
Threatening Attacks Trait
When the Protector hits with a reaction
Pinning Attack Skill attack, the target becomes MARKED.
When the Protector hits with a reaction
attack, the target’s movement ends and they
are unable to move for the rest of the turn.
Waste Energy Skill
Recharge 4+
Characters that hit the Protector with melee
Retaliatory Stance Skill attacks become WEAKENED until the end of
The Protector deals [3/4/5 Physical] to any their next turn. This ability is suppressed
character that hits them with a melee while the Protector is DISARMED, STUNNED, or
weapon. This ability is suppressed while the GRAPPLED.
Protector is DISARMED, STUNNED, or
GRAPPLED.
335

RANGER Striker
Rangers are mobile attackers that are effective against all types of enemies.
They can easily flank their enemies and retreat to safety after attacking.

Rangers are mobile, all-round damage dealers with access to ranged, melee, and spell attacks. They can
easily move around the battlefield, flanking enemies and maneuvering around cover. Rangers operate
best at range, as their melee options are weaker.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 1 Target: 10 Armor: 1 Target: 12 Armor: 1 Target: 14
Scope: 10 Initiative: 3 Scope: 10 Initiative: 3 Scope: 10 Initiative: 3
Ability Scores Ability Scores Ability Scores
Bulk: 1 Mind: 0 Bulk: 2 Mind: 1 Bulk: 3 Mind: 1
Agility: 1 Magic: 0 Agility: 2 Magic: 0 Agility: 3 Magic: 1
Attributes Attributes Attributes
HP: 15 Stress Cap: 7 HP: 18 Stress Cap: 7 HP: 21 Stress Cap: 7
Dodge: 8 A-Def: 8 Dodge: 10 A-Def: 9 Dodge: 12 A-Def: 10
Speed: 5 MP: 3 Speed: 5 MP: 3 Speed: 5 MP: 3

Base Features
Flush Them Out Ranged Spell Attack Twin Blades Melee Weapon
Aetheric, Arcing, Indirect Light Blade
3 Volley | +2/+3/+4 vs A-Def 5 Fight | +2/+3/+4 vs Dodge
[Range = Scope (10/10/10)] | [2/3/4 Stress] [Reach 1] | [3/4/5 Physical]
On Hit: If the target ends their next turn The Ranger can attack twice with this
adjacent to a piece of cover, they take [4/6/8 weapon. They can shift 1 before, between,
Astral]. or after each attack.

Extra Features
Marksman Bow Ranged Weapon
Bear Trap Support Item
Main Bow | Arcing
Main | Mana 1, Trap
3 Volley | +1/+2/+3 vs Dodge Minor Action
[Range 10] | [6/8/10 Physical] The Ranger deploys a bear trap in a free
On Miss: The target becomes MARKED. adjacent space. When triggered, the
triggering character must make an AGILITY
save. Failure: They are IMMOBILIZED. A
Snap Shot Skill character IMMOBILIZED this way can clear it
Recharge 4+ with a successful Bulk save as a minor
action. The Ranger can only have three bear
When the Ranger uses 4 RUSH or 4 HIDE,
traps in play at a time.
they can deal [2/3/4 Piercing Physical] to an
enemy within SCOPE (10/10/10). This doesn’t
remove the HIDDEN status.
336

Homing Shot Skill


When the Ranger makes a ranged weapon
Explosive Shot Skill attack against a MARKED target and
Mana 1 consumes the MARK, the attack gains
Free Action Homing and Reliable 3/4/5.
The Ranger’s next Marksman Bow attack is
[Blast 1].

Hunter’s Mark Spell


1/turn when the Ranger consumes a MARK
Favored Foe Skill and hits their target, they can spend 1 MP to
Mana 1 deal +1d6 bonus damage.
3 Search
The Ranger chooses a MARKED enemy,
ignoring line of sight. 1/round, they can reroll
an attack roll against that character. This Sure Foot Trait
effect lasts until the Ranger uses this ability The Ranger ignores difficult terrain.
again.
337

ROGUE Striker
Rogues are sneaky fighters that stays hidden before attacking vulnerable
targets.

Rogues are opportunists, ready to take advantage of any vulnerabilities they find. They use their speed
and cover to remain in hiding until the right time to strike. Rogues have a versatile toolkit of conditions
they can inflict on their foes, and they deal increased damage when attacking enemies with conditions.
They are primarily close-range attackers, and are open to attacks if they can’t retreat to cover to hide.

Tier 1 Tier 2 Tier 3


Size: 1/2 Save Size: 1/2 Save Size: 1/2 Save
Armor: 0 Target: 10 Armor: 0 Target: 12 Armor: 0 Target: 14
Scope: 10 Initiative: 2 Scope: 10 Initiative: 2 Scope: 10 Initiative: 2
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 1 Bulk: 0 Mind: 1 Bulk: 0 Mind: 2
Agility: 2 Magic: 0 Agility: 4 Magic: 0 Agility: 6 Magic: 0
Attributes Attributes Attributes
HP: 10 Stress Cap: 6 HP: 12 Stress Cap: 6 HP: 14 Stress Cap: 6
Dodge: 12 A-Def: 8 Dodge: 15 A-Def: 9 Dodge: 18 A-Def: 10
Speed: 6 MP: 1 Speed: 6 MP: 1 Speed: 6 MP: 1

Base Features

Concealing Cloak Support Item Stealth Skill


Main Minor Action
The Rogue has soft cover against all The Rogue uses 4 HIDE.
enemies beyond [Range 3].

Extra Features
Shiv Melee Weapon
Light Blade Assassin’s Crossbow Ranged Weapon
5 Fight | +2/+4/+6 & +1 + vs Dodge Main Bow | Reloading
[Reach 2] | [5/6/7 Physical] 3 Volley | +1/+2/+3 & +1 + vs Dodge
This weapon gains the Piercing tag and [Range 5, Reach 3] | [6/8/10 Physical]
deals +3 damage against enemies with one On Hit: The target is DAZED until cleared.
or more conditions.

Black Lotus Poison Support Item


Stalker Trait Light | Recharge 5+
The Rogue enters the combat scene HIDDEN. When the Rogue hits with a weapon attack,
Additionally, they gain +1 + on attacks while the target must make a MIND save. Failure:
HIDDEN, and can choose to become HIDDEN They gain [1 Discord]. They can’t use the
whenever they critically hit with a weapon Reroll Table until they clear all Discord.
attack.
338

Blinding Poison Support Item


Light | Recharge 5+
When the Rogue hits with a weapon attack, Smoke Bomb Support Item
the target must make a BULK save. Failure: Light | Recharge 5+
They are BLINDED. The target can clear the Minor Action
condition by repeating the save as a minor The Rogue creates a [Blast 1] zone centered
action. on themselves. Characters fully inside the
zone are INVISIBLE. The zone lasts until end
of the Rogue’s next turn.

Shifty Skill
Reaction (1/round)
Trigger: The Rogue is hit or missed by an Trap Master Trait
attack and isn’t IMMOBILIZED or SLOWED. The Rogue does not trigger Traps, and can
automatically disarm them as a minor
Effect: The Rogue shifts 2 and can 4 HIDE if
action.
they end this movement next to or in cover.
Additionally, they can automatically unlock
locks.
339

SHARPSHOOTER Artillery
Sharpshooters are deadly foes that can kill from a great distance with
pinpoint shots.

Sharpshooters are dangerous marksmen, able to eliminate enemies with great precision from extreme
distances. They can take their time to line up a shot, delivering massive damage if not contested. Cover
can mitigate some of the Sharpshooter’s strongest effects, so try to position them where enemies will be
exposed when approaching.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 10 Armor: 0 Target: 12 Armor: 0 Target: 14
Scope: 20 Initiative: 3 Scope: 20 Initiative: 3 Scope: 25 Initiative: 3
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 1 Bulk: 0 Mind: 1 Bulk: 0 Mind: 2
Agility: 2 Magic: 0 Agility: 3 Magic: 1 Agility: 5 Magic: 1
Attributes Attributes Attributes
HP: 10 Stress Cap:5 HP: 12 Stress Cap: 5 HP: 14 Stress Cap: 6
Dodge: 10 A-Def: 8 Dodge: 12 A-Def: 8 Dodge: 14 A-Def: 8
Speed: 5 MP: 3 Speed: 5 MP: 3 Speed: 5 MP: 3

Base Features

Compound Bow Ranged Weapon Sniper Shot Skill


Heavy Bow | Arcing 2 Channel
3 Volley | +2/+4/+6 & +1 + vs Dodge On Channel: The Sharpshooter selects an
[Range 25] | [7/10/13 Physical] enemy within line of sight. While channeling
this ability, they cannot use their Compound
Bow.
Quiver Support Item On Release: The Sharpshooter attacks the
Light | Mana 1 target with their Compound Bow. If they do
Free Action not have cover against the Sharpshooter, the
The Sharpshooter changes the damage of attack deals +5 damage on a hit.
their Compound Bow to Physical, Astral,
Lunar, or Force. This lasts until the
Sharpshooter uses this ability again.
Extra Features

Annihilation Launcher Ranged Weapon


Sky Shot Trait
Heavy Magitech | Arcing, Reloading
The Sharpshooter gains +1 + against
FLYING targets. Additionally, FLYING targets 3 Volley | +2/+4/+6 vs Dodge
hit by a ranged attack from the Sharpshooter [Range 25, Blast 1] | [5/7/9 Force]
lose FLYING.
340

Ghillie Suit Support Item Seeker Shot Skill


Light | Mana 1 Mana 1
Minor Action Free Action
The Sharpshooter becomes INVISIBLE until The Sharpshooter’s next Compound Bow
the start of their next turn. attack ignores all -.

Spectral Arrow Support Item Steady Shot Trait


Main | Recharge 5+ If the Sharpshooter hasn’t moved since the
When the Sharpshooter attacks with their start of their last turn, they gain +1 + on their
Compound Bow, they can do so with [Line next ranged attack.
25] instead of its Range.
Sharpshooter Templates
Be cautious when giving Sharpshooters the
Scan Movement Skill Minion template, as Minions output the same
Reaction (1/round)
amount of damage as non-Minions, and
Trigger: An enemy within line of sight ends a
movement without cover against the Sharpshooters can deal lots of damage safely at
Sharpshooter. range.
Effect: The Sharpshooter attacks the target
with a ranged weapon.
341

SPECTER Controller
Specters are incorporeal beings that can phase through solid objects and
drain energy from other creatures.

Specters are ghostly controllers with the ability to move through terrain. Fighting a Specter is a tiring
exercise, as they can easily vanish or move across a map. These apparitions go wherever they want,
staying close to enemies they think can’t hit them or staying at range and hampering movement. Reduce
their MP to stop them from disappearing or using Reform, or hit them with damage that isn’t affected by
their invisibility.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 12 Armor: 0 Target: 15 Armor: 0 Target: 18
Scope: 10 Initiative: 3 Scope: 10 Initiative: 3 Scope: 10 Initiative: 3
Ability Scores Ability Scores Ability Scores
Bulk: –2 Mind: 2 Bulk: –2 Mind: 3 Bulk: –2 Mind: 4
Agility: 1 Magic: 1 Agility: 2 Magic: 2 Agility: 3 Magic: 3
Attributes Attributes Attributes
HP: 14 Stress Cap: 8 HP: 16 Stress Cap: 9 HP: 18 Stress Cap: 10
Dodge: 8 A-Def: 10 Dodge: 10 A-Def: 11 Dodge: 12 A-Def: 12
Speed: 5 MP: 4 Speed: 5 MP: 4 Speed: 6 MP: 4

Base Features

Ethereal Shift Spell Incorporeal Trait


Mana 1 The Specter gains the following benefits:
Minor Action
 They ignore ENGAGEMENT and don’t
The Specter becomes INVISIBLE until the start
cause ENGAGEMENT.
of their next turn.
 They can move through the spaces of
other characters, objects, and terrain,
but can’t end their turn in these spaces.
Frighten Skill  They ignore difficult terrain and
3 Volley dangerous terrain.
[Range = Scope (10/10/10)]
A character within Range must make a MIND
save. Failure: They take [3/4/5 Stress] and Wither Ranged Weapon
are unable to voluntarily move closer to the Main Artifact | Homing
Specter until the end of their next turn.
3 Volley | +2/+4/+6 vs Dodge
[Range 5, Reach 3] | [3/4/5 Stress]
On Hit: The target is WEAKENED until the end
of their next turn.
342

Extra Features
Reform Skill
Chilling Phase Skill Mana 1
When the Specter moves through an enemy,
Phase 4 Reposition
that character must make a BULK save.
The Specter is removed from play. They
Failure: They are SLOWED until the end of
return to play in any free space at the
their next turn. Each enemy can only be
beginning of the next round.
affected by this ability 1/turn.

Stressful Environment Skill


Drain Life Force Trait
Reaction (1/round)
Enemies that end their turn adjacent to the
Trigger: An enemy within SCOPE (10/10/10)
Specter take [3/4/5 Piercing Lunar], and the
uses the Reroll Table.
Specter regains that much HP.
Effect: They take [2 Stress].

Possess Skill Wail Skill


Mana 2, Recharge 6+ Mana 1
2 Channel 3 Volley
[Range = Scope (10/10/10)] [Burst 2]
On Release: The Specter possesses an All enemies in the AOE must make a MIND
enemy within Range. While doing so, the save. Failure: They take [4/5/6 Stress] and
Specter is removed from play, doesn’t take are IMMOBILIZED until the end of their next
turns, and cannot be targeted or affected in turn. Success: They take [2/3/4 Stress].
any way; however, the Specter takes any
Stress the target would take, and any
Aetheric attacks hit the Specter instead.
At the beginning of each of the possessed
enemy’s turns, the Specter takes [1 Stress]
and chooses one of the following:
 The enemy takes two actions this turn.
The Specter chooses the second action,
which must be an action that can be
used this phase, and chooses any valid
targets.
 The Specter controls the enemy’s
standard movement, performing it at the
start of the turn.
Possession lasts until the Specter ends it at
the end of another character’s turn, or when
the Specter takes a Wound or Overstress.
The Specter then returns to play in a free
space adjacent to the possessed target.
343

SPELLSHIELD Defender
Spellshields are trained to counter and weaken enemy spellcasters while
sheltering their own allies with magical shields.

Spellshields are specialized anti-spell defenders. Arcanum Shield lets them split damage with nearby
allies, while Mana Drain and their extra features disrupt the spellcasting abilities of their foes.
Spellshields can safely be aggressive against enemy spellcasters, but should be wary of MP-draining
effects.

Tier 1 Tier 2 Tier 3


Size: 2 Save Size: 2 Save Size: 2 Save
Armor: 1 Target: 10 Armor: 1 Target: 13 Armor: 2 Target: 16
Scope: 10 Initiative: 1 Scope: 12 Initiative: 1 Scope: 15 Initiative: 1
Ability Scores Ability Scores Ability Scores
Bulk: 0 Mind: 0 Bulk: 1 Mind: 0 Bulk: 2 Mind: 1
Agility: 0 Magic: 2 Agility: 0 Magic: 4 Agility: 0 Magic: 5
Attributes Attributes Attributes
HP: 18 Stress Cap:10 HP: 21 Stress Cap:12 HP: 24 Stress Cap: 14
Dodge: 7 A-Def: 12 Dodge: 8 A-Def: 15 Dodge: 9 A-Def: 18
Speed: 4 MP: 5 Speed: 4 MP: 6 Speed: 4 MP: 7

Base Features

Arcanum Shield Support Item Spellward Spell


Heavy | Mana 1 Mana 2
Reaction 1 Defend
Trigger: An ally within [Range 3] takes [Range = Scope (10/12/15)]
Physical, Astral, Lunar, or Force (after ARMOR The Spellshield chooses an ally within
and resistance). Range. 1/round, the Spellshield can trigger
Effect: The Spellshield takes half the Arcanum Shield for that character at any
damage, and the ally takes the other half. range. Only one character can be targeted by
this effect at a time.

Magic Resistance Trait Extra Features


The Spellshield has resistance to damage
and Stress from spells. Aethercaster Ranged Weapon
Heavy Bow | Homing
3 Volley | +1/+2/+3 vs Dodge
[Range 15] | [1 Force]
Mana Drain Ranged Spell Attack
This weapon deals bonus damage equal to
Aetheric, Indirect
the target’s current MP.
3 Volley | +2/+3/+4 vs A-Def
[Range = Scope (10/12/15)] | [1/2/3 Stress]
On Hit: The target loses 2 MP and the
Spellshield regains MP equal to the amount Break Spell Skill
lost. Reaction
Trigger: An enemy within SCOPE performs a
2 CHANNEL action.
Effect: The Spellshield attacks them with a
344

spell attack or weapon.


Reflect Spell
Mana 1
Improved Mana Drain Trait Reaction (1/round)
The Spellshield can gain MP from Mana Trigger: A spell attack misses the Spellshield
Drain in excess of their maximum MP. or an ally within [Range 3].
Effect: The Spellshield reflects the spell back
at the caster, auto-hitting them with it.
Pain Prod Melee Weapon
Main Club
5 Fight | +2/+4/+6 vs Dodge Silence Spell
[Reach 1] | [2/3/4 Astral] 2 Channel
On Hit: The target receives +2 - to [Range = Scope (10/12/15)]
concentration saves triggered by this On Release: One enemy within Range takes
attack. [3/4/5 Stress] and is SILENCED until cleared.
345

SWARM
Controller
Swarms are a deadly mass made of countless smaller parts. They move as one,
covering the battlefield.

Swarms are controllers that force enemies to reposition in order to get away from them. Each Swarm is
surrounded by a Swarm Body, which can cause negative effects for enemies caught inside. They can
also summon Drones over a great distance, driving enemies into new positions. Swarms are vulnerable
to damage from AOEs, and their area of control shrinks once they’re BLOODIED.

Tier 1 Tier 2 Tier 3


Size: 2 Save Size: 2 Save Size: 2 Save
Armor: 0 Target: 11 Armor: 0 Target: 14 Armor: 0 Target: 17
Scope: 8 Initiative: 4 Scope: 8 Initiative: 4 Scope: 8 Initiative: 4
Ability Scores Ability Scores Ability Scores
Bulk: 2 Mind: –2 Bulk: 3 Mind: –2 Bulk: 4 Mind: –2
Agility: 2 Magic: 0 Agility: 3 Magic: 1 Agility: 4 Magic: 2
Attributes Attributes Attributes
HP: 20 Stress Cap: 6 HP: 25 Stress Cap: 7 HP: 30 Stress Cap: 8
Dodge: 8 A-Def: 6 Dodge: 10 A-Def: 7 Dodge: 12 A-Def: 8
Speed: 4 MP: 3 Speed: 4 MP: 3 Speed: 4 MP: 4

Base Features

Drones Support Item Swarm Body Trait


Heavy | Mana 1, Summon The Swarm is surrounded by a [Burst 2]
3 Volley zone. Allies within the zone gain soft cover.
[Range = Scope (8/8/8)] Enemies that start their turn in the zone or
Drone (SIZE 1/2, HP 1, DODGE/A-DEF 10, enter it for the first time during their turn take
SPEED 0) [2/3/4 Stress]. The zone is suppressed while
the Swarm is STUNNED.
The Swarm summons a drone within Range.
The drone emits a [Burst 1] zone. Enemies Additionally, the following effects apply based
are DAZED while within the zone. on the Swarm’s WOUND CAP and
OVERSTRESS CAP:
The Swarm can have any number of drones
in play at a time.  WOUND or OVERSTRESS CAP 1: While the
Swarm is BLOODIED, they become SIZE 1
(unless they were already smaller) and
the zone becomes [Burst 1].
Surging Host Melee Weapon  WOUND or OVERSTRESS CAP 2+: When
Main Club | Piercing the Swarm has taken
5 Fight | +2/+4/+6 vs Dodge Wounds/Overstresses equal to half their
[Reach 1, Close Blast 1] | [3/4/5 Physical] relevant cap, they become SIZE 1
On Hit: The target becomes MARKED. (unless they were already smaller) and
the zone becomes [Burst 1].
346

Swarm Form Trait


The Swarm is VULNERABLE to Discord and
damage from AOEs. Infestation Ranged Weapon
Light Club | Homing
Additionally, attempts to 5 GRAPPLE the 3 Volley | +2/+4/+6 vs Dodge
Swarm automatically fail, and the Swarm can [Range 12] | [2/3/4 Stress]
automatically break free from grapples as a On Hit: The target becomes infested. For
free action. the duration, they take [1/2/3 Discord]
whenever they attack. This effect can be
Extra Features applied multiple times, increasing the Discord
dealt by +1 each time. The infested character
Choking Swarm Skill can clear this effect by succeeding on a BULK
Mana 1, Recharge 5+ save as a minor action, or by performing the
5 Fight 1 REFRESH action.
The Swarm chooses DISARMED or SILENCED.
All enemies in the Swarm’s Swarm Body
zone must then make a BULK save. Failure:
They take [2 Stress] and gain the chosen Obscuring Swarm Trait
condition until the end of their next turn. Allies fully within the Swarm’s Swarm Body
Success: They take [2 Stress]. zone can 4 HIDE as a minor action.
Enemies are BLINDED while within the zone.

Clutching Swarm Skill


5 Grapple Shredding Swarm Trait
The Swarm chooses one of the following: When an enemy starts their turn in the
Swarm’s Swarm Body zone, they take [1/2/3
 The Swarm can 5 GRAPPLE a character Physical] and must make a BULK save.
within their Swarm Body zone. On a hit, Failure: They are SUNDERED until the end of
the swarm can slide them to any free their next turn.
space adjacent to the Swarm.
 One of the Swarm’s drones makes a Swarm Templates
normal 5 GRAPPLE.
Applying the Minion template to Swarms can
create a combat scene filled with zones, which
can make it hard to keep track of things.
Crawling Swarm Trait
Minor Action
The Swarm moves one of their drones up to
2 spaces, ignoring line of sight.
347

TITAN
Controller
Titans are slow, lumbering, unstoppable enemies that are devastating at close
range.

Titans are massive, frightening units. They move slowly towards enemies, delivering devastating attacks
with their Giga Hammer when close enough. They are geared toward keeping enemies close and
punishing them for that proximity. Titans are considered controllers because the PCs need to keep them
at range or hinder them, otherwise the Titan will cause significant damage.

Tier 1 Tier 2 Tier 3


Size: 3 Save Size: 3 Save Size: 3 Save
Armor: 2 Target: 11 Armor: 2 Target: 13 Armor: 2 Target: 15
Scope: 5 Initiative: 7 Scope: 5 Initiative: 7 Scope: 5 Initiative: 7
Ability Scores Ability Scores Ability Scores
Bulk: 4 Mind: 0 Bulk: 6 Mind: 1 Bulk: 6 Mind: 2
Agility: –2 Magic: 0 Agility: –2 Magic: 0 Agility: –1 Magic: 1
Attributes Attributes Attributes
HP: 15 Stress Cap: 6 HP: 20 Stress Cap: 6 HP: 25 Stress Cap: 6
Dodge: 6 A-Def: 6 Dodge: 8 A-Def: 8 Dodge: 10 A-Def: 10
Speed: 3 MP: 3 Speed: 3 MP: 3 Speed: 4 MP: 4

Base Features Heavy Trait


The Titan is immune to forced movement
Armor Plating Support Item from smaller characters.
Heavy
The Titan has resistance to Physical, Astral,
Lunar, and Force from characters within
Unstoppable Trait
[Range 3].
The Titan can end their turn sharing spaces
with objects and terrain that are smaller than
them. If they end their turn sharing spaces
Full Attacker Trait with other characters, those characters are
The Titan can 7 FULL ATTACK. pushed to the nearest unoccupied spaces
outside of the Titan’s spaces.

Extra Features
Giga Hammer Melee Weapon
Heavy Club | Slow Danger Zone Trait
7 Full Attack | +1/+2/+3 & +1 - vs Dodge Enemies that start their turn adjacent to the
[Reach 2] | [10/14/16 Physical] Titan take [3/4/5 Physical], or twice as much
On Hit: The target must make a BULK save. damage if the enemy is BREAKING.
Failure: They are STUNNED until the end of
their next turn.
348

Earthcracker Support Item Marked for Destruction Trait


Main | Enchantment Enemies that start their turn adjacent to the
This Enchantment applies to the Titan's Titan are MARKED.
Giga Hammer.
On an attack with this weapon, enemies in a
[Burst 1] AOE around the target must make Pain Conversion Skill
an AGILITY save. Failure: They take [5/7/8 Reaction
Physical]. Trigger: The Titan takes damage or Stress.
Effect: The Titan gains +1 + on their next
Giga Hammer attack. This effect stacks until
the Titan next attacks with the Giga Hammer.
Gravity Pull Spell
Mana 1
Minor Action
[Burst 3] Titan Templates
All enemies in the AOE must make a BULK
save. Failure: They are pulled to the closest Titans should not be given the Mini-Boss
free space adjacent to the Titan. template. The best way for beacons to handle a
titan is to take them out before they can get
close. The Mini-Boss template makes that very
unlikely to happen, which can result in an unfun
Intimidation Skill
situation to deal with.
Phase 3 Skirmish
[Range = Scope (5/5/5)]
A target within Range must make a MIND
save. Failure: They take [2/3/4 Stress] and
are SLOWED until the end of their next turn.
Success: They take [1/2/3 Stress].
349

VULTURE Controller
Vultures are flying menaces that nimbly avoid attacks while dragging their
victims around.

Vultures are aerial harassment units. They move fast and easily avoid attacks with their Barrel Roll
reaction. They specialize in moving their foes out of position, putting them into dangerous situations.
Attacking a Vulture multiple times in quick succession can wear them down, and their A-DEF is much
lower than their DODGE.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 11 Armor: 0 Target: 14 Armor: 0 Target: 17
Scope: 10 Initiative: 3 Scope: 10 Initiative: 3 Scope: 10 Initiative: 3
Ability Scores Ability Scores Ability Scores
Bulk: –2 Mind: 0 Bulk: –2 Mind: 1 Bulk: –2 Mind: 2
Agility: 4 Magic: 0 Agility: 5 Magic: 1 Agility: 6 Magic: 2
Attributes Attributes Attributes
HP: 8 Stress Cap: 6 HP: 8 Stress Cap: 6 HP: 10 Stress Cap: 6
Dodge: 12 A-Def: 8 Dodge: 15 A-Def: 10 Dodge: 18 A-Def: 12
Speed: 7 MP: 2 Speed: 7 MP: 2 Speed: 8 MP: 3

Base Features

Barrel Roll Skill Skyhook Ranged Weapon


Recharge 5+ Main Longarm | Pull 2
Reaction (1/round) 3 Volley | +2/+4/+6 vs Dodge
Trigger: The Vulture is hit with an attack. [Range 5, Reach 3] | [5/7/9 Physical]
Effect: The attack misses and the Vulture can
fly up to 3 spaces. Extra Features

Evasive Maneuvers Trait


Reaction attacks against the Vulture
Flier Trait
automatically miss unless the attacker
The Vulture has flight.
spends 1 FOCUS.

Dive Bomb Skill


Recharge 5+
Phase 4 Reposition
The Vulture flies up to twice their SPEED
(7/7/8) in a straight line, moving through
enemies. During this movement, one enemy
the Vulture moves through must make an
AGILITY save. Failure: The target takes [4/6/8
Physical], is SUNDERED until the end of their
next turn, and is knocked PRONE. Success:
The target takes [2/3/4 Physical].
350

Heavenly Chains Spell


Mana 1, Summon
3 Volley Skitter Bomb Support Item
[Range = Scope (10/10/10)] Main | Mana 1, Summon
Pillar of Chains (SIZE 1/2, HP 5, DODGE/A- Minor Action
DEF 10, SPEED 0) [Range = Scope (10/10/10)]
Skitter Bomb (SIZE 1/2, HP 3, DODGE/A-DEF
The Vulture summons a pillar of chains within 10, SPEED 3)
Range. Any enemy that starts their turn
adjacent to the pillar must make a BULK save. The Vulture creates a skitter bomb within
Failure: They are IMMOBILIZED and Range. They can detonate a skitter bomb as
WEAKENED for as long as they remain a free action, but not on the turn in which it
adjacent to the pillar. was created. When it detonates, all
characters in a [Burst 1] AOE must make an
AGILITY save. Failure: They take [8/10/12
Force]. Success: They take [4/5/6 Force].
Lost Fog Ranged Spell Attack
Aetheric, Indirect
3 Volley | +2/+4/+6 vs A-Def
Vacuum Generator Support Item
[Range = Scope (10/10/10), Blast 1] | [4/5/6
Main | Recharge 5+
Lunar]
On Attack: This AOE is a zone. Characters 3 Volley
fully within it are BLINDED while inside, and [Line 10]
line of sight can’t be drawn through it. This Characters in the AOE must make a BULK
effect lasts until the Vulture uses this spell save, starting with the characters furthest
again or is defeated. away. Failure: They take [4/6/8 Force] and
are pushed to the furthest free space in the
line. Success: They take [2/3/4 Force] and
are pushed 1.
Lure Skill
Arcing
2 Channel
[Range = Scope (10/10/10)]
On Release: A character within Range takes
[2/3/4 Stress], is SILENCED until the end of
their next turn, immediately moves their
SPEED straight toward the Vulture, and must
make a MIND save. Failure: The target is
DAZED until cleared. While DAZED, all of their
movement during their turn must be directly
toward the Vulture, and they must move at
least 1 space during their turn (if possible).
The Vulture can’t use this ability while they
are STUNNED or SILENCED, and gaining either
condition ends all of this ability's existing
effects.
351

WARMAGE Artillery
Warmages are spellcasters ready for explosive combat. Their powerful magic
can destroy whole armies.

Warmages are area-based spellcasters that rain fire and destruction from afar. Their channeled abilities
can quickly destroy groups of enemies, and their Battlemage trait allows them to maintain their
concentration in the face of enemy attacks at the cost of MP. They have little defense against physical
attacks, so try to close the distance quickly and spread out.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 12 Armor: 0 Target: 14 Armor: 0 Target: 16
Scope: 20 Initiative: 2 Scope: 20 Initiative: 2 Scope: 20 Initiative: 2
Ability Scores Ability Scores Ability Scores
Bulk: –1 Mind: 1 Bulk: –1 Mind: 2 Bulk: –1 Mind: 3
Agility: 0 Magic: 2 Agility: 0 Magic: 4 Agility: 1 Magic: 5
Attributes Attributes Attributes
HP: 10 Stress Cap:10 HP: 10 Stress Cap:11 HP: 12 Stress Cap: 12
Dodge: 8 A-Def: 12 Dodge: 8 A-Def: 14 Dodge: 10 A-Def: 17
Speed: 4 MP: 6 Speed: 4 MP: 7 Speed: 4 MP: 8

Base Features

Battlemage Trait Power Word KILL Spell


1/turn, the Warmage can spend 1 MP to Mana 1, Recharge 6+
reroll a concentration save. 2 Channel
[Range = Scope (20/20/20)]
On Release: A character within Range must
make a BULK save. Failure: They take 1
Explosion Ranged Spell Attack Wound. Success: They take [4/5/6 Stress].
Arcing
3 Volley | +2/+4/+6 vs A-Def
[Range = Scope (20/20/20), Blast 1] | [4/6/8
Force]

Flamestrike Ranged Spell Attack


Arcing, Auto-Hit, Mana 1
2 Channel
[Range = Scope (20/20/20), Blast 2]
On Release: Characters in the AOE take
[5/7/9 Astral + 2/3/4 Discord].
352

Extra Features
Mirror Self Spell
Chain Death Spell Mana 2, Summon
Mana 1 Minor Action
2 Channel [Range = Scope (20/20/20)]
[Range = Scope (20/20/20)] Illusory Copy (SIZE = Warmage’s SIZE, HP
On Release: The Warmage chooses up to 5, DODGE/A-DEF 10, SPEED 0)
three different characters within Range,
designating them as Target 1, Target 2, and The Warmage creates an illusory copy of
Target 3. Draw straight lines from Target 1 to themselves in a free space within Range.
Target 2, and from Target 2 to Target 3. Whenever the Warmage uses an ability, they
These characters, and any characters within can determine line of sight, Range, and cover
one of these lines, must make a MAGIC save. from the copy’s position instead of their own.
Failure: They take [6/7/8 Lunar] and are
WEAKENED until they regain any amount of
HP. Success: They take [3/4/4 Lunar]and
are WEAKENED until the end of their next turn. Wave of Death Spell
Mana 1
2 Channel
[Burst 2]
Cone of Cold Spell On Release: All enemies within the AOE
2 Channel must make a MAGIC save. Failure: They take
[Close Blast 3] [10/15/20 Lunar] and are unable to regain HP
On Release: All characters in the AOE take until the end of their next turn. Success:
[8/10/12 Lunar] and must make a BULK save. They take [5/8/10 Lunar].
Failure: They are IMMOBILIZED until the end
of their next turn. Warmage Templates
While IMMOBILIZED by this ability, targets are Be cautious when giving Warmages the Minion
VULNERABLE to Physical damage. template. Minions deal just as much damage as
their non-Minion counterparts, and Warmages
can deal lots of damage safely at range.
Escape Spell
Mana 1
Standard Movement
The Warmage teleports up to 6 spaces.

Mind Fog Ranged Spell Attack


Aetheric, Indirect
3 Volley | +2/+4/+6 & +1 + vs A-Def
[Range = Scope (20/20/20)] | [2/3/4 Stress]
On Hit: The target is DAZED and treats the
Warmage as INVISIBLE until they clear DAZED.
UNIVERSAL NPC Enhanced Trait
FEATURES This NPC gains +1 + on all checks and
saves with one ability score (BULK, AGILITY,
Universal features can be given to any NPC as extra MAGIC, or MIND).
features.
Amorphous Trait
This NPC receives the following benefits: Flight Trait
 They ignore difficult terrain. This NPC has flight.
 They can move through spaces smaller
than themselves without squeezing.
 They can move through the spaces of Full Attacker Trait
other characters and end their turn in
This NPC can 7 FULL ATTACK.
these spaces.

Guardian Trait
Armor Support Item
This NPC’s allies gain the benefits of cover
Light | Armor
as if the NPC were a piece of hard cover.
+1 ARMOR.

Heavy Blaster Ranged Weapon


Backup Melee Melee Weapon
Heavy Any Type | Arcing, Reloading
Light Any Type
3 Volley | +1/+2/+3 vs Dodge
5 Fight | +2/+4/+6 vs Dodge
[Range 8, Blast 2] | [5/7/9 Damage]
[Reach 1] | [4/5/6 Damage]

Immunity Trait
Darkvision Trait
This NPC is immune to either a damage type
This NPC ignores penalties from low
or Stress.
visibility and doesn’t treat HIDDEN characters
as INVISIBLE within low visibility areas.

Incorporeal Trait
This NPC gains the following benefits:
Deadly Attacks Trait
This NPC’s weapon attacks gain Reliable  They ignore ENGAGEMENT and don’t
3/4/5. cause ENGAGEMENT.
 They can move through the spaces of
other characters, objects, and terrain,
but can’t end their turn in these spaces.
Double Crossbow Ranged Weapon  They ignore difficult terrain and
Main Bow dangerous terrain.
3 Volley | +1/+2/+3 vs Dodge
[Range 8, Reach 3] | [4 Physical]
This weapon can make two attacks at a time,
or three attacks at T3. Juggernaut Trait
This NPC is immune to the DAZED and
SLOWED conditions.
Long Weapon Ranged Weapon Regenerator Trait
Main Any Type | Reliable 2/3/4 This NPC regains 1/2/3 HP at the start of
5 Fight | +1/+2/+3 vs Dodge each of their turns, as long as they have at
[Range 10] | [5/6/7 Damage] least 1 HP.

Mana Hunter Trait


Resistance Trait
1/turn when this NPC critically hits with a
This NPC has resistance to either a damage
weapon or spell attack, the target loses 1
type or Stress.
MP.

Seeker Blast Ranged Spell Attack


Mana Rich Trait
Aetheric, Homing
This NPC gains +2 maximum MP.
3 Volley | +1/+2/+3 vs A-Def
[Range = Scope, Blast 1] | [4/5/6 Damage]

Opportune Weapon Melee Weapon


Main Any Type Tough Trait
5 Fight | +1/+2/+3 & +2 + vs Dodge This NPC gains +5 maximum HP.
[Reach 2] | [4 Damage]
This weapon deals double damage to PRONE,
IMMOBILIZED, STUNNED, or SUNDERED targets.
Trample Trait
When this NPC moves, they ignore
ENGAGEMENT and can move through spaces
Phalanx Trait occupied by enemies of their SIZE or smaller.
This NPC has +1 + on all attacks, checks, They deal [2/3/4 damage] to enemies they
and saves when adjacent to at least one ally. move through, 1/turn per character.

Recurring Trait
When this NPC is defeated, they always
retreat or escape to fight another day.
TEMPLATES Sturdy Trait
Templates are sets of features that can be applied to The Elite gains +1 WOUND CAP and +1
NPCs. NPCs can have multiple templates, although OVERSTRESS CAP.
some templates specify that they can’t be combined
with others.
Templates provide base features and, in most Elite Traits Trait
cases, optional extra features. An NPC with a The Elite selects an additional extra feature.
template gets the listed base features and adds the
extra features to the pool of extra features you can

MINION
choose from, except where stated otherwise.

MECHANICAL TEMPLATES
Minions are cannon fodder – weak individually, but
Mechanical templates are those that affect the
threatening in groups. They only cost 1/4 of a point
balance of combat scenes. The Minion, Veteran,
from the NPC budget. Despite their limitations,
Elite, and Mini-Boss are all mechanical templates.
Minions do the same amount of damage as normal

ELITE
NPCs, so be careful when combining them with
certain NPC types, like artillery NPCs.

Elites are units capable of taking on small groups by Base Features


themselves. They can act multiple times each round.
Incompatible Trait
Base Features This template can’t be combined with other
templates that have this trait.
Extra Actions Trait
The Elite takes two turns each round.
To determine when their second turn occurs, One Hit Trait
take their INITIATIVE and add 5. If this gives The Minion has 1 HP and 1 STRESS CAP, and
them INITIATIVE 9+, roll over the remainder this cannot be increased by any means. They
starting from 1. So, with INITIATIVE 5, the Elite cannot have more than 1 Wound or
would take their first turn during PHASE 2 Overstress. When they take any damage or
and their second turn during PHASE 5 (5 + 5 Stress not caused by themselves, they are
= 10, rolled over to 2). defeated.
Additionally, when the Minion succeeds on a
save, they take no damage or Stress from
Enhanced Trait the effect, even if it would normally deal
The NPC gains +1 + on all checks and damage or Stress on a successful save.
saves with one ability score (BULK, AGILITY,
MAGIC, or MIND).
Extra Features

Incompatible Trait Fanatical Trait


This template can’t be combined with other Reaction
templates that have this trait. Trigger: An adjacent ally would take damage
or Stress, and the Minion isn’t STUNNED or
IMMOBILIZED.
Effect: The Minion takes the damage instead.
MINI-BOSS Tough
The Mini-Boss gains +5 maximum HP.
Trait

Mini-Bosses are fearsome opponents, meant to take


on large groups of enemies at once. They have
unique and dangerous features that can drastically
Mini-Boss Traits Trait
alter how they play. The Mini-Boss can select up to three Mini-
Boss extra features, and up to two additional
Base Features other extra features. The Mini-Boss cannot
choose extra features from this list outside of
Extra Actions Trait this trait.
The Mini-Boss takes two turns each round.
To determine when their second turn occurs,
take their INITIATIVE and add 5. If this gives
them INITIATIVE 9+, roll over the remainder Extra Features
starting from 1. So, with INITIATIVE 5, the Mini-
Boss would take their first turn during PHASE Armory Trait
2 and their second turn during PHASE 5 (5 + The Mini-Boss has a piece of equipment or
5 = 10, rolled over to 2). technique that would normally be for PCs. If
the equipment or technique involves an
attack roll, the Mini-Boss attacks with
[+2/+4/+6].
Perseverance Trait
At the start of the Mini-Boss’s turn, they clear
any one condition. At the end of their turn,
the Mini-Boss repairs one destroyed piece of Dangerous Trait
equipment or technique. The Mini-Boss can use the Reroll Table.

Hardened Trait Deadly Crit Trait


The Mini-Boss gains +3 WOUND CAP and +3 The Mini-Boss deals +1d6 damage on critical
OVERSTRESS CAP. hits.

Incompatible Trait Expert Caster Trait


This template can’t be combined with other The Mini-Boss is immune to the SILENCED
templates that have this trait. condition, and deals +2 Stress with weapons
and spells that deal Stress.

Legendary Resistance Trait


The Mini-Boss makes all wound and Expert Fighter Trait
overstress rolls twice and can take either The Mini-Boss is immune to the DISARMED
result. condition, and deals +2 damage with
weapons and skills that deal damage.

Reflexes Trait
The Mini-Boss can OPPORTUNITY ATTACK an Fanatical Allies Trait
unlimited number of times each round. When the Mini-Boss would take damage or
Stress from an enemy, an adjacent ally that
isn’t STUNNED or IMMOBILIZED can take the
damage instead as a reaction.
Focused Concentration Trait Masterwork Melee Melee Weapon
While channeling, the Mini-Boss can’t lose Weapon
concentration. They take 2 Stress whenever Main Any Type | Reliable 6/8/10
they would lose concentration. 5 Fight | +2/+3/+4 & +1 + vs Dodge
[Reach 2] | [6/8/10 Force]
This weapon deals bonus damage equal to
the highest die result on any + dice rolled.
Full Attacker Trait
The Mini-Boss can 7 FULL ATTACK.

Masterwork Ranged Ranged


Weapon Weapon
Invulnerability Spell Main Any Type | Reliable 4/6/8
Recharge 6+ 3 Volley | +2/+4/+6 & +1 + vs Dodge
1 Defend [Range 20] | [4/6/8 Force]
The Mini-Boss gains immunity to all damage This weapon deals bonus damage equal to
(but not Stress). Whenever they would take the highest die result on any + dice rolled.
damage, they lose 1 MP, and they can’t
regain MP while this effect is active.
This effect ends when the Mini-Boss reaches
0 MP or when they end it as a free action. Meteor Swarm Spell
Arcing, Recharge 5+
2 Channel
[Range = Scope]
Keen Eye Trait On Channel: The Mini-Boss creates four
Minor Action [Blast 2] zones within Range, which can’t
The Mini-Boss uses 3 SEARCH. overlap. These zones last while the Mini-
Boss is channeling.
On Release: Characters within one or more
Last Stand Trait of the zones must make an AGILITY save.
When the Mini-Boss takes their last Wound Failure: They take [14/17/20 Astral].
or Overstress, they are not defeated. Instead, Success: They take [7/9/10 Astral].
they will become defeated at the end of their Each character only takes this damage
next turn. Nothing can prevent them from 1/turn.
being defeated at that time.

Resurgence Skill
Masterwork Armor Support Item Limited 1
Main | Armor Free Action
+4 ARMOR. The Mini-Boss regains all HP and MP, and
The Mini-Boss can exceed the usual clears all Stress and conditions.
maximum of 4 ARMOR.
Additionally, whenever the Mini-Boss takes
damage, they then reduce their ARMOR by – Seize Initiative Trait
1, to a minimum of 0 (after reducing damage The Mini-Boss’s INITIATIVE becomes 1 and 6,
from ARMOR). At the start of each round, they replacing their original INITIATIVE scores.
regain all ARMOR lost this way.
Unfazed Trait Fighter Trait
The Mini-Boss is immune to the DAZED, The Veteran deals +2 damage with weapons
STUNNED, and WEAKENED conditions. and skills that deal damage.

VETERAN
Fortified Armor Support Item
Heavy | Armor
+2 ARMOR.
Veterans are experienced units. They are harder to Additionally, the Veteran takes –1 damage
defeat than most enemies, and have a wide array of from Discord.
unique features.

Base Features
Full Attacker Trait
Enhanced Trait The Veteran can 7 FULL ATTACK.
The Veteran gains +1 + on all checks and
saves with one ability score (AGILITY, BULK,
MAGIC, or MIND).
Keen Eye Trait
Minor Action
The Veteran uses 3 SEARCH.
Sturdy Trait
The Veteran gains +1 WOUND CAP and +1
OVERSTRESS CAP.
Last Stand Trait
When the Veteran takes their last Wound or
Overstress, they are not defeated. Instead,
Veteran Traits Trait they will become defeated at the end of their
The Veteran can select one Veteran extra next turn. Nothing can prevent them from
feature per tier. The Veteran cannot choose being defeated at that time.
extra features from this list outside of this
trait.

Extra Features Legendary Resistance Trait


The Veteran makes all wound and overstress
rolls twice and takes either result.
Caster Trait
The Veteran deals +2 Stress with weapons
and spells that deal Stress.
Resurgence Skill
Limited 1
Free Action
Dangerous Trait
The Veteran regains all HP, clears all Stress
The Veteran can use the Reroll Table.
and conditions, and regains all MP.

Deadly Crit Trait


The Veteran deals +1d6 damage on critical
hits.

First Initiative Trait


The Veteran has INITIATIVE 1.
THEMATIC TEMPLATES Constrict Skill
Minor Action
Thematic templates give NPCs additional versatility The Beast deals [3/4/5 Piercing Physical] to
without directly impacting the NPC budget. a character they have GRAPPLED.

BEAST Echolocation
The Beast is immune to the BLINDED
Trait
Beasts represent natural fauna, like bears and
griffons. Their wide array of features make them condition.
unpredictable if you’re not familiar with them.

Base Features Fly Trait


The Beast has flight.
Bestial Nature Trait
The Beast receives +1 - on MIND checks
and saves, and takes +1 Stress whenever
they take Stress from another character. Petrify Spell
Mana 2, Recharge 6+
Phase 3 Skirmish
[Range = Scope]
Beast Traits Trait
A character within Range must make a
The Beast can select one additional Beast
MAGIC save. Failure: They are SLOWED. At
extra feature.
the start of their next turn if they are still
SLOWED, they are also IMMOBILIZED. At the
Extra Features start of their next turn after that, if they are
either SLOWED or IMMOBILIZED, they also
Acid Spit Ranged Weapon become STUNNED. All of these conditions are
Main Club cleared at the end of that turn. Success:
3 Volley | +1/+3/+5 vs Dodge They take [1/2/3 Stress].
[Range 8] | [2/3/4 Discord]
On Hit: The target is SUNDERED until cleared.

Predator’s Claws Melee Weapon


Light Club | Stressful 1
Burrow Trait 5 Fight or Minor Action | +2/+4/+6 vs
While moving, the Beast ignores Dodge
ENGAGEMENT and doesn’t provoke reaction [Reach 1] | [4/6/8 Physical]
attacks. The Beast can attack with this weapon as a
minor action, but they can only attack with it
1/turn.
Charge Attack Trait
If the Beast moves at least 3 spaces in a
straight line during their turn before making a Scent Trait
melee attack, the attack deals +1d6 bonus Minor Action
damage. The Beast uses 3 SEARCH.

Slam Melee Weapon


Heavy Club
5 Fight | +1/+3/+5 & +1 - vs Dodge
[Reach 1] | [6/8/10 Physical]
On Hit: The target must make a BULK save.
Failure: They fall PRONE.

Spikes Support Item CELESTIAL


Light Celestials are angelic or divine creatures, associated
Characters that start their turn GRAPPLED with with healing effects and the element of light.
the Beast take [2 Piercing Physical].
Extra Features

Banish Spell
Sting Melee Weapon Mana 1, Recharge 5+
Main Longarm
2 Channel
5 Fight | +2/+4/+6 vs Dodge [Range = Scope]
[Reach 2] | [2/3/4 Discord + 1 Stress] On Release: An enemy within Range must
On Hit: Until the target clears all Discord, make a MAGIC save. Failure: Until the end of
they take [2 Stress] whenever they fail a their next turn, they can neither affect nor be
MAGIC check to clear Discord. affected by other characters. They ignore
ENGAGEMENT and obstructions from other
characters, cannot deal or take damage or
Swim Trait Stress, and so on. They are still affected by
The Beast moves normally in liquid-based existing Traps and Summons. Success:
difficult terrain, and has an Aquatic They are SLOWED and WEAKENED until the
Adaptation. end of their next turn.

Web Support Item Celestial Nature Trait


Main | Recharge 5+ The Celestial has resistance to Astral
Minor Action damage.
[Range 5]
A character within Range must make an
AGILITY save. Failure: They are IMMOBILIZED. Divine Light Ranged Spell Attack
The target can clear this condition by making Arcing
a BULK save as a minor action.
3 Volley | +1/+2/+3 vs Dodge
[Range = Scope, Blast 1] | [4/6/8 Astral]

Divine Shield Spell


Mana 1
Minor Action
[Range = Scope]
A character within Range gains 5 TEMP HP.

Flight Trait
The Celestial has flight.
Healing Aura Skill
Arcing, Aura 5
Allies that start their turn partly within this Poison Breath Skill
Aura regain 2 HP. Recharge 5+
Phase 5 Brawl
[Close Blast 2]
Enemies in the AOE must make a BULK save.
Unblemished Trait Failure: They take [3/4/5 Discord] and are
The Celestial is immune to Discord. DAZED until cleared. Success: They take
[1/2/3 Discord].

CONSTRUCT Reinforced Plating


Light
+1 ARMOR.
Support Item

Constructs are artificial creatures like robots and


homunculi. They are powered by mana, and without
it they enter a power-saving mode.
Scanners Support Item
Base Features Light
The Construct ignores the INVISIBLE status
Artificial Trait
and can 3 SEARCH as a minor action.
The Construct is immune to the DAZED
condition.

Shielded Support Item


Main
Magic-Dependent Trait
The Construct provides cover for their allies
While the Construct has 0 MP, they are
as if they were a piece of hard cover.
permanently SLOWED and have +1 - on
attacks, checks, and saves.

Extra Features

Integrated Weapons Trait


One of the Construct’s weapons becomes
Innate.

Magic Resistance Trait


The Construct has resistance to all damage
and Stress from spells.
DEMON
Frenzy Trait
The Demon gains +1 + on attacks while
BLOODIED.
Demons are creatures of chaos. Their
unpredictability is their greatest asset.

Base Features Improved Chaos Trait


The Demon’s Chaotic Resistance grants
resistance to a second type of damage.
Chaotic Resistance Trait
The Demon has resistance to Physical,
Astral, Lunar, or Force, randomly decided.
Painful Aura Trait
Aura 2
Enemies that start their turn in this Aura take
Extra Features [2/3/4 Damage] of the type that the Demon
has resistance to from their Chaotic
Blood Hunt Trait Resistance trait.
The Demon gains +1 + on attacks against
BLOODIED targets.

Spikes Support Item


Light
Death Burst Trait Characters that start their turn GRAPPLED with
When the Demon is defeated, they explode the Demon take [2 Piercing Physical].
in a [Burst 1] area. Characters in the AOE
take [3/4/5 Damage] of the same type that
the Demon has resistance to from their
Chaotic Resistance trait.

Fear Aura Trait


Aura 2
Enemies that start their turn in this Aura take
[2 Stress] and must make a MIND save.
Failure: They are DAZED until the end of their
next turn.

Flaming Whip Melee Weapon


Heavy Longarm | Pull 2
5 Fight | +1/+3/+5 & +1 + vs Dodge
[Reach 3] | [5/6/7 Astral]
DEVIL
Contract Support Item
Main
[Range = Scope]
Devils use the power of rules, order, and contracts Enemies within Range have their Reroll
to gain power, manipulating the law to their benefit. Table options changed to the following:
Devils prefer to play in a game rigged to their  Strain: You take 1d6 Stress.
benefit.  Endanger: You become MARKED and
SUNDERED. You can’t use this option if
Base Features you are both MARKED and SUNDERED.
This doesn’t count as a condition that
Fiendish Resistance Trait you’ve given yourself.
The Devil has resistance to Astral or Lunar  Overextend: You can only choose this
damage. option if you are adjacent to an enemy or
within Reach of an enemy’s weapon.
The enemy can choose one of the
following, which resolves before you
Extra Features reroll:
 They make an OPPORTUNITY ATTACK
Bad Deal Spell
against you with +2 +.
Mana 1
 They deal 6 Physical to you as a
Reaction (1/Round)
reaction.
Trigger: An enemy within SCOPE uses the
Reroll Table.
Effect: They gain +1 - on the reroll.
Drain Melee Spell Attack
Mana 1
Charm Spell 5 Fight | +2/+4/+6 vs A-Def
Mana 1, Recharge 5+ [Reach 1] | [2/3/4 Stress]
3 Volley On Hit: The Devil regains 4/6/8 HP.
[Range = Scope]
An enemy within Range must make a MIND
save. Failure: They take [2/3/4 Stress] and a
further [2 Stress] whenever they target the Hellfire Ranged Spell Attack
Devil with a hostile effect. This effect lasts Mana 1
until the Devil is defeated or until the target 3 Volley | +1/+2/+3 & +1 + vs A-Def
succeeds on a MIND save as a minor action. [Range = Scope] | [2/3/4 Discord]
Success: They take [1/2/3 Stress]. On Hit: The target automatically fails their
next MAGIC check to clear Discord.

Invisibility Spell
Mana 1
Minor Action
The Devil becomes INVISIBLE until the start of
their next turn.
DIRE
Backed into a Corner Skill
Reaction
Trigger: The Dire becomes BLOODIED.
Dire creatures are larger and stronger than their Effect: The Dire makes a melee weapon
ordinary counterparts. Dire creatures tend to be attack, even if they would be defeated.
Beasts, but anything can take on a Dire form.

Base Features Rip Skill


1/round when the Dire critically hits with a
Dire Size Trait melee attack, the target must make an
The Dire gains +1 SIZE and gains +1 + on AGILITY save. Failure: One of their weapons
BULK checks and saves. or support items are destroyed (target’s
choice).

Frenzy Trait
The Dire gains +1 + on attacks while Tear Skill
BLOODIED. 1/round when the Dire hits with a melee
weapon attack, the target becomes
SUNDERED after the attack until the end of
their next turn.
Extra Features

Armor Spikes Support Item


Main Tough Trait
+2 ARMOR. The Dire gains +5 maximum HP.

Additionally, characters that hit the Dire with


a melee attack while adjacent to them take [2
Physical].

Ferocious Bite Melee Weapon


Heavy Club
5 Fight | +1/+3/+5 & +1 + vs Dodge
[Reach 1] | [6/8/10 Physical]
On Hit: The target is GRAPPLED by the Dire.
Draconic Bloodline Trait
Mana X

DRACONIC
When the Draconic rolls a recharge die, they
can increase the result by +1 for every MP
spent.
Draconic creatures are either types of dragons or
creatures with draconic features, like scales, claws,
wings, and breath attacks.
Energy Aura Trait
Base Features Aura 1
Characters that start their turn in this Aura
Chromatic Scales Trait take [2/3/4 Damage] of the same type that
The Draconic gains either Astral or Lunar the Draconic has resistance to from their
resistance. Chromatic Scales trait. This effect is
suppressed while the Dragon is STUNNED.

Natural Weapons Melee Weapon


Heavy Club Flight Trait
5 Fight | +2/+4/+6 vs Dodge The Draconic has flight.
[Reach 1] | [5/7/9 Physical]
This weapon can be used while DISARMED.
Swallow Melee Skill Attack
Recharge 5+
Phase 5 Brawl | +2/+4/+6 vs Dodge
Extra Features
The Draconic attacks an adjacent character
smaller than them. On a success, the target
Breath Weapon Skill
is swallowed and moved into the Draconic’s
Recharge 5+
space. They are DAZED and IMMOBILIZED, and
Phase 5 Brawl can’t target or be targeted by anything
[Line 10 or Close Blast 2] outside the Draconic’s spaces. They move
The AOE type is chosen when this ability is when the Draconic moves. Swallowed
selected, and its damage is of the same type creatures can make a BULK save as a
that the Draconic has resistance to from standard action during any phase to break
their Chromatic Scales trait. free. Otherwise, they are freed when the
On Use: All characters in the AOE must Draconic takes a Wound or Overstress.
make an AGILITY save. Failure: They take
[8/10/12 Astral or Lunar] Success: They take
[4/5/6 Astral or Lunar].

Change Size Spell


Mana 1
Minor Action
The Draconic changes their SIZE to any SIZE
between 1/2 and 3, or changes back to their
normal SIZE.
ELEMENTAL
Elemental Nimbus Skill
Aura 2
The Elemental’s enemies treat this Aura as
Elementals are creatures tied to a specific type of difficult terrain.
element, like fire or ice. Their physical forms are
often made of this element.
Energy Absorption Trait
Base Features When the Elemental takes damage that they
are immune to, they regain an amount of HP
Elemental Nature Trait equal to the damage they would have taken.
The Elemental chooses either Astral or Any HP beyond their maximum becomes
Lunar. They gain immunity to the chosen TEMP HP.
damage type and are VULNERABLE to the
other. All of their Elemental abilities that deal
damage use the chosen damage type.
Energy Form Trait
The Elemental can move through the spaces
of other characters, ignoring ENGAGEMENT.
Extra Features 1/turn, they can deal [2/3/4 damage] to an
enemy they move through.
Death Burst Trait
When the Elemental is defeated, they
unleash a burst of energy in a [Burst 2] AOE.
Enemies in the AOE must make an AGILITY Environmental Merge Trait
save. Failure: They take [4/5/6 damage]. The Elemental is immune to dangerous
Success: They take [2/3/3 damage]. terrain and gains hard cover while within it.

Elemental Burn Support Item


Light
The Elemental’s weapon attacks deal +2
Discord.
FEY
Fey Walk Spell
Mana 1
Minor Action
Fey are highly magical creatures with an abundance The Fey teleports up to 4 spaces.
of aetheric energy. Because of this, they are highly
resistant to weapons that aren’t enchanted.
Fly Trait
Base Features The Fey has flight.
Cold Iron Trait
The Fey has resistance to Physical, Astral,
Lunar, and Force damage from weapons Polymorph Spell
without an Enchantment, and is VULNERABLE Mana 1, Polymorph, Recharge 6+
to those damage types from weapons with an 3 Volley
Enchantment. [Range = Scope]
A character within Range must make a
MAGIC save. Failure: They take [2/3/4
Stress], become SIZE 1/2, and are DISARMED
Extra Features and SILENCED. These conditions last until
they take damage or succeed on a MAGIC
Confuse Ranged Spell Attack save as a minor action. Success: They take
3 Volley | +1/+3/+5 vs A-Def [1/2/3 Stress].
[Range = Scope] | [1/2/3 Discord]
On Hit: Until the target clears all Discord,
they take [2 Stress] 1/turn when they attack
with a weapon or spell. Sleep Dust Support Item
Light | Recharge 6+
Minor Action
[Range 5]
Death Curse Trait A character within Range must make a
When the Fey is defeated by an enemy MAGIC save. Failure: They are DAZED. If they
within [Range 10], that enemy must make a are still DAZED at the start of their next turn,
MAGIC save. Failure: They take 1 Wound. they also become WEAKENED. At the start of
Each character can only be affected by this their next turn after that, if they are either
trait 1/scene from each Fey. DAZED or WEAKENED (or both), they also
become STUNNED. All of these conditions are
cleared at the end of that turn.

Invisibility Spell
Mana 1
Minor Action
The Fey becomes INVISIBLE until the start of
their next turn.
MOUNTED
Run Over Skill
Phase 4 Reposition
The Mounted moves up to their SPEED, and
Mounted creatures ride something into battle, can move through the spaces of enemies
whether a horse, a motorcycle, or something while doing so, ignoring ENGAGEMENT.
stranger. They are fast but vulnerable when knocked Enemies they move through must make an
AGILITY save, 1/turn per character. Failure:
down. You can flavor this as the Mounted NPC
They take [3/4/5 Physical].
being temporarily dismounted.

Base Features

Hard Fall Trait


The Mounted is VULNERABLE while PRONE. OOZE
Oozes are creatures with amorphous bodies. Often
composed of acid, gel, or water, they can move
Gallop Trait through small openings and around other creatures
The following apply to the Mounted: and objects.
 The Mounted can only move in straight Base Features
lines. They can still interrupt and resume
their movement to perform actions, but Amorphous Trait
must continue in a straight line. The Ooze receives the following benefits:
 They can’t climb.
 As a minor action, they can 4 RUSH  They ignore difficult terrain.
but must choose the “ignore  They can move through spaces smaller
ENGAGEMENT and do not provoke than themselves normally, without
reactions” option. squeezing.
 They can move through other characters
and end their turn in their spaces.

Mounted Speed Trait


The Mounted gains +2 SPEED.
Ooze Body Trait
The Ooze has resistance to Physical
damage.
Extra Features

Impact Lance Melee Weapon


Main Longarm | Push 2 Extra Features
5 Fight | +1/+2/+3 vs Dodge
[Reach 2] | [5/6/7 Force] Acid Body Trait
Characters that attack the Ooze with a melee
attack while adjacent take [2 Piercing Lunar].
Mount’s Weapon Melee Weapon
Light Club
5 Fight | +1/+2/+3 vs Dodge
[Reach 1] | [3/4/5 Physical]
As long as they aren’t BLOODIED or BREAKING,
the Mounted can attack with this weapon as
a minor action.
Corrosive Lob Ranged Weapon Split, Mini-Boss Trait
Light Club | Arcing This trait requires the NPC to have the Mini-
3 Volley | +1/+3/+5 & +1 + vs Dodge Boss template, and replaces the Hardened
[Range 8, Reach 1] | [1/2/3 Discord] trait.
On Hit: The target receives +1 - on attacks The Ooze gains +1 SIZE, and when the Ooze
with one of their weapons (their choice). This would be defeated by a Wound, they instead
effect stacks until a weapon gains +3 -, at split into two copies of themselves:
which point the weapon is destroyed. Prior
to it being destroyed, the target can spend a  These copies are new characters with
RECOVERY as a minor action to clear this no preexisting conditions or effects.
effect from one weapon. Otherwise, it lasts  Their HP maximum is equal to their
until the end of the scene. BLOODIED value, minus any damage
carried over after the Wound, and they
are –1 SIZE than the Ooze’s original SIZE
(to a minimum of SIZE 1/2).
Engulf Skill  They lose all Mini-Boss base features
When an enemy starts their turn partly within except for Incompatible and Reflexes.
the Ooze’s space, they take [2/3/4 Piercing  When a copy would be defeated, they
Lunar]. split again into four new copies,
replacing the Mini-Boss template with
the Minion template, and receiving
another –1 SIZE. Defeated Minion Oozes
Split Trait do not split.
This trait requires the NPC to be either a
Veteran or Elite. If they have Sturdy, this trait
replaces that one.
When the Ooze reaches their WOUND CAP, Sticky Climbing Trait
they instead split into two copies of Climbing costs the Ooze half as much
themselves: movement as normal.

 These copies are new characters with


no preexisting conditions or effects, but
are otherwise identical. Transparent Trait
 Their HP maximum is equal to the The Ooze is INVISIBLE. Whenever they move
Ooze’s BLOODIED value, minus any or are moved they lose this status until the
damage carried over after the Wound, start of their next turn.
and they are –1 SIZE than the Ooze’s
original SIZE (to a minimum of SIZE 1/2).
 Each copy can only take one turn each
round.
 Copies are defeated if they take a
Wound.
OUTLAW
Fearsome Leader Trait
Other Outlaws within [Range 5] of one or
more Outlaws with this trait gain +1 + on
Outlaws are criminals and outcasts that prey on attacks, checks, and saves.
others. Their tactics are cruel and underhanded. Additionally, when this Outlaw is defeated, all
other Outlaws in the scene receive +1 - on
Base Features attacks, checks, and saves for the rest of the
scene.
Gang Up Trait
The Outlaw’s abilities deal +1 bonus damage
for each of their allies adjacent to the target.
Flintlock Ranged Weapon
Main Magitech | Piercing, Reloading
3 Volley | +2/+4/+6 & +1 - vs Dodge
Poor Training Trait
[Range 5, Reach 3] | [6/7/8 Physical]
The Outlaw is DAZED while BREAKING.

Low Blow Skill


Extra Features Stressful 1, Recharge 6+
Minor Action
Ambush Skill The Outlaw chooses an adjacent enemy. The
1/round, one of the Outlaw’s abilities can deal target must make a BULK save. Failure: They
+3 bonus damage while HIDDEN or if their are STUNNED until the end of their next turn.
target is an enemy that hasn’t taken a turn
yet this round.
Rusty Weaponry Support Item
Main
Chain Weaponry Support Item Whenever the Outlaw makes a character
Main | Recharge 5+ BLOODIED, that character takes [2/3/4
When the Outlaw hits with a melee weapon Discord].
attack roll, the target must make a BULK
save. Failure: They are DISARMED until the
end of their next turn. Steal Skill
Recharge 6+
Minor Action
Cruel Trait The Outlaw chooses an adjacent enemy.
Characters receive +1 - on saves forced by They must make an AGILITY save. Failure:
the Outlaw. The Outlaw selects one of the target’s pieces
of equipment without the Armor or Innate
tags. The target can’t use or benefit from that
item until the Outlaw is defeated or until the
Dirty Fighter Trait end of the scene.
The Outlaw attacks against BLOODIED targets
gain +1 + and Piercing.
Thief Trait
The Outlaw can automatically open locks. If
they open a treasure chest, the reward is
removed from the scene.
PLANT
Living Trees Spell
Mana X, Summon
3 Volley
Plants include all manner of animated trees, vines, [Range = Scope]
roots, and fungi. Plant creatures have a strong Living Tree (SIZE 1–3, HP 5, ARMOR 1,
synergy with each other. DODGE/A-DEF 10, SPEED 0)
The Plant spends 1–3 MP and creates a
Base Features living tree of equal SIZE within Range. The
tree counts as having the Plant template with
Plant Nature Trait no extra features.
The Plant has resistance to Lunar and is
VULNERABLE to Astral. A [Burst 1] zone around the tree counts as
difficult terrain to non-Plant characters.
The living tree remains in play until defeated,
even if its summoner is defeated.
Extra Features
Foliage Trait
The Plant has hard cover while within Pacifying Spores Skill
difficult terrain. Mana 1, Recharge 6+
5 Fight
[Burst 2]
Non-Plant characters in the AOE must make
Hallucinogenic Spores Skill a BULK save. Failure: They take [2 Stress]
Mana 1, Recharge 5+ and are unable to attack until the end of their
5 Fight next turn. Success: They take [2 Stress].
[Burst 2]
Non-Plant characters in the AOE must make
a BULK save. Failure: They take [2 Stress]
and treat all enemies as INVISIBLE until the Poison Spores Skill
end of their next turn. Success: They take [2 Mana 1, Recharge 5+
Stress]. 5 Fight
[Burst 2]
Non-Plant characters in the AOE must make
a BULK save. Failure: They take [3/4/5
In the Weeds Trait Discord]. Success: They take [1/2/3
Non-Plant characters treat all spaces Discord].
adjacent to the Plant as difficult terrain.

Rooted Trait
The Plant is immune to forced movement.
UNDEAD
Curse of Death Ranged Spell Attack
Aetheric, Indirect
3 Volley | +2/+4/+6 vs A-Def
Undead are reanimated or ghostly creatures. While
[Range = Scope] | [4/6/8 Lunar]
they come in many shapes and forms, they usually
On Hit: The target can’t regain HP until the
share an ability to endure greater injuries than the
end of their next turn.
living.
Base Features
Death Grip Skill
Undead Construction Trait Characters GRAPPLED by the Undead are
The Undead gains one of the following WEAKENED while GRAPPLED.
effects:
 Cadaverous: The Undead doesn’t make
wound or overstress rolls. Additionally,
when they would take their last Wound, Festering Bite Melee Weapon
roll 1d6. On a 5–6, they don’t take a Main Club | Reloading
Wound and instead go to 1 HP. Astral 5 Fight | +1/+3/+5 & +1 + vs Dodge
damage and damage from critical hits [Reach 1] | [5/6/7 Lunar]
ignore this effect. On Hit: The target loses 2 FOCUS and the
 Ghostly: The Undead is immune to Undead regains 2/3/4 HP.
Physical, but VULNERABLE to Force. They On Crit: As a hit, but the target must make a
ignore ENGAGEMENT, and can move BULK save. Failure: They are STUNNED until
through the spaces of other characters the end of their next turn.
and objects, but can’t end their turn
sharing spaces. They ignore dangerous
terrain and difficult terrain.
 Skeletal: The Undead has resistance to Infect Trait
Physical from non-club weapons, but is Recharge 4+
VULNERABLE to damage from club When the Undead hits with a weapon attack,
weapons. the target becomes infected with the
following effects:
 Infected characters are DAZED.
Extra Features  Whenever one of the infected
character’s allies becomes adjacent to
Call of the Grave Trait them, they also become infected.
When the Undead gives an enemy a Wound  Infected characters can attempt a BULK
or Overstress, the target rolls the wound or save as a minor action to end the
overstress roll twice and takes the lowest infection.
result.  Clearing the DAZED condition also
removes the infection.

Life Sense Skill


The Undead’s attacks against BLOODIED
targets gain +1 + and Homing.
Respawn, Minion Trait Stench Trait
This trait requires the NPC to have the Aura 1
Minion template, and replaces the One Hit Non-Undead that start their turn in this Aura
trait. or that enter it for the first time during their
turn must make a BULK save. Failure: They
The Undead has 1 HP and 1 STRESS CAP,
are WEAKENED until the end of their next turn.
and is defeated whenever they take any
damage or Stress. When defeated, unless
the damage or Stress was Astral or from a
critical hit, they turn into a SIZE 1/2 object in Undead Marshal Trait
one of their spaces (HP 1, DODGE 8). If this Other Undead within [Range 5] of one or
object hasn’t been defeated by the end of the more Undead with this trait gain +1 + on
next round, it turns back into a fresh, new attacks and are immune to the DAZED
version of that Undead. condition.

Respawn Point Trait Undead Nature Trait


This trait can only be taken when the Undead The Undead has resistance to Lunar
has more than WOUND CAP 1 and damage.
OVERSTRESS CAP 1.
When the Undead enters a combat scene,
mark a free space in the scene as their
Respawn Point. Whenever they take a
Wound or Overstress, they don’t make a
wound or overstress roll, and instead
teleport to their Respawn Point.
The Undead is still defeated when they reach
their WOUND CAP or OVERSTRESS CAP.
VAMPIRIC
Blood Drain Trait
1/turn when the Vampiric hits with a weapon
attack, they can spend 1 MP to regain HP
Vampiric creatures drain blood or energy from their equal to the damage dealt (after ARMOR and
enemies. While they are undead, they are unique resistances).
enough to have their own template.

Base Features
Bleed Trait Hypnotize Skill
When the Vampiric deals damage with a 2 Channel
weapon, the target takes [1 Discord]. [Range = Scope]
On Release: A character within Range
becomes hypnotized. The target takes [2/3/4
Stress] and the Vampiric moves them up to
Extra Features their SPEED. If the target ends this movement
next to the Vampiric or one of the Vampiric’s
Agents of the Night Spell allies, that character can 3 VOLLEY or 5
Mana 1, Summon FIGHT against the hypnotized target as a
2 Channel reaction.
[Range = Scope]
On Release: The Vampiric creates one of
the following Summons within Range:
Misty Escape Skill
Vermin Swarm (SIZE 3, HP 5, DODGE/A-DEF Reaction (1/round)
10, SPEED 3) Trigger: The Vampiric is critically hit or takes
The vermin swarm can share spaces with a Wound or Overstress.
other characters. Enemies that start their turn Effect: The Vampiric teleports up to 10
inside its spaces take [2/3/4 Physical] and spaces.
are DAZED until the end of their next turn.
Vermin swarms have resistance to damage
that isn’t from AOE effects. Siphon Ranged Spell Attack
Aetheric
Wolf (SIZE 1, HP 5, DODGE/A-DEF 10, SPEED
3 Volley | +2/+4/+6 vs A-Def
5)
[Range = Scope] | [4/6/8 Force]
When an adjacent enemy makes an attack, On Hit: The Vampiric regains HP equal to
the wolf can make an OPPORTUNITY ATTACK the damage dealt (after ARMOR and
with [+2/+4/+6] versus their target’s DODGE resistances).
that deals [4/6/8 Physical].

Undead Nature Trait


Amplify Skill The Vampiric has resistance to Lunar
Recharge 6+ damage.
Phase 3 Skirmish
[Range = Scope]
Enemies with Discord within Range must
make a MAGIC save. Failure: They take
Piercing Force equal to their total Discord,
and the Vampiric regains HP equal to the
damage done (after ARMOR and resistance).
Weeping Wound Skill
Minor Action
An adjacent character must make a BULK
save. Failure: They take [1 Discord] and an
additional [1 Discord] for every space they
move until the end of their next turn.
Wounds and Overstress
Like other NPCs with OVERSTRESS CAP 1, Bosses
BOSSES are VULNERABLE while exceeding their STRESS CAP.

The toughest enemies in the game are Bosses. TURNS


Unlike Mini-Bosses, each Boss is designed to be an
entire combat scene in its own right – a boss battle. Bosses take a number of turns each round equal to
When your players face a Boss, they face that the number of PCs in the combat scene. This
specific Boss and their Guardians – no other NPCs number doesn’t decrease when PCs are defeated.
are added to the scene. Bosses’ turns alternate with PC turns just like normal
NPC turns do.
Bosses make for perfect capstone fights in
campaigns or quests. Because of their unique rules, Despite having extra turns, Bosses can only take
though, they should be used sparingly. Not every one turn during each phase, except for PHASE 8
quest needs to end in a boss battle. Save them for DELAY, during which they can take multiple turns.
important moments. Bosses decide which phases they take their turns in
each round.
Boss battles don’t use battle plans. The goal in
these fights is to defeat the Boss. Additionally, ACTIONS
Bosses don’t use NPC types or templates. They are
in a category all of their own, although they do have During each of a Boss’s turns, they can perform a
tiers of power (T1–3, like other NPCs). standard action, a standard movement, and a
minor action. Their standard action must be one
During a boss battle, the Boss passed through available in the current phase.
multiple stages. This can represent physical
transformations or just changes in tactics. Bosses have access to the same standard actions
as other NPCs, but with the following changes.
Additionally, each Boss is accompanied by a
number of Guardians, which are NPC units built PHASE 7 FULL ATTACK
around the Boss’s unique features. Full Attack: The Boss can FULL ATTACK.

This section introduces three specific Bosses: the PHASE 8 DELAY


Great Wyrm, the Kraken, and the Lich. Delay: The Boss can only DELAY actions they
haven’t used this round. For example, if the
BOSS SPECIAL RULES boss has used 3 VOLLEY, they can’t 3 VOLLEY
again in PHASE 8 DELAY.
Bosses operate differently from other NPC units.
REACTIONS
This reflects the fact that they are standalone threats
Opportunity Attack: The boss can
– fearsome challenges for any foe.
OPPORTUNITY ATTACK any number of times
STAGES each round.

Each boss battle has three stages, representing


changes in the Boss’s abilities and fighting style. Bosses can’t SURGE or use the Reroll Table unless
During each stage, the Boss is essentially a new otherwise indicated.
character with different ability scores, attributes, and
abilities, though they always have WOUND CAP and
OVERSTRESS CAP 1.
When the Boss takes a Wound, they undergo a
transformation and the next stage begins.
At the start of the next round, the next stage begins.
The Boss clears all Stress, conditions, statuses, and
EVENTS
effects, and takes on the listed ability scores,
Bosses are powerful enemies that shape and alter attributes, and abilities. Any events relevant to the
the environment around them. These effects are new stage then take effect.
called events, and each stage of a boss battle has Although the Boss is considered the same character
events associated with it. throughout all stages, no damage is carried over.
Events and their effects just happen. The Boss and COMPLEXITY
their Guardians don’t activate them, and aren’t
considered to be using them as they might an ability. The 3 SEARCH action doesn’t work the same way
Events are tied to specific stages. When a boss against Bosses and their Guardians as it does
transforms and the boss battle moves to a new against normal NPC units. Instead, each use of the
stage, the old event ends and the new one begins. action reveals one of the following:

ABILITIES  The target’s current HP, MP, and Stress.


 The target’s traits.
Bosses’ abilities change from stage to stage. Each  If the target is the Boss, any abilities they can
stage of the boss battle provides the Boss with a take on a specific phase (excluding PHASE 8
wide array of abilities. They have every ability from DELAY), or any reactions or minor actions they
their current stage equipped. have.
 If the target is a Guardian, their base features.
The equipment carried by Bosses don’t always list a
DEPLOYMENT
size or type. These abilities are not considered to
have any size or type. Bosses and their Guardians always deploy first. The
Some abilities mention a phase and its number Boss can deploy anywhere on the map (usually in
followed by a plus sign (e.g., “Phase 1+”). These the middle), and the rules for each Boss explain
abilities can be used with a standard action during when and where their Guardians are deployed.
any phase from the listed one onward. For example, GUARDIANS
an ability with “Phase 1+” can be used as a
standard action in PHASE 1, 2, 3, and so on all the Guardians are special NPCs that accompany
way up to PHASE 8. Bosses. Each stage of a boss battle introduces a
certain number of new Guardians. These foes
TRANSFORMATION persist between stages, and have the potential to
overwhelm the beacons if they aren’t dealt with
When a Boss takes a Wound, they begin to
quickly.
transform. While transforming, Bosses still count as
obstructions and are immune to all damage, Stress, Each Boss’s Guardians operate uniquely. Some
and other effects until they enter their next stage. take their own turns, while others act during their
This does not affect Guardians. Boss’s turns.

Although the Boss is considered to have taken a When a new stage begins, any existing Guardians
Wound, they don’t make a wound roll and are not gain the Guardian profile for the new stage.
defeated.
GREAT WYRM
Dragons are incredibly long-lived creatures that grow throughout their lives. The largest and most
powerful of these dragons, called Great Wyrms, are terrifying creatures imbued with explosive elemental
power.
The Great Wyrm presented here is associated with fire, but you can easily change it to be associated with
a different element.
TACTICS

The Great Wyrm and its Guardians prefer when enemies bunch up, which makes it easier to hit them with
AOE attacks and abilities. They are at their strongest when they can stack Discord on enemies and move
around to catch as many enemies in AOEs as possible.
In Stage 1, the Great Wyrm is most mobile. In Stage 2, it looks for opportunities to knock enemies into
Traps. In Stage 3, it becomes enraged and acts less intelligently than before.
SCENE

Don’t set up a small or tight battlefield, as one of the PCs’ primary defensive strategies will be to spread
out.
Fill the map with rocks and rubble for cover and difficult terrain, and place pools of fire or lava as
dangerous terrain. You can also change the environment as the scene progresses through each stage,
adding more lava and cracks in the ground in the later stages.
Because the Great Wyrm and its Guardians can fly, the scene should have three or so harpoon terrain
features (see below) that the PCs can use to deal ranged damage and bring their enemies to the ground.
You can flavor them as magical stones, prepared missiles, or whatever fits for your Reflection.
Harpoon

PCs standing in a harpoon’s space can use their standard action during any phase to make a ranged
weapon attack against a target within [Range 15].
On Hit: The target takes [1d6+1 Piercing Physical], loses FLYING, and cannot resume FLYING until this
phase in the next round.
Harpoons must be reloaded after each use. They can be reloaded with a standard action during any
phase, or are automatically reloaded if a PC in its space reloads a weapon.
Stage 1: The Doomwing
The Great Wyrm takes to the sky with a deafening roar. Small cracks and fissures appear on the ground,
and the temperature begins to rise.

Tier 1 Tier 2 Tier 3


Size: 4 Save Size: 4 Save Size: 4 Save
Armor: 2 Target: 12 Armor: 2 Target: 14 Armor: 2 Target: 16
Scope: 10 Scope: 10 Scope: 10
Ability Scores Ability Scores Ability Scores
Bulk: 4 Mind: 2 Bulk: 6 Mind: 3 Bulk: 6 Mind: 4
Agility: 0 Magic: 2 Agility: 0 Magic: 3 Agility: 2 Magic: 4
Attributes Attributes Attributes
HP: 10 + 5 Stress Cap: 8 HP: 15 + 5 Stress Cap: 8 HP: 20 + 5 Stress Cap: 8
per PC per PC per PC
Dodge: 10 A-Def: 10 Dodge: 12 A-Def: 12 Dodge: 14 A-Def: 14
Speed: 4 MP: 5 Speed: 4 MP: 5 Speed: 4 MP: 5

GUARDIANS Ember Ranged Spell Attack


Aetheric
3 Volley | +2/+3/+4 vs A-Def
Tier 1 Tier 2 Tier 3
[Range = 10] | [2 Discord]
Size 1/2 1/2 1/2 This attack can only be used as part of the Great
Armor 0 0 0 Wyrm’s Whelps trait.
Scope 10 10 10
Save Target 12 14 16
Ability Scores +1 +2 +3 Events
HP 10 12 14
Dodge 8 10 12 Fire Rain
Speed 4 4 4 At the start of the first round, create three non-
Stress Cap 4 4 4
A-Def 10 12 14 adjacent [Blast 1] zones. At the end of the
MP 2 2 2 round, enemies in one or more of the zones
must make an AGILITY save. Failure: They take
Deploy a number of Guardians equal to the
[8/12/16 Astral] + [4 Discord] Success: They
number of PCs + 1 in free spaces. During the
take [4/6/8 Astral] + [2 Discord]. The zones then
Great Wyrm’s turns, each Guardian can move
disappear.
up to their SPEED.
Repeat this at the start of each new round,
Guardian Base Features increasing the number of zones by one each
time.
Fire Aura Trait
Aura 1 Traits
Enemies that start their turn in one or more of
these Auras take [1 Discord] per adjacent
Guardian.
Burdened Flight Trait Burn Ranged Spell Attack
The Great Wyrm and its Guardians have flight
and gain +2 SPEED while FLYING. If they are 3 Volley | +2/+3/+4 vs Dodge
BREAKING, they lose flight and immediately [Line 15] | [2/4/6 Astral + 3 Discord]
stop FLYING.

Fireball Ranged Spell Attack


Red Scales Trait
The Great Wyrm and its Guardians have Mana 2, Reliable 2/3/4
resistance to Astral and Discord. 3 Volley | +2/+3/+4 vs Dodge
[Range = Scope (10/10/10), Blast 2] | [5/6/7
Astral + 2 Discord]
Ranged Destruction Trait
The Great Wyrm can 3 VOLLEY during PHASE
5 BRAWL. Doomwing Skill
Recharge 5+
Phase 4 Reposition or 7 Full Attack
Whelps Trait
The Great Wyrm flies up to up 10 spaces in a
On each of the Great Wyrm’s turns, one straight line. Enemies through which it moves must
Guardian can make an Ember attack. Each make an AGILITY save. Failure: They take [4/6/8
Guardian can only do so 1/round. Astral] + [2 Discord]. Success: They take [2/3/4
Astral] + [1 Discord].
Standard Actions
Actions are ordered according to the phases in
which they can be used. Claw Melee Weapon

Hatch Egg Skill 5 Fight | +2/+3/+4 & +1 + vs Dodge


Any Phase [Reach 1] | [8/10/12 Physical]
A new Guardian appears in a free space adjacent
to an enemy with 5+ Discord, ignoring line of sight.
Swoop Skill
Phase 5 Brawl or 7 Full Attack
Fire Breath I Skill The Great Wyrm makes a Claw attack, and can
2 Channel automatically 5 GRAPPLE the target on a hit.
Before or after the attack, the Great Wyrm can fly
[Close Blast 3]
up to its SPEED (4/4/4). It can’t use this ability if it is
On Channel: Whenever the Great Wyrm would unable to fly or move.
lose concentration, it instead loses 1 MP. If the
Great Wyrm has no MP to lose, it loses
concentration.
On Release: Characters in the AOE must make an Superhot Skill
AGILITY save. Failure: They take [8/12/16 Astral] + Mana 2
[4 Discord] Success: They take [4/6/8 Astral] + [2 7 Full Attack
Discord].
All enemies (ignoring line of sight) must make a
MAGIC save. Failure: They gain Discord equal to
their current Discord. If they don’t have any
Discord, they take [2 Discord]. Success: They take
[1 Discord].
Reactions

Spreading Flames Skill


Mana 1
Reaction
Trigger: An enemy ends their turn adjacent to one
of their allies that has Discord.
Effect: The target gains Discord equal to their ally’s
Discord.

Stage 2: The Eruption


The ground ripples and cracks, sending geysers of lava spewing into the air. The rumbling continues, as
the ground slowly becomes an active, erupting volcano.

Tier 1 Tier 2 Tier 3


Size: 4 Save Size: 4 Save Size: 4 Save
Armor: 2 Target: 12 Armor: 2 Target: 14 Armor: 2 Target: 16
Scope: 10 Scope: 10 Scope: 10
Ability Scores Ability Scores Ability Scores
Bulk: 4 Mind: 2 Bulk: 6 Mind: 3 Bulk: 6 Mind: 4
Agility: 0 Magic: 2 Agility: 0 Magic: 3 Agility: 2 Magic: 4
Attributes Attributes Attributes
HP: 10 +5 Stress Cap: 8 HP: 15 +5 Stress Cap: 8 HP: 20 +5 per Stress Cap: 8
per PC per PC PC
Dodge: 10 A-Def: 10 Dodge: 12 A-Def: 12 Dodge: 14 A-Def: 14
Speed: 4 MP: 5 Speed: 4 MP: 5 Speed: 4 MP: 5

Guardians Wyrm’s turns, each Guardian can move up to


their SPEED.
Tier 1 Tier 2 Tier 3 Guardian Base Features
Size 1/2 1/2 1/2
Armor 0 0 0 Fire Aura Trait
Scope 10 10 10 Aura 1
Save Target 12 14 16 Enemies that start their turn in one or more of
Ability Scores +1 +2 +3 these Auras take [1 Discord] per adjacent
HP 10 12 14 Guardian.
Dodge 8 10 12
Speed 4 4 4
Stress Cap 4 4 4
A-Def 10 12 14
MP 2 2 2
At the beginning of this stage, deploy a number
of additional Guardians equal to the number of
PCs + 1 in free spaces. During the Great
Red Scales Trait
The Great Wyrm and its Guardians have
Fissure Trait
resistance to Astral and Discord.
Trap
Free Action
On each of the Great Wyrm’s turns, one Guardian
can place a Fissure Trap in an adjacent, free Tremor Maker Trait
space. When triggered, the Trap creates a [Burst The Great Wyrm and its Guardians don’t trigger
1] AOE, which can affect FLYING characters. Fissure Traps (but are still affected by them).
Characters in the AOE must make an AGILITY
save. Failure: They take [4 Astral + 1 Discord].
Success: They take [2 Astral].
After it is triggered, the Trap’s space becomes Standard Actions
dangerous terrain (AGILITY, [5 Discord]) until the
end of the scene. Actions are ordered according to the phases in
which they can be used.
Each Guardian can place a Trap 1/round.
Hatch Egg Skill
Events Any Phase

Eruption A new Guardian appears in a free space adjacent


to an enemy with 5+ Discord, ignoring line of sight.
At the start of each round, place three eruption
points scattered in single free spaces anywhere
on the map. Each eruption point must be within
Chomp Skill
4 spaces of one or more PCs.
Any Phase | Recharge 5+
At the end of each round, all PCs in the scene
An enemy GRAPPLED by the Great Wyrm must
take [15/18/21 Astral]. This damage is reduced
make a BULK save. Failure: They take [10/12/14
by [5/6/7] for every PC standing on an eruption Physical].
point. PCs standing in one of the eruption points
take [2 Discord] in addition to the above
damage. All eruption points then disappear.
Fire Breath II Skill
Forming Fissures
2 Channel
At the beginning of this stage, place Fissure [Close Blast 4]
Traps in free spaces equal to the number of On Channel: Whenever the Great Wyrm would
PCs. These Traps can’t be within [Range 3] of a lose concentration, it instead loses 1 MP. If the
PC. Great Wyrm has no MP to lose, it loses
concentration.
Traits
On Release: Characters in the AOE must make an
Burdened Flight Trait AGILITY save. Failure: They take [8/12/16 Astral] +
The Great Wyrm and its Guardians have flight [4 Discord]. Success: They take [4/6/8 Astral] + [2
and gain +2 SPEED while FLYING. If they are Discord].
BREAKING, the lose flight and immediately stop
FLYING.
Burn Ranged Spell Attack

3 Volley | +2/+3/+4 vs Dodge


[Line 15] | [2/4/6 Astral + 3 Discord]
Fireball Ranged Spell Attack Superhot Skill
Mana 2, Reliable 2/3/4 Mana 2
3 Volley | +2/+3/+4 vs Dodge 7 Full Attack
[Range = Scope (10/10/10), Blast 2] | [5/6/7 All enemies (ignoring line of sight) must make a
Astral + 2 Discord] MAGIC save. Failure: They gain Discord equal to
their current Discord. If they don’t have any
Discord, they take [2 Discord]. Success: They take
[1 Discord].
Roar Skill
Mana 1
Phase 4 Reposition Reactions
[Burst 2]
Enemies in the AOE must make a MIND save. Spreading Flames Skill
Failure: They take [2 Stress] and must move up to Mana 1
their SPEED directly away from the Great Wyrm in a
Reaction
straight line. This movement doesn’t provoke
reaction attacks. Success: They take [2 Stress]. Trigger: An enemy ends their turn adjacent to one
of their allies that has Discord.
Effect: The target gains Discord equal to their ally’s
Discord.
Bite Melee Weapon

5 Fight | +2/+3/+4 & +1 + vs Dodge


[Reach 2] | [8/10/12 Physical]

On Hit: The target is pulled adjacent to and


automatically GRAPPLED by the Great Wyrm.
Stage 3: The Inferno
The Great Wyrm turns its head upward in anger and frustration, unleashing a gout of flame. The heat is
so great it feels like the air is on fire. The race is on. Can you defeat this force of nature before you burn
alive?

Tier 1 Tier 2 Tier 3


Size: 4 Save Size: 4 Save Size: 4 Save
Armor: 2 Target: 12 Armor: 2 Target: 14 Armor: 2 Target: 16
Scope: 10 Scope: 10 Scope: 10
Ability Scores Ability Scores Ability Scores
Bulk: 4 Mind: 2 Bulk: 6 Mind: 3 Bulk: 6 Mind: 4
Agility: 0 Magic: 2 Agility: 0 Magic: 3 Agility: 2 Magic: 4
Attributes Attributes Attributes
HP: 10 +5 Stress Cap: 8 HP: 15 +5 Stress Cap: 8 HP: 20 +5 per Stress Cap: 8
per PC per PC PC
Dodge: 10 A-Def: 10 Dodge: 12 A-Def: 12 Dodge: 14 A-Def: 14
Speed: 4 MP: 5 Speed: 4 MP: 5 Speed: 4 MP: 5

Guardians
Guardian Base Features
Tier 1 Tier 2 Tier 3
Size 1/2 1/2 1/2 Fire Aura Trait
Armor 0 0 0 Aura 1
Scope 10 10 10 Enemies that start their turn in one or more of
Save Target 12 14 16 these Auras take [1 Discord] per adjacent
Ability Scores +1 +2 +3 Guardian.
HP 10 12 14
Dodge 8 10 12
Speed 4 4 4
Stress Cap 4 4 4 Whelp Breath Skill
A-Def 10 12 14 2 Channel
MP 2 2 2 [Close Blast 1]
At the beginning of this stag, deploy a number of On Release: Enemies in the AOE must make an
Guardians equal to the number of PCs + 1 in AGILITY save. Failure: They take [3/4/5 Astral] + [2
free spaces. During the Great Wyrm’s turns, Discord]. Success: They take [1/2/3 Astral] + [1
each Guardian can move up to their SPEED. Discord].

During this stage, all Guardians begin


channeling Whelp Breath at the start of each
round. They release it at the end of PHASE 6
RELEASE.
Events Standard Actions
Rivers of Lava Actions are ordered according to the phases in
which they can be used.
At the start of each round, create 10 spaces of
dangerous terrain (AGILITY, [5 Discord]) in free
spaces. Each space of dangerous terrain must
Chomp Skill
be adjacent to either the Great Wyrm or another
of piece of dangerous terrain created by this Recharge 5+
event, a Fissure Trap, or a piece of dangerous Any Phase
terrain from the start of the scene. An enemy GRAPPLED by the Great Wyrm must
make a BULK save. Failure: They take [10/12/14
Traits Physical].

Burdened Flight Trait


The Great Wyrm and its Guardians have flight
and gain +2 SPEED while FLYING. If they are Inhale Skill
BREAKING, the lose flight and immediately stop
Phase 2 | Recharge 6+
FLYING.
The Great Wyrm uses Fire Breath III, and can’t
lose concentration while channeling it.

Red Scales Trait


The Great Wyrm and its Guardians have
resistance to Astral and Discord. Fire Breath III Skill
2 Channel
[Close Blast 5]
Tremor Maker Trait On Channel: Whenever the Great Wyrm would
The Great Wyrm and its Guardians don’t trigger lose concentration, it instead loses 1 MP. If the
Fissure Traps (but are still affected by them). Great Wyrm has no MP to lose, it loses
concentration.
On Release: Characters in the AOE must make an
Inescapable Heat Trait AGILITY save. Failure: They take [8/12/16 Astral] +
All characters in the scene other than the Great [4 Discord]. Success: They take [4/6/8 Astral] + [2
Wyrm and its Guardians take [1 Discord] at the Discord].
start of each of their turns. Each round, this
amount increases by [+1 Discord].

Burn Ranged Spell Attack

3 Volley | +2/+3/+4 vs Dodge


[Line 15] | [2/4/6 Astral + 3 Discord]
Gulp Skill
Fireball Ranged Spell Attack 7 Full Attack
If the Great Wyrm isn’t GRAPPLED, it can use Bite
Mana 2, Reliable 2/3/4
instead of this ability. If it does have a character
3 Volley | +2/+3/+4 vs Dodge GRAPPLED, that character must make a contested
[Range = Scope (10/10/10), Blast 2] | [5/6/7 BULK check as if breaking out of GRAPPLED.
Astral + 2 Discord] Failure: They take [3/4/5 Stress] and are
swallowed. They are moved into the Great Wyrm’
space and no longer GRAPPLED. The swallowed
character is permanently DAZED and IMMOBILIZED
Shaking Ground Skill and can’t target or be targeted by anything outside
Phase 4 Reposition the Great Wyrm’s space. They move when the
Great Wyrm moves. Additionally, they take an
All non-FLYING enemies (ignoring line of sight) must additional +1 Discord from Inescapable Heat.
make an AGILITY save. Failure: They fall PRONE.
Swallowed characters can break free by making a
The Great Wyrm can move up to its SPEED (4/4/4) BULK save as a minor action.
after using this ability.
The Great Wyrm can only swallow characters if
there is sufficient room in its space.

Bite Melee Weapon Reactions


5 Fight
Spreading Flames Skill
+2/+3/+4 & +1 + vs Dodge
Mana 1
[Reach 2] | [8/10/12 Physical]
Reaction
On Hit: The target is pulled adjacent to and Trigger: An enemy ends their turn adjacent to one
automatically GRAPPLED by the Great Wyrm. of their allies that has Discord.
Effect: The target gains Discord equal to their ally’s
Discord.
KRAKEN
Krakens are powerful underwater creatures that prey on ships with their powerful tentacles and storm
magic. Fights against the Kraken must take place aboard a ship (see below).
TACTICS

The full Kraken only appears during the final stage of this boss battle. In Stage 1, the PCs fight its
tentacles, which are its Guardians. The Guardians focus on damaging the ship on which the beacons
fight. In Stage 2 the PCs must contend with dangerous events. In Stage 3, the Kraken appears and
focuses on attacking as many enemies as possible.
SCENE

The combat scene takes place on a 12 x 12 map, with the beacons deploying on a 6 x 6 ship in the
middle of the map. The rest of the map is water, which is considered difficult terrain. Characters with
Aquatic Adaptations can move normally in these spaces, but are still imperiled by the Kraken’s
Snapping Jaws trait.
The Ship

The ship counts as an object that can’t be moved. Only the Kraken and its Guardians can damage the
ship, but only using abilities that specifically mention this. Instead of having HP, damage to the ship is
represented by the destruction of 1-space segments. Destroyed segments of ship are replaced by water.
Beacons can repair destroyed ship segments with standard actions during any phase. Each time a
beacon performs repairs, they can restore 1d3 spaces within SCOPE, changing them back from water
spaces to ship spaces. They can take [1 Stress] to reroll the 1d3.
Stage 1: The Arms
Towering tentacles rise out of the water and begin smashing into the nearby ship.

Special Rules Smasher per PC in free water spaces adjacent


to the ship.
The Kraken does not actually appear in this
Each Guardian takes up 1 space – like a SIZE 1
stage. Instead, the PCs fight its tentacles,
character – but they still count as SIZE 3.
represented by Guardians.
In this stage, the Guardians are treated like Guardian Base Features
normal NPCs. They take their own turns and
Sea Monster Trait
have their own Initiatives; however, they can The Kraken and its Guardians move normally in
only use the abilities listed in their base features, water spaces, but treat non-water spaces as
taking no other actions. difficult terrain. They generally avoid entering
ship spaces.
The Kraken begins its transformation when
either of the following takes place:
 Half of the originally deployed Guardians
Slam (Slammer Only) Skill
have been defeated.
 Half of the total ship spaces are destroyed. 2 Channel
[Line 3]
Once the transformation is initiated, Stage 2
begins in the following round. On Channel: The AOE is a zone that lasts while it
is channeling. If the Slammer moves or is moved,
Keep track of the number of Guardians the area moves with them, mirroring its movement.
remaining when Stage 2 begins, as it is relevant On Release: Any ship spaces in the zone are
in Stage 3. destroyed and characters in the zone take [8/10/12
Physical].
Guardians

Tier 1 Tier 2 Tier 3 Smash (Smasher Only) Melee Weapon

Initiative 2 2 2 5 Fight | +1/+2/+3 vs Dodge


(Slammer) [Reach 1] | [6/8/10 Physical]
Initiative 5 5 5
(Smasher) If there are any enemies adjacent to the Smasher
Size 3 3 3 and targetable, attacks with this weapon must
Armor 0 0 0 target them. Otherwise, it automatically destroys an
Scope 5 5 5 adjacent ship space.
Save Target 12 14 16
Ability Scores +1 +2 +3
HP 12 16 20 Events
Dodge 8 10 12
Speed 3 3 3 Snapping Jaws
Stress Cap 5 5 5
If a character other than the Kraken or one of its
A-Def 8 10 12
MP 1 1 1 Guardians ends their turn in a water space, they
must make an AGILITY check or take [3 Stress].
There are two types of Guardians: Slammers
and Smashers. Deploy one Slammer and one
Stage 2: The Storm
The tentacles suddenly retreat underwater, earning the beacons a brief respite. But within moments, they
feel their hair beginning to stand on end. Electric storms begin to coalesce, crackling with static energy,
while the Kraken sends a tidal wave to sweep the beacons away.

Special Rules the end of PHASE 4 and once at the end of


PHASE 8. Any characters it moves through must
At the beginning of this stage, note how many destroy a piece of equipment or technique and
Guardians remain and remove them from the are knocked PRONE.
scene – there is no Kraken or Guardians until
Stage 3. Each space of the tidal wave has 10 HP, and is
destroyed when it reaches 0 HP. These spaces
This stage lasts for two rounds, after which are immune to all statuses, conditions, and
Stage 3 begins. effects except for damage. Attacks auto-hit
them, and they automatically fail any checks or
Events
saves.
Building Storm When the tidal wave reaches the other side of
Randomly place one 1-space Building Storm the map, it disappears.
Marker per PC. At the end of Round 2, these Snapping Jaws
storms begin discharging their energy. All
characters take [5 Astral] per building storm. If a character other than the Kraken or one of its
Guardians ends their turn in a water space, they
Characters can dispel a storm by succeeding on must make an AGILITY check. Failure: They take
a MAGIC check as a standard action during any [3 Stress].
phase. Doing this causes the character to take
[5 Astral]. Challenge Mode

Tidal Wave To make the fight more difficult, you can create
a new tidal wave at any side of the map once
A tidal wave forms along one of the edges of the the old one disappears. This continues until the
map. It is a straight line as long as that side of
end of the scene.
the map and 1 space wide.
Each round, the tidal wave moves 3 spaces
toward the other end of the map twice: once at
Stage 3: The Deep One
The full scale of this monster is finally revealed as the Kraken emerges! Its tentacles flail in anger as it
attempts to grab and crush the puny beacons arrayed before it.

Tier 1 Tier 2 Tier 3


Size: 3 Save Size: 3 Save Size: 3 Save
Armor: 3 Target: 12 Armor: 3 Target: 14 Armor: 4 Target: 16
Scope: 10 Scope: 10 Scope: 10
Ability Scores Ability Scores Ability Scores
Bulk: 4 Mind: 0 Bulk: 6 Mind: 0 Bulk: 6 Mind: 1
Agility: 1 Magic: 3 Agility: 2 Magic: 4 Agility: 4 Magic: 5
Attributes Attributes Attributes
HP: 15 +5 Stress Cap: 7 HP: 20 +5 Stress Cap: 8 HP: 25 +5 per Stress Cap: 9
per PC per PC PC
Dodge: 7 A-Def: 7 Dodge: 9 A-Def: 9 Dodge: 11 A-Def: 11
Speed: 4 MP: 4 Speed: 4 MP: 4 Speed: 4 MP: 4

Special Rules During the Kraken’s turns, its Guardians can


move up to their SPEED.
The Kraken itself enters play during this stage,
deploying in free water spaces anywhere in the Guardian Base Features
scene.
Sea Monster Trait
GUARDIANS The Kraken and its Guardians move normally in
water spaces, but treat non-water spaces as
difficult terrain. They generally avoid entering
Tier 1 Tier 2 Tier 3 ship spaces.
Size 3 3 3
Armor 0 0 0
Scope 5 5 5
Save Target 12 14 16 Snatch Melee Weapon
Ability Scores +1 +2 +3 5 Fight | +1/+2/+3 vs Dodge
HP 12 16 20
Dodge 8 10 12 [Reach 2] | [3 Physical]
Speed 3 3 3
Stress Cap 5 5 5 On Hit: The target is pulled adjacent to and
A-Def 8 10 12 automatically GRAPPLED by the Guardian.
MP 1 1 1
At the beginning of this scene, deploy one new
Guardian per PC, plus one new Guardian for Events
every Guardian that remained undefeated at the
end of Stage 1. All Guardians are deployed in Snapping Jaws
free water spaces adjacent to the ship.
If a character other than the Kraken or one of its
Guardians can only use Snatch, taking no other Guardians ends their turn in a water space, they
actions except for those granted by the Kraken’s must make an AGILITY check. Failure: They take
Grand Slam ability. They automatically have [3 Stress].
this action ready to perform as an OPPORTUNITY
ATTACK. They can also perform it if one of the
Kraken’s actions allow them to do so.
Raging Storm Grand Slam Skill
All Building Storm Markers from Stage 2 2 Channel
become Raging Storm Markers. Additionally, at On Channel: The Kraken and all Guardians begin
the start of every round, randomly place another channeling. Each Guardian creates a [Line 3] zone
1-space Raging Storm Marker. that lasts while it is channeling. If a Guardian
moves or is moved, this area moves with it,
At the end of each round, all storms discharge mirroring the movement.
their energy, dealing [5 Astral] per marker to all
On Release (Kraken): The Kraken creates a [Line
characters other than the Kraken and its
8] AOE. All ship spaces in the AOE are destroyed
Guardians. and characters in the AOE are auto-hit by a melee
Characters can dispel a storm by succeeding on weapon attack for [8/10/12 Physical].
a MAGIC check as a standard action during any On Release (Guardian): All ship spaces in the
phase. Doing this causes the character to take zone are destroyed and characters in the zone are
[5 Astral]. auto-hit by a melee weapon attack for [8/10/12
Physical].

Traits
Ink Spray Skill
Disarmed Trait
Recharge 5+
The Kraken is VULNERABLE while it has no
Guardians. Phase 3 Skirmish
[Range = Scope (10/10/10), Blast 1]
The AOE is a zone. Enemies are BLINDED while
fully within the zone, and line of sight can’t be
Sea Monster Trait
drawn through the zone unless it’s from an AOE.
The Kraken and its Guardians move normally in
The zone lasts until this ability is used again or the
water spaces, but treat non-water spaces as
Kraken dismisses it as a free action.
difficult terrain. They generally avoid entering
ship spaces.

Fling Skill
Standard Actions 3 Volley
One enemy GRAPPLED by the Kraken or a Guardian
Actions are ordered according to the phases in is pushed up to 5 spaces in a straight line in any
which they can be used. direction. If this would push them into one of their
allies, they take [6/8/10 Physical]. As a reaction,
Stormcaller Spell
the ally can split the damage evenly between
Mana 2, Recharge 5+ themselves and the pushed character.
Any Phase
Place a Raging Storm Marker in a random
space.
Rogue Wave Skill
Phase 4 Reposition
[Burst 1]
All enemies in the AOE must make a BULK save.
Failure: They fall PRONE.
The Kraken can then teleport to another side of
the ship. Guardians must make a BULK save. Failure: They
take [12/16/20 Physical]. Success: They take
[6/8/10 Physical].

Grabby Hands Skill Reactions


Phase 5 Brawl or 7 Full Attack
All Guardians can attack with Snatch and the Switch Skill
Kraken can make a melee weapon attack against Reaction
an adjacent enemy with a +2/+3/+4 bonus, dealing
Trigger: An enemy starts their turn GRAPPLED by a
[10/12/14 Physical] on a hit.
Guardian, ignoring line of sight.
Effect: They are teleported to a space adjacent a
different Guardian and become GRAPPLED by the
Constrict Skill new Guardian.
7 Full Attack
All enemies GRAPPLED by the Kraken or one of its
Spacer
LICH
Liches are the ultimate spellcasters, immortal beings that use magic to fuel their undying existence.
Lichdom requires extensive knowledge of necromancy, but their long lives and raw magical power allow
them to master other forms of magic as well.
TACTICS

Liches and their Guardians are fragile and dependent on mana. They want to remain as far away from
enemies as possible. Despite this, once the Lich’s Living Soul leaves their body in Stage 2, they
immediately play more aggressively, since they will remain invulnerable until the end of Stage 3.
SCENE

This boss battle benefits from a larger map. The Lich’s long SCOPE and the Guardians’ ranged abilities
mean they want to keep their distance. Because the Lich can teleport, consider creating locations on the
battle map that are hard to access without teleportation, flight, or climbing. Don’t make them
completely inaccessible, but give the Lich plenty of opportunities to evade danger so the PCs can focus
on taking out Guardians.
Be sure to include cover and terrain that blocks line of sight so the PCs can avoid or mitigate the
significant number of ranged attacks they are likely to face in this boss battle. You may also want to
include beneficial terrain features for the PCs, either as a way to entice them to good positions or to force
them to choose between a good position or a bad one with a beneficial terrain effect.
The Lich and certain PCs will want to be in Mana Nexuses as much as possible, so think ahead where
you’d like to place them. You can change their positions in each stage, but having the position of at least
the Stage 1 nexuses planned will save you time.
Stage 1: The Wizard Supreme
The Lich uses illusions to mask their true appearance, presenting themselves as a grand wizard with a
retinue of apprentices. The illusion can’t fully compensate for the jerking movements of their undead
attendants, or the uneasy feeling caused by their presence.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 13 Armor: 0 Target: 15 Armor: 0 Target: 18
Scope: 25 Scope: 25 Scope: 25
Ability Scores Ability Scores Ability Scores
Bulk: 0 Mind: 4 Bulk: 0 Mind: 6 Bulk: 0 Mind: 8
Agility: 0 Magic: 4 Agility: 0 Magic: 6 Agility: 0 Magic: 8
Attributes Attributes Attributes
HP: 10 + 3 Stress Cap: 12 HP: 15 + 3 Stress Cap: 12 HP: 20 + 3 Stress Cap: 12
per PC per PC per PC
Dodge: 10 A-Def: 12 Dodge: 11 A-Def: 14 Dodge: 12 A-Def: 16
Speed: 5 MP: 8 Speed: 5 MP: 9 Speed: 5 MP: 10

Guardians from one source equal to [1 Force] per


Guardian that attacks them this way. For
example, a character targeted by three
Tier 1 Tier 2 Tier 3 Guardians would take [3 Force], not three lots
Size 1/2 1/2 1/2 of [1 Force].
Armor 0 0 0
Scope 20 20 20 Events
Save Target 12 14 16
Ability Scores +1 +2 +3 Mana Nexus I
HP 3 4 5
Dodge 8 9 10 At the start of the scene, place four 1-space
Speed 3 3 3 mana nexuses spread around the map, with at
Stress Cap 6 6 6 least one close to the Lich and at least one close
A-Def 12 14 16 to the PCs.
MP 1 1 1
Characters that start their turn in a mana nexus
Deploy a number of Guardians equal to the regain 3 MP.
number of PCs + 2 in free spaces.
Traits
When the Lich takes a turn, all Guardians can
move up to their SPEED and then use Arcane Mana Application Trait
Missile simultaneously. Mana 1
The Lich can reroll an attack, check, or save.
Guardian Base Features They can use this trait any number of times per
roll.
Arcane Missile Ranged Spell Attack
Auto-Hit
3 Volley
[Range = 20] | [X Force]
The Guardian targets the enemy closest to
them with this spell attack. Instead of taking
damage for each hit, the target takes damage
Perfected Spellcasting Trait Disintegrate Ranged Spell Attack
If the Lich would be SILENCED, they instead lose
2 MP and can’t perform reactions until the end Recharge 5+
of their next turn. 3 Volley | +2/+4/+6 vs Dodge
Additionally, the Lich can’t use any reactions [Range 25] | [8/10/12 Force]
while exceeding their STRESS CAP.
On Hit: The target must make an AGILITY save.
Failure: One of their weapons or support items is
destroyed (their choice).
Ranged Destruction Trait
The Lich can 3 VOLLEY during PHASE 5
BRAWL.
Creeping Rime Ranged Spell Attack

3 Volley | +2/+4/+6 vs Dodge


Recycle Mana Trait [Range 25] | [8/10/12 Lunar]
Whenever an enemy spends MP, the Lich
regains that same amount of MP. On Hit: The target must make a BULK save.
Failure: They are SLOWED until the end of their
Standard Actions next turn.

Actions are ordered according to the phases in


which they can be used.
Transpose Spell
Summoned by Pain Skill
Mana 1, Recharge 5+
Any Phase
Phase 4 Reposition or 7 Full Attack
The Lich creates a new Guardian in a free space
[Range = Scope (25/25/25)]
adjacent to an enemy that took a Wound or
Overstress this round.
The Lich swaps places with an ally within Range,
which counts as a teleport.

Meteor Strike Spell


Arcing, Mana 3 Paralyzing Touch Melee Weapon
2 Channel
5 Fight | +1/+2/+3 & +1 + vs Dodge
[Range = Scope (25/25/25)]
[Reach 1] | [6/8/10 Lunar + 2 Stress]
On Channel: The Lich chooses 4 spaces within
Range. On Hit: The target must make a BULK save.
Failure: They are STUNNED and DAZED until the
On Release: Any objects or terrain in the chosen end of their next turn. Success: They are DAZED
spaces are destroyed. Then create a [Blast 4] until the end of their next turn.
AOE centered on each chosen space. Characters
in one or more AOEs take [12/16/20 Astral].
Targets take –2 damage for every space they are
away from the center (i.e., at 4 spaces away from
the center space, the damage is reduced by 8)
and must make an AGILITY save. Success: They
reduce this damage by half, after the original
reduction.
Dominate Spell Reactions
Mana 2
Spell Shield Spell
7 Full Attack
[Range = Scope (25/25/25)] Mana X
Reaction
An enemy within Range must make a MIND save,
taking +1 - if they are BREAKING. Failure: They Trigger: The Lich takes Physical, Astral, Lunar, or
take [3 Stress] and must move up to their SPEED Force.
toward their closest ally and attack them with a
weapon or spell attack of the Lich’s choice. Effect: The Lich takes –2 damage per MP spent.
Success: They take [3 Stress] and must move up
to their SPEED toward their closest ally.

Stage 2: The Necrotic


The Lich drops their illusion, revealing their true form and those of their undead attendants. Taking the
fight seriously now, they unleash their necrotic powers.

Tier 1 Tier 2 Tier 3


Size: 1 Save Size: 1 Save Size: 1 Save
Armor: 0 Target: 13 Armor: 0 Target: 15 Armor: 0 Target: 18
Scope: 25 Scope: 25 Scope: 25
Ability Scores Ability Scores Ability Scores
Bulk: 0 Mind: 4 Bulk: 0 Mind: 6 Bulk: 0 Mind: 8
Agility: 0 Magic: 4 Agility: 0 Magic: 6 Agility: 0 Magic: 8
Attributes Attributes Attributes
HP: 10 + 3 Stress Cap: 12 HP: 15 + 3 Stress Cap: 12 HP: 20 + 3 Stress Cap: 12
per PC per PC per PC
Dodge: 10 A-Def: 12 Dodge: 11 A-Def: 14 Dodge: 12 A-Def: 16
Speed: 5 MP: 8 Speed: 5 MP: 9 Speed: 5 MP: 10

Guardians Deploy a number of Guardians equal to the


number of PCs + 1 in free spaces.
Tier 1 Tier 2 Tier 3
When the Lich takes a turn, all Guardians can
Size 1/2 1/2 1/2 move up to their SPEED and then use Vile Curse
Armor 0 0 0 simultaneously.
Scope 20 20 20
Save Target 12 14 16
Ability Scores +1 +2 +3
HP 3 4 5
Dodge 8 9 10
Speed 3 3 3
Stress Cap 6 6 6
A-Def 12 14 16
MP 1 1 1
Perfected Spellcasting Trait
If the Lich would be SILENCED, they instead lose
Guardian Base Features 2 MP and can’t perform reactions until the end
of their next turn.
Vile Curse Ranged Spell Attack
Auto-Hit Additionally, the Lich can’t use any reactions
3 Volley while exceeding their STRESS CAP.
[Range = 20] | [X Stress]
The Guardian targets the enemy closest to
them with this spell attack. Instead of taking Ranged Destruction Trait
Stress for each hit, the target takes Stress from
one source equal to [1 Stress] per Guardian The Lich can 3 VOLLEY during PHASE 5
that attacks them this way. For example, a BRAWL.
character targeted by three Guardians would
take [3 Stress], not three lots of [1 Stress]. Recycle Mana Trait
Whenever an enemy spends MP, the Lich
Events regains that same amount of MP.

Mana Nexus II Standard Actions


The Lich can reposition the mana nexuses
placed at the beginning of the scene, with at Actions are ordered according to the phases in
least one close to the Lich and at least one close which they can be used.
to the PCs. Soulcrux Spell
Characters that start their turn in a mana nexus Mana 2
regain 3 MP. Any Phase
[Range = Scope (25/25/25)]
Traits
The Lich creates a Guardian in a free space
Mana Application Trait
within Range.
Mana 1
The Lich can reroll an attack, check, or save.
They can use this trait any number of times per
roll. Meteor Strike Spell
Arcing, Mana 3
2 Channel
Living Soul Trait [Range = Scope (25/25/25)]
If there are any Guardians remaining when the
Lich would take a Wound, the Lich’s energy On Channel: The Lich chooses 4 spaces within
visibly leaves their body and enters that of a Range.
Guardian. This Guardian becomes the Lich’s
On Release: Any objects or terrain in the chosen
living soul.
spaces are destroyed. Then create a [Blast 4]
While the living soul remains undefeated, the AOE centered on each chosen space. Characters
Lich is locked at 1 HP and becomes immune to in one or more AOEs take [12/16/20 Astral].
all damage and Stress.
Targets take –2 damage for every space they are
When the living soul is defeated, the Lich takes away from the center (i.e., at 4 spaces away from
a Wound and begins their transformation, with the center space, the damage is reduced by 8)
Stage 3 beginning at the start of the next round. and must make an AGILITY save. Success: They
This ability only triggers once. reduce this damage by half, after the original
reduction.
Disintegrate Ranged Spell Attack Power Word: Stun Spell
Recharge 5+ Mana 3
3 Volley | +2/+4/+6 vs Dodge 7 Full Attack
[Range 25] | [8/10/12 Force] [Range = Scope (25/25/25)]

On Hit: The target must make an AGILITY save. An enemy within Range must make a MAGIC
Failure: One of their weapons or support items is save, taking +1 - if they are BLOODIED. Failure:
destroyed (their choice). They take [3 Stress] and are STUNNED and
SLOWED until the end of their next turn. Success:
They take [3 Stress] and are SLOWED until the
end of their next turn.
Creeping Rime Ranged Spell Attack

3 Volley | +2/+4/+6 vs Dodge


[Range 25] | [8/10/12 Lunar] Reactions
On Hit: The target must make a BULK save. Antilife Spell
Failure: They are SLOWED until the end of their
next turn. Mana 1
Reaction (1/round)

Trigger: An enemy within SCOPE (25/25/25) would


Dimension Door Spell regain HP.

Mana 1 Effect: They only regain half as much HP.


Phase 4+

The Lich teleports up to 6 spaces.


Spell Shield Spell
Mana X
Reaction
Paralyzing Touch Melee Weapon
Trigger: The Lich takes Physical, Astral, Lunar, or
5 Fight | +1/+2/+3 & +1 + vs Dodge Force.
[Reach 1] | [6/8/10 Lunar + 2 Stress]
Effect: The Lich takes –2 damage per MP spent.
On Hit: The target must make a BULK save.
Failure: They are STUNNED and DAZED until the
end of their next turn. Success: They are DAZED
until the end of their next turn.
Stage 3: The Undying
With their physical form destroyed, all that remains of the Lich’s body is their head, floating and brimming
with magical energy.

Tier 1 Tier 2 Tier 3


Size: 1/2 Save Size: 1/2 Save Size: 1/2 Save
Armor: 0 Target: 13 Armor: 0 Target: 15 Armor: 0 Target: 18
Scope: 25 Scope: 25 Scope: 25
Ability Scores Ability Scores Ability Scores
Bulk: 0 Mind: 4 Bulk: 0 Mind: 6 Bulk: 0 Mind: 8
Agility: 0 Magic: 4 Agility: 0 Magic: 6 Agility: 0 Magic: 8
Attributes Attributes Attributes
HP: 1 Stress Cap: 1 HP: 1 Stress Cap: 1 HP: 1 Stress Cap: 1
Dodge: 12 A-Def: 12 Dodge: 13 A-Def: 14 Dodge: 14 A-Def: 16
Speed: 4 MP: 8 Speed: 4 MP: 9 Speed: 4 MP: 10

Guardians Traits
Deploy a number of Guardians equal to the Doublecast Trait
number of PCs in free spaces. 1/round, the Lich can spend 2 MP when taking
an action to take it twice that turn.
All Guardians turn into jars that are Summons
with the Death Jar trait.
Guardian (SIZE 1/2, HP 1, ARMOR 2, DODGE/A- Mana Application Trait
DEF 6, SPEED 0) Mana 1
The Lich can reroll an attack, check, or save.
Guardian Base Features They can use this trait any number of times per
roll.
Death Jar Trait
Aura 2
Enemies in these Auras are unable to regain
HP. Additionally, enemies that start their turn in Soulcrux Immortality Trait
one or more of these Auras take [2/3/4 Lunar] The Lich is immune to all damage and Stress
and are unable to regain HP or gain TEMP HP while any Guardians remain. Nothing
until the start of their next turn. supersedes this trait.

Events
Perfected Spellcasting Trait
Mana Nexus III
If the Lich would be SILENCED, they instead lose
The Lich can reposition the mana nexuses from 2 MP and can’t perform reactions until the end
their Stage 2 positions, with at least one close to of their next turn.
the Lich and at least one close to the PCs. Additionally, the Lich can’t use any reactions
while exceeding their STRESS CAP.
Characters that start their turn in a mana nexus
regain 3 MP.
Ranged Destruction Trait Creeping Rime Ranged Spell Attack
The Lich can 3 VOLLEY during PHASE 5
BRAWL. 3 Volley | +2/+4/+6 vs Dodge
[Range 25] | [8/10/12 Lunar]

On Hit: The target must make a BULK save.


Recycle Mana Trait Failure: They are SLOWED until the end of their
Whenever an enemy spends MP, the Lich next turn.
regains that same amount of MP.

Standard Actions
Dimension Door Spell
Actions are ordered according to the phases in
which they can be used. Mana 1
Phase 4 Reposition
Vengeful Ghost Spell
The Lich teleports up to 6 spaces.
Mana 1, Summon
Any Phase
[Range = Scope (25/25/25)]
Howl Skill
Vengeful Ghost (SIZE 1, HP 5, DODGE/A-DEF 10,
SPEED 3) 5 Fight
[Burst 3]
The Lich creates a vengeful ghost within Range.
Enemies that end their turn adjacent to the ghost All enemies in the AOE must make a MIND save,
take [2 Stress]. taking +1 - if they are BREAKING. Failure: They
take [2/3/4 Stress], are DAZED until the end of their
next turn, and must immediately move their SPEED
directly away from the Lich. Success: They take
Glitter Dust Spell [2/3/4 Stress].

Mana 1
Phase 2+
Disrupt Life Spell
[Burst 2]
Mana 2
Enemies in the AOE must make an AGILITY save. Phase 6+
Failure: They are BLINDED until the end of their
[Burst 3]
next turn.
Enemies in the AOE must make a BULK save,
taking +1 - if they are BLOODIED. Failure: They
take [8/10/12 Lunar] and –2 maximum HP that
Energy Drain Ranged Spell Attack lasts until the end of the scene. If their maximum
HP reaches 0, they are defeated. Success: They
3 Volley | +2/+4/+6 vs Dodge
take [4/5/6 Lunar].
[Range 25] | [6/8/10 Lunar]

On Hit: The target must make a MAGIC save.


Failure: Their HP maximum is reduced by 2 until
the end of the scene. If their HP maximum
reaches 0, they are defeated.
Paralyzing Touch Melee Weapon

5 Fight | +1/+2/+3 & +1 + vs Dodge


[Reach 1] | [6/8/10 Lunar + 2 Stress]

On Hit: The target must make a BULK save.


Failure: They are STUNNED and DAZED until the
end of their next turn. Success: They are DAZED
until the end of their next turn.

Finger of Death Ranged Spell Attack


Mana 2
7 Full Attack | +2+/4/+6 vs Dodge
[Reach 1] | [8/10/12 Lunar + 2/3/4 Stress]

If this attack gives an enemy a Wound or


Overstress, the Lich creates a vengeful ghost
(see Vengeful Ghost) in a free space adjacent to
the target. If this attack gives both, the Lich
creates two vengeful ghosts.

Reactions

Antilife Spell
Mana 1
Reaction (1/round)

Trigger: An enemy within SCOPE (25/25/25) would


regain HP.

Effect: They only regain half as much HP.


APPENDICES

APPENDIX A: SHOPS AND SUPPLIES


Shops are places where beacons can exchange GOLD for SUPPLIES (p. XX). SUPPLIES are minor items
beacons can bring on quests that don’t cost equipment slots or MEMORY to equip. They must be equipped
at the beginning of each quest, at the same time as other equipment and techniques. Beacons can equip
up to three SUPPLIES per quest (no duplicates), and all equipped SUPPLIES are destroyed at the end of the
quest.
Shops provide a way to thematically group SUPPLIES together. For example, the Alchemy Shop sells
SUPPLIES that are narratively potions and elixirs, while the Tavern sells food and drink SUPPLIES. Beacons
can buy or acquire SUPPLIES with the Go Shopping or Pursue a Profession downtime activities (p. XX),
but the GM can also give them out as rewards (p. XX).
When beacons Go Shopping or otherwise have an opportunity to select SUPPLIES from a shop, not every
option is always in stock. Instead, the GM either randomly or manually decides which SUPPLIES are
currently available. It is recommended that no more than five different SUPPLIES are available in each shop
at a time.
Similarly, not every shop will be available during every downtime. For example, a city that hates magitech
may not always have an Engineer available; however, the General Store should always be available.

GENERAL STORE
Adventuring supplies and common goods.
# Supply Cost Effect
1 Compass 1 gold You gain +1 + on skill checks to navigate.
2 Holster 2 gold You gain an extra LIGHT weapon slot.
3 Pouch 2 gold You gain an extra LIGHT support slot.
4 Rations 1 gold Minor Action (1/quest): You can regain HP equal to your
BLOODIED value.
5 Rented Gear X gold You gain access to any weapon or support item from any
class for the duration of one quest, although it still needs to
be equipped as normal. This costs GOLD equal to the class
rank required to unlock it.
6 Rumors 1 gold You learn the environmental factors and NPC types that will
be encountered during this quest. If the GM doesn’t know
them all yet, they will instead provide as much guidance as
they can on what the environments and NPCs might be like.
7 Sleeping Bag 1 gold At the end of each combat scene, you regain HP equal to 1/4
of your maximum HP.
8 Treasure Map 1 gold 1/quest at the start of a combat scene, the GM will place a
treasure chest in the scene.
9 Tutor X gold You gain access to any technique from any class, although it
still needs to be equipped as normal. This costs gold equal
to the class rank required to unlock it.
10 Waterskin 1 gold Minor Action (1/quest): You can clear Stress equal to your
BREAKING point.
11 Well Stocked 1 gold You gain +1 RECOVERY.
ALCHEMY SHOP
Potions and elixirs with a variety of magical effects.
# Supply Cost Effect
1 Acid 1 gold This support item is equipped for free. [Support Item] Main |
Consumable 3, Innate, Thrown 5 | Minor Action. Expend a
charge to make a support attack within the thrown Range. On Hit:
The target is SUNDERED until the end of their next turn.
2 Alchemist’s Fire 1 gold This support item is equipped for free. [Support Item] Light |
Consumable 3, Innate, Thrown 5 | Minor Action. Expend a
charge to make a support attack within the thrown Range. On Hit:
The target takes [1 Discord].
3 Antitoxin 1 gold Free Action (1/quest): You can clear all Discord.
4 Astral Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to
Astral for the rest of the scene.
5 Barkskin Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to
Physical for the rest of the scene.
6 Catseye Elixir 2 gold During this quest, you can 3 SEARCH as a minor action for 1
Stress.
7 Crystal Flask 1 gold One piece of Consumable equipment gains +1 Consumable.
8 Diamond Flasks 3 gold All of your Consumable equipment gains +1 Consumable.
9 Displacer Flask 3 gold You gain +2 AGILITY.
10 Elixir of Agility 1 gold You gain +1 AGILITY.
11 Elixir of Fortitude 2 gold You gain +3 maximum HP.
12 Elixir of Magic 1 gold You gain +1 MAGIC.
13 Elixir of Strength 1 gold You gain +1 BULK.
14 Elixir of Wisdom 1 gold You gain +1 MIND.
15 Empyrean Flask 3 gold You gain +2 MIND.
16 Flask of Life 1 gold 1/quest at the start of a combat scene, you gain +5 maximum HP
for the rest of the scene. Your current HP also increases.
17 Force Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to
Force for the rest of the scene.
18 Invisibility Potion 2 gold Free Action (1/quest): You become INVISIBLE until the start of
your next turn.
19 Lunar Potion 1 gold 1/quest at the start of a combat scene, you gain resistance to
Lunar for the rest of the scene.
20 Memory Potion 2 gold 1/quest during a Short Rest, you can repair one destroyed
technique without spending a RECOVERY.
21 Minor Healing Potion 1 gold 1/quest during a Short Rest, you can regain all your HP without
spending a RECOVERY.
22 Minor Mana Potion 1 gold Free Action (1/quest): You regain 1d6 MP.
23 Moon Flask 3 gold You gain +2 MAGIC.
24 Potion of Expanded 2 gold You gain +1 MEMORY.
Mind
25 Potion of the Archmage 2 gold You gain +1 maximum MP.
26 Prismatic Potion 2 gold 1/quest at the start of a combat scene, you gain resistance to
Astral and Lunar for the rest of the scene.
27 Swiftness Potion 2 gold You gain +1 SPEED.
28 Ruptured Flask 1 gold This support item is equipped for free. [Support Item] Light |
Consumable 3, Innate | Minor Action. You expend a charge and
your aetheric field becomes dangerously unstable. You gain a d6
Explosion Die that starts at 1. Whenever you take damage,
increase the value of your Explosion Die by 1 to a maximum of 6.
As a free action you can discharge this unstable energy in a
[Burst 2] area, dealing an amount of Force equal to your Explosion
Die to characters in the AOE. You take half as much Force. This
effect then ends.
29 Titan Flask 3 gold You gain +2 BULK.
30 Water-Breathing Potion 1 gold You gain an Aquatic Adaptation.

BLACKSMITH
Forged metal gear and equipment.
# Supply Cost Effect
1 Adamantine Plating 2 gold 1/quest when one of your weapons or support items would be
destroyed, it isn’t.
2 Adaptive Armor 1 gold You become immune to the effects of an environmental factor or
terrain feature of your choice (excluding Locks).
3 Armor Kit 1 gold 1/quest at the start of a combat scene, you gain +1 ARMOR until
the end of the scene.
4 Armor Spikes 1 gold You deal [1 Piercing Physical] on hits with 5 GRAPPLE, 5 SHOVE,
or improvised weapon attacks.
5 Buckler 1 gold You start each combat scene with 1 FOCUS.
6 Cold Iron Weapon 1 gold One of your weapons that deals Physical, Force, or Astral deals
Lunar instead.
7 Counterweight 2 gold One of your melee weapons changes its type to club.
8 Deep-Plate Scabbard 3 gold You gain an extra MAIN weapon slot.
9 Handle 2 gold One of your melee weapons changes its type to longarm.
10 Helmet 1 gold 1/quest when you would become DAZED, you don’t.
11 Links 3 gold One of your LIGHT weapon slots becomes LIGHT W LIGHT.
12 Lockpick 1 gold 1/quest, you can automatically unlock a lock as a free action.
13 Manacles 1 gold 1/quest when you 5 GRAPPLE a character, they are DISARMED until
the grapple ends.
14 Mithral Plating 2 gold Choose one of your weapons. When you use the Reroll Table to
reroll an attack with that weapon, the reroll gains +1 +.
15 Padlock 1 gold As a free action while adjacent to a chest, door, or other object
that can be locked, you can lock it. Enemies receive +1 - to
unlock it.
16 Perfectly Balanced 2 gold One of your weapons gains Reliable 2.
17 Portable Wall 1 gold Minor Action (1/quest): You can place a SIZE 2 piece of hard
cover.
18 Reinforced 1 gold 1/quest when you would become MARKED, you don’t.
19 Repair Kit 1 gold 1/quest during a Short Rest, you or an ally can repair a piece of
destroyed equipment without spending a RECOVERY.
20 Sharpened 2 gold One of your weapons crits on rolls of 19+, instead of 20+.
21 Sharpening Stone 2 gold One of your melee weapons changes its type to blade.
22 Solarite Weapon 1 gold One of your weapons that deals Physical, Force, or Lunar deals
Astral instead.
23 Specialty Weapon 3 gold One of your weapons gains +1 +.
24 Thorium Weapon 1 gold One of your weapons that deals Force, Astral, or Lunar deals
Physical instead.
25 Wagon 3 gold During Short Rests, you and your allies can each swap out an
equipped weapon or support item with a different option for free.
Destroyed weapons and support items, and those with 0 charges
remaining can’t be swapped.
26 Weapon Chain 1 gold One of your weapons can be used while DISARMED.
27 Weapon Ring 2 gold 1/quest at any time, you can swap out any number of your
weapons for different ones that can fit in the same slots.

LEATHERWORKER/CLOTHIER
Sturdy leather gear and lightweight clothing.
# Supply Cost Effect
1 Ammo Pouch 2 gold Free Action (1/quest): You can reload a weapon.
2 Archmage Cloak 2 gold You gain +1 maximum MP.
3 Archmage Robes 1 gold You gain +1 + on concentration saves.
4 Backpack 3 gold You gain an extra MAIN support slot.
5 Behemoth Gloves 1 gold Your crits deal +2 bonus damage.
6 Bloodroot Belt 1 gold 1/quest at the start of a combat scene, you regain 1 MP at the start
of each round for the rest of the scene.
7 Driftwind Cloak 2 gold You gain +2 DODGE.
8 Dragonscale Lining 1 gold 1/quest at the start of a combat scene, you gain resistance to
Astral or Lunar. You are VULNERABLE to the other damage type.
These effects last for the rest of the scene.
9 Dragonstrike Gloves 2 gold Your weapon attacks critically hit on 19+, instead of 20+.
10 Explosive Ammunition 1 gold 1/quest, you can give one ranged weapon attack [Blast 2].
11 Fine Clothing 1 gold You gain +1 + on skill checks to impress, convince, or make good
impressions.
12 Focus Band 1 gold 1/quest when you would be reduced from full HP to 0 HP, you
instead go to 1 HP.
13 Frostfur Lining 2 gold You are immune to the SLOWED condition from other characters.
14 Gem-Studded Belt 1 gold Minor Action (1/quest): You regain all your HP.
15 Handwraps 2 gold Your improvised weapon attacks deal +2 damage.
16 Lava Tunic 2 gold 1/quest at the start of a combat scene, you become immune to
Astral for the rest of the scene.
17 Leather Kit 1 gold 1/quest at the start of a combat scene, you gain +1 ARMOR until
the end of the scene.
18 Polar Tunic 2 gold 1/quest at the start of a combat scene, you become immune to
Lunar for the rest of the scene.
19 Prismatic Armor 2 gold At the start of each combat scene, you randomly gain resistance
to either Physical, Astral, Lunar, or Force.
20 Raptor-Hide Boots 2 gold You gain +1 SPEED.
21 Reins 3 gold You gain a mount, which counts as an allied NPC. It is 1 SIZE
larger than you, has HP equal to your BLOODIED value, DODGE/A-
DEF 8, and SPEED 4. The mount can carry one character smaller
than it at a time. It moves during PHASE 4 REPOSITION, and can
only use its standard movement and 4 RUSH. If the mount is
reduced to 0 HP, it is defeated. You can spend a RECOVERY to
restore all the mount’s HP during a Short Rest.
22 Runecloth Backpack 5 gold You gain an extra HEAVY support slot.
23 Shadowcloak Armor 1 gold Free Action (1/quest): You can 4 HIDE.
24 Spellstrike Gloves 2 gold Your spell attacks critically hit on rolls of 19+, instead of 20+.
25 Spellweave Lining 2 gold 1/quest at the start of a combat scene, you gain resistance to all
damage from spells for the rest of the scene.
26 Spidersilk Boots 2 gold You are immune to the IMMOBILIZED condition from other
characters.
27 Spidersilk Bowstring 1 gold One of your bows gains +3 Range.
28 Sturdy Belt 3 gold You gain an extra MAIN weapon slot.
29 Tent 3 gold 1/quest when you take a Short Rest, you reduce all RECOVERY
costs by –1 for you and your allies that rest, to a minimum of 0.
30 Wild Armor 1 gold You gain two random +1 bonuses to your BULK, AGILITY, MIND, or
MAGIC checks/saves this quest. Randomly determine where each
increase goes. Both increases can go into the same ability score.

ENGINEER
Cutting-edge tech and magitech.
# Supply Cost Effect
1 Arcane Focus 2 gold You gain +1 maximum MP.
2 Arcane Retrofit 2 gold One of your weapons changes its type to artifact.

3 Auto-Picker 2 gold Free Action(1/scene): You can automatically disable either a


Trap or a lock.
4 Autofeeder 3 gold Minor Action (1/scene): You can reload one weapon.
5 Bayonet Attachment 1 gold One of your ranged weapons gains [Reach 1].
6 Blasting Charges 2 gold 1/quest, you destroy a piece of terrain SIZE 1 or smaller, or
create a SIZE 1 hole in a larger piece of terrain.
7 Bouncing Betty 1 gold FLYING characters trigger your Traps, and aren’t immune to
Upgrade them.
8 Combined Weapon 3 gold One of your weapons gains another, additional weapon type.
9 Composite 2 gold One of your ranged weapons changes its type to bow.
Construction
10 Crawling Mines 1 gold Minor Action: You move one of your Traps up to 2 spaces.
11 Dynamite 2 gold This support item is equipped for free. [Support Item] Main |
Consumable 1, Innate, Thrown 5 | Minor Action. Expend a
charge and select a space within the thrown Range. The
dynamite explodes in that space, and all characters in a [Blast
2] AOE must make an AGILITY save. Failure: They take [2d6
Force]. Success: They take half damage.
If this support item is destroyed, it immediately explodes with
the [Blast 2] AOE centered on you.
12 Echo Weapon 2 gold One of your weapons gains Aetheric.
13 Environmental 1 gold Gain an adaptation to an environmental factor.
Integration
14 Flight Systems 3 gold You have flight.
15 Gadget Goggles 2 gold You are immune to the BLINDED condition from other
characters.
16 Grapple Gun 1 gold Minor Action (1/scene): You can fly up to 3 spaces.
17 Hydraulic Suit 1 gold You count as +1 SIZE larger for the purposes of 5 GRAPPLE
and 5 SHOVE.
18 Jetpack 2 gold 1/quest, you have flight for the duration of a combat scene.
19 Minor Job Crystal 2 gold You gain access to a job of your choice, which must be
equipped as normal. For the duration of this quest, you can
imprint into an additional job crystal.
20 Mech Suit 3 gold Free Action (1/quest): You can activate a mech suit. You
gain the following benefits for the rest of the scene: +2 SIZE,
TEMP HP equal to 2+GRIT, +2 ARMOR. You can 5 GRAPPLE and
5 SHOVE as a minor action. Additionally, if you take a Wound
or Overstress and it isn’t your fourth of that type, you don’t have
to make the wound or overstress roll.
21 Reflective Coating 2 gold You gain +2 A-DEF.
22 Spyglass 1 gold You gain +2 SCOPE.
23 Tech Retrofit 2 gold One of your weapons changes its type to magitech.

24 Telescoping 2 gold One of your melee weapons changes its type to longarm.

25 Walking Bomb 1 gold Walking Bomb (SIZE 1/2, HP 5, DODGE/A-DEF 10, SPEED 3,
Tags: Summon)
1/quest, you can create a walking bomb in an adjacent space
as a minor action. As a minor action, you can detonate the
bomb. All characters in a [Burst 2] AOE must make an AGILITY
save. Failure: They take [2d6 Force]. Success: They take half
damage.

TAVERN
Food and drink to keep you full and hydrated.
# Supply Cost Effect
1 Appetizers 1 gold Your Summons gain +2 maximum HP.
2 Bubble Tea 2 gold 1/round when you would trigger a Trap, you can make an
AGILITY check to avoid doing so.
3 Chicken Curry 1 gold You gain +2 to AGILITY checks and saves.
4 Dino Steak 1 gold You gain +2 to BULK checks and saves.
5 Dragon Stout 1 gold You gain +2 to MAGIC checks and saves.
6 Elf Cookies 2 gold You gain +2 SAVE TARGET.
7 Feast 2 gold Free Action (1/quest): You can 1 REFRESH.
8 Fruit Smoothie 2 gold 1/quest at the start of a combat scene, you become immune
to Lunar for the rest of the scene.
9 Gillyeel 1 gold You gain an Aquatic Adaptation.
10 Ginger Tea 1 gold 1/quest when you would be SILENCED by another character,
you aren’t.
11 Grilled Salmon 1 gold You gain +2 to MIND checks and saves.
12 Grog 1 gold 1/quest at the start of a combat scene, you can clear 1 Stress
at the start of each of your turns for the rest of the scene.
13 Hard Bread 1 gold You are immune to forced movement from other characters.
14 Hero’s Feast 3 gold You can use your limit break a second time this quest.
15 Honey Walleye 1 gold You start each combat scene with 1 FOCUS.
16 Hot Cocoa 1 gold Each round you can use one Reroll Table option 2/round
instead of 1/round.
17 Jungle Jelly 3 gold You move normally in difficult terrain.
18 Leftovers 1 gold You regain 1 HP at the start of each round.
19 Lucky Lollipop 1 gold Whenever you defeat an enemy, roll 1d6. On 5+, you gain 1
gold. This can trigger 5 times.
20 Mac & Cheese 2 gold You only take 2 damage from dangerous terrain.
21 Mango Moxie 1 gold 1/quest when you take a Wound or Overstress and it isn’t your
fourth of that type, you don’t make the wound or overstress
roll.
22 Margarita 2 gold 1/scene when you use the Strain option from the Reroll
Table option, you only gain 1 Stress.
23 Milkshake 1 gold You gain +1 + on saves while adjacent allies.
24 Rising Risotto 1 gold Minor Action: You stand up from PRONE.
25 Rockfruit 1 gold 1/quest when you would be SUNDERED by another character,
you aren’t.
26 Spicy Noodles 2 gold 1/quest at the start of a combat scene, you become immune
to Astral for the rest of the scene.
27 Transmutive Biscuits 1 gold You change your ancestry for the duration of the quest,
choosing a new ancestry trait.
28 Wildfruit 2 gold You gain two random +2 bonuses to your BULK, AGILITY, MIND,
or MAGIC checks/saves this quest. Randomly determine where
each increase goes. Both increases can go into the same
ability score.

MAGIC SHOP / DOJO


Magic shops and dojos stock random assortments of loot techniques, which can be purchased as
SUPPLIES. Magic shops sell spells, while dojos sell skills.
Techniques received as SUPPLIES are equipped for free, and are destroyed at the end of the quest as
normal.
Cost is based on the rarity of the technique. Uncommon techniques cost 1 GOLD, Rare techniques cost 2
GOLD, and Legendary techniques cost 3 GOLD.
Adamantine Construction Support Item
(Legendary)
Light | Enchantment, Unbreakable, Unique
APPENDIX B: LOOT
You may use one of the following Enchantments
Loot is bonus equipment and techniques that at a time:
beacons earn as quest rewards. Loot is usually
presented to the players in loot crates (p. XX), each  Any Armor: This Armor gains +1 ARMOR
and is Unbreakable.
of which is three pieces of loot from which the player  Any Weapon: This weapon gains Piercing
can select one to keep. and Unbreakable.
The GM can either randomly or manually pick loot to
give to PCs. The tables later in this appendix
arrange loot by type (weapon, support item,
Aether Flask Support Item (Uncommon)
technique) and rarity (Uncommon, Rare, Legendary)
to make it easier to randomly generate loot. In Light | Consumable 2
addition, a loot crate randomizer can be found here: Minor Action
https://docs.google.com/spreadsheets/d/1JlmT5Ap2 Drinking this potion suffuses you with aetheric
TLDfngUFxeqxLoQmoZrxwYBODeidLkf8S4A/edit?u energies until the end of your next turn. You can
sp=drive_link expend a charge to receive all of the following
effects:
This section lists all loot in alphabetical order.
 You cannot attack or use spells.
 You are immune to Physical, Astral, and
Lunar.
Absorb Elements Spell (Rare)  You can move through solid objects as if
1 Memory | Mana 1 they were difficult terrain, but you can’t
Reaction end a turn inside one. If you end a turn
inside or partly inside an object, you are
Trigger: You or an ally within SCOPE would take moved to the last free space you moved
Astral or Lunar. through that turn.
Effect: They gain resistance to that damage.

Absorption Melee Weapon (Uncommon) Aether Shield Spell (Rare)


Main Artifact 1 Memory | Mana X, Unique
5 Fight When you would take damage (after ARMOR and
[Reach 1] | [1d6+1 Physical] resistances), you can spend MP to reduce the
damage taken. You take –2 damage for every 1
On Crit: You regain 1 MP and your target loses 1 MP spent. This spell can’t reduce Piercing
MP. damage or Discord, and can’t be used if you are
incapable of taking reactions.

Adamantine Armor Support Item (Rare)


Agile Discord Skill (Rare)
Heavy | Armor, Unbreakable
1 Memory
+3 ARMOR, –2 SPEED, –2 DODGE.
You can use AGILITY instead of MAGIC when
Additionally, when you would be critically hit, it making checks to clear Discord.
becomes a normal hit instead.
Aid Spell (Uncommon)
1 Memory | Mana 1 Animate Objects Spell (Uncommon)
Reaction (1/Round)
1 Memory | Mana X
Trigger: An ally within SCOPE makes an ability Minor Action
check or save. [Range = Scope]
Effect: You grant them +1 + on the check or save.
You move an object or piece of terrain within
Range up to 6 spaces. The amount of MP you
spend determines the SIZE of the object or piece of
terrain you can move:
Ammo Kit Support Item (Uncommon)
 SIZE 1/2: 1 MP
Main | Consumable 2  SIZE 1: 2 MP
Minor Action  SIZE 2: 3 MP
 SIZE 3: 4 MP
You or an adjacent ally can expend a charge to
reload a single weapon.

Animated Support Item (Rare)


Shield
Amulet of Health Support Item (Uncommon)
Light | Summon
Light [Range = Scope]
You gain +1 + on BULK checks and saves. You gain the Shield Block reaction. If you meet
Additionally, when you 1 REFRESH, you gain 4 the trigger condition of Shield Block while using
TEMP HP. INTERPOSE, you can automatically use its effect as
part of that INTERPOSE reaction.
Animated Shield (SIZE 1, HP 5, DODGE/A-DEF
10, SPEED 0)
Angelsteel Armor Support Item Minor Action: You deploy this shield as a
(Legendary) Summon within Range or return it to you. While it
Heavy | Armor is deployed, it provides hard cover and you
cannot use the other effects provided by this
+2 ARMOR, –1 SPEED, –1 DODGE.
support item.
When you are hit by an attack, you can spend 1
MP to add your current ARMOR to your DODGE or Shield Block Action
A-DEF against the attack, potentially turning a hit
into a miss. This effect can be used once per Reaction (1/round)
attack, and can’t be used while you are
SUNDERED.
Trigger: You would take Physical, Astral, Lunar,
or Force.

Effect: You take [2 Stress] and gain resistance to


that damage.
Armor of Growing Endurance Support Item Astral Projection Spell (Rare)
(Rare) 2 Memory | Mana 3, Summon
Light | Enchantment 3 Volley
You may use one of the following Enchantments [Range = Scope]
at a time: Astral Projection (SIZE = your SIZE, HP 5,
 Any Armor: When you take a Wound while DODGE/A-DEF 10, SPEED 0)
this Armor is equipped, you gain TEMP HP You create a projection within Range that doesn’t
equal to your BLOODIED value. require line of sight. It is immune to Physical.
 Any Armor: When you take an Overstress
while this Armor is equipped, you gain You can use this projection as the point of origin for
charges equal to your BREAKING point. Until your spell and Aetheric attacks. Additionally, 1/turn
the end of the scene, whenever you would on your turn, the projection can 3 MARK a target
take Stress, you can instead spend 1 within your SCOPE as a free action.
charge per Stress.

Backstabber Melee Weapon (Uncommon)


Armor Plates Support Item (Uncommon) Light Blade | Accurate
Light | Enchantment, Unique 5 Fight
[Reach 1] | [1d3 Physical]
You may use one of the following Enchantments
at a time: On Crit: This attack deals +1d6 bonus damage.
 Any Armor: This Armor grants +1 ARMOR.
 Any Weapon: On a critical hit with this
weapon, you gain +1 ARMOR until the end of
your next turn. Bag of Holding Support Item (Rare)
Free | Unique, Unbreakable
One of your other support slots increases by one
size (i.e., from LIGHT to MAIN, or MAIN to HEAVY).
Astral Infusion Spell (Rare)
1 Memory | Mana 1
Minor Action
[Range = Scope] Baleful Polymorph Spell (Legendary)
You place the following Enchantment on a 3 Memory | Mana 3, Polymorph
weapon equipped by an ally within Range (their 2 Channel
choice). It lasts until the end of their next turn:
[Range = Scope]
Any Weapon: On a hit, this weapon deals +1d6 On Release: One target within Range is
bonus Astral. transformed into a SIZE 1/2 creature that can’t
attack or use spells. They can make a MAGIC save
at the end of each of their turns to end this effect,
and they automatically revert to their normal form if
they take any damage. Each character can only be
affected by this spell 1/scene.
Bane Spell (Uncommon) Barkskin Armor Support Item (Rare)
1 Memory | Mana 2 Light | Armor, Mana X
Reaction (1/Round) Minor Action
Trigger: An enemy within SCOPE makes an attack You gain ARMOR equal to the MP spent.
roll.
Whenever you take damage, the ARMOR granted
Effect: They receive +1 - on the roll.
by this effect decreases by –1.

Banish Spell (Legendary)


Battle Chant Skill (Uncommon)
3 Memory | Mana 2
2 Channel 1 Memory | Stressful 1
[Range = Scope] Minor Action

On Release: One target within Range is removed Allies adjacent at the time of use gain +1 + on
their next attack roll before the end of the round.
from play. They return to play during PHASE 8
DELAY of the next round in the same space or the
nearest free space. Each character can only be
affected by this ability 1/scene.
Beam Saber Melee Weapon (Rare)
Main Blade | Piercing
5 Fight
Barbed Enchantment Support Item [Reach 1] | [1d6+1 Astral]
(Uncommon)
Light | Enchantment You ignore all penalties from low visibility.

You may use one of the following Enchantments


at a time:
 Any Armor: This Armor grants +1 + on 5 Beast Bond Skill (Legendary)
GRAPPLE attacks and checks related to 2 Memory
GRAPPLE and being GRAPPLED.
When you use the Reroll Table, you can choose
Additionally, when you end your turn one of your Summons within [Range 3] to suffer
GRAPPLED with a character, they take [2 the effects instead of you.
Physical].
 Any Melee Weapon, Skill Attack, or Spell
Attack: On a critical hit with this weapon,
Belt of Giantkind Support Item
you can 5 GRAPPLE the target as a free (Uncommon)
action.
Light
You count as +1 SIZE larger for the purposes of
5 SHOVE, 5 GRAPPLE, and stopping movement
Barkskin Spell (Uncommon) as a result of ENGAGEMENT.
2 Memory
Minor Action
[Range = Scope]
An ally within Range gains 1 FOCUS.
Belt of Growing and Support Item Bloodstone Armor Support Item
Shrinking (Uncommon) (Uncommon)
Main | Mana 1 Light | Armor, Consumable 1
Minor Action +1 ARMOR.
Your SIZE changes by +1 or –1, to a minimum of Additionally, when you become BLOODIED, you
1/2 and maximum of 4. This effect lasts until the can expend a charge to gain resistance to all
end of the scene. damage until the end of your next turn.
You can regain charges for this item during Short
Rests by spending 1 RECOVERY per charge.
Bestow Curse Spell (Uncommon)
1 Memory | Mana 2
Minor Action Bloodthirst Melee Skill Attack (Uncommon)
An adjacent enemy must make a MAGIC save. 1 Memory | Accurate, Stressful 1
Failure: They are DAZED until the end of their next 5 Fight
turn.
[Reach 1] | [1d3+1 Lunar]
On Crit: You regain HP equal to the damage the
target takes from the attack (after ARMOR and
Black Hole Ranged Weapon (Rare) resistance).
Heavy Artifact | Aetheric, Mana 1
3 Volley
[Range 15, Blast 1] | [2d6+1 Force] Blur Skill (Legendary)
On Hit: The target is SUNDERED until the end of 1 Memory | Unique
their next turn. You gain +2 DODGE.

Blackiron Armor Support Item (Rare) Bonecaller Armor Support Item (Rare)
Heavy | Armor Main | Armor, Summon

+3 ARMOR, –1 SPEED, –1 DODGE. +1 ARMOR.


Additionally, you gain resistance to Astral and Shambling Skeleton (SIZE 1, HP 5, DODGE/A-
Lunar. DEF 10, SPEED 2)
Minor Action: You create a shambling skeleton
in a free adjacent space. Enemies that end their
turn adjacent to the skeleton take [3 Physical].
Blinding Powder Support Item (Rare)
Light | Consumable 3
Minor Action
You can expend a charge to make an adjacent
enemy BLINDED until the end of their next turn.
Boots of Speed Support Item (Legendary)
Book of Alternative Support Item Light | Stressful 1
Explosions (Legendary) Minor Action
Light | Mana X You 4 RUSH.
1/turn when you use an ability with an AOE
(Blast, Burst, Close Blast, Line), you can apply
one of the following effects. Each effect costs a
different amount of MP: Broom of Flying Support Item (Rare)

 Restorative (2 MP): Instead of taking any Main | Mana 1


damage, characters in the AOE regain HP Free Action
equal to the damage that would have been
You gain FLYING until you end it as a free action.
dealt.
 Flexible (1 MP): You can change the
damage that would be dealt from Physical,
Astral, Lunar, or Force to a different one of
these types. Caduceus Ranged Weapon (Rare)
 Eye of the Storm (2 MP, Blast only): The Main Artifact | Aetheric
center space of the AOE is excluded from 3 Volley
the effects.
 Phased (2 MP): Cover and terrain don’t [Range 8] | [2 Stress]
block line of sight for the AOE. On Hit: One ally within SCOPE gains 3 TEMP HP.
 Reliable (X MP): If the AOE deals Physical,
Astral, Lunar, or Force, it gains Reliable
equal to the MP spent.
Cartwheel Skill (Uncommon)
Submitted by Saleibriel
1 Memory
Reaction (1/round)
Trigger: You are hit by an attack.
Book of Endless Pages Support Item Effect: You shift 2 after the damage.
(Legendary)
Main | Unique
Catch a Breath Skill (Rare)
One of your equipped techniques has its MEMORY
cost reduced to 1. This lasts for the rest of the 2 Memory | Focus X, Unique
quest, even if this item is destroyed. Free Action
You regain 1 HP per FOCUS spent.

Boots of Levitation Support Item


(Uncommon) Chain Blade Melee Weapon (Uncommon)
Light | Mana 1 Light Blade
Minor Action 5 Fight
You start FLYING, but can’t move. You can only [Range 5, Reach 1] | [1d3+1 Physical]
clear this status by ending this effect as a minor
action.
Chainsaw Blade Melee Weapon (Uncommon) Cloak of Protection Support Item
Heavy Magitech (Uncommon)
5 Fight Main
[Reach 1] | [2d6+2 Physical] Minor Action

Whenever you roll a 1 on any damage dice with You gain 1 FOCUS.
this weapon, you take 1 Stress and roll that die
again. This effect can trigger on the same die
multiple times and is not optional.
Conductor’s Baton Ranged Weapon (Rare)
Light Artifact | Aetheric
3 Volley
Challenge-Seeker Melee Weapon [Range 8] | [1d3+2 Force]
(Uncommon)
Main Longarm On Hit: You can spend 1 MP to force the target
5 Fight to make a MAGIC save. Failure: They are
SILENCED until the end of their next turn.
[Reach 2] | [1d3+2 Physical]
This weapon deals +1d6 bonus damage against
targets that have their maximum HP.
Counterspell Spell (Legendary)
2 Memory | Mana 2
Reaction (1/round)
Charging Spear Melee Weapon (Uncommon)
Trigger: A character within SCOPE uses a spell.
Main Longarm
Effect: The character must make a MAGIC save.
5 Fight Failure: The spell fizzles and the action is lost.
[Reach 2] | [1d6+1 Physical]

When you use the movement option from 4


RUSH, you can 5 FIGHT with this weapon at +1 Critical Healing Skill (Uncommon)
- when you end the movement. 1 Memory | Unique
When you restore HP to a BLOODIED character,
they regain an additional +2 HP.

Chill Touch Skill (Rare)


1 Memory | Mana 1
Minor Action Cryo Cannon Ranged Weapon (Rare)

You deal [2 Lunar] to an adjacent target. Heavy Magitech


3 Volley
[Line 8] | [1d6+3 Lunar]

Cleansing Touch Skill (Uncommon) On Hit: The target is SLOWED until the end of their
next turn. If they are already SLOWED, they are
1 Memory | Mana 2 also IMMOBILIZED until the end of their next turn.
Minor Action
You clear one condition from an adjacent ally.
Darksight Armor Support Item
(Uncommon)
Cursesong Support Item (Rare)
Light | Armor
Armor
Main | Armor, Mana X +1 ARMOR.
Additionally, you ignore all penalties from low
+2 ARMOR.
visibility and don’t treat HIDDEN characters as
Reaction (1/round): INVISIBLE in areas of low visibility.
Trigger: You are hit by an attack from a
character within SCOPE.
Effect: You spend up to 3 MP, giving them +1 - Death’s Gambit Dice Support Item
on all attacks, checks, and saves per MP spent. (Uncommon)
This - decreases by –1 at the end of each of
Light
their turns.
When you make a wound roll, you can roll twice
and take either result.

Dancing Blade Melee Weapon (Rare)


Main Blade | Summon
5 Fight
[Reach 1] | [1d6+1 Physical]
Dancing Blade (SIZE 1/2, HP 10, DODGE/A-DEF
10, SPEED = your SPEED)
Minor Action: You deploy this weapon within
SCOPE. It has flight. You can attack with this
weapon from its space.
If the dancing blade is reduced to 0 HP, it is
destroyed and returns to you. You can recall it as
a minor action if it is within SCOPE, but any
damage it has taken remains until you Rest.

Danger Sense Skill (Uncommon)


1 Memory | Unique
You get +1 + on saves against AOE effects.

Darkleaf Armor Support Item (Rare)


Light | Armor
+1 ARMOR.
Reaction (1/round):
Trigger: You are hit by a melee attack.
Effect: You spend 1 FOCUS and deal [3 Lunar] to
the attacker.
Deflect Skill (Rare)
Defender’s Bond Support Item 2 Memory | Unique
(Rare) Reaction (1/round)
Light | Unique Trigger: You are hit by an attack and reduce the
damage to 0 through ARMOR or other effects.
When you equip this item or during a Rest, you
and one ally can attune to this item. Only one ally Effect: You negate any effects the attack would
can be attuned at a time, and they can end the have on you, and can force the attacker to reroll the
attunement at any time, including during combat. attack against a character or object adjacent to you.
This doesn’t require an action. You and the
attuned ally each gain the Unbreakable Bond
reaction: Delayed Healing Skill (Rare)
1 Memory | Unique
Unbreakable Bond Action
When you would regain HP from any source other
Reaction (1/round) than this skill, you only regain half the amount.
Then, at the start of your next turn, you regain HP
Trigger: Your attuned ally is targeted by an attack equal to the original full amount. This effect isn’t
while within [Range 10]. optional.

Effect: You and the ally switch places,


teleporting into each other’s spaces, and you
become the target of the attack instead. This Demigod Skill (Legendary)
effect counts as if you used INTERPOSE on that
1 Memory | Unique
ally.
You are immune to the DAZED condition, and you
Submitted by M. Tyson. gain +2 STRESS CAP.

Defending Enchantment Support Item Desync Skill (Legendary)


(Rare) 1 Memory | Unique
Main | Enchantment Whenever you take a Wound or Overstress, you
can choose to be removed from play until the start
You may use one of the following Enchantments of your next turn. You are immune to all damage
at a time: and effects while removed from play and can’t
 Any Weapon: 1/turn when you hit with this move or perform any actions, but your Traps and
weapon, you gain 1 FOCUS. Summons are unaffected as long as they don’t
 Any Armor: When you 1 DEFEND or 1 require you to perform an action. You return to play
REFRESH while this Armor is equipped, you in the space you left, or the nearest free space.
gain 2 FOCUS.

Defensive Fighter Skill (Uncommon)


1 Memory | Unique
1/round when you critically hit, you gain 1 FOCUS.
Distracting Strike Melee Skill Attack
(Uncommon)
Devil’s Crown Support Item (Legendary)
1 Memory
Light | Mana 1 5 Fight
Reaction (1/round) [Reach 1] | [3 Physical]
Trigger: You take Physical, Astral, Lunar, or On Hit: The target is MARKED.
Force after ARMOR and resistance.

Effect: The damage is reduced by –1d6. If the


source of the damage is within SCOPE, deal Distraction Skill (Uncommon)
Piercing damage to them equal to the damage
reduced. 1 Memory
3 Mark
Submitted by Me the Maou. [Burst 1]
You 3 MARK all enemies in the AOE.

Dimension Anchor Melee Weapon


(Uncommon) Double Spell Spell (Legendary)
Heavy Club | Inaccurate 3 Memory | Mana 3
5 Fight
1/round when you use or 6 RELEASE a spell, you
[Reach 1] | [3d6 Physical]
can immediately use a duplicate of that spell. The
On Hit: The target must make a MAGIC save. target must be within [Range 5] of the original
Failure: They are IMMOBILIZED until the end of target and cannot be the original target. Each
their next turn. Characters IMMOBILIZED by this character can only be affected by one of these
weapon can’t be subject to forced movement spells per turn.
while IMMOBILIZED, even teleportation.

Dragon Force Fists Melee Weapon (Rare)


Displacer Cloak Support Item (Rare) Light Club
Main | Mana 1 5 Fight
Reaction [Reach 1, Close Blast 1] | [2 Discord]

Trigger: You are hit by an attack.

Effect: You teleport a number of spaces equal to Dragon Mask Support Item (Uncommon)
the damage dealt (after ARMOR and resistance), Main | Mana 1
to a minimum of 1 space and maximum of 10 5 Fight
spaces. [Close Blast 2]
You make a melee spell attack against characters
in the AOE that deals [1d6+1 Astral or Lunar],
Distracting Force Spell (Uncommon) chosen when equipped.
2 Memory | Mana 1
Minor Action
A character that is channeling within SCOPE must
make a concentration save.
Elemental Enchantment Support Item
(Legendary)
Duck Skill (Uncommon)
Light | Enchantment, Unique
2 Memory
Reaction (1/round) You may use one of the following Enchantments
at a time:
Trigger: You are hit by an attack.
Effect: You gain resistance to any damage from  Any Weapon, Skill Attack, or Spell
the attack, but you become PRONE. Attack: This ability deals +1d3 Astral or
Lunar.
 Any Armor: This Armor grants resistance
to Astral or Lunar.
Durable Construction Support Item
(Uncommon)
Light | Enchantment, Unbreakable, Unique
Elven Cloak Support Item (Uncommon)
You may use the following Enchantment:
Main
Any Equipment or Technique: This equipment
or technique gains Unbreakable. 3 SEARCH checks against you receive +1 -.
Additionally, while you are in difficult terrain, you
are INVISIBLE while HIDDEN.
Efficient Burns Skill (Rare)
2 Memory | Unique
When an enemy within SCOPE fails a check to clear Ember Ranged Spell Attack (Uncommon)
Discord to which you contributed, you regain 1 MP. 1 Memory
3 Volley
[Range = Scope] | [2 Astral + 1 Discord]
Electrical Pack Support Item (Uncommon)
Main | Consumable 3, Enchantment, Unique
Empowered Spells Spell (Rare)
You may use the following Enchantment:
2 Memory | Mana 1, Unique
Any Melee Weapon, Skill Attack, or Spell
1/round when you use a spell, you can give it +2
Attack: On a melee hit with this weapon, you can
SAVE TARGET.
expend a charge to deal +1d6 bonus Astral.

Endless Stamina Skill (Legendary)


Elemental Burst Armor Support Item (Rare)
1 Memory | Unique
Main | Armor
Your SURGE cost never goes above 1d6 Stress.
+2 ARMOR, –1 DODGE.
When you equip this Armor, you gain resistance
to either Astral or Lunar.
Additionally, you automatically clear all Discord at
the end of your turn. When you do, you create a
[Burst 1] AOE. Enemies in the AOE take damage
of the type chosen previously equal to the amount
of Discord cleared.
Failure: The Stress dealt by this attack is either
equal to their BREAKING point or as normal,
Energy Shield Spell (Uncommon) whichever is higher. Additionally, they are STUNNED
1 Memory | Mana X until the end of their next turn. Success: They are
3 Volley SLOWED until the end of their next turn.
[Range = Scope]
You or an ally within Range gain 2 TEMP HP per MP
spent, to a maximum of 5 MP. Until the target loses Extend Spell Spell (Uncommon)
all their TEMP HP, they have resistance to Astral or
1 Memory | Mana X, Unique
Lunar, chosen by the caster when used.
When you cast a spell with Range, you can
increase its Range by +2 for each MP spent.

Escape Enchantment Support Item


(Uncommon)
Light | Enchantment Extended Scope Skill (Legendary)
1 Memory | Unique
You may use one of the following Enchantments
at a time: You gain +3 SCOPE.

 Any Armor: This Armor allows you to


escape from any grapple as a minor
action. False Swipe Melee Skill Attack (Uncommon)
 Any Weapon, Skill Attack, or Spell
Attack: You can use this weapon or 1 Memory | Accurate, Reliable 3
technique to attack characters you are 5 Fight
GRAPPLED with as a minor action. [Reach 1] | [2d6+2 Physical]
This attack can’t reduce targets below 1 HP.

Ethereal Walk Skill (Legendary)


2 Memory | Mana 2 Fast Movement Skill (Uncommon)
Minor Action 1 Memory | Unique
You enter the ethereal plane, gaining resistance to You gain +1 SPEED.
Physical but becoming VULNERABLE to Force for the
duration. You can return to your normal state as a
minor action.
Fatigue Melee Weapon (Rare)
Main Magitech | Reliable 2
Execute Skill (Rare) 5 Fight
[Reach 1] | [1d6 Physical]
2 Memory | Unique
You deal +1d6 bonus damage on critical hits On Hit: You can spend 1 MP to change the
against BLOODIED characters. damage type of this attack to Stress.

Exploding Heart Melee Skill Attack Feel No Pain Skill (Rare)


(Legendary) 2 Memory | Unique
2 Memory | Slow
While you have 3+ Wounds, you gain resistance
7 Full Attack to all damage. While you have 3+ Overstresses,
[Reach 1] | [3 Stress] you gain resistance to Stress.
On Hit: The target must make a BULK save. Additionally, when you receive your fourth Wound
or Overstress, you aren’t defeated and can keep Fleetfoot Armor Support Item (Rare)
acting as normal, although you can’t regain HP or Light | Armor, Mana X
clear Stress until you Rest. Roll 1d6 whenever you
take damage or Stress in this state. On a 1, you +1 ARMOR.
are defeated.
Minor Action (1–3 MP): You gain +1 SPEED for
each MP spent until the end of your turn.

Feral Instincts Skill (Uncommon)


1 Memory
Flawless Job Crystal Support Item
You are immune to the BLINDED condition. (Legendary)
Free | Unbreakable
When you acquire this item, you gain permanent
Firebrand Melee Weapon (Legendary) access to a job of your choice without needing
Main Blade any levels in that job’s class. If you acquire this
item again, you must pick a different job.
5 Fight
[Reach 1] | [1d6 Physical + 2 Discord]
You ignore all penalties from low visibility.
Frightening Howl Skill (Rare)
On Crit: This attack deals +2 Discord.
1 Memory | Stressful 1
5 Fight
[Burst 1]
Flamethrower Ranged Weapon (Rare) All enemies in the AOE must make a MIND save.
Heavy Magitech Failure: They take [2 Stress] and are unable to
3 Volley voluntarily move further away from you during their
next turn.
[Close Blast 2] | [5 Discord]

Flare Ranged Spell Attack (Legendary) Frost Bolt Ranged Spell Attack (Uncommon)
1 Memory | Auto-Hit, Mana X 2 Memory
2 Channel 3 Volley
[Range = Scope, Blast 2] | [4d6 Force] [Range = Scope] | [2 Stress]
This attack consumes all of your MP, and you must On Hit: The target must make a BULK save.
have at least 2 MP to use it. Failure: They are SLOWED until the end of their
next turn.
On Release: All characters in the AOE are auto-
hit.

Frost Fang Melee Weapon (Rare)


Flash Step Skill (Legendary) Light Longarm
2 Memory | Stressful 1, Unique 5 Fight
Standard Movement [Reach 1, Line 5] | [1d3+1 Lunar]

You teleport up to your SPEED.


Frost Lance Ranged Spell Attack (Rare) Ghost Gloves Support Item
2 Memory (Uncommon)
3 Volley Light
[Line 10] | [2 Stress] Your improvised weapon attacks gain the
On Hit: The target must make a BULK save. Aetheric tag and deal Force. You can
Failure: They are SLOWED until the end of their OPPORTUNITY ATTACK with them as if they have
next turn. [Reach 1].

On Crit: The target is automatically SLOWED until


the end of their next turn and must make a BULK
save. Failure: They are IMMOBILIZED for the same
Ghostwalker Armor Support Item
duration.
(Uncommon)
Light | Armor, Mana 1
+1 ARMOR.
Fusion Cannon Ranged Weapon (Rare)
Heavy Magitech | Stressful 1, Unique Minor Action: You gain the ability to move
through characters and objects until the end of
3 Volley your turn, and ignore ENGAGEMENT for the same
[Range 8] | [1d6+1 Astral] duration.
After you hit and deal damage with this weapon,
its damage increases by +1d6 Astral, to a
maximum of +4d6 Astral in addition to its
standard damage. The damage is only increased Give Order Skill (Uncommon)
once per attack. This weapon’s damage returns 2 Memory | Arcing, Stressful 1
to its normal value when you end a round without Minor Action
hitting a target with it.
[Range = Scope]
One of your Summons within Range moves up to
4 spaces, even if they don’t have a SPEED.
Gambling Dice Support Item
(Uncommon)
Light | Consumable 3, Unique
When you would make an attack roll, you can
instead expend a charge and roll 1d6 to
determine the outcome of the attack:
 1: You miss and take [2 Stress].
 2–3: You miss.
 4–5: You hit.
 6: You crit.

Ghost Fist Skill (Uncommon)


1 Memory
Your improvised weapon attacks can deal Force,
and you can OPPORTUNITY ATTACK with them as if
they have [Reach 1].
Ground Pounder Spell (Rare)
Golden Carp Spell (Legendary) 2 Memory | Mana 2, Summon
2 Memory | Summon 3 Volley
[Range = Scope]
3 Volley
[Range = Scope] Ground Pounder (SIZE 1/2, HP 5, DODGE/A-DEF
10, SPEED 0)
Golden Carp (SIZE 1/2, HP 15, DODGE/A-DEF 10,
SPEED 1) You create a ground pounder within Range. At the
end of each of your turns, each enemy adjacent to
You create a golden carp within Range. It cannot the ground pounder must make an AGILITY save.
perform actions. Failure: They are SLOWED until the end of their
As a free action during each of your following next turn.
turns, you must spend 2 MP or the carp is
dismissed.
Once you have spent 6 MP in this way, the carp
transforms with the following effects:
Guard Break Melee Skill Attack (Uncommon)
 It becomes a SIZE 3 Summon, pushing other
characters out of its spaces and destroying 1 Memory
non-objective objects and terrain it grows into. 5 Fight
 It regains all HP, clears all conditions, and [Reach 1] | [2 Stress]
gains the ability to take actions.
 It gains flight, a SPEED of 4, and 2 ARMOR. On Hit: Until the end of the target’s next turn, they
 It gains the Dragonflame weapon listed can’t perform reactions, take damage on the
below, and can use it as a standard action. behalf of others, or make themselves the target of
attacks on the behalf of their allies.
You must continue spending 2 MP as a free action
during each of your turns to keep the carp in play
active. If you fail to do so, it is dismissed.
Hamstring Melee Skill Attack (Rare)
Dragonflame Melee Weapon
1 Memory
5 Fight
5 Fight
[Line 15] | [6 Discord]
[Reach 1] | [3 Stress]
The AOE becomes dangerous terrain (AGILITY, 5
On Hit: Until the end of their next turn, the target
Astral) for the rest of the scene or until the carp is
takes [2 Stress] every time they attack or use a
defeated or dismissed.
spell.

Grounded Caster Skill (Uncommon)


Hand Cannon Ranged Weapon (Rare)
1 Memory | Unique
Heavy Magitech
1/round when you crit with a spell attack, the 3 Volley
ground around you becomes temporarily
[Range 5, Reach 3] | [10 Force]
supercharged. Until the start of your next turn, non-
FLYING characters that start their turn adjacent to If the target is within this weapon’s Reach, it
you take [2 Astral]. attacks with Push 1. This weapon’s deals –2
damage for every space beyond Range 1 the
target is from you.

Submitted by Grant Sumabat.


Harpoon Melee Weapon (Uncommon) Heavy Draw Skill (Rare)
Heavy Longarm | Pull 1, Thrown 5 1 Memory | Unique
5 Fight Your weapons with Range gain +3 Range.
[Reach 1, Thrown 5] | [1d6+5 Physical]

Helm of Teleportation Support Item


Headband of Intellect Support Item (Rare) (Legendary)
Light | Unique Main | Mana 2
You gain +1 MEMORY, and +1 + on MIND checks Minor Action
and saves. You teleport up to 1d6+2 spaces.

Healer’s Pact Spell (Legendary) Hemorrhage Skill (Rare)


1 Memory 1 Memory | Unique
Free Action
When you critically hit with a weapon attack, you
1/scene, you can activate this ability when you also deal [1 Discord].
restore HP to an ally. At the start of each of your
subsequent turns, you regain 2 MP if you restored
HP to an ally since the start of your prior turn. If you
didn’t, this effect ends. Heroic Leap Skill (Uncommon)
Submitted by Dolenwen. 1 Memory | Stressful 1, Unique
4 Rush
You teleport up to your SPEED, to a minimum of 2
spaces. When you end the movement, all
Healing Mace Melee Weapon (Rare) characters in a [Burst 2] AOE take [2 Force].
Main Club | Inaccurate
5 Fight
[Reach 1] | [4d3+1 Physical]
Hexbolt Ranged Spell Attack (Rare)
This weapon loses the Inaccurate tag and 1 Memory | Auto-Hit, Mana 1
instead gains +2 + when attacking allies.
2 Channel
On Hit: Instead of dealing damage, you can [Range = Scope] | [2d6 Lunar]
spend 1 MP to heal the target for the amount of
On Release: One target within Range is auto-hit
damage that would have been dealt.
and connected to a continuous beam of magic. On
subsequent turns, as long as they remain within
Range, you can use a minor action to deal [2
Lunar] to them automatically.
Heaven-Piercing Ranged Skill Attack
(Uncommon) This connection lasts until the target is no longer
Fang
within Range, you use this ability again, or you
1 Memory become STUNNED or SILENCED.
3 Volley
[Range 5] | [1d6+3 Astral]
Hold Spell (Uncommon) Ice Crown Spell (Rare)
2 Memory | Mana 1 1 Memory | Mana 2
2 Channel 3 Volley
[Range = Scope] You gain 3 Ice Shards (which is the maximum). As
On Release: One target within Range takes [2 a minor action, you can expend an Ice Shard to
Stress] and is IMMOBILIZED until the end of their next make a ranged spell attack against a target within
turn. SCOPE, dealing [3 Lunar] on a hit.

Homing Enchantment Support Item (Rare) Improved Interpose Skill (Uncommon)


Main | Enchantment 2 Memory | Unique
You can INTERPOSE when an ally within [Range 4]
You may use the following Enchantment:
is targeted, instead of within [Range 3], and you
Any Ranged Weapon, Skill Attack, or Spell can shift +1 space when doing so.
Attack: This weapon or technique gains Homing.

Improved Spells Skill (Uncommon)


Hydra Helmet Support Item (Rare) 2 Memory | Unique
Main You deal +1 damage with all spells that deal
Physical, Force, Astral, or Lunar. Stress and
When you take a Wound or Overstress, you Discord are unaffected.
regain 4 HP at the start of your next turn, and 2
HP at the start of the next turn after that one.
Minor Action: You change any number of
Wounds you have to an equal number of Improved Weapons Skill (Uncommon)
Overstresses, or vice versa. This doesn’t trigger 2 Memory | Unique
wound/overstress rolls.
You deal +1 damage with all weapons that deal
Physical, Force, Astral, or Lunar. Stress and
Discord are unaffected.
Hydrus Melee Weapon (Rare)
Heavy Magitech | Slow
7 Full Attack Invisibility Cloak Support Item (Legendary)
[Reach 2] | [3d6 Physical] Main | Mana 1
Minor Action: You make a [Line 15] ranged Minor Action
weapon attack that auto-hits all characters in the You become INVISIBLE until you next attack, force
AOE for [5 Physical]. After being used, this minor a save, or take a hostile action.
action can’t be used again until it is reloaded as if it
were a Reloading weapon.

Submitted by Grigori, That Knightmare Guy.


Jack of all Trades Skill (Rare)
1 Memory | Unique
You gain +1 + on all ability checks.
Justicar Armor Support Item (Uncommon) Lifedrinker Armor Support Item (Rare)
Light | Enchantment Main | Armor
You may use one of the following Enchantments +1 ARMOR.
at a time:
Reaction (1/round):
 Any Armor: This Armor grants resistance
Trigger: You would take Astral or Lunar.
to Force.
 Any 2 CHANNEL Technique: While Effect: You spend 1 MP and gain 4 TEMP HP.
channeling this ability, you gain resistance You can spend an additional +1 MP to also give
to Force. all allies within [Range 5] 4 TEMP HP.

Lava Lob Ranged Spell Attack (Rare) Lightburst Summon Spell (Legendary)
1 Memory 1 Memory | Mana 2, Summon
3 Volley 3 Volley
[Range = Scope] | [1d6 Astral] [Range = Scope]
Hits with this attack against targets with Discord Lightburst Summon (SIZE 1/2, HP 1, DODGE/A-
become critical hits. DEF 10, SPEED 0)
You create this Summon within Range. At the end
of the next round it explodes in a [Burst 2] AOE. All
characters in the area are STUNNED until the end of
Leap Skill (Uncommon)
their next turn. The Summon is then defeated.
1 Memory | Unique
Minor Action
You instantly climb to the top of something to
Lightning Javelin Melee Weapon (Rare)
which you are adjacent.
Main Longarm | Thrown 8
5 Fight
[Reach 2, Thrown 8] | [1d6+2 Astral]
Leech Melee Weapon (Rare)
Main Magitech When thrown, this is a [Line 8] attack.
5 Fight
[Reach 1] | [1d3+2 Lunar]
On Hit: You regain HP equal to the amount of HP Living Leyline Spell (Legendary)
the target lost from this attack. 1 Memory | Unique
You gain +2 A-DEF, and +1 + on MAGIC checks
and saves. This effect is suppressed while you are
SILENCED.

Lucky Melee Weapon (Legendary)


Main Blade | Accurate
5 Fight
[Reach 1] | [1d6+3 Physical]
On Miss: You deal [1d6+1 Physical] to the target.
Lunar Infusion Spell (Rare) Mind Lasher Melee Weapon (Uncommon)
1 Memory | Mana 1 Light Longarm
Minor Action 5 Fight
[Range = Scope] [Reach 2] | [3 Stress]
You place the following Enchantment on a On Crit: You deal +1d3 Stress to the target.
weapon equipped by an ally within Range (their
choice). It lasts until the end of their next turn:
Any Weapon: On a hit, this weapon deals +1d6
bonus Lunar. Minibow Ranged Weapon (Uncommon)
Light Bow | Arcing
3 Volley
Mace of Terror Melee Weapon (Rare) [Range 10] | [1d3 Physical]
Main Club
5 Fight
[Reach 1] | [1d6+2 Physical] Mithardain Melee and Ranged Weapon
(Uncommon)
On Crit: The target is DAZED and can’t attack you Light Blade (Melee Profile) and Bow (Ranged
until the end of their next turn.
Profile) | Unique
3 Volley (Ranged Profile) or 5 Fight (Melee
Profile)
Mana Battery Skill (Legendary) Melee Profile: [Reach 1] | [1d3+1 Force]
Ranged Profile: [Range 10] | [1d3+1 Force]
2 Memory | Unique
You regain 1 MP at the start of each of your turns This weapon counts as a bow (ranged weapon)
as long as you aren’t SILENCED and haven’t spent and blade (melee weapon), and effects that apply
any MP since the start of your last turn. to either apply to this weapon regardless of profile
used. You can 3 VOLLEY using this weapon’s
ranged profile or 5 FIGHT with its melee profile.

Mental Discord Skill (Rare)


1 Memory
Mithral Construction Support Item
You can use MIND instead of MAGIC when making
(Legendary)
checks to clear Discord.
Main | Enchantment, Unique

You may use the following Enchantment:


Meteor Staff Ranged Weapon (Legendary)
Any Equipment: This equipment’s size is
Heavy Artifact | Arcing, Mana X reduced by one level, (HEAVY to MAIN, MAIN to
3 Volley LIGHT). If the equipment was LIGHT, it can be
[Range 10, Blast 2] | [X Astral] equipped for free.
This weapon deals 1d6 Astral per MP spent, to a
maximum of 4 MP and 4d6 damage.

Momentum Melee Weapon (Rare)


Heavy Club | Thrown 8, Inaccurate
5 Fight
[Reach 1, Thrown 8] | [2d6+4 Physical]
When thrown, this weapon returns to you
automatically after the attack.
Mortal Strike Skill (Uncommon)
1 Memory
Monitor’s Pivot Skill (Legendary) 1/turn when you 5 FIGHT and hit a target, you can
take 1 Stress to make the attack a mortal strike.
1 Memory | Unique
The target can’t regain HP or gain TEMP HP until
You gain +1 Reach with all weapons that have the start of your next turn.
Reach, and +1 + on MIND checks and saves.

Mortar Ranged Weapon (Uncommon)


Heavy Magitech | Arcing, Reloading, Slow
7 Full Attack
[Range 15, Blast 1] | [2d6+4 Force]

Mote Shield Spell (Rare)


1 Memory | Focus 2
Minor Action
You bestow an adjacent ally with protective energy.
After they next take damage, they regain 3 HP.
Each character can only have one such effect on
them at a time.

Mother Pharaoh Melee Weapon (Rare)


Main Blade | Consumable 3, Unique
5 Fight
[Reach 1] | [1d6+2 Physical]
Minor Action: You expend a charge and heal
yourself or an adjacent ally for 1d6+1 HP.

Mountainous Armor Support Item


(Uncommon)
Heavy | Armor
+3 ARMOR, –1 SPEED, –1 DODGE.
When you are subjected to forced movement, you
can choose to reduce the distance you are
moved by up to 3 spaces.
Oversized Enchantment Support Item (Rare)
Multitasker Skill (Rare) Heavy | Enchantment, Unique
1 Memory | Unique You may use the following Enchantment:
Your SURGE cost never goes above 1d6+2 Stress. Any Weapon That Rolls for Damage: This
weapon deals 1 additional die of damage of its
usual damage type (excluding Stress and
Discord). If the weapon has multiple damage
Oathbow Ranged Weapon (Legendary) types, pick one of them.
Main Bow | Arcing
3 Volley
[Range 15] | [1d6+1 Physical]
Overwhelming Skill (Legendary)
When you attack a MARKED character with this 1 Memory | Unique
weapon and consume their MARK, the attack
gains the Homing and Reliable 2 tags and deals You gain +2 SAVE TARGET.
+3 damage. Additionally, whenever a character fails a save
against you, they take [1 Stress]

Orb of Power Support Item (Uncommon)


Light | Mana 1 Paired Enchantment Support Item
(Legendary)
Free Action
Main | Enchantment, Unique
1/turn, one of your targets receives +1 - to their
save against one of your effects. You may use the following Enchantment:
Any Non-Slow Equipment or Technique: When
you 7 FULL ATTACK, you can attack with this
weapon twice instead of with two different
Orbital Strike Support Item (Rare) weapons.
Heavy | Consumable 2
2 Channel
[Range = Scope]
Paragon Skill (Legendary)
On Channel: Expend a charge and pick a space 1 Memory | Unique
within Range. If you stop channeling for any
You can pick two ancestry traits each quest.
reason, you regain the spent charge.
On Release: All characters in a [Blast 3] AOE
centered on the selected space must make an
AGILITY save, taking +1 - if they are in the center Pass without Trace Spell (Rare)
space, or +1 + if they are at least 3 spaces away 2 Memory | Mana 3
from the center space. Failure: They take [14
Astral]. Success: They take [7 Astral]. 3 Volley
You and all adjacent allies become INVISIBLE until
the start of your next turn. If an affected character
Submitted by Aioran.
forces a save, makes an attack, or targets
something with a hostile effect, they lose INVISIBLE.
Penance Melee Weapon (Rare) Piercer Ranged Weapon (Rare)
Light Longarm Heavy Bow
5 Fight 3 Volley
[Reach 2] | [1d3 Physical + 2 Stress] [Range 15] | [2d6+1 Physical]
On Hit: The target loses concentration. On Hit: Make a [Line 3] attack from the target
with this weapon, pointed in the opposite direction
to the original attack.

Penta Quiver Support Item


(Legendary)
Main | Enchantment Pincer Strike Skill (Legendary)
2 Memory | Stressful 1
You may use the following Enchantment:
1/round when you 3 VOLLEY or 5 FIGHT, you can
Any Ranged Weapon: As a minor action, attack with two different weapons. All attacks must
choose one of the following effects for this target the same target. You can’t use this ability
weapon, lasting until you pick a new one. Each
with 7 FULL ATTACK.
effect can be used 1/turn, and “on-hit” effects only
apply to a single attack roll.
 Steel: This weapon gains Piercing.
 Flaming: On Hit: The target takes [1 Portable Cover Support Item (Uncommon)
Discord] for every damage die rolled for this Heavy
attack.
Minor Action (2/scene)
 Explosive: On Hit: Characters in a [Burst
1] AOE around the target are auto-hit for You create a SIZE 1 or SIZE 2 object that counts
half of the attack’s damage. as hard cover in a free adjacent space.
 Seeker: This weapon gains Homing.
 Poisoned: On Hit: The target is DAZED until
cleared. They can make a BULK save at the
end of each of their turns, clearing the
Portalis Melee Weapon (Rare)
condition on a success.
Light Longarm
Submitted by Nick Hanson. 5 Fight
[Reach 2] | [1d3 Physical]
You can use this weapon to attack targets that
are exactly [Range 5] from you, and deal +2
Perfect Accuracy Skill (Legendary) damage when doing so. This doesn’t extend the
2 Memory | Unique weapon’s Reach.
You can choose each option from the Reroll Table
any number of times per turn, as long as the
conditions are met for the option in question.
Potion of Climbing Support Item
(Uncommon)
Light | Consumable 2
Physical Discord Skill (Rare) Minor Action
1 Memory
You expend a charge. Until the end of the scene,
You can use BULK instead of MAGIC when making climbing doesn’t cost any additional movement.
checks to clear Discord. Additionally, when you climb, you can bring a
willing adjacent ally with you as long as there is
enough space for both of you to stand.
Potion of Giants Support Item Pummel Skill (Rare)
(Legendary) 1 Memory | Stressful 1
Light | Consumable 2 Minor Action
Minor Action
You deal [2 Physical] to an adjacent target.
1/scene, you can expend a charge to gain +1
SIZE, +1 Reach with all effects with Reach, and
+2 + on BULK checks and saves. These effects
last until the end of the scene. Purge Spell (Uncommon)
1 Memory | Mana 1
Minor Action
[Range = Scope]
Potion of Size Support Item (Rare)
A character within Range must make a MAGIC
Light | Consumable 3 save. Failure: You can end one ongoing effect on
Minor Action them, excluding statuses and conditions.
You can expend a charge to change your SIZE to
1/2, 1, 2, or 3 for the rest of the scene.
Push Through Pain Skill (Rare)
2 Memory
Reaction (1/round)
Power Armor Support Item
(Legendary) Trigger: You would take damage.
Heavy | Armor Effect: The damage you take (after ARMOR and
resistances) becomes Stress instead of its normal
+3 ARMOR, –1 DODGE. damage type.
You have flight and an Aquatic Adaptation.
Additionally, you gain the following ranged
weapon attack: [Range 10], [1d6 Force]. Push to the Edge Spell (Rare)
2 Memory | Unique
Your abilities that deal Stress deal +2 Stress
against BREAKING characters.
Prismatic Armor Support Item (Uncommon)
Light | Armor
+2 ARMOR. Quick Arm Melee Weapon (Uncommon)
Additionally, at the start of each combat scene, Main Blade
you are permanently VULNERABLE to either Astral, 5 Fight
Lunar, or Force, determined at random. This lasts [Reach 1] | [1d6 Physical]
until the end of the scene.
During the first round of combat, you can 5
FIGHT with this weapon as a minor action.

Psi Blade Melee Weapon (Uncommon)


Light Blade | Stressful 1
Quick Hide Skill (Legendary)
5 Fight
[Reach 1] | [1d3+3 Force] 2 Memory | Stressful 2
Minor Action
You 4 HIDE.
Quick Rush Skill (Legendary)
2 Memory Razorwire Enchantment Support Item (Rare)
Minor Action
Light | Enchantment
You 4 RUSH. Minor Action
You may use one of the following Enchantments
at a time:
Quickstep Boots Support Item (Uncommon)  Any Armor: As a minor action while this
Light | Stressful 1 Armor is equipped, you can spend 2 MP.
Minor Action Until the end of your next turn, when an
adjacent enemy hits you with a melee
You move up to 2 spaces. attack, they take [2 Physical].
 Any Weapon, Skill Attack, or Spell
Attack: As a minor action while this
Armor is equipped, you can spend 1 MP.
Radar Skill (Rare) The next time you hit with this ability this
turn, the target takes [2 Physical] if they
1 Memory
make a melee attack against you before the
Minor Action end of their next turn.
Enemies within [Range 5] lose HIDDEN.

Reckless Swing Skill (Uncommon)


Rage Caster Skill (Legendary)
1 Memory | Unique
2 Memory | Unique
As long as you aren’t already MARKED, you can 3
You can take Stress in place of spending MP, at a MARK yourself to reroll the damage of a melee
rate of 2 Stress per MP. attack.

Railgun Ranged Weapon (Legendary) Reflect Skill (Legendary)


Heavy Magitech | Reliable 6, Reloading, Slow 2 Memory | Unique
7 Full Attack Reaction (1/round)
[Line 25] | [3d6+5 Astral]
Trigger: You are hit by an attack and reduce the
Characters in a [Burst 1] AOE around each damage to 0 through ARMOR or any other effect.
character in this attack’s AOE are also targeted Effect: You force the attack to instead target the
by this attack. This can only affect each character attacker or another character or object within
1/attack. [Range 8] of you. The attacker rerolls the attack
against the new target.
On Crit: The target is SUNDERED until the end of
their next turn.

Regeneration Skill (Legendary)


1 Memory | Unique
As long as you aren’t defeated, you regain 1 HP at
the start of each of your turns.
Reincarnate Spell (Legendary) Ring of Regeneration Support Item
1 Memory | Limited 1, Unique (Uncommon)
Light | Unique
When you would be defeated, you immediately
return to your HP maximum; clear all conditions, While BLOODIED, you regain 1 HP at the start of
statuses, Stress, and Discord; and remove the each of your turns.
Wound or Overstress that would have defeated
you.

Riposte Skill (Uncommon)


Restful Presence Skill (Rare) 2 Memory | Unique
2 Memory You gain +1 + to attacks that cost FOCUS to make.
During Short Rests, you and your allies
automatically regain all HP.
Rocket Sledge Melee Weapon (Rare)
Heavy Club | Push 2, Reloading
Retribution Shield Spell (Uncommon) 5 Fight
1 Memory | Mana 1 [Reach 1] | [3d6+4 Physical]
Minor Action
[Range = Scope]
You place a magical shield on an ally within Range. Runic Tattoos Support Item (Rare)
Until the end of their next turn, they deal [2 Astral] Main | Armor
to any character that hits them with a melee
weapon attack. When you INTERPOSE, you gain +3 ARMOR against
the attack.

Contributed by Koleos.
Returning Weapon Support Item
(Uncommon)
Light | Enchantment
You may use the following Enchantment: Safe Travels Skill (Uncommon)
Any Melee Weapon with Reach: This weapon 1 Memory
gains Thrown 5 and automatically returns back to You are immune to dangerous terrain.
you when thrown.

Scarab Staff Ranged Weapon (Rare)


Revive Kit Support Item (Uncommon) Heavy Artifact | Aetheric, Mana 1
Main | Consumable 2 3 Volley
Minor Action [Range 10, Blast 1] | [3 Stress]
You can expend a charge to allow one defeated On Hit: The target is DAZED until the end of their
ally to spend a RECOVERY to clear 1 Wound or next turn.
Overstress and return to play adjacent to you with
their HP equal to their BLOODIED value and their
Stress equal to their BREAKING point.
Scimitar of Speed Melee Weapon Shatterstone Support Item (Uncommon)
(Uncommon) Light | Consumable 2
Light Blade Minor Action
3 Volley or 5 Fight [Range 5]
[Reach 1] | [1d3+1 Physical]
You can expend a charge to make a ranged
weapon attack against a character within Range.
On Hit: They are SUNDERED until the end of their
next turn.
Scroll of Protection Support Item
(Legendary)
Light | Consumable 2
Minor Action Shield of the Support Item (Rare)
[Range = Scope] Evil Eye
You can expend a charge to allow an ally within Main
Range to become immune to all damage until the
1/round when you are missed by an attack, you
end of your next turn.
can spend 1 MP to make the attacker DAZED until
the end of their next turn. Additionally, you can
perform the following

Scythe of Darkness Melee Weapon Additionally, you gain the Shield Block reaction.
(Legendary) If you meet the trigger condition of the Shield
Block while using INTERPOSE, you can
Heavy Blade | Accurate, Unique automatically use its effect as part of that
5 Fight INTERPOSE reaction.
[Reach 2] | [2d6+2 Lunar]
Shield Block Reaction
On Crit: The target is BLINDED until the end of
their next turn. Reaction (1/round)
Trigger: You would take Physical, Astral, Lunar, or
Force.

Effect: You take [2 Stress] and gain resistance to


Sharkskin Armor Support Item (Rare)
that damage.
Light | Armor
+1 ARMOR.
You move normally in liquid-based difficult Shock Glove Melee Weapon (Rare)
terrain, and have an Aquatic Adaptation. Light Magitech
Additionally, characters that successfully 5 Fight
GRAPPLE you take [2 Physical]. [Reach 1] | [1d3+1 Astral]
On Hit: The target can’t perform reactions until
the end of their next turn, and 1/turn you can
spend 1 MP to attack another target adjacent to
the original target. Each target can only be hit by
this effect 1/turn.
Shrapnel Ranged Weapon (Uncommon)
Main Magitech | Reloading Snickersnack Support Item (Legendary)
3 Volley Light | Enchantment
[Close Blast 2, Reach 3] | [1d6 Physical]
You may use the following Enchantment:
Any Weapon, Skill Attack, or Spell Attack:
Skeleton Key Support Item (Legendary) 1/round when you crit with this weapon or
technique, it deals the maximum possible
Light
damage.
You can automatically open locks as a free
action and have +1 + on saves triggered by
Traps.
Additionally, you automatically disable Traps, and Soaring Light Melee Weapon (Uncommon)
can do so even while they’re HIDDEN. Main Blade
5 Fight
[Reach 1] | [1d6+2 Force]

Slam Skill (Uncommon) You can make a ranged attack with this weapon
using [Range 8].
2 Memory | Stressful 1
Minor Action
An adjacent enemy must make a BULK save.
Failure: They are DAZED until the end of their next Sonar Bow Ranged Weapon (Uncommon)
turn.
Main Bow | Arcing
3 Volley
[Range 10] | [1d6+1 Physical]
Slime Staff Ranged Weapon (Rare)
Minor Action: You spend 1 MP to fire a sonar
Main Artifact | Mana 1 arrow at a space within this weapon’s Range.
3 Volley This allows you to immediately 3 SEARCH for all
[Range 10] | [1d3 Lunar+3 Discord] HIDDEN characters in or adjacent to that space.

On Crit: One enemy adjacent to the target (your


choice) takes 3 Discord.
Spacewarp Support Item
Enchantment (Uncommon)

Slippery Skill (Uncommon) Light | Enchantment


1 Memory You may use one of the following Enchantments
Minor Action at a time:
You automatically escape from any grapples.  Any Armor: Any time you teleport while
this Armor is equipped, you increase the
distance you move by spaces equal to your
current ARMOR.
 Any 2 CHANNEL Technique: When you
release this ability, you can teleport up to 3
spaces.
Spectral Dash Skill (Rare) Spiked Fist Melee Weapon (Uncommon)
1 Memory | Mana 1 Light Club
4 Rush 5 Fight
You 4 RUSH, and can move through characters [Reach 1] | [1d3+2 Physical]
and objects as part of the movement from this Whenever you roll a 1 on any damage dice with
action, ignoring ENGAGEMENT. You can’t end your this weapon, you take 1 Stress and roll that die
turn sharing a space with something. again. This effect can trigger on the same die
multiple times and is not optional.

Spellstrike Melee Weapon (Uncommon)


Main Artifact | Mana X Spikes Support Item (Uncommon)
5 Fight Main
[Reach 1] | [X Force] Enchantment, Unique
This weapon deals 3 Force per MP spent. You may use one of the following Enchantments
On Crit: The damage becomes 4 Force per MP at a time:
spent.  Any Armor: When you INTERPOSE and end
the movement next to the attack with this
Armor equipped, you can deal [1 Piercing
Physical] to them as part of the same
Spider Staff Ranged Weapon (Legendary) reaction.
Heavy Artifact | Aetheric  Any 2 CHANNEL Technique: While
3 Volley channeling this ability, adjacent characters
take [1 Physical] when they hit you with a
[Range 10] | [1d6+6 Lunar] melee attack.
As long as this weapon is equipped and isn’t
destroyed, you have the Poison Web spell, which
is equipped for free.
Splinter Ranged Weapon (Uncommon)
Poison Web Spell Main Magitech | Reloading
Innate, Mana 1, Unique 3 Volley
2 Channel [Range 5, Reach 3] | [2 Physical]
[Range = Scope]
On Hit: This weapon deals its damage three times,
On Release: A character within Range takes with ARMOR and resistance applying to each
[1d6+6 Lunar] and must make an AGILITY save. instance. Bonus damage is only dealt on the first
Failure: They are IMMOBILIZED and SLOWED until the instance of damage.
end of their next turn. Success: They are SLOWED
until the end of their next turn. On Crit: As a hit, but weapon deals [3 Physical]
each time instead of 2.

Sprinter’s Potion Support Item (Uncommon)


Light | Consumable 3
Minor Action
You can expend a charge to double your SPEED
until the end of your next turn.
Starbow Ranged Weapon (Uncommon) Swordbreaker Melee Weapon (Uncommon)
Main Bow Main Blade | Reliable 2
3 Volley 5 Fight
[Range 20] | [1d6+1 Astral] [Reach 1] | [1d6+1 Physical]
This weapon gains +1 + on attacks against
characters with a melee weapon equipped.
Stealth Spell Spell (Legendary)
2 Memory | Mana 1
Minor Action
Tactical Analysis Skill (Uncommon)
The next time you 3 VOLLEY with a spell this turn,
you become INVISIBLE until the start of your next 1 Memory
turn. Minor Action
You can 3 SEARCH, but can only choose the option
that reveals the target’s attributes, ability scores,
and abilities.
Sundyr Melee Weapon (Legendary)
Main Club | Unbreakable, Unique
5 Fight
[Reach 1] | [1d6+3 Force] Taunt Skill (Uncommon)
2 Memory
This weapon deals double damage to terrain.
3 Mark
On Crit: You can spend 1 MP. If you do, the [Range = Scope]
target must make a BULK save. Failure: One of
their weapons or support items are destroyed You 3 MARK an enemy within Range and they
(their choice) and can’t be repaired. must make a MIND save. Failure: They take [2
Stress] and have +1 - on any attacks that don’t
include you until the start of their next turn.

Super Mode Skill (Legendary)


1 Memory | Unique Third Wind Skill (Uncommon)
When you use your limit break, you also regain all 1 Memory | Limited 1
HP, clear all Stress, and roll a d20. On a 20, you Minor Action
can use your limit break again this quest.
You regain all HP.

Super Speed Skill (Legendary)


1 Memory | Unique
Telekinesis Spell (Rare)
When you 4 RUSH, your SPEED is increased by +2
until the end of the turn. 1 Memory | Mana 1
5 Shove
[Range = Scope]

Surprise Attack Skill (Legendary) You 5 SHOVE a target within Range and count as
SIZE 3 when doing so. Instead of choosing to push
3 Memory | Unique them 1 space, you can slide them 3 spaces.
1/round, you can deal +1d6 bonus damage on a
melee attack if you are the only character adjacent
the target.
Teleport Partner Skill (Rare)
2 Memory | Unique There is No Escape Skill (Rare)
When you teleport, you can choose to bring an 1 Memory | Unique
adjacent character with you. If they are unwilling,
they must make a MAGIC save. Failure: They are You gain +1 + on 5 GRAPPLE attacks and checks
teleported. related to GRAPPLE and being GRAPPLED, and you
can still use reactions while grappling.

Telescope Support Item (Uncommon)


Thorium Armor Support Item
Main | Mana 1 (Uncommon)
Minor Action
Main | Armor
[Range = Scope]
+3 ARMOR, –2 DODGE, –2 SPEED.
You 3 MARK a character within Range.

Throat Chop Skill (Rare)


Tentacle Rod Melee Weapon (Uncommon)
1 Memory | Stressful 1
Light Club Reaction (1/round)
5 Fight
Trigger: An adjacent character uses a spell or
[Reach 2] | [1d3+1 Physical] begins channeling.
On Hit: If this was an OPPORTUNITY ATTACK, the
target is DAZED until the end of their next turn. Effect: They take [2 Stress] and are DAZED until the
end of their next turn.

Tetherknot Support Item (Rare) Thrust Skill (Rare)


Light | Consumable 3 2 Memory | Stressful 1
Minor Action You can OPPORTUNITY ATTACK when a character
enters the Reach of one of your weapons, not just
You can expend a charge to throw this ball of when they begin their movement.
wire at a character within [Range 5]. They must
make an AGILITY save. Failure: They are
IMMOBILIZED until the end of their next turn.
Thunder Spell (Rare)
1 Memory
The Unblinking Eye Skill (Legendary) 3 Volley
[Range = Scope]
2 Memory | Unique
Reaction (1/round) A character within Range must make an AGILITY
save. Failure: They take [1 Discord]. Until they
Trigger: An ally starts their turn. clear all Discord, you can use this spell again
Effect: You make an enemy MARKED. (targeting any character within Range) as a minor
action whenever they fail the check to clear their
Discord. This effect lasts until the end of the scene
or until you use it again, whichever comes first.
Thunderstomp Skill (Uncommon)
1 Memory | Stressful 1 Time’s Eclipse Support Item (Uncommon)
5 Fight Light | Stressful 3, Unique
[Burst 1] Free Action
All characters in the AOE must make an AGILITY [Range = Scope]
save. Failure: They take [1 Stress] and become
SLOWED until the end of their next turn. This turn, instead of taking either your standard
action, standard movement, or minor action, you
can give it to an ally within Range. They can take
that action or movement an additional time during
Thunderstruck Melee Weapon (Legendary) their next turn.
Main Club | Inaccurate, Reliable 3, Slow Each ally can only be affected by this ability
7 Full Attack 1/scene.
[Reach 1] | [3d6+4 Force] This ability costs –1 Stress for every other PC in
the scene with this item equipped. Additionally,
On Hit: The target must make a BULK save. you can use this ability on allies that have this
Failure: They are STUNNED until the end of their item equipped at any range, and don’t need line
next turn. of sight to them to do so.
On Miss: The target is DAZED until the end of
their next turn. Submitted by Jude Purrington.

Timber Melee Weapon (Uncommon)


Titan Blood Support Item (Rare)
Heavy Blade | Reliable 3
Light | Innate, Unique
5 Fight
[Reach 1] | [2d6+2 Physical] You gain +1 SIZE, to a maximum of 3.
Additionally, you can’t be knocked PRONE or be
This weapon deals +1d3 bonus damage to subjected to forced movement from smaller
characters that are larger than you. characters unless you choose to allow it.

Titan Grip Skill (Legendary)


3 Memory | Unique
If you have two HEAVY weapons equipped, you can
turn them into a linked HEAVY W HEAVY weapon.
Tranquil Summon Spell (Rare)
Tomb-Link Support Item (Legendary) 2 Memory | Mana 2, Summon
Armor 3 Volley
Heavy | Armor [Range = Scope]
Tranquil Summon (SIZE 1/2, HP 5, DODGE/A-DEF
+3 ARMOR, –1 SPEED, –1 DODGE. 10, SPEED 0)
Reaction: You create this Summon within Range. As a
Trigger: An ally within SCOPE takes damage. minor action while it exists, you can restore 4 HP
to an ally within [Range 3] of it.
Effect: You spend a RECOVERY and they regain
HP equal to their BLOODIED value.

Trap Sense Skill (Uncommon)


1 Memory
Torch Mace Melee Weapon (Uncommon)
You don’t trigger Traps unless you want to, and
Light Club you gain +1 + on saves forced by Traps.
5 Fight
[Reach 1] | [1d3Astral + 1 Discord]
You ignore all low visibility penalties Twin Death Support Item
(Legendary)
Light | Enchantment, Unique

Toughness Skill (Legendary) You may use the following Enchantment:


1 Memory | Unique Any Light or Main Weapon, Skill Attack, or
You gain +5 maximum HP. Spell Attack: 1/round when you crit with this
weapon or technique, you can immediately attack
with it again. The second attack doesn’t trigger
linked attacks.
Tracker Ranged Weapon (Uncommon)
Main Bow | Arcing
3 Volley Ultimate Protector Skill (Legendary)
[Range 15] | [4 Physical]
1 Memory | Unique
On Hit: The target loses HIDDEN and INVISIBLE You gain +1 FOCUS whenever you gain FOCUS.
and can’t gain those statuses again until the end
of its next turn.

Unarmored Defense Skill (Uncommon)


1 Memory | Unique
You gain +1 ARMOR if you don’t have a support
item with the Armor tag equipped. This ARMOR still
applies while you are SUNDERED.
Unbreakable Skin Skill (Legendary) +1d6 bonus damage.
1 Memory | Unique
You gain +1 ARMOR.

Voidspace Pockets Spell (Legendary)


2 Memory | Unique
Unstable Wand Ranged Weapon (Uncommon)
You gain an additional MAIN support slot.
Light Artifact | Aetheric, Mana X, Reliable X
3 Volley
[Range 5] | [X Astral]
Voidspace Weapon Spell (Legendary)
This weapon deals 3 Astral per MP spent, and
2 Memory | Unique
gains Reliable equal to the MP spent.
You gain an additional MAIN weapon slot.

Unyielding Skill (Rare)


Wallbreaker Support Item (Rare)
1 Memory | Unique
Heavy
All forced movement you inflict is increased by +1,
and you can reduce forced movement inflicted on You can move through solid, impassable terrain,
you by –1 (to a minimum of 0). including walls, equal to your SIZE. When you
move through terrain in this fashion, you destroy
it and take Stress equal to the terrain’s SIZE for
each piece of terrain you destroy (to a minimum
Vampiric Touch Melee Spell Attack of 1 Stress). This applies to any movement,
(Uncommon) including forced movement, always applies, and
1 Memory | Reliable 2 is not optional.

5 Fight
[Reach 1] | [1d6+1 Lunar]
On Hit: You can spend 1 MP to regain HP equal to Wand of Fireballs Ranged Weapon
the damage the target takes from this attack, after (Legendary)
ARMOR and resistance. Light Artifact | Mana 2
3 Volley
[Range 5, Blast 2] | [1d3+4 Astral]
Venom Melee Weapon (Uncommon)
Light Blade | Thrown 5
Wand of Magic Missiles Ranged Weapon
5 Fight
(Rare)
[Reach 1, Thrown 5] | [2 Discord]
Light Artifact | Accurate, Homing
On Hit: The target is DAZED until the end of their 3 Volley
next turn. [Range 12] | [1d3+1 Force]

Vicious Enchantment Support Item (Rare) Wand of Time Ranged Weapon (Rare)

Main | Enchantment, Unique Light Artifact | Aetheric


3 Volley
You may use the following Enchantment: [Range 5] | [1d3+1 Force]
Any Weapon, Skill Attack, or Spell Attack: On
On Hit: You can spend 1 MP to make the target
a crit with this weapon or technique, you deal
SLOWED until the end of their next turn. Wind Boomerang Ranged Weapon (Rare)
Light Club
3 Volley
[Range 5, Reach 3] | [1d3+2 Force]
Warstaff Melee Weapon (Uncommon)
On Hit: Spend 1 MP to force all characters in a
Main Artifact
[Burst 1] AOE around the target to make a BULK
5 Fight save. Failure: They are pushed 1 space directly
[Reach 2] | [1d6+2 Physical] away from the target.

Water-Walking Skill (Uncommon)


Wind Infusion Spell (Rare)
1 Memory
1 Memory | Mana 1
You can move normally in liquid-based difficult
Minor Action
terrain (e.g., water).
[Range = Scope]
You place the following Enchantment on a
weapon equipped by an ally within Range (their
Weapon Ring Support Item (Rare) choice). It lasts until its effect is triggered:
Main | Consumable 3, Unique Any Weapon: On a critical hit with this weapon,
Minor Action you can attack with it again after the attack
resolves.
You can expend a charge to replace one of your
equipped weapons with a different weapon you
have unlocked that could be equipped in that slot.
You can also do this during Rests. Windsprint Armor Support Item (Rare)
Light | Armor
+1 ARMOR.
Weave Magic Spell (Legendary)
Additionally, when you perform a PHASE 4
1 Memory | Unique REPOSITION action, you remain INVISIBLE until the
You gain +2 maximum MP. end the turn.

Whirlwind Skill (Rare) Windstep Armor Support Item


2 Memory | Unique (Legendary)
1/round when you crit with a melee weapon attack, Main | Armor
you deal [3 Physical] to all adjacent enemies.
+1 ARMOR.
Additionally, 1/turn you become INVISIBLE
whenever you move or are moved. You remain
INVISIBLE until you attack, force a save, take a
hostile action, or until after an attack roll is made
against you.
20 Skill False Swipe Uncommon
21 Skill Fast Movement Uncommon
LOOT BY TYPE AND RARITY
22 Skill Feral Instincts Uncommon
This section lists loot by its type and rarity. When 23 Spell Frost Bolt Uncommon
randomly generating loot, first determine the loot
24 Skill Ghost Fist Uncommon
type and rarity (p. XX), and then manually or
25 Skill Give Order Uncommon
randomly pick from the appropriate list.
26 Skill Grounded Caster Uncommon
LOOT CRATE CONTENTS 27 Skill Guard Break Uncommon
d100 Type (Any Slot) 28 Skill Heaven-Piercing Fang Uncommon
1–17 Skill 29 Skill Heroic Leap Uncommon
18–34 Spell 30 Spell Hold Uncommon
35–67 Weapon 31 Skill Improved Interpose Uncommon
68–100 Support Item
32 Skill Improved Spells Uncommon
33 Skill Improved Weapons Uncommon
Rarity (d100) 34 Skill Leap Uncommon
Slot 1 Slot 2 Slot 3 35 Skill Mortal Strike Uncommon
Uncommon 1–75 1–30 — 36 Spell Purge Uncommon
Rare 76–100 31–90 1–75
Legendary — 91–100 76–100 37 Skill Reckless Swing Uncommon
38 Spell Retribution Shield Uncommon
39 Skill Riposte Uncommon
TECHNIQUES 40 Skill Safe Travels Uncommon
41 Skill Slam Uncommon
UNCOMMON TECHNIQUES 42 Skill Slippery Uncommon
# Type Name Rarity 43 Skill Tactical Analysis Uncommon
1 Spell Aid Uncommon 44 Skill Taunt Uncommon
2 Spell Animate Objects Uncommon 45 Skill Third Wind Uncommon
3 Spell Bane Uncommon 46 Skill Thunderstomp Uncommon
4 Spell Barkskin Uncommon 47 Skill Trap Sense Uncommon
5 Skill Battle Chant Uncommon 48 Skill Unarmored Defense Uncommon
6 Spell Bestow Curse Uncommon 49 Spell Vampiric Touch Uncommon
7 Skill Bloodthirst Uncommon 50 Skill Water-Walking Uncommon
8 Skill Cartwheel Uncommon
9 Skill Cleansing Touch Uncommon
10 Skill Critical Healing Uncommon Rare Techniques
11 Skill Danger Sense Uncommon # Type Name Rarity
12 Skill Defensive Fighter Uncommon 1 Spell Absorb Elements Rare
13 Spell Distracting Force Uncommon 2 Spell Aether Shield Rare
14 Skill Distracting Strike Uncommon 3 Skill Agile Discord Rare
15 Skill Distraction Uncommon 4 Spell Astral Infusion Rare
16 Skill Duck Uncommon 5 Spell Astral Projection Rare
17 Spell Ember Uncommon 6 Skill Catch a Breath Rare
18 Spell Energy Shield Uncommon 7 Skill Chill Touch Rare
19 Spell Extend Spell Uncommon 8 Skill Deflect Rare
9 Skill Delayed Healing Rare
10 Skill Efficient Burns Rare
11 Spell Empowered Spells Rare LEGENDARY TECHNIQUES
12 Skill Execute Rare # Type Name Rarity
13 Skill Feel No Pain Rare 1 Spell Baleful Polymorph Legendary
14 Skill Frightening Howl Rare 2 Spell Banish Legendary
15 Spell Frost Lance Rare 3 Skill Beast Bond Legendary
16 Spell Ground Pounder Rare 4 Skill Blur Legendary
17 Skill Hamstring Rare 5 Spell Counterspell Legendary
18 Skill Heavy Draw Rare 6 Skill Demigod Legendary
19 Skill Hemorrhage Rare 7 Skill Desync Legendary
20 Spell Hexbolt Rare 8 Spell Double Spell Legendary
21 Spell Ice Crown Rare 9 Skill Endless Stamina Legendary
22 Skill Jack of all Trades Rare 10 Skill Ethereal Walk Legendary
23 Spell Lava Lob Rare 11 Skill Exploding Heart Legendary
24 Spell Lunar Infusion Rare 12 Skill Extended Scope Legendary
25 Skill Mental Discord Rare 13 Spell Flare Legendary
26 Spell Mote Shield Rare 14 Skill Flash Step Legendary
27 Skill Multitasker Rare 15 Spell Golden Carp Legendary
28 Spell Pass without Trace Rare 16 Spell Healer’s Pact Legendary
29 Skill Physical Discord Rare 17 Spell Lightburst Summon Legendary
30 Skill Pummel Rare 18 Spell Living Leyline Legendary
31 Skill Push Through Pain Rare 19 Skill Mana Battery Legendary
32 Spell Push to the Edge Rare 20 Skill Monitor’s Pivot Legendary
33 Skill Radar Rare 21 Skill Overwhelming Legendary
34 Skill Restful Presence Rare 22 Skill Paragon Legendary
35 Skill Spectral Dash Rare 23 Skill Perfect Accuracy Legendary
36 Spell Telekinesis Rare 24 Skill Pincer Strike Legendary
37 Skill Teleport Partner Rare 25 Skill Quick Hide Legendary
38 Skill There is No Escape Rare 26 Skill Quick Rush Legendary
39 Skill Throat Chop Rare 27 Skill Rage Caster Legendary
40 Skill Thrust Rare 28 Skill Reflect Legendary
41 Spell Thunder Rare 29 Skill Regeneration Legendary
42 Spell Tranquil Summon Rare 30 Spell Reincarnate Legendary
43 Skill Unyielding Rare 31 Spell Stealth Spell Legendary
44 Skill Whirlwind Rare 32 Skill Super Legendary
45 Spell Wind Infusion Rare Mode
33 Skill Super Speed Legendary
34 Skill Surprise Attack Legendary
35 Skill The Unblinking Eye Legendary
36 Skill Titan Grip Legendary
37 Skill Toughness Legendary
38 Skill Ultimate Protector Legendary
39 Skill Unbreakable Skin Legendary
40 Spell Voidspace Pockets Legendary 33 Spikes Uncommon
41 Spell Voidspace Weapon Legendary 34 Sprinter’s Potion Uncommon
42 Spell Weave Magic Legendary 35 Telescope Uncommon
36 Thorium Armor Uncommon
37 Time’s Eclipse Uncommon
SUPPORT ITEMS

UNCOMMON SUPPORT ITEMS


RARE SUPPORT ITEMS
# Name Rarity
# Name Rarity
1 Aether Flask Uncommon 1 Adamantine Armor Rare
2 Ammo Kit Uncommon 2 Animated Shield Rare
3 Amulet of Health Uncommon 3 Armor of Growing Endurance Rare
4 Armor Plates Uncommon 4 Bag of Holding Rare
5 Barbed Enchantment Uncommon 5 Barkskin Armor Rare
6 Belt of Giantkind Uncommon 6 Blackiron Armor Rare
7 Belt of Growing and
Uncommon 7 Blinding Powder Rare
Shrinking
8 Bloodstone Armor Uncommon 8 Bonecaller Armor Rare
9 Boots of Levitation Uncommon 9 Broom of Flying Rare
10 Cloak of Protection Uncommon 10 Cursesong Armor Rare
11 Darksight Armor Uncommon 11 Darkleaf Armor Rare
12 Death’s Gambit Dice Uncommon 12 Defender’s Bond Rare
13 Dragon Mask Uncommon 13 Defending Enchantment Rare
14 Durable Construction Uncommon 14 Displacer Cloak Rare
15 Electrical Pack Uncommon 15 Elemental Burst Armor Rare
16 Elven Cloak Uncommon 16 Fleetfoot Armor Rare
17 Escape 17 Headband of Intellect Rare
Uncommon
Enchantment 18 Homing Enchantment Rare
18 Gambling Dice Uncommon 19 Hydra Helmet Rare
19 Ghost Gloves Uncommon 20 Lifedrinker Armor Rare
20 Ghostwalker Armor Uncommon 21 Orbital Strike Rare
21 Justicar Armor Uncommon 22 Oversized Enchantment Rare
22 Mountainous Armor Uncommon 23 Potion of Size Rare
23 Orb of Power Uncommon 24 Razorwire Enchant Rare
24 Portable Cover Uncommon 25 Runic Tattoos Rare
25 Potion of Climbing Uncommon 26 Sharkskin Armor Rare
26 Prismatic Armor Uncommon 27 Shield of the Evil Eye Rare
27 Quickstep Boots Uncommon 28 Tetherknot Rare
28 Returning Weapon Uncommon 29 Titan Blood Rare
29 Revive Kit Uncommon 30 Vicious Enchantment Rare
30 Ring of
Uncommon 31 Wallbreaker Rare
Regeneration
31 Shatterstone Uncommon 32 Weapon Ring Rare
32 Spacewarp 33 Windsprint Armor Rare
Uncommon
Enchantment
15 Scimitar of Speed Uncommon
LEGENDARY SUPPORT ITEMS
16 Shrapnel Uncommon
# Name Rarity
17 Soaring Light Uncommon
1 Adamantine Construction Legendary
18 Sonar Bow Uncommon
2 Angelsteel Armor Legendary
19 Spellstrike Uncommon
3 Book of Alternative Explosions Legendary
20 Spiked Fist Uncommon
4 Book of Endless Pages Legendary
21 Splinter Uncommon
5 Boots of Speed Legendary
22 Starbow Uncommon
6 Devil’s Crown Legendary
23 Swordbreaker Uncommon
7 Elemental Enchantment Legendary
24 Tentacle Rod Uncommon
8 Flawless Job Crystal Legendary
25 Timber Uncommon
9 Helm of Teleportation Legendary
26 Torch Mace Uncommon
10 Invisibility Cloak Legendary
27 Tracker Uncommon
11 Mithral Construction Legendary
28 Unstable Wand Uncommon
12 Paired Enchantment Legendary
29 Venom Uncommon
13 Penta Quiver Legendary
30 Warstaff Uncommon
14 Potion of Giants Legendary
15 Power Armor Legendary
16 Scroll of Protection Legendary
17 Skeleton Key Legendary
RARE WEAPONS
18 Snickersnack Legendary
# Name Rarity
19 Tomb-Link Armor Legendary
20 Twin Death Legendary 1 Beam Saber Rare
21 Windstep Armor Legendary 2 Black Hole Rare
3 Caduceus Rare
4 Conductor’s Baton Rare
WEAPONS 5 Cryo Cannon Rare
6 Dancing Blade Rare
UNCOMMON WEAPONS 7 Dragon Force Fists Rare
# Name Rarity 8 Fatigue Rare
1 Absorption Uncommon 9 Flamethrower Rare
2 Backstabber Uncommon 10 Frost Fang Rare
3 Chain Blade Uncommon 11 Fusion Cannon Rare
4 Chainsaw Blade Uncommon 12 Hand Cannon Rare
5 Challenge-Seeker Uncommon 13 Healing Mace Rare
6 Charging Spear Uncommon 14 Hydrus Rare
7 Dimension Anchor Uncommon 15 Leech Rare
8 Harpoon Uncommon 16 Lightning Javelin Rare
9 Mind Lasher Uncommon 17 Mace of Terror Rare
10 Minibow Uncommon 18 Momentum Rare
11 Mithardain Uncommon 19 Mother Pharaoh Rare
12 Mortar Uncommon 20 Penance Rare
13 Psi Blade Uncommon 21 Piercer Rare
14 Quick Arm Uncommon 22 Portalis Rare
23 Rocket Sledge Rare
24 Scarab Staff Rare
25 Shock Glove Rare
26 Slime Staff Rare
27 Wand of Magic Missiles Rare
28 Wand of Time Rare
29 Wind Boomerang Rare

LEGENDARY WEAPONS
# Name Rarity
1 Firebrand Legendary
2 Lucky Legendary
3 Meteor Staff Legendary
4 Oathbow Legendary
5 Railgun Legendary
6 Scythe of Darkness Legendary
7 Spider Staff Legendary
8 Sundyr Legendary
9 Thunderstruck Legendary
10 Wand of Fireballs Legendary
APPENDIX C: NPC
TYPES
These tables list all NPCs by their INITIATIVE and NPC TYPE BY ROLE
role. This is to help GMs populate combat scenes Name Role Initiative
with a diverse array of NPCs. Gunner Artillery 7
Sharpshooter Artillery 3
NPC TYPE BY INITIATIVE Conjurer Artillery 2
Name Role Initiative Warmage Artillery 2
Ardent Support 1 Architect Controller 5
Elementalist Defender 1 Mindreaver Controller 2
Protector Defender 1 Mirage Controller 2
Spellshield Defender 1 Specter Controller 3
Healer Support 2 Swarm Controller 4
Mindreaver Controller 2 Titan Controller 7
Mirage Controller 2 Vulture Controller 3
Overlord Support 2 Elementalist Defender 1
Rogue Striker 2 Fortress Defender 5
Conjurer Artillery 2 Gladiator Defender 5
Warmage Artillery 2 Protector Defender 1
Marshal Support 3 Spellshield Defender 1
Ranger Striker 3 Charger Striker 4
Sharpshooter Artillery 3 Cleaver Striker 7
Specter Controller 3 Expendable Striker 5
Vulture Controller 3 Firebug Striker 5
Charger Striker 4 Fury Striker 7
Pegasus Striker 4 Pegasus Striker 4
Swarm Controller 4 Ranger Striker 3
Architect Controller 5 Rogue Striker 2
Expendable Striker 5 Ardent Support 1
Firebug Striker 5 Healer Support 2
Fortress Defender 5 Marshal Support 3
Gladiator Defender 5 Overlord Support 2
Cleaver Striker 7
Fury Striker 7
Gunner Artillery 7
Titan Controller 7
NPC Template: Templates are additional sets of
APPENDIX D: features that can be added to NPCs, which can
GLOSSARY drastically alter how they play. There are two types
of templates: thematic and mechanical.
GENERAL TERMINOLOGY NPC Tier: NPCs come in one of three tiers: tier 1
Ancestry: Ancestry describes a beacon’s heritage (T1), tier 2 (T2), and tier 3 (T3). NPCs of higher tiers
or species. It determines their SIZE and gives access are stronger and tougher than those of lower tiers.
to a list of ancestry traits. Whenever a beacon goes NPC Type: NPC types are collections of abilities
on a quest, they can choose to equip one of their and attributes that represent general themes, similar
ancestry traits. to player character jobs.
Boss: The toughest enemies in the game are Quest: Quests are adventures that beacons go on,
Bosses. Bosses have their own unique rules for each comprising a combination of narrative and
combat. combat play.
Battle Plan: Battle plans provide the framework for Reflection: The many settings of Beacon. Each
combat scenes, determining the win conditions for setting is called a Reflection.
the PCs, the NPC budget, and any special rules.
Resting: Resting allows PCs to heal, recover
Class: Classes represent specialized approaches to resources, and repair equipment. There are two
combat. Classes unlock equipment and abilities that types of rests: Short Rests and Long Rests. Short
beacons can equip for quests. Each class has three Rests are quick breaks that allow beacons to patch
ranks, with each rank unlocking additional themselves up after a fight, while Long Rests are
equipment and abilities. longer and more restorative.
Hub: A base of operations for beacons. Title: All beacons have a title, which can be used
Job: Jobs provide the starting values for a beacon’s during narrative play to gain a +2 bonus to a skill
attributes and their equipment slots. A class’s job is check.
unlocked upon reaching rank 1 in that class.
NARRATIVE TERMINOLOGY
Level/Character Level: Each beacon has a
Adversity Challenge: A type of skill challenge
character level, which represents their overall
representing the obstacles the beacons encounter
growth and strength. Whenever you finish a quest,
between combat scenes, like moving through
whether you were successful or not, your beacon
dangerous rooms in a dungeon or sneaking past
gains another character level. The maximum
patrolling guards to ambush a target.
character level for beacons is 12.
Background Skills: Words or brief phrases that
Loot: Loot includes a range of equipment and
represent a beacon’s history and training.
techniques that aren’t tied to specific classes. It is
Background skills have three ranks. Skill checks use
usually presented to the players via loot crates.
background skills, and grant +1 + on the roll for
Loot is categorized by rarity. It can be Uncommon,
reach rank in the skill.
Rare, or Legendary.
Downtime Activity: When beacons have free time,
Loot Crate: A loot crate is a set of three random
they can perform downtime activities.
pieces of loot from which the player can select one
to keep. Narrative Action: Narrative actions are a type of
skill check with specific outcomes.
Non-Player Character (NPC): Characters controlled
by the GM are called non-player characters, or Skill Challenge: Skill challenges are series of rapid
NPCs. NPCs can be friends, foes, beasts, or skill checks. Skill challenges can be split into two
anything else that the GM presents. categories: story challenges and adversity
challenges.
Skill Check: Skills checks are used to determine target. Only successful attacks or abilities that deal
success during narrative play. damage can deal bonus damage.
Story Challenge: A type of skill challenge. Story Character: PCs, Summons, and NPCs are all
challenges are used when an obstacle or scene is considered characters. As a general rule, characters
too complex to be resolved with a single skill check. are entities capable of taking some sort of actions,
either personally or at the command of other
characters.
Climbing: A special form of movement that allows
COMBAT TERMINOLOGY characters to move atop objects such as terrain.
Climbing has a movement cost equal to the object’s
Ability: All techniques, traits, and equipment.
SIZE + 1. Characters standing atop objects are
Basically, if something does something in combat,
considered to have their SIZE increased by the SIZE
it’s an ability.
of whatever they are standing on for the purposes of
Ability Check/Save: A roll made to overcome an determining line of sight and cover (p. XX).
obstacle or resist an effect. Effects that prompt
Concentration Save: While channeling, if you take
ability checks or saves indicate which ability score –
any damage (after ARMOR) or Stress not caused by
BULK, AGILITY, MIND, or MAGIC – is used for the roll.
yourself, you must pass a BULK save against the
Background skills, GRIT, and titles don’t apply. To
initiator’s SAVE TARGET. On a failure, you stop
succeed on an ability check, you need a result of
channeling and the action is lost.
10+. To succeed on a save, your result must equal
or exceed the SAVE TARGET of the initiator, or 10 if Cover: Objects on the battlefield can provide
not otherwise specified. cover. Cover imposes - on attacks and can block
line of sight, depending on whether it is hard cover
Ability Scores: The four ability scores – BULK,
or soft cover. Soft cover grants +1 - to attacks,
AGILITY, MIND, MAGIC – affect a character’s attributes
but doesn’t block line of sight. Hard cover grants +2
and actions in combat play.
- to attacks and can block line of sight.
Ally: A character friendly to you or on the same side.
Critical Hit: On a result of 20+, an attack roll is a
You don’t count as your own ally.
crit. Roll all damage dice twice and take the highest
Area of Effect (AOE): Abilities and effects with an result.
AOE affect multiple targets or spaces. Blast, Burst,
Damage: Harm done to another character. Damage
Close Blast, and Line are types of AOEs.
is subtracted from HP, and comes in different types
Attack: Attempts by characters to hit and harm (Physical, Force, Astral, Lunar, Discord).
something with weapons, magic, or other means. To
Dangerous Terrain: Terrain that can cause
hit your target, your result must equal or exceed
damage. 1/round when you enter dangerous terrain
their defense (either DODGE or A-DEF, depending on
or end your turn in it, you must make an ability check
the type of attack). Attacks can be either melee
of the GM’s choice. Failure: You take 5 damage of
attacks or ranged attacks, and can be further
any type or Stress based on the type of terrain.
categorized as weapon, spell, support, or skill
attacks. Defeat: When a beacon is defeated, all effects on
them and that originated from them are removed,
Attribute: Beacons have several attributes that are
including Summons. Damage, conditions, statuses,
used in combat play, such as DODGE and SIZE.
and created objects and terrain remain, including
These scores are determined by a character’s level,
Traps.
job, ancestry, talents, ability scores, equipment, and
techniques. Difficult Terrain: Terrain that slows movement. It
has +1 movement cost.
Bonus Damage: Additional damage added onto an
existing source of damage. Effects with more than Discord X: Discord is a special effect that applies
one target only deal half their bonus damage to each ongoing damage. A character or object that takes
Discord immediately takes Piercing discord Limit Break: Every job has a limit break, which is
damage equal to the amount of Discord gained. The a power, scene-changing ability unique to that
Discord they took is then added to any Discord they job. Beacons can only perform one limit break
already have. per quest.
At the end of each turn while they have Discord, the Line of Sight: All abilities require a clear path to
character or object makes a MAGIC check. On a their target, known as line of sight.
successful save, all Discord is cleared from them.
Linked Weapons: Two weapons can be linked
On a failure, they take Piercing discord damage
together to form a linked pair. When you attack with
equal to their current Discord. For more information
a linked weapon, you can also attack with the
on Discord, see p. XX.
weapon it’s linked to as a part of the same action.
Enemy: A character that is hostile to you or on the This is called a linked attack, and each linked pair
other side. can only make 1 linked attack per turn (p. XX).
Environmental Factors: Effects that alter combat Minor Action: You can perform one minor action
scenes, individual spaces, or even objects. Some during your turn. Minor actions can be used during
apply to the entire combat scene, while others affect any phase.
characters in smaller areas.
Movement/Standard Movement: You can use your
Equipment: Weapons and support items are standard movement to move a number of spaces
equipment. equal to your SPEED.
Flight: Characters with flight can activate or Object: Anything that isn’t a character (or part of
deactivate the FLYING status 1/turn as a free action. one). The terrain, parts of the environment, and
deployed items (like Traps) are all objects.
Forced Movement: Any involuntary movement that
pushes, pulls, or slides a character. Forced Obstruction: If a character or object is the same
movements do not provoke reactions and ignore SIZE as you or larger, you can’t move through their
ENGAGEMENT. You can’t be forcibly moved into a spaces. Allied characters and enemy characters
space you can’t enter. smaller than you don’t count as obstructions and you
can move through their spaces, but you can’t end a
Free Action: Free actions can only be taken during
movement sharing spaces with another character.
your turn, but you can perform any number of free
actions during that turn. Phase: The various stages of the round during
which characters can act. The phase in which a
Grit: An attribute representing the combat
character takes a turn is usually decided by the
experience that beacons gain when they increase
action they want to perform, as each action can only
their character level. Starting at character level 2
be performed in a specific phase.
and then at every second level after that (i.e., levels
4, 6, 8, etc.), beacons gain +1 GRIT. GRIT is a Range/Reach: The maximum number of spaces
passive bonus that applies to several other within which a given ability can be used. Range and
attributes. Reach work in the same way, but some effects
trigger based on one or the other, not both.
Immunity: When a character is immune to
something, they are unaffected by that type of effect. Reaction: Special actions performed in response to
specific triggers, even on other character’s turns.
Initiative: NPCs take their turns in a different way
You can perform one reaction per turn, but there is
than PCs. Instead of acting based on the phase of
no limit on how many times a specific reaction can
the standard action they want to perform, each NPC
be used unless one is specified.
has an INITIATIVE, which ranges from 1–8. This
specifies the phase in which they take their turn. Reroll Table: When making an attack, ability check,
During that phase, the NPC can take any action, not or save in combat, you can reroll the dice by using
only those options available to PCs during that the Reroll Table. To use the table, you choose one
phase. of the listed options and reroll all dice for one roll
(including + or -). Each option from the table can placed next to each other to create a continuous
only be chosen once per round (p. XX). feature.
Resistance: Reduces damage by half. Trait: Abilities that reinforce a beacon’s identity and
playstyle. Traits come from a beacon’s ancestry and
Round: Each combat scene is made up of a number
equipped job.
of rounds, each of which is split up into eight distinct
phases. At the end of the eighth phase, the round Turns: Each character takes one turn per round,
ends and another round begins. taken during one of that round’s phases. The action
they want to take on their turn determines which
Shift: A special movement that doesn’t provoke
phase they act in. On their turn, a character can
reactions and ignores ENGAGEMENT. You can’t shift
perform their standard movement, one standard
if you are SLOWED or IMMOBILIZED.
action, one minor action, and any number of free
Scene: An entire combat, from beginning to end. actions (within reason). Most NPCs only take one
Once the fighting is over, the scene ends. turn per round, but some NPCs might take multiple
turns.
Squeezing: A special form of movement that allows
characters to fit into spaces one SIZE smaller than Wound/Overstress: Characters can receive
them, but increases the cost of all movements by +1 Wounds or become Overstressed. As they
while doing so (p. XX). accumulate Wounds and Overstresses, their combat
performance weakens until they are no longer able
Standard Action: Characters can take one standard
to fight.
action per turn. Beacons can only use standard
actions from the current phase. Zone: A lingering effect from an AOE, which
remains in play for a set time or until the end of the
Stress: A special type of harm that doesn’t count as
scene.
damage and doesn’t affect the recipient’s HP. Stress
accumulates up to a character’s STRESS CAP. TAGS
Surging: Beacons can surge 1/round to take a Accurate: Attacks with this tag gain +1 +.
second turn at the cost of taking Stress (p. XX).
Aetheric: Attacks with this tag are made against A-
Talent: Sets of abilities that don’t need to be Def instead of Dodge.
equipped. Once your beacon has learned a talent,
they will always have access to any abilities Arcing: Abilities with this tag can be aimed over
unlocked by their ranks in that talent. Each talent obstacles. They ignore line of sight as long as there
has three ranks. is a vertical path to the target, although cover still
applies.
Techniques: Skills and spells are techniques.
Armor: Abilities with this tag represent suits of
Teleport: A special form of movement that allows for armor or similar defenses, many of which provide a
instant movement between two spaces. bonus to ARMOR. A character can only have one
Teleportation doesn’t require line of sight, doesn’t ability with this tag equipped at a time.
provoke reactions, and ignores ENGAGEMENT.
Teleportation always counts as moving 1 space. If a Aura X: When activated, abilities with this tag affect
character teleports into a space they can’t occupy, indicated characters within X spaces of the user. A
the teleport fails and the action is lost. character can only have one Aura activated at a
time and can change Auras 1/turn.
Terrain: A specific subset of object that includes the
environmental elements in a combat scene – trees, Auto-Hit: Attacks with this tag automatically hit
walls, rocks, and similar. without making an attack roll.

Terrain Features: Terrain features modify spaces Blast X: Abilities with this tag have an AOE. It
and terrain on the battlefield. While they generally affects all targets within a radius of X spaces from
affect single spaces, multiple terrain features can be the center space, including the center space.
Cover and line of sight are calculated from the
center space. Users can be affected by their own Line X: Abilities with this tag have an AOE. It affects
Blast. all targets in a straight line with a length of X spaces
and a width of 1 space, drawn directly away from
Burst X: Affects all targets within a radius of X
you in any direction.
spaces from the edge of the spaces occupied by the
target, including the target's spaces but excluding Focus X: Abilities with this tag cost X Focus to use.
the target itself. Cover and line of sight are
Piercing: Damage with this tag ignores ARMOR.
calculated from the edge of the spaces occupied by
the target. If a Burst forms a zone, the zone moves Pull X: Abilities with this tag inflict a type of forced
with the target. movement. On a hit, the target is moved X spaces
directly toward the origin.
Close Blast X: Abilities with this tag have an AOE. It
operates like a Blast, but: Push X: Abilities with this tag inflict a type of forced
movement. On a hit, the target is moved X spaces
 at least 1 space must be adjacent to the user
directly away from the origin.
 the user can’t be in the area
 cover and line of sight are calculated from the Range X: Abilities with this tag can be used on
user. targets within X spaces.
Consumable X: Abilities with this tag can only be Reach X: Abilities with this tag can be used on
used X times per quest. Consumable abilities targets within X spaces. This tag also determines
represent potions, elixirs, and other items that can the range of the OPPORTUNITY ATTACK reaction.
be replenished.
Mana X: Abilities with this tag cost X MP to use.
Enchantment: Abilities with this tag modify other
Polymorph: Abilities with this tag modify the target’s
abilities. Enchantments can typically only be applied
form. A character can only be under the effect of one
to specific types of abilities and can only be applied
ability with this tag at a time, and any subsequent
to one ability at a time. Additionally, each ability can
polymorph effects are automatically cancelled while
only have one Enchantment at a time.
they are under the effects of a polymorph.
Enchantments can only be applied to a new ability
while preparing for a quest or during a Long Rest. If Recharge X: Whenever an NPC uses a Recharge
an Enchantment is destroyed, the ability it is ability, it can’t be used again until that ability
enchanting is not destroyed and vice versa. Traits recharges. At the start of each of the NPC’s turns
and talents can’t be enchanted. after using a Recharge ability, the NPC rolls a d6
recharge die. If the result equals or exceeds the
Homing: Abilities with this tag ignore line of sight
Recharge value (X) of any Recharge abilities they
and the effects of cover. As long as the target is
have, those abilities recharge. NPCs only make one
within Range and it is possible to reach them (i.e.,
recharge roll each turn, but that roll can recharge
they aren’t in a box), they can be targeted.
multiple abilities at once.
Inaccurate: Attacks with this tag receive +1 -.
Reliable X: Abilities with this tag always deal at least
Indirect: Attacks with this tag ignore any - from X damage, even if they would miss or deal less than
cover. X damage. Reliable damage inherits the ability’s
Innate: Abilities with this tag can’t be destroyed or damage type and tags; however, Reliable damage
enchanted. They can’t be chosen for destruction as does not count as a hit and doesn’t trigger any
the result of a wound roll. effects that require a hit.

Limited X: Abilities with this tag can only be used X Reloading: Abilities with this tag must be reloaded
times per quest. Limited abilities provide powerful after each use before they can be used again. This
effects that can’t be replenished during a quest once can be done using 1 REFRESH and other abilities.
used. Slide X: Abilities with this tag inflict a type of forced
movement. On a hit, the target is moved X spaces in
any direction.
Slow: Abilities with this tag can only be activated as be placed in a free adjacent space. They become
part of 7 FULL ATTACK. armed at the end of the turn in which they are
placed. Moving into or adjacent to a space occupied
Stressful X: Abilities with this tag inflict X Stress on
by a trap triggers it, activating its effects, after which
the user.
it is removed from play.
Summon: Abilities with this tag create one or more
Traps are permanently HIDDEN, but can be
temporary characters under the control of another
automatically detected with 3 SEARCH. You can
character, each of which has the Summon tag.
attempt to disarm a trap by making an AGILITY check
Summons have the following statistics unless as a minor action when moving into or adjacent to
otherwise indicated: its space (before it is triggered). On a success, the
trap is removed from play without being activated.
 SIZE 1/2 On a failure, it activates as normal.
 HP 5
 Dodge/A-Def 10 Unbreakable: Abilities with this tag cannot be
 Speed 0 destroyed and can’t be selected for destruction if
 SAVE TARGET = Summoner’s SAVE TARGET there are non-Unbreakable options left. If an
 BULK/AGILITY/MIND/MAGIC 0 Unbreakable result is selected from a wound or
overstress roll, it becomes a DAZED result instead.
Summons can only be created in free spaces that
they could normally enter (they can’t be summoned Unique: Characters can only equip one copy of
into impassable terrain, for example). each ability with this tag at a time.

Summons are characters with a standard action,


standard movement, and minor action per round;
however, they can’t perform any actions unless they
have an ability that lets them do so and can’t
perform a movement unless they have Speed. Their
turn is their summoner’s turn, and if they can take
actions or move, they can do so at any point in their
summoner’s turn.
Summons are defeated if they are reduced to 0 HP.
They can also be dismissed by their summoner as a
free action. Summons last until dismissed or
defeated, or until the end of the scene.

By default, each character can only have one


Summon per ability with this tag in play at a time. If a
Summon is defeated or dismissed, a new one can
be made using that same ability. Summons can’t
create Summons.
Thrown X: Abilities with this tag can be used to
make a thrown attack, a melee attack made against
a target within X spaces. Thrown attacks are
affected by cover. If throwing a weapon, it lands in a
space adjacent to the target (thrower’s choice), and
must be picked up as a free action while adjacent to
it before it can be used again.
Trap: Abilities with this tag place traps – objects that
modify spaces – or are traps themselves. They must
INDEX
Basic Support Items · 280
Basic Techniques · 285
A
Basic Weapons · 278
Battle Plan · 313
Abilities · 14
Acqusition · 314
Ability Checks and Saves · 56
Assassination · 315
Ability Scores · 8
Control · 316
Agility · 9
Defense · 317
Bulk · 9
Destruction · 318
Magic · 9
Elimination · 319
Mind · 9
Escort · 319
Accuracy · 6
Holdout · 320
Accurate · 79
Raid · 321
Actions · 49
Rescue · 322
Aether · 298
Search · 323
Aetheric · 79
Survival · 323
Aetheric Defense (A-Def) · 14
Battlefield · 46
Agility · 9
Beacons · 297
Ancestries · 83
Blast · 62, 79
Ancestry · 10
Bosses · 425
Arcing · 79
Bulk · 9
Area of Effect · 61
Burst · 62, 79
Blast · 62
Burst · 62
Close Blast · 63
C
Line · 63
Armor · 13, 79
Campaigns · 307
Attacks · 5, 59
Changing Choices · 11
Attributes · 12
Characters · 56
Aetheric Defense (A-Def) · 14
Checks · 5
Dodge · 14
Class · 10
HP · 13
Classes · 104
Mana · 14
Climbing · 65
Memory · 14
Close Blast · 63, 79
Overstress · 14
Combat Play · 46
Recoveries · 13
Combat Resources
Scope · 13
Focus · 16
Size · 13
Temporary HP · 16
Speed · 14
Combat Scenes · 312
Stress Cap · 14
Consumable · 79
Wounds · 13
Core Principles · 4
Aura · 79
Cover · 57
Auto-Hit · 60, 79
Critical Hits · 60
Crystals · 298
B

Background Skills · 8
D H

Damage · 69 Homing · 79
Bonus Damage · 70 HP · 13
Dangerous Terrain · 66 Hub · 303
Difficult Terrain · 66
Difficulty · 6
Discord · 70 I
Dodge · 14
Downtime Activities · 29 Inaccurate · 79
Create a Ritual · 30 Indirect · 79
Disenchant Loot · 30 Information Transparency · 47, 329
Dungeon-Dive · 30 Innate · 79
Find Echo · 30
Gain a Contact · 31
Get Something · 32 J
Go Shopping · 32
Hit the Books · 33 Job · 10, 104
Imprint a Crystal · 33
Make Something · 34
Pursue a Profession · 35 L
Run an Organization · 35
Take a Breather · 36 Leveling Up · 11
Training · 37 Levels · 11
Limited · 79
Line · 63, 79
E Line of Sight · 57
Linked Weapons W · 15
Enchantment · 79 Loot · 331, 463
Engagement · 66 Loot Crates · 333
Environmental Factors · 66, 323
Adaptations · 67
Equipment · 15 M
Equipment Size · 15
Equipment Slots · 15 Magic · 9
Free Equipment · 15 Mana · 14, 80
Support Items · 16 Memory · 14
Weapons · 15 Mind · 9
Minor Actions · 54
Modifiers · 6
F Movement · 64

Flight · 65
Focus · 80 N
Forced Movement · 66
Free Actions · 54 Narrative Actions · 25
Convince · 26
Gain Insight · 26
G Gather Information · 27
Make Conflict · 27
Grit · 11 Move Unseen · 28
Overcome · 28 Reloading · 80
Recall Lore · 29 Reroll Table · 61
Use Magic · 29 Resources · 16
Narrative Play · 24 Combat Resources · 16
Narrative Resources Narrative Resources · 16
Gold · 16 Supplies · 17
Residuum · 17 Rewards · 21
Non-Player Characters · 336 Ruins · 298
NPC Actions · 338
NPC Features · 337, 401
NPC Initiative · 337 S
NPC Templates · 336
Mechanical Templates · 403 Safety Tools · 292
Thematic Templates · 407 Save Target · 13
NPC Tier · 337 Saves · 5
NPC Type · 336 Scope · 13
NPC Types · 340 Scourge · 297
Session 0 · 291
Shifting · 64
O Shops · 455
Alchemy Shop · 456
Objects · 56 General Store · 456
Obstruction · 66 Magic Shop / Dojo · 462
Overstress · 14 Size · 13
Skill Challenges · 37
Adversity Challenges · 39
P Story Challenges · 37
Skill Checks · 24
Phases · 47 Slide · 80
Piercing · 80 Slow · 80
Polymorph · 80 Source · 3
Pull · 80 Speed · 14
Push · 80 Squeezing · 65
Standard Actions · 49
Stress · 70
Q Stress Cap · 14
Stressful · 80
Quests · 20, 307 Summon · 80
Supplies · 455
Surging · 48
R

Range · 80 T
Reach · 80
Reactions · 53, 531 Tags · 79
Recharging · 339 Accurate · 79
Recoveries · 13 Aetheric · 79
Reflections · 300 Arcing · 79
Colossus · 302 Armor · 79
Crystal Warriors · 300 Aura · 79
The Soul Guard · 303 Auto-Hit · 79
Reliable · 80 Blast · 79
Burst · 79 Free Techniques · 16
Close Blast · 79 Skills · 16
Consumable · 79 Spells · 16
Enchantment · 79 Teleportation · 65
Focus · 80 Terrain Features · 67, 323
Homing · 79 Themes · 295
Inaccurate · 79 Thrown · 80
Indirect · 79 Title · 7
Innate · 79 Tone · 293
Limited · 79 Traits · 14
Line · 79 Trap · 80
Mana · 80 Turns · 48
Piercing · 80
Polymorph · 80
Pull · 80 U
Push · 80
Range · 80 Unbreakable · 81
Reach · 80 Unique · 81
Reliable · 80
Reloading · 80
Slide · 80 W
Slow · 80
Stressful · 80 Weapons · 15
Summon · 80 Weapon Type · 15
Thrown · 80 Wounds · 13
Trap · 80
Unbreakable · 81
Unique · 81 Z
Talents · 9, 257
Targeting · 56 Zones · 62
Techniques · 16
You can only take standard actions available in the
current phase.
COMBAT QUICK GUIDE ORDER
Combat takes place within combat scenes. Each
combat is made up of a number of rounds. By Each round starts with PHASE 1 BOLSTER, and ends
default, each PC beacon and each NPC takes one with PHASE 8 DELAY.
turn each round. PCs and NPCs alternate turns. If a PC decides to
COMBAT STRUCTURE take their turn during PHASE 1, then an NPC has
the chance to take the next turn in that phase. If no
one else takes a turn that phase, the next phase
SCENE
begins. The pattern of alternating turns continues
across phases and rounds. This means that if the
final turn in a round is taken by a PC, an NPC will
ROUND have the first opportunity to act in the next round.

At the end of PHASE 8, a new round begins, starting


at PHASE 1.
1 TURN/ROUND
SURGE
Each round is broken up into eight phases. Each PC can SURGE once per round, allowing them
Characters take their turns in one of these phases. to take a second turn. This costs a certain amount of
The phase determines which standard actions can Stress based on their SURGE level, which increases
be performed. each time they SURGE and resets when they next
take a Long Rest. This second turn counts as a
Phase Standard Action
brand-new turn, giving them a new standard action,
1 Bolster Defend Refresh
standard movement, and minor action.
2 Channel Channel
Mark Search The Stress cost for surging is listed below. This
3 Skirmish
Volley Stress is taken at the start of a SURGE turn, before
4 Reposition Rush Hide anything else. The cost does not progress past
Fight Shove 1d6+4.
5 Brawl
Grapple
6 Release Release
SURGE COST
7 Full Attack Full Attack
8 Delay Delay Surge Level Stress Cost
Any Phase Ready 0 2 Stress
1 1d3+1 Stress
2 1d6+2 Stress
3 1d6+4 Stress
PLAYER TURNS

You take your turn each round during one of the


eight phases. REROLL TABLE
During your turn, you can do the following in any PCs can choose to reroll attacks, checks, and saves
order: during combat, choosing from a list of penalties. This
is called using the Reroll Table.
Each option on the Reroll Table can only be used
1 Standard 1 Standard 1 Minor
1/round.
Action Movement Action

Unlimited Free Actions


PHASE 2: CHANNEL
REROLL TABLE
Strain You take 1d3 Stress.
CHANNEL PHASE 2 CHANNEL

Endanger You become MARKED. You You begin to enact a CHANNEL ability, the effect of
can’t use this option if you are which you can unleash in PHASE 6 with the
MARKED. This doesn’t count as RELEASE action. This is the only way to trigger a
a condition that you’ve given channeled ability’s RELEASE effect. Until you
yourself. release it, you are considered to be channeling.
Overextend You can only choose this
option if you are adjacent to an While channeling, if you take any damage (after
enemy or within Reach of an ARMOR) or Stress not caused by yourself, you
enemy’s weapon. The enemy must pass a BULK save against the other
can choose one of the character’s SAVE TARGET. This is called a
following, which resolves concentration save. On a failure, you lose
before you reroll: concentration: you stop channeling and the
 They make an ability fizzles.
OPPORTUNITY ATTACK You can only channel one ability at a time, and
against you. you can’t READY the CHANNEL action. You can
 They deal 3 Physical stop channeling as a free action. If you don’t
to you as a reaction. make a standard movement this turn, you can do
so when you RELEASE the ability this round.
CHANNEL abilities are considered to be used at the
STANDARD ACTIONS time this action is taken, and any costs (e.g., MP)
must be paid at that time. Their effects, including
PHASE 1: BOLSTER choosing targets, only happen when they’re
released unless the ability specifically states they
DEFEND PHASE 1 BOLSTER happen when channeling.
You gain FOCUS equal to your ARMOR + 1d3. Until
the start of your next turn, attacks against you are PHASE 3: SKIRMISH
made with +1 -.
MARK PHASE 3 SKIRMISH

A character within your SCOPE and line of sight


REFRESH PHASE 1 BOLSTER becomes MARKED.

Choose one of the following:


 Spend a RECOVERY to regain all HP. SEARCH PHASE 3 SKIRMISH
 Clear all Stress.
 Regain all MP. Choose a character or object within SCOPE and
Then choose one of the following: pick one:

 Reload all Reloading weapons/abilities.  If they are HIDDEN, you make a contested
 Clear all Discord. MIND check against their AGILITY. On a
 Clear a condition that wasn’t caused by success, they are no longer HIDDEN.
yourself.  You learn the target’s ability scores,
 Clear a condition on an adjacent ally that attributes, and abilities.
wasn’t caused by them.
VOLLEY PHASE 3 SKIRMISH GRAPPLE PHASE 5 BRAWL

You make one of the following attacks: You make a grapple attack:
 Ranged attack: Make a ranged attack with  Grapple attack: Make a melee weapon
an ability against a target within the ability’s attack against an adjacent character. Roll
Range. Roll 1d20+GRIT. If your result meets 1d20+GRIT. If your result equals or exceeds
or exceeds the target’s DODGE (or A-DEF for
the target’s DODGE, you and the target are
Aetheric attacks), it hits.
both GRAPPLED.
 Improvised spell attack (1 MP): Make an
Aetheric ranged spell attack against a Grapple attacks can be made while you are
character within SCOPE. Roll 1d20+GRIT. If DISARMED (p. XX).
your result meets or exceeds the target’s A-
DEF, they take [2 Stress].

PHASE 4: REPOSITION SHOVE PHASE 5 BRAWL

You make a shove attack:


HIDE PHASE 4 REPOSITION
 Shove attack: Make a melee weapon attack
You become HIDDEN. against an adjacent target. Roll 1d20+GRIT.
You gain +1 + for every SIZE you are larger
than the target, or +1 - for every SIZE
smaller. If your result equals or exceeds the
RUSH PHASE 4 REPOSITION target’s DODGE, choose one of the following:
 You push them 1 space.
Choose one of the following:
 You knock them PRONE.
 You move up to your SPEED. Shove attacks can be made while you are
 Until the end of the turn, you ignore DISARMED (p. XX).
ENGAGEMENT and don’t provoke reactions
from movement.
PHASE 6: RELEASE
PHASE 5: BRAWL
RELEASE PHASE 6 RELEASE
FIGHT PHASE 5 BRAWL You release an ability you are channeling,
causing it to take effect. This is resolved as if you
You make one of the following attacks: were taking a turn, following the rules for
 Melee attack: Make a melee attack with an alternating turns between PCs and NPCs, but
ability against a target within the ability’s doesn’t count as a turn. Instead of releasing an
Reach. Roll 1d20+GRIT. If your result effect, you can continue channeling it and release
equals or exceeds the target’s DODGE (or it during PHASE 6 in the next round. You can’t
A-DEF for Aetheric attacks), it hits. release an ability if you are SILENCED.
 Improvised weapon attack: Make a
melee weapon attack against an adjacent.
Roll 1d20+GRIT. If your result equals or
exceeds the target’s DODGE, they take [1d3
Physical].
PHASE 7: FULL ATTACK
Example:
Trigger: Any enemy moves outside of cover.
FULL ATTACK PHASE 7 FULL ATTACK
Effect: I will VOLLEY at them.
1/round, choose one of the following:
 You use a Slow ability.
 You perform any two of the following actions
– 3 VOLLEY, 5 FIGHT, 5 SHOVE, or 5 REACTIONS
GRAPPLE. You can choose the same action
twice, but not the same ability or the same
linked pair of weapons. COUNTERATTACK Reaction (1/round),
Focus 1

Trigger: You are hit by an attack from a character


PHASE 8: DELAY within the Reach of one of your abilities.

DELAY PHASE 8 DELAY Effect: You can VOLLEY or FIGHT against that
character with one of those abilities. Each attack
The last chance to take an action during this roll can only be counterattacked once – multiple
round. If you wanted to take an action but the characters can’t COUNTERATTACK in response to
phase had already passed, you can do so in this the same attack roll.
phase.

ANY PHASE INTERPOSE Reaction, Focus 1

Trigger: An ally within [Range 3] is targeted by an


READY Any PHASE
attack.
You prepare your standard action at a later Effect: You can shift up to 2 spaces. If you end
moment, turning it into a customizable reaction: this movement next to the targeted ally, you can
1. Select a trigger, which must be a specific choose to become the target instead, even if you
action, movement, or reaction taken by would otherwise not be a valid target. Each attack
any character. roll can only be interposed once – multiple
characters can’t INTERPOSE in response to the
2. Select your effect, which must be an
same attack roll.
action or minor action you can take
during your current turn.
3. Until the start of your next turn, you can
perform that readied action as a reaction OPPORTUNITY ATTACK Reaction (1/round)
when the trigger is met. If you haven’t
used your readied action by the start of Trigger: An enemy begins a movement within the
your next turn, the action is lost. You can’t Reach of one of your abilities.
use any other reactions while you have
Effect: You can immediately VOLLEY or FIGHT
an action readied. You can forgo your
against that character with one of those abilities.
readied action at any time.

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