At The Gates Ashcan Edition (Final Download)

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Credits

Developer: Danielle Lauzon


Writers: M.K. Anderson, John Burke, David Castro,
Matthew Dawkins, Steffie de Vaan, Chant Evans, Kim
Godwin, Danielle Lauzon, Michele Masala, Monica
Speca, Claire Weaver
Editor: M.K. Anderson
Art Director: Mike Chaney
Graphic Designer: Dixie Cochran
Creative Director: Richard Thomas

© 2024 Onyx Path Publishing. All rights reserved. References to


other copyrighted material in no way constitute a challenge to the
respective copyright holders of that material. “At the Gates” and all
characters, names, places, and text herein are copyrighted by Onyx
Path Publishing.

Keep up to date with Onyx Path Publishing at theonyxpath.com.

2 AT THE GATES ASHCAN


Introduction 4 Finding Evidence 26
The Ashcan Edition 4 Solving the Mystery 27
What You Need to Play 5 Influence 27
What You Know 5 Influence Tricks 28
What is At the Gates? 5 Integrity Tricks 28
Playing a Character 6 Attitudes 28
Bonds 28
Heritage 6
Caparan 6 Arts and Magic 30
Evesian 7 Soul 30
Orydonian 7 Arts 30
Talpidian 8 The Art of Succor 31
Upbringing 8 The Art of Motion 31
Profession 9 The Art of Control 31
Diviner 9 The Art of Might 32
Harrier 10 The Pillars of Magic 32
Mage 10 The Pillar of Anima 33
Warrior 11 Death Block 33
Example Characters 11 Life Block 34
Elias Grommet, Diviner 11 Preservation Block 34
Mirabele Fleet, Harrier 12 The Pillar of Cognition 35
Sybyl Hail, Warrior 12 Animus Block 35
Zephyr, Mage 13 Thought Block 35
StorypathUltra 14 The Pillar of Elementalism 36
Creation Block 36
The Dice Pool 14
Destruction Block 37
Enhancement 14
The Pillar of Transformation 37
Difficulty 14
Perfection Block 37
Complications 15
Transmogrify Block 38
Tricks 15
Momentum 15 Running At the Gates 39
Advantage 16 Caparanite 39
Status Effects 16 Politics 40
Action Sequences 19 Orydonia 41
Simple Actions 19 Politics 42
Reflexive Actions 19 Creature Templates 43
Working Together 19 Lluvia Caparan Researcher 44
Units of Time 20 Warped Wolf 44
Initiative 20 Qessarach 44
Where the Action Takes Place 20 Antagonist Qualities 45
Area Effects 20 Antagonist Arts 45
Action-Adventure (Combat) 21 Introductory Scenario 47
Moving 21 The Encroaching Outland 47
Defense 22 Scene 1: On the Hunt 47
Attacking 22 Scene 2: The Void-Touched Pack 48
Damage 24 Scene 3: The Injured Caparan 48
Weapon Tags 25 Scene 4: Into the Outland 49
Armor Tags 26 Scene 5: The Spider’s Parlor 50
Tool Tags 26 Scene 6: Conflagration 51
Investigations 26

table of contents 3
INTRODUCTION
In the world of Gaia, magic is everywhere and in
everything, but a danger from the Void outside the world THE ASHCAN EDITION
has upended the balance. On the continent of Everend, You’ll find it possible to play At the Gates with
seven nations vie for resources and influence in an this book. The purpose of this Ashcan Edition is to
uneasy peace after centuries of struggle. A year ago, in preview the upcoming At the Gates RPG. We invite
an explosive demonstration of power, one nation called all feedback to be posted on Onyx Path Publishing’s
forth daemons from the Void, flattening a mountain forum or Discord (both have dedicated At the Gates
to invade their neighbor. Now all nations fear for their sections) and to follow along on our blog, which
safety against such power and rush to gain daemonic reveals content relating to this game (and others)
magic for themselves. As the nations struggle, common weekly.
folk continue their daily lives amid the uncertainty of
You can find our website and links to our various
an incomprehensible power and the brutality of war.
social media sites at https://theonyxpath.com.
People with power oppress those without in the name
of safety and defending their way of life. All the while, At the Gates uses the Storypath Ultra
magic collides with the Void tainted landscape to create system, which you will find present in many
dangerous beasts who threaten everyone’s safety. upcoming releases by Onyx Path Publishing,
including The World Below. You can get a copy of
At the Gates is a high fantasy game about
the working manuscript for The World Below on
budding heroes struggling to survive, fighting for
Backerkit. https://www.backerkit.com/c/projects/
what’s right, exploring dangerous places, and saving
onyx-path/the-world-below
the world.
Storypath Ultra is based on the earlier Storypath
You play as heroes who have chosen to buck the
system present in the Trinity Continuum, Scion,
status quo and try to change the course of things.
and They Came From game lines. If you want to
Your characters may attempt to change the course
learn more about Storypath, you can pick up any
of the war, delve into the secrets of daemons and the
of these games for a complete view of the entire
Void, fight against tyranny to protect what they love
predecessor system.
in the world, fight to restore balance to Gaia, or all of
the above.

4 AT THE GATES ASHCAN


Some believe daemons are intelligent creatures
WHAT YOU NEED TO PLAY capable of understanding and reason. Certainly, some
people have learned to communicate with daemons,
• 2–4 players
make deals with them, and even call upon them for
• 1 Storyguide (the individual running the game)
assistance in a controlled way. Summoners are few
• Pencils and note paper (or an equivalent and far between, and each nation scrambles to get
program on tablet, laptop, or computer) their own. They fear that a neighbor might use that
• 10-sided dice (or a dice roller app) terrifying might to invade and start a war. And they
• 2–4 hours per session aren’t far off the mark.

• This book to serve as your reference

WHAT IS AT THE GATES?


WHAT YOU KNOW At its core, At the Gates is a game about over-
the-top stories, world-ending consequences, and
Magic fuels all parts of Gaia, from fields of wheat
lifesaving actions. While you can portray someone
to the people who sow them. Magic is rooted in the
from any nation, and from any background, the
living nature of the world: the elements, the mind,
stories you tell will be about overcoming the odds
the body, and the soul. The Void stands outside the
to save the day. There isn’t any one correct way to
world and represents all the esoteric concepts such as
play At the Gates, but there are specific themes the
order, entropy, and energy. Where the Void meets the
game touches on that it’s important to understand
world, Outlands grow. These places are warped by the
when deciding if you want to play this game.
intermingling of two opposite magics, and everything
that lives there is considered tainted and dangerous. • Incomprehensible Power: Daemon magic is
Hidden inside these Outlands are gates into the Void larger than anything anyone in the world has
standing as literal tears in reality. seen before.
Daemons embody the Void’s magic, which • The Race to Keep Up: All the nations are vying
is imminently destructive to Gaia. The results of for daemonic power in the hopes that they
daemon incursions are terrible, and the nations of won’t be crushed by their enemies.
Everend are seeking to harness that power to use • Political Intrigue: The nations of Everend are
against each other. Just as the people of Gaia do not on the brink of war, and only strong negotiation
understand the Void, daemons do not understand can bring peace.
Gaia. They come through gates seemingly at random, • Exploring the Void: Daemons come from the
stumbling through into an Outland. Void and understanding it and them can lead to
long-term solutions.

Introduction 5
PLAYING
A CHARACTER
Characters in At the Gates are mainly defined them. Each Heritage Path gives two Perks to choose
by the heroic role they play within the world. People from that convey a certain number of Attributes,
dedicated to making changes (for good or ill) take up Skills, and special abilities that come from that
professions, which give them advanced training and Heritage. A Perk describes your character’s place
elite skills beyond the average person. All characters in within their culture and community on a large scale.
At the Gates have a profession that gives them a role to Below are each of the nations, along with a single
play within the party, from being a healer and supporting Perk that conveys two benefits to your character.
combatant to being a defender who protects their allies.
When you create a character for At the Gates,
Caparan
you choose three Paths to indicate where your You hail from the frozen wastes of the north called
character comes from and where they might go next. the Caparanite Khanate. The mountainous and tundra-
dotted lands you call home are unforgiving and harsh.
Heritage: The nation your character grew up in
The people who live there are hardy, competitive, and
and the culture that has shaped them.
elite warriors. Many outsiders view them as dangerous
Upbringing: The way your character was raised
conquerors to be feared. You know that the entire
or jobs they engaged in before professional training.
shape of Everend’s warfare was carved by your people’s
Profession: The advanced training they have strong sense of justice and honor. Your views on magic
received before the start of their journey. and daemons are benevolent; both have destructive
Below is a selection of Heritages, Upbringings, and capabilities, but only good can happen when wielded
Professions available to characters in At the Gates. These with solid and knowledgeable hands. You have been
are pulled from the pre-generated characters found at the taught the basics of combat, as any good Caparan
end of this chapter. The full version of At the Gates will should, and you have a strong sense of who you are.
have many more Heritages and Upbringings to choose Perk: Stoneborn
from, along with the Warlord Profession.
You’ve been trained as an elite warrior. No matter
what your chosen profession, you are as strong and

HERITAGE capable as the stone that raised you.


Battle-Hardened: Your intensive training and
Heritage determines what nation your character
experience running around rocky terrain have taught
comes from and what kind of advantages it conveys to
you how to push yourself through pain and exhaustion

6 AT THE GATES ASHCAN


to keep going. You can ignore the Complications
associated with the Deprived and Exhausted status
Orydonian
effects while in combat. You hail from Orydonia, an agrarian society in
Hot-Blooded: Competition drives you in all Everend’s grain belt. You were raised among the
aspects of life. Your energy touches the people around grassy fields with fond memories of life before the
you, firing them up as you get excited. Once per scene, magical blight devastated your nation and triggered
when your competitive side flares, you gain a +1 nationwide starvation. Orydonian culture focuses on
Enhancement on physical actions that stacks. Allies innovation and using magic and technology to better
you have bonds with also gain this Enhancement life for everyone. You value a sense of community
bonus that also stacks. and fairness, doing your best to contribute to the
betterment of society. Even when you aren’t in your
Evesian homeland, you integrate yourself into your local
community to lend a hand. It’s your duty to fight to
With salt and wind in your hair, you’re happiest
revitalize your crops, break the gridlock in Congress,
on the open seas or at home on one of the islands of
or stave off dangers to your community.
the Federation of Eves. A robust maritime culture
and sense of community unite your people. You grew Perk: Grassborn
up living a life of hard work and playing on and in
Nothing is more calming to you than the
the tides. The Elders claim magic from the Well
whispering of the wind through grass fields. Life in
of Creation has suffused all your people, but you’re
the nutrient-rich farmlands gave you an appreciation
not so sure. Your early years were dominated by the
for how nature interconnects and contributes to the
oppression of an occupation force. You either grew
success of everything else.
up during a war to win your nation’s independence
or fought in it yourself. You might have been raised Comfort Food: You believe that the happiness of
in oppressive or hard times, but now you are ready a community is a full belly. You’ve learned to stretch
to make your mark on the world and show it what food resources by supplementing from foraging
Evesians are made of. and creatively substituting ingredients to keep up
everyone’s spirits. Once per session, you may pass
Perk: Magic Touched along a small snack that grants a +1 Enhancement that
Proximity to the Well of Creation has influenced stacks to your allies’ next action. Your food removes
how you see the world. You watch the ebb and flow of the Crestfallen (p. 17) status effect when people eat it.
the currents pulsing with Gaia’s lifeforce. This insight Collaborator: You know how to manage your time
has also allowed you to understand the people around and work with others. On a teamwork action, reduce
you better. the difficulty by 1. When using a bond Enhancement
Insight: You have an intrinsic understanding to purchase a teamwork Trick, reduce the cost of that
of how people feel. Whether you are experiencing Trick by 1 to a minimum of 1.
their emotions yourself or seeing the color of their
Perk: Innovative
aura, you understand people. This understanding
grants you +1 Enhancement that stacks during social You’ve been taught to push the boundaries of
interactions in which you’ve spent more than a few convention to innovate new ground. You’re familiar
moments with a person. with interacting with naysayers and rivals, knowing
just the right things to say to silence them or wow
Second Keystone: Magic has taken root in you in
them into seeing your perspective.
a way you’re still trying to understand. Where other
people have only one Keystone (p. 32), you can have Breakthrough: You have a passion for a particular
a second one outside your Profession’s offered Pillar. area of research, be it Esoterica, Science, or

Playing a character 7
Technology. When you’re trying to solve a problem economic status, her family’s traditional vocation,
using your passion, you can use additional hits, at the or even her own special interests. Instead of
cost of 1 hit per question, to ask your Storyguide up to representing the things she learned based on where
2 questions about how to solve it. she’s from, this represents the major factors in her
Technobabble: You’ve got a way of presenting young life that shaped her knowledge and core skills.
ideas with such conviction that others believe you, Civil
regardless of whether you’re being truthful. Gain
You grew up among a household of service
+2 Enhancement that stacks when you present your
workers — accountants, bankers, housekeepers,
ideas to make others believe you.
nannies, servers, major-domos, etc. You observed
Talpidian how to navigate social situations with people under
varying stress levels to help them fulfill their needs
Sweeping plateaus and the mountain villages under
against what they think their wants are.
the monarchy of Talpidium are where you call home.
Kill Them with Kindness: You deal with the world
You’ve lived your life surrounded by industry centered
and all its hostility with a calm demeanor and a smile.
on refinement and crafting with ores. You might have
When taking influence actions, you may purchase the
grown up in a mining village with an itinerant way of
Shift Attitude Trick for 1 hit instead of 2. Additionally,
life, or you may have apprenticed from a young age
once per session when you fail an Influence roll, you
with an artisan. Your culture has always promoted
can reroll it once without spending Momentum.
using technology to make life easier and innovation as
a matter of course. While magic is a large part of that, Out of Place: You can know the flow of a social
the exploration of the extremes of what magic can situation and are never caught off guard. While you
accomplish has always been a taboo subject. Now, you might not know what exactly is wrong, you can read
wonder if that isn’t just a large dose of xenophobia. a social situation with an understanding of expected
social norms to understand when someone is acting
Perk: Artificer abnormally. Your intuition grants +1 Enhancement
You have spent your life around machines and that stacks on actions to understand a social situation
picked up a thing or two along the way. Maybe you to identify what the expected behaviors and courtesies
have a mentor in the Technician’s Guild, or maybe are or to determine when someone is acting abnormally.
you just really like taking things apart.
Child of the World
Eureka!: A moment of inspiration and clarity
strikes you at just the right time. Once per session, You were raised to use every advantage you had
you may substitute Technology for any other Skill for to the best of your ability. Your animalistic traits aren’t
a single action. There is no limit to the kind of action just aesthetic features; they are advantages that you’ve
you could use this moment of inspiration on, from trained yourself to use in various situations. Now
solving a complex puzzle to seducing a guard into that you’ve honed your techniques, you have physical
letting you into a locked room. benefits from your adaptations.
Gifted Crafter: Your expertise and familiarity Enhancement Movement: You’ve adapted to
with technology enable you to exceed specifications moving in a particular way that is different than
with your tools. You gain +1 Enhancement that stacks others. When moving through this medium, gain
with all crafting actions. Advantage to Speed.
The following adaptations confer benefits: Bird
UPBRINGING or bat – hover or fly within Short range of the ground;
Your Upbringing Path describes how your crystalline or stone – tunnel through sheer rock as
character was trained and educated based on her a normal move action; goat, lizard, or snake – climb
up sheer surfaces as a normal move action; fish or

8 AT THE GATES ASHCAN


shark – swim through water without suffering any Survival + Stamina for your initiative action. If you do,
Complications; rabbit or cat – jump up to Short range gain +1 Enhancement that stacks.
as a normal movement action; mole, badger, or fox –
tunnel through dirt and soil as a normal move action. PROFESSION
Unimpeded: You move through your chosen Your character’s Profession Path dictates what role
terrain with grace and aplomb. You may ignore or she has as an adventurer. Her Upbringing Path might
downgrade Area Effects based on your adaptation. indicate what kind of vocational training or education she
The following adaptations are examples of might have, or even the job she was holding right before
specific effects: Bird or bat – downgrade ground she went on her first adventure. The Profession Path is
Area Effects by one step; crystalline or stone – ignore when she stepped out of the normal roles her family and
Burning; goat, rabbit, dog, or cat – ignore Overgrowth; society expected from her and forged her own way. Not
lizard or snake – ignore Tight; fish or shark – ignore every character in Everend has a Profession Path. The
Underwater; mole or badger – ignore Darkness. players’ characters certainly do, and some Storyguide
Defender characters will, but many people in Everend are content
to stay where fate dropped them. Those who go to higher
Your family taught you that while you could
academies, rise in the ranks of military command, or step
do anything with your life, knowing how to defend
out for bold adventures gain Professions.
yourself and your community is non-negotiable. You
were taught from an early age how to handle weapons Diviner
safely and spent a childhood learning to coordinate
Diviners foster an understanding of magic, the
city defenses with others. These lessons die hard,
Soul, and how people are connected to the world and
making you adept at dealing with physical threats.
each other. This knowledge lends itself to people who
Warrior Instincts: Your training has given you the
are philosophical and often spiritual. Diviners train to
ability to anticipate an attack before it comes. Gain +1
administer aid to others, repair, protect, and understand
Enhancement that stacks to your Initiative actions.
the Soul. They do not seek to understand the nature
Team Tactics: Once a session, when coordinating
of magic in the ways that mages do but instead seek
combat actions with others, you grant +1 Advantage
to understand the place people have within the world.
to your team’s next action.
This understanding makes them wiser than their years
Hunter and helps them to predict not only how someone or
You grew up helping your family feed themselves something might act but also how the world itself reacts
and the community by going out into the wild beyond to stimuli.
the edge of your townships to hunt. You’ve picked
Community Role
up various practical skills to assist you in navigating
the wilderness — tracking, making traps, identifying Diviners take up the mantle of doctors, politicians,
poisonous plants and animals, and sensing when and spiritual leaders within their communities.
something is wrong. People expect diviners to have answers and look to
them to sort out all sorts of maladies, from personal
Tracker: You understand how to interpret
illness to disputes between enemies. Even if the
markings in the dirt and follow them to their source
diviner doesn’t follow the correct path to help, people
or termination point. Your expertise in hunting grants
will press him for answers, often leading to diviners
+2 Enhancement that stacks on tracking actions or
having to come up with solutions to problems on the
identifying tracks.
fly. Of course, all diviners have basic training in most
Danger Sense: Hunting in the wild has made you
things mundanely medical and personal, and can
more aware of your surroundings, little sounds, and
handle most problems without issue.
movement in the corners of your eyes. You may roll

Playing a character 9
magic to that of the mind, giving them an unmatched
WHY PLAY A DIVINER? mastery over trickery, deception, and sleight of hand.
Mastering such magic requires someone with a quick
Play a diviner if you want to be your party’s wit and hand, making Harriers deadly fast.
healer, become a necromancer who fights
with undead soldiers, be a spiritual leader Community Role
who communes with nature, use your magic On the surface, harriers are soldiers, politicians,
to see into the minds of others, or take control spymasters, or envoys. In truth, they are all these
of a battlefield by tricking your opponents’
things at once. People hire harriers as guides
minds and boosting your allies.
through dangerous lands, and easily forget that their
companion is sizing them up the entire time. People
applaud charismatic politicians, forgetting that they
A secondary role for diviners is as a speaker for
invented the spy game and could kill them in the blink
the dead. While this role isn’t as popular as medic
of an eye. National leaders depend on harriers to spy
or healer, it is no less important. Many people want
on their enemies and never forget to watch their own
to put their loved ones to proper rest and come to
backs, for they themselves are probably also harriers.
diviners to provide last rites and funerary services. As
diviners who specialize in Death can literally give a Most people look favorably upon a harrier, even
grieving family a last conversation with a loved one, as she charms them out of their hard-earned money.
their services are vital in most communities. These They often protect townships from roaming threats,
people are called necromancers, and while most are and that alone is reason enough to be happy when
revered, some are feared for their ability to raise they show up. If a harrier’s passing means some
undead minions. Most necromancers would never folks are lighter on casts than they were before,
summon undead in polite society, reserving such or an impressionable young person or two are left
magic for battle; the ghastly sight of skeletal warriors heartbroken, that’s well worth the risk.
leaves people unsettled by their presence.
Mage
Harrier In Gaia, the term mage denotes someone who
People in Everend who are skilled at has dedicated their life to the study of magic. While
understanding others often become harriers. While everyone can utilize Gaia’s magic in their everyday
many use this understanding for political intrigue or lives, mages don’t just use magic. They seek to
criminal gains, others use it to outwit their enemies understand it and the very fabric of existence. A
on the battlefield. Harriers aren’t just skilled in the mage is a scholar first and foremost, open to learning
matter of dealing with others; they attune their everything they can about the world, how it works,
magic, the gods, and the nature of all things. In this,
they develop a strong affinity for the magic of the
world itself, able to wield the elements or take magic
WHY PLAY A HARRIER? apart at its roots.
Play a harrier if you want to master the Community Role
battlefield, traveling from one end to the
other in the blink of an eye, be a suave Mages are knowledge keepers and scholars.
charmer who uses their knowledge of other Within a community, a mage is expected to help
people to get their way, be a quick-fingered the government keep records of everything from a
thief with a heart of gold, or gather secrets public census to grain supplies. Such recordkeeping
and information to help your allies. is beneath most mages, but it’s easy enough to take
care of and earns them a hefty wage with which to

10 AT THE GATES ASHCAN


isn’t just someone who fights well. They have trained in a
WHY PLAY A MAGE? variety of brutal attack styles and can easily switch based
on the situation. If a warlord is an army’s commander and
Play a mage if you want to be a scholar tactical mind, the warrior is the army’s right arm, as good
who experiments with magic, be a battle as a hundred trained soldiers when in the heat of battle.
mage who wades into a fight wielding the
elements, be a crafter who infuses magic to Community Role
make legendary items, have control over the People have two views of warriors depending
very elements of the world, be able to make on where they come from. Either a warrior is a
and unmake magic, or just really like being
representative of a nation’s military, and they should
a know-it-all with a great deal of power to
be feared for what they are capable of. Otherwise,
back it up.
a warrior is a home-grown hero who protects their
friends and family from outside dangers. These are
keep their experiments going. Most mages try to extremely simplistic views of what a warrior is and can
keep a low profile so they won’t be pressed into such be, but it’s the common trope.
boring work, while others use it as leverage for their
While most people in political positions tend to be
own machinations.
warlords or harriers, warriors easily slot into leadership
Common people seek out mages to help them roles through dint of might. In Caparanite, warriors are
with magical matters, such as understanding valued as leaders over all other professions, regardless
artifacts, fixing broken devices, undoing harmful of how tactically minded or smooth talking someone
spells, enchanting items, and creating charms for might be. Warleader Tristan Beard is a warrior of
everyday use. While most people can do these things great renown, and he earned his title through combat
for themselves, they believe mages are better at it prowess. Of course, he would be a fool not to listen to a
than them, so why not ask a professional? warlord’s council and is smart enough to keep council
with the other clan leaders and pay them mind.
Warrior
No matter where you come from in Everend, you’re
EXAMPLE CHARACTERS
expected to learn how to defend yourself against monsters,
beasts, and Void tainted creatures. Even the highest The following example characters are ready to
nobility has some training with a sword. A warrior isn’t use to start playing At the Gates immediately with
just someone who has trained but has mastered the sword the scenario found at the end of this book.
and all other weapons. They are in their element when
armed, though they are equally skilled when carrying Elias Grommet, Diviner
nothing more than the clothes on their back. A warrior
Elias has traveled to Golden Bough in search of
answers to the blight that plagues Orydonia. He has
been curious about Outlands and their effects for a
WHY PLAY A WARRIOR? long time, but it wasn’t until the blight struck that
he decided to pick up roots and travel to those areas
Play a warrior if you want to be an elite fighter,
most affected.
be able to take on multiple opponents at the
same time, focus on having a single cool Elias met Mirabele when he first made it to
weapon that changes and grows with you, Golden Bough, and he latched on to the hunter
fly into a furious rage of metal and death, be immediately. While she never paid him much heed,
a knight of the realm, or protect those you care he sees her as his guide to everything having to do
about most. with the wilderness. Elias has spent the most amount

Playing a character 11
of time with Zephyr, but he isn’t sure how they feel Concept: Jaded hunter with a grudge.
about him, because every time they work together, Heritage: Orydonian (Grassborn)
Zephyr seems to clam up. Upbringing: Hunter
Concept: Curious researcher looking into the sources Profession: Harrier
of the blight. Skills: Artistry (P), Athletics (P) ••, Culture (P) •,
Heritage: Orydonian (Innovative) Enigmas (P) ••, Esoterica •, Larceny (P) •••, Persuasion
(P) ••, Ranged Combat (P) ••••, Science (P), Survival
Upbringing: Civil (P) •
Profession: Diviner Attributes: Intellect ••, Cunning •••, Resolve ••;
Skills: Artistry (P) •, Athletics ••, Culture (P) ••, Empathy Might •••, Dexterity •••••, Stamina •••; Presence •••,
(P) ••, Esoterica (P) •••, Leadership (P), Medicine (P) ••, Manipulation ••, Composure ••••
Persuasion (P) •, Science (P) ••, Survival • Contacts: Upbringing: Solian Airheart ••• (directions,
Attributes: Intellect ••••, Cunning •••, Resolve •••; healer, influential); Heritage: Ulrich Hops • (mentor);
Might ••, Dexterity •••, Stamina •••; Presence ••••, Profession: Niona Hunt • (informant)
Manipulation ••, Composure ••• Short-Term Aspiration: Make a successful hunt.
Contacts: Heritage: Yolenda Flick • (archive); Short-Term Aspiration: Feed her allies.
Upbringing: Yurik Grommet •• (fence, moneyed);
Profession: Solian Airheart •• (investigator, influential) Long-Term Aspiration: Find someone to blame for
her parents’ deaths.
Short-Term Aspiration: Get close to an Outland.
Perks: Comfort Food, Collaborator, Tracker, Danger
Short-Term Aspiration: Enjoy a relaxing time with Sense
Mirabele.
Arts: Rogue’s Guile, Discerning Scoundrel’s Sense
Long-Term Aspiration: Come up with a hypothesis
of how the magical blight spreads. Spells (Animus): Detect Thoughts, Illusory Image, Frenzy
Perks: Breakthrough, Technobabble, Kill Them with Bonds: Sybyl ••, Elias •, Zephyr •
Kindness, Out of Place Equipment: Leather armor (Light), Orydonian bow
Arts (Life): Restore the Soul, Divine Insight (Brutal, Piercing), lockpick, rope, and grappling hook
Spells: Heal, Purify, Shield
Bonds: Mirabele ••, Sybyl •, Zephyr •
Sybyl Hail, Warrior
Equipment: Fine cloth armor (Concealable), Small Sybyl Hail comes from a long line of proud goat-
wand focus (Increased Range, Stun), First Aid Kit people from Clan Icehorn. While she only has the
(Exceptional, Expendable) smallest curled horns to show her association, no one
doubts her proud heritage. Sybyl arrived in Golden
Mirabele Fleet, Harrier Bough years ago as part of her personal testing. She
Mirabele is a rabbit-person who has lived in has hired herself out to the town as a city defender. She
Golden Bough all her life. She trained as a hunter was planning to return home in the next year, but now
after her parents were killed in a Caparan raid. She that the blight has disturbed Orydonia so much, she has
holds a grudge against Caparans for this and firmly conflicting feelings about what to do.
believes they are responsible for the magical blight. Sybyl feels a special affinity for Zephyr, as they are
She has trained hard in hopes of one day infiltrating both outsiders to Orydonia. It doesn’t help that they
their ranks and exposing their deeds. are always in need of a protector when they get so lost
Sybyl arrived in town a couple of years after in an experiment that they wander off alone.
Mirabele’s parents were killed and at first they hated
each other. Mirabele used Sybyl as an outlet for all Concept: Hardy outsider with a heart of gold.
her rage and grief. Sybyl, in her confusion, became Heritage: Caparanite (Stoneborn)
standoffish and rude. A recent hunting trip in which Upbringing: Defender
Sybyl saved Mirabele’s life made her the only Caparan Profession: Warrior
Mirabele can stand to be around.

12 AT THE GATES ASHCAN


Skills: Artistry (P) •, Athletics (P) ••, Close Combat (P) Zephyr arrived in Golden Bough shortly before Elias
••••, Culture •, Enigmas ••, Esoterica •, Leadership (P) •, Grommet. Zephyr was traveling the mainland in search
Ranged Combat (P) ••, Survival (P) ••
of magical secrets when the blight struck the small town
Attributes: Intellect ••, Cunning ••••, Resolve •••;
Might ••••, Dexterity •••, Stamina •••••; Presence •, they were staying the night in. Yolenda Flick beseeched
Manipulation •, Composure ••• them to help find the source of the blight, and they joined
Contacts: Heritage: Olaf Icehorn • (influential); the research team. When Elias joined, Zephyr was glad to
Upbringing: Niona Hunt •• (dangerous, mentor); have someone of their age to work with, and it didn’t hurt
Profession: Solian Airheart • (security), Roland Grundy
that Elias was nice to look at.
• (investigator)
Short-Term Aspiration: Defend an ally from Concept: Magical researcher seeking the truths behind
danger. magic.
Short-Term Aspiration: Intimidate someone rather Heritage: Evesian (Magic Touched)
than fight them. Upbringing: Child of the World
Long-Term Aspiration: Find a way to reconcile her Profession: Mage
feelings about Orydonia with her desire to return home.
Skills: Athletics (P) •, Empathy (P) •••, Esoterica (P)
Perks: Hot-Blooded, Warrior Instincts, Team Tactics, •••••, Larceny (P) •, Leadership (P), Persuasion (P), Pilot
Battle-Hardened •, Science (P) •••, Survival (P) ••, Technology (P)
Arts: Battle Master’s Prowess, Brutal Bash Attributes: Intellect ••••, Cunning •••, Resolve ••••;
Spells (Perfection): Reinforce, Empower, Fray Might ••, Dexterity ••••, Stamina ••; Presence ••,
Bonds: Zephyr ••, Elias •, Mirabele • Manipulation ••, Composure ••••
Equipment: Plate armor (Exquisite Material, Padded), Contacts: Heritage: Priscilla Perch • (archive);
Caparan battle ax (Heavy Weapon), hunter traps Upbringing: Roland Grundy • (mentor); Profession:
Yolenda Flick ••• (mentor, healer, security)
Zephyr, Mage Short-Term Aspiration: Perform a magical
experiment.
Zephyr was once just another fisher making a living Short-Term Aspiration: Confess their feelings to Elias.
on one of the many small Evesian islands. They were still Long-Term Aspiration: Create a hypothesis as to
a child when Eves won their independence from Selacha. how to cure the magical blight.
They’ve always been interested in magic and believed the Perks: Insight, Second Keystone (Destruction), Enhanced
Well of Creation as its true source. When they were old Movement (Swim), Unimpeded (Underwater)
enough to strike out on their own, they attempted to sail Arts: Arcane Mastery, Power Bolt
to the Well of Creation and learn its secrets. Instead, they Spells (Creation/Destruction): Air, Water, Lightning
were caught in a terrible storm and struck by lightning. Bonds: Elias ••, Mirabele •, Sybyl •
Incredibly, they didn’t die and instead became infused Equipment: Cloth armor (Concealable), Magic Focus
with magic from the well. (Increased range, Piercing), alchemical ingredients,
parchment and ink

Playing a character 13
STORYPATH
ULTRA
This chapter covers all the mechanical systems noted, Enhancement does not stack; use the highest
you need to know to play At the Gates using this available source. Enhancement from multiple sources
Ashcan version. It starts with a simple explanation of cannot exceed +5, regardless of the individual ratings.
how to roll dice and explains how to handle all the
types of actions you may want your character to take
while playing the game. The full book contains more
DIFFICULTY
Difficulty is set by the Storyguide and implies how
detailed write-ups of all these rules.
difficult a task is to achieve. The difficulty is the base

THE DICE POOL number of hits a player must spend to have her character
successfully accomplish the action she’s attempting.
• Roll a number of ten-sided dice (d10s) equal to Where a required roll is stated in a text example,
Skill + Attribute. and the difficulty isn’t specified, it’s automatically 1
unless outside forces influence its increase.
• Count all dice showing an 8 or above as a hit. 10s
count as 2 hits. Some special abilities may allow Roll Results
9s to also count as 2 hits (double 9s).
• Disaster: The player does not garner enough
• If any dice show hits (or if a power applied hits hits to overcome the difficulty but chooses to
before the roll), add any Enhancement your allow any Complications to occur anyway.
character might benefit from.
• Failure: The player does not garner enough
• Use hits to overcome the difficulty of the action hits to overcome the difficulty. Complications
as set by the Storyguide. do not occur.

ENHANCEMENT • Success: The player accumulates hits equal to


or greater than the difficulty and may purchase
Enhancement (with a rating of +1 to +3) comes from Tricks with remaining hits.
either equipment or special abilities that add hits to an
action. Enhancement adds additional hits to an action that • Success with consequences: The player
can be used to overcome difficulty, buy off Complications, suffers consequences for any Complications
or purchase Tricks. Enhancement applies after rolling dice, on the action. Players may avoid unintended
and only if the player has at least one hit. Unless otherwise consequences by using leftover hits to buy

14 AT THE GATES ASHCAN


off Complications. Players may also purchase The following are general Tricks that players can
Tricks instead of buying off Complications. apply to any action:

• Extraordinary success: The player buys off any Assist (2 hits): You may extend your successful
Complications and may purchase Tricks to action to a single ally, allowing them to overcome the
make their action better. difficulty of the same action without any additional
hits.

COMPLICATIONS Bolster (1–3 hits): Add a number of Momentum to


the pool equal to the number of hits spent on this Trick.
Complications are unplanned circumstances that
Complicate (1–3 hits): Create a Complication
change the outcome of a successful action. Players can
for the target of your action. One hit creates a Minor
avoid the effects of a Complication by spending the
Complication, two hits create a Moderate Complication,
requisite number of hits to buy them off. If the action
and three hits create a Major Complication. Failure to buy
fails, the Complications don’t trigger, unless the player
off the Complication results in your character gaining an
decides to make it a disaster.
advantage over the target.
If the player nets enough hits to meet or exceed
Shockwave (2 hits): You may apply the effect
the difficulty but a Complication is present, the action
of your action to another target. If the difficulty of
is considered a success with consequences. Not all
applying that action to your new target is higher
actions have a Complication attached to them.
than the original (such as an opposed difficulty),
Complications are rated as Minor (1), Moderate you must spend hits to make up the difference. You
(2), or Major (3). Minor Complications are relatively may purchase this Trick multiple times on the same
simple to avoid, Moderate Complications are action.
avoidable but might have severe consequences, and
Major Complications are difficult to avoid.
Example consequences of not buying off a MOMENTUM
Complication: Momentum is a shared resource that any player
• The acting character suffers damage. may choose to apply to his action. Each game session
begins with Momentum points equal to the number
• The character gains an appropriate status of players around the table, regardless of how many
effect. Momentum points were available at the end of the
previous session.
• The character suffers a social setback or
embarrassment. Certain Tricks may add Momentum to the pool,
and you always add at least 1 Momentum to the pool
• An antagonist is alerted to the acting on a failed action.
character’s whereabouts.
Momentum can be used in the following ways:

• Add an Enhancement hit to an action on a one-


TRICKS for-one basis. Spend Momentum after the dice
have been rolled, and only if the dice roll has at
Players may spend hits to make her normal action
least one hit (as per normal for Enhancement).
better by purchasing Tricks. A player does not have to
buy off a Complication to purchase Tricks with her hits. • Spend 2 Momentum points to change a failure
A player can purchase as many Tricks on an action into a success or a success with consequences
as she has hits to spend, though each Trick can only be if a Complication is present. If you choose
purchased once per action unless stated otherwise. this use, you cannot spend more Momentum

storypath ultra 15
points for Enhancement for Tricks or to turn Characters may gain a status effect in the
the action into an extraordinary success. Other following ways:
sources of Enhancement apply normally. • Bestowed by an ally using a Trick, Art, or Spell.

• Spend one point of Momentum to describe a • Additional form of damage from a Trick or
story element in a scene that is now a fact. antagonist Reactive Art.

• Spend 1 Momentum point to gain a piece of • Failure to buy off a Complication.


evidence about an investigation.
• A player may choose to prevent all incoming
damage from a single source by taking an
ADVANTAGE appropriate combat status effect instead. If a
character has already taken a combat status
Sometimes, characters in At the Gates are so
effect to prevent incoming damage, the second
incredibly different in certain aspects that they are
time she chooses to do so, she must take the
beyond normal comparisons. Instead of simply using
Taken Out status effect.
the base system for taking actions when dealing with
these situations, we turn to Advantage to describe it. Aggravated Wound (Combat)
Advantage only comes up when two characters The character has a grievous wound that puts her
are in opposition to one another. Characters with on death’s door. If the character fails an action while
Advantage tally up their total Advantage and compare under the effect of this status effect, she immediately
it to each other and use the results below when taking drops to Near Death, no matter how many Injury Levels
an action against that character: she has left. Antagonists with this status effect drop to
one remaining health level instead.
• Gain +2 Enhancement for every point of
Advantage a character has over the other. Resolution: The character benefits from first aid
or takes no physical actions for the remainder of the
• Suffer +1 difficulty for every point of Advantage scene.
a character has under the other.
Agony (Combat)
• If the difference in Advantage is three or more,
The character is suffering excruciating pain from
neither character rolls, and the character with
a wound. She took damage from a weapon made to
higher Advantage automatically succeeds.
hurt more than to slay. All actions are made at +1
• In an opposed action, the character with higher difficulty for the remainder of the scene.
Advantage gains Enhancement on their action, Resolution: The character benefits from first aid
but the character with lower Advantage does not or takes no physical actions for the remainder of the
suffer a difficulty increase. scene.

Burning
STATUS EFFECTS The character has been set on fire, either from
Status effects are long-term effects that apply being in a burning area or from a magical source. The
a condition or status to characters over time. These character takes one damage at the end of her turn
effects are often negative but can sometimes be until this status effect resolves.
positive, depending on the source. All status effects
Resolution: The character spends her action on
have a description of what they do to the character
her turn, putting herself out, or someone else spends
and how they are resolved.
their action for her.

16 AT THE GATES ASHCAN


Resolution: The character rests for 8 hours, or
Bleeding (Combat)
the character has the status effect removed through
The character is bleeding out from a wound or an appropriate Spell or Art.
suffering internal bleeding. All physical actions come
with a Minor Complication that, if not bought off, Fast-Acting Toxin
deals 1 damage to the character. The character has encountered a toxin either
Resolution: The character benefits from first through ingestion, injection, or contact. This status
aid, certain Arts or Spells, or falls to Near Death. effect lasts for a number of rounds equal to one plus any
additional hits garnered on the action spent to inflict
Challenged the poison or the environmental toxin’s rating. For each
The warrior challenges the enemy to face him round it persists, it inflicts 1 injury to the target.
head-on. They must respond to the provocation or Some fast-acting toxins are soporifics, may paralyze
suffer for their cowardice. A Challenged character their target, or deal any number of other unusual effects
must prioritize attacking the Warrior over other rather than damage. Instead of dealing damage that
characters in the scene while the status effect persists. persists, this inflicts whatever kind of effect it would
If they do not, they may not apply Enhancement to supply otherwise, resolving itself as listed below.
their actions against other targets.
Poisons can be administered as part of a normal
Only one enemy may be Challenged at a time. attack or placed in food or drink. In the case of
If Challenged has not resolved when applying this someone attempting to poison their target’s food or
status effect to a new character, end Challenged on the drink, make an opposed Larceny action against their
previous character. action to notice.
Resolution: The character inflicts an injury on
Resolution: The character can attempt to
the warrior, flees the battle, or the Warrior applies
overcome the poison with a Survival action, or the
Challenged to a new character.
time lapses.
Crestfallen (Social) Grappled (Combat)
Due to extreme sadness, malaise, guilt, or fear,
You are held in a grapple and must take actions
the character is socially overwhelmed. All influence
to attempt to maneuver, and you cannot take Defense
actions against the character gain 1 Social Advantage.
actions against your attacker. You may purchase the
Resolution: This status effect ends when the
following Tricks on attacks against your opponent.
character gains the Refreshed status effect, or an
appropriate special ability is used.” Overwhelm (2 hits): Gain control of the grapple.
Resolve this status effect and apply it to your
Exhausted opponent.
The character has been awake too long and is Disengage (1 hit): You leave the grapple. Resolve
running on fumes. Either that or she has been under this status effect.
extreme duress or affected by a Spell that has put
Resolution: Purchase either the Overwhelm or
her into a dreamlike state. Whatever the cause, the
Disengage Trick or someone else breaks up the grapple.
character suffers a Moderate Complication to all
actions until she goes to sleep. Failure to buy off the Immobilized (Combat)
Complication results in the character hallucinating, The character is stuck in place and cannot
short-term memory loss, or being affected by another move. This may be because they’ve been tied up,
appropriate status effect. Antagonists cannot activate injured, trapped in mud, etc. They cannot take any
more than one Art next round on failure. movement actions predicated on physical movement
(teleportation is permitted).

storypath ultra 17
Resolution: The character spends an action
Refreshed
freeing herself from whatever prevented her
movement. The character has been bolstered by magic and is
ready to take on the world. Gain +1 Enhancement on
Infection all actions until this status effect ends.
The character struggles against an infection. Resolution: This status effect ends after the
Whether mystical or biological, the infection devours character has taken her third action or at the end of
them from within and can lead to a terrible demise the session, whichever comes first.
unless stopped.
Senses Occluded
The infection starts at 1. Each round thereafter,
the target must overcome a Moderate Complication The character’s senses are dampened by a
on any physical or mental action. Failure to buy it offmagical effect. All the character’s senses are dulled,
making it difficult for her to act normally. Any action
increases the infection rating by 1 step. If the infection
rating reaches 5, the target gains the Taken Out statusthat would require her senses to perform, such
as communication, defending against an attack,
effect or a similar devastating status effect, depending
on the nature of the infection. attacking someone, or keeping her balance suffers a
Complication. If not bought off, the character risks
Resolution: The character benefits from medical
taking damage, miscommunicating, losing important
or magical aid.
information, falling prone, or attacking the wrong
Inspired person as is appropriate to the action. The severity
of the Complication is determined by the effect that
Your character has been inspired to act by
imposed this status effect.
another. Gain +3 Enhancement when taking the
action that the inspiring character dictated. Resolution: This effect wears off as time passes.
It takes two rounds if the effect that applied it was a
Resolution: This status effect resolves after the
Minor Complication, three rounds for Moderate, and
character takes the action dictated.
four rounds if it was Major.
Petrification Slow
The character was exposed to a magical effect
Something has happened to cause the character
and risks turning into a solid block of stone or ice. This
to move at a reduced rate. She might be swimming
status effect lasts for a number of rounds equal to one
through water, walking through snowdrifts, or under
plus any additional hits spent on the action to inflict
the effects of a magical spell. While suffering from
Petrification. For its duration, the character suffers a
Slow, the character must use a simple action to move
Minor Complication to all actions. If not bought off,
and cannot take the run or rush actions.
the character’s physical Attributes are reduced by 1
until the end of the scene. Should they all reach 0, the Resolution: The character leaves the area causing
character turns into an inanimate statue until they the effect, or the magic that applied it wears off.
receive help.
Stunned (Combat)
Resolution: The character can attempt to
The character is frozen in her tracks. She either
overcome the effect by dedicating a simple action
took a great deal of damage or suffered a great shock.
using Survival or Esoterica difficulty 2, or the time
All actions suffer a Moderate Complication, and
lapses. Restoring petrified characters to life requires
failure to buy it off means the character can only take
a Medicine or Esoterica action difficulty 3.
a single reflexive action on her next turn.

18 AT THE GATES ASHCAN


Resolution: The character benefits from first
aid, is healed with magic, succeeds in overcoming the ACTION SEQUENCES
Complication, or the scene ends. The following are how characters take their
Taken Out (Combat) actions throughout any scene.

Any time your character would take damage, you Simple Actions
may choose to have the character Taken Out instead.
During a simple action, a character attempts a
Fill in the character’s remaining Injuries up to Near
single task covered by a single dice pool. The action
Death regardless of how much damage they suffered.
may involve multiple movements (“I roll behind the
The character does not take any more actions and is
bushes and summon a magical barrier.”) so long as
removed from the fight.
the task is singular (e.g., take cover) and uses only
Resolution: The combat scene ends, or the one combination of Skill and Attribute.
character benefits from first aid.

Terrified Reflexive Actions


Some actions happen so quickly or are so trivial
Your character is so afraid of someone or something
to do that they don’t take up a character’s time. These
she can’t help but try to run away from it. The character
are reflexive actions, and a character can take as
suffers a Moderate Complication on any action she
many reflexive actions on her turn as she would like,
attempts that does not involve running from the object
at Storyguide discretion.
of her terror. If she fails to buy off this Complication, she
must spend her next action making a full move away
from the source of her fear.
Working Together
When two or more characters want to work
Resolution: The character moves beyond Long
together, they both take simple actions to accomplish
range of the source for longer than a single round, or
their goals. Character bonds can add Enhancement to
the scene ends.
these actions.
Void Warped Each player uses their own Skill + Attribute to form a
After being in an Outland for too long or dice pool, and each hit garnered goes toward overcoming
contacting Void taint, the character’s body rebels the difficulty of the task, overcoming Complication, and
against them. The character suffers a Major purchasing Tricks. If they fail at the task or fail to overcome
Complication on all attempts to cast Spells or make Complications, everyone involved in the teamwork action
magical attacks. Failure to buy off the Complication suffers the consequences.
results in the character’s magic going wild and
creating an unintended side effect. This effect could
Teamwork Tricks
be anything from dealing damage to the caster, When characters are working together for a
dealing damage to an ally, creating an area effect at single action, the players may spend additional hits
the caster’s feet, or imposing another appropriate to purchase appropriate Tricks for their action.
status effect on the caster or an ally. These Tricks benefit the whole action, not just their
part of it. Characters also have access to purchase
Resolution: The character can attempt to
special Tricks that are only available on teamwork
overcome the effect by dedicating a simple Survival
actions. Some of these Tricks require the character
action at difficulty 2 or the time lapses. Other
purchasing the Trick to have a specific bond rating
characters can likewise end the status effect with a
(see p. 28) to one of the other actors to purchase it.
Medicine action at difficulty 2.
Set Up (1 hit): Reduce the difficulty of the next
action one of your teammates takes by 1. If the difficulty

storypath ultra 19
of the next action is 1, this instead reduces the value of (Athletics + Cunning) or (Empathy + Dexterity). The
any Complication associated with the action by one step. Storyguide forms a dice pool for each of the Storyguide
Transfer Soul (1 hit): You may transfer one point characters using their stated initiative number.
of Energy to one other teammate. Everyone compares hits, and the person with
Combo-Attack (3 hits): Bond 2. The teammates the highest number goes first in the round, taking the
combine their powers to make a single attack on an spotlight. After that character has taken their action,
enemy at 1 Power Advantage per member of the team that player chooses a character to go next. They may
above one, to a maximum of +3. This happens at the choose anyone who has not yet acted in the round,
start of the next round, using the highest of the group’s including a Storyguide character.
attack pool, and takes up everyone’s actions.

Units of Time WHERE THE


In At the Gates, time is measured in two ways.
ACTION TAKES PLACE
The first is the time it takes the characters to do things The characters in At the Gates do not act in a
in the fictional world. This is measured in real time, vacuum. Instead, we set the scene for the action and
such as minutes, hours, days, etc. The second is the define the set dressing for characters to interact with.
time it takes for players to direct their characters in
We call these locations Areas and define an Area as
action.
a distinct space where the characters are taking actions.
• Turn: This is the amount of time it takes a Areas describe the scene and have no size limitations.
character to take an action, whether simple or
doing two things at once. Area Effects
Depending on what is going on, certain Areas
• Round: This is the amount of time it takes convey opportunities and pitfalls to characters. These
for all characters in a turn to act before the circumstances may impose a Complication or grant a
initiative resets. bonus to certain actions, and we denote these as area
effects. Not every Area needs an area effect applied to
• Scene: This is the amount of time it takes for an
it, but it’s useful to consider what effects might apply
entire set of related actions to occur. This could
when setting up a scene, and use those to describe
be anywhere from a few minutes to an hour.
the area as well as inform players as to what kinds of
Scenes encompass all the action for a single
actions they may want to take while there.
thing, so a foot race is a scene, an interrogation
is a scene, and a sword fight is a scene. On Fire (Minor to Major)
Flames lick at the walls and floor and rise higher
• Session: This encompasses all the scenes
and higher for every moment the characters spend
in which players act out through a single
in the Area. If the characters remain in the On Fire
afternoon (or day, evening, etc.) of play.
Area for more than a single round, the Complication’s
• Story: A story is a set of scenes and sessions value increases from Minor to Moderate. In
that make up a coherent arc with a concrete subsequent rounds, this increases from Moderate to
beginning, middle, and ending. This could be a Major. This Complication applies to all actions taken
single session or multiple episodic sessions. in the Area unless the character has immunity to fire
or environmental conditions.
Initiative Consequence: If not bought off, the character
To determine initiative, each player forms a dice risks gaining the Burning status effect, taking damage,
pool for their character using the higher of either or permanent damage to their items and equipment.

20 AT THE GATES ASHCAN


Dexterity actions between characters. For the
Outland (Minor to Major)
purposes of combat, movement, and speed follow
You are in the Void tainted area known as the those abstractions.
Outlands. Magic use here is unpredictable as the
Move: Characters can move between Close and
Void warps and twists everything. The severity of the
Short or Short and Medium as a reflexive action. A
Complication represents how deep in the Outlands
character can run as a simple action to move between
the characters are. With the edges as Minor, the
Close and Medium range.
interior as Moderate, and being within the vicinity of
a gate as Major. This Complication applies to magical Drop/Stand: A character can choose to drop
attacks and Spell actions. If a Spell is not an attack prone or stand from prone as a reflexive action instead
action, you must roll against a difficulty of 0 and apply of moving. If a character needs to rise from prone
this Complication. while in Close range with a hostile enemy, she must do
Consequence: If not bought off, the magic of so as part of a mixed action using Athletics + Dexterity
Gaia interacts with the Void in unpredictable ways. for the action with 0 difficulty.
The Spell might affect another target, create an Rush: A character may move as part of a mixed
appropriate Area Effect, or create another entirely action to move into range and attack an enemy using
unrelated effect at the Storyguide’s discretion. Athletics + Might for the action. The character may
move from Medium to Close range as part of the rush
Overgrowth (Minor) action. The difficulty to rush an opponent is 1 unless
Undergrowth and vegetation choke the area, the opponent has purchased a Trick that makes it
making movement or observation extremely difficult. more difficult to rush them as part of their Defense
Apply this Complication to ranged combat actions, action. This cannot be used if the character starts at
sensing actions involving line of sight, or movement Short or Close range.
actions requiring a roll.
Utilize Cover: Characters can move behind
Consequence: If not bought off, the character cover as part of their reflexive move action but cannot
risks becoming entangled in vines or bushes, being do this as part of a mixed action. Cover acts as a type
unable to make additional movement actions or attack of expendable armor and is rated as light, heavy, or
actions after completing an otherwise successful full.
action.
Light cover protects a significant portion of the
character’s body, such as a marble railing or a turned-
ACTION-ADVENTURE (COMBAT) over table. Light cover can absorb 4 damage before
being destroyed.
Action-Adventure covers the fast-paced, back-
Heavy cover protects almost all the character,
and-forth action of combat sequences. It always uses
leaving only the smallest parts exposed, such as
spotlight action, and characters act on their turn
crouching behind a piece of slate or acting through a
within the round to take actions against each other.
slit between a thick door. Heavy cover can absorb 10
Moving damage before being destroyed.
Full cover blocks line of sight completely to a target.
Normally, characters can move around
It functions the same as heavy cover, but the character
unimpeded during a scene. In action-adventure
behind it cannot be targeted by ranged attacks.
scenarios, maneuvering to get just the right angle to
make an attack becomes an important strategy. Special Movement and Tricks
Usually, we abstract movement using range Having special movement allows additional
bands or opposed Athletics + either Might or movement actions specific to those movement styles.

storypath ultra 21
RANGE DESCRIPTION WEAPON
Close In range to trade blows with fists or most melee weapons. Unarmed, all melee
weapons
Short Close-quarter battle distance for shooting and thrown weapons Thrown, all bows,
or special melee weapons designed for reach. Out of reach. polearm, magical
focuses
Medium Range to aim and shoot with a bow. thrown, all bows
Long Range to plan and execute long range sniping and special composite or
weapons attacks longbows
Extreme Most basic attacks cannot attack at this range. Magical attacks with
special range
Out of Range Beyond the reach of any weapon–normal or supernatural. n/a

Mounted Defense can never bring a character’s Defense below 1.


Mounted Rush: When mounted, a character A character may want to spend her action in
may move as part of a mixed action to move into the round to take a full Defense. To do this, roll the
range and attack an enemy using Pilot + Dexterity for character’s (Defense pool × 2). Each hit increases the
the action. Otherwise, this functions exactly as a rush difficulty required to inflict Injury or may be split
movement action. among other Defense Tricks. This is a simple action.
Trample (2 hits): You may purchase this Trick
Defense Tricks
on a move action while mounted. You trample a foe
within Close range of where you ended. They fall Dodge (1–3 hits): Each hit spent on the Dodge
prone and take 1 damage. Trick adds 1 to the character’s physical Defense.
Lift (1 hit): You may purchase this Trick on a Dive to Cover (1 hit): In response to a ranged
move action while mounted. You may carry a single attack, the character moves up to one range band
character along with you a single range band. away to reach cover established in the Area. Cover
utilized by this Trick absorbs Injuries.
Defense Move Away (1–3 hits): Each hit spent on the Move
A character’s Defense sets the difficulty of the Away Trick increases the difficulty for an opponent to
attacker’s roll. A character’s starting Defense against use the Rush movement action against the character.
an incoming attack is always 1. When a character Roll Away (1 hit): Move one Range Band away
is attacked, she may take a defensive action using from the attacker after the attack action is completed.
Stamina (no Skill is added). The difficulty of a
defensive action is 0 unless otherwise noted. Each Attacking
hit garnered from a defensive action can be used to
Characters make attacks using their opponent’s
purchase Defense Tricks. After she sets her Defense,
Defense as the difficulty for the action. The most
the attacker rolls for their attack action.
basic result of an attack is to deal a single point
A player does not have to roll for Defense unless of damage to the opponent. Once a player spends
an attack is declared against her character. Once she enough hits to overcome the difficulty, she may inflict
is attacked once in a round, the Defense Tricks she a single point of damage to the opponent for free.
purchased persist until the end of that round, meaning
Any other maneuver a character may wish to
she may set her Defense on the first attack and keep it
take while in combat is a Trick she can apply to her
for future attacks if she wishes. Penalties that apply to
attack.

22 AT THE GATES ASHCAN


Disarm (2 hits): You use your weapon as leverage,
Universal Combat Tricks
pulling or twisting your opponent’s weapon or item
The following are Tricks a player may spend hits
out of their hand. You may spend an additional hit to
on for any type of attack action she makes.
knock the item one range band away from the owner.
Attention (2 hits): Your blow draws the victim’s
Establish Grapple (1 hit): You force your opponent
attention, meaning they’ll target you in the next
into a grapple. Apply the Grappled status effect (p.
combat round unless combat ends before then or
17) to your opponent. You may purchase any normal
someone hits them with this Trick after you. You
Close Combat Tricks on your attacks against them.
cannot buy this Trick against an opponent who has
the Challenged status effect. Knockdown (1 hit): Knock your opponent prone
Distraction (1 hit): The target suffers a +1 difficulty where they stand.
on all Athletics, Esoterica, or Ranged Combat attacks Seize (2 hits): You take an object held by (but not
until the end of your next turn. An enemy can only strapped or attached to) your opponent. You must
suffer from one instance of Distraction each round. have a free hand to use this Trick.
Critical (3 hits): Deal an additional damage to Shove (1 or 2 hits): For one hit, you may push your
your target. opponent back a single Range Band. For two hits, you
Feint (1–3 hits): For every hit spent on Feint, may push your opponent two Range bands instead.
you generate Enhancement on your or an ally’s next
Sunder (2 or 3 hits): You use your weapon to
attack against the opponent you’re attacking. You
damage your opponent’s gear (weapon, armor, or
must designate the ally gaining the Enhancement
otherwise), making it useless for the rest of the scene.
bonus when you purchase this Trick.
This costs 2 hits against mundane gear and 3 hits
Pull Your Punch (0 hits): You choose not to deal against magical gear.
damage to the target and instead gain 1 hit to spend
Throw Person (2 hits): You may only purchase
on another combat Trick.
this Trick against someone you have applied the
Close Combat Grappled status effect to. You throw your opponent
one range band in any direction.
The following are Tricks a character can make
when attacking with the Close Combat Skill. Close Trample (2 hits): You may only purchase this
Combat attacks are made at Close range with melee Trick on a mounted combat attack. Knock your
weapons or bare hands and feet. Mounted combat opponent prone and move both yourself and them
attacks are made from atop a mount, either a horse one range band in any direction.
or more exotic beast, and generally use a weapon of Ranged Combat
some sort.
The following are Tricks characters can
Close Combat Attack: Close Combat + Might or
purchase when attacking at range with a non-magical
Dexterity
based attack. Shooting attacks are made at Medium
Mounted Combat Attack: Close Combat or range with bows, crossbows, and slings, while thrown
Pilot + Dexterity or Stamina attacks are made with throwing daggers, javelins, and
Melee Tricks some spears.

Break-up Grapple (1 hit): When targeting a Shooting Attack: Ranged Combat + Dexterity
character who is part of a grapple (that you are not Thrown Attack: Ranged Combat + Might
in), you may use this Trick to end the Grappled status
Ranged Tricks
effect.
Destroy Object (2 hits): Destroy an object in the
area, such as light cover or a barrier.

storypath ultra 23
Pin Down (Variable): Pin Down applies a Minor Bloodied
Complication to the character’s next attack. If they Two injuries. You’re scratched, bruised, or
choose not to buy off this Complication, then they otherwise superficially hurt. This inspires you to
receive one automatic damage. A character can persevere. Once this Injury Level is filled, actions
spend additional hits on this Trick to increase the using a Path Skill gain one die.
Complication level on a one-for-one basis.
Wounded
Trip (2 hits): You spend hits to knock your
Two injuries. You’re hurt, but not too badly. This
opponent prone where they stand.
forces you to focus on your strengths. Once filled,
Magical Combat actions using a Path Skill gain two dice.

The following are Tricks characters can purchase Maimed


when making a magic-based attack. Magical attacks Two injuries. You’re badly hurt, but you have
are generally made at Short range using wands, enough strength for one final push. Once filled, when
staves, and other magical focuses. Some arts may taking actions with a Path Skill, you can choose to
allow a character to make a magical attack at Close keep the Wounded benefit or aggravate your injuries.
range with a close combat weapon. If you aggravate your injuries, add +2 Enhancement
to the action in addition to the two dice granted by
Magical Attack: Esoterica + Dexterity
Wounded, but gain the Aggravated Wound status
Magical Tricks effect (p. 16).
Collateral (2 hits): Your magic engulfs the target, Near Death
which creates collateral effects in the immediate
One injury. You have one last action left. The
vicinity. Apply one of the following Area Effects that
dice pool for this action gains three dice and +2
affect anyone within Close range of the target: Burning,
Enhancement. After this roll, regardless of the result,
Darkness, Extreme Temperature, Overgrowth, Quaking,
your character is out of the fight. Gain the Taken Out
or Sinking. The Area Effect remains until it ends
status effect.
naturally and does not move with the target.
Destroy Object (2 hits): Destroy an object in the Armor
area, such as light cover or a barrier.
Armor absorbs damage as it comes in, preventing

Damage injuries. Each dot of armor the character has


provides empty boxes of damage that come before
Whenever your character is attacked, she can the Bloodied Injury. These boxes are marked off first
suffer damage and Injuries. She may also suffer and do not get replaced until after the end of the scene
damage from other sources, such as falling, poisons, or if something specifically repairs the armor. Armor
or failing to buy off Complications. The amount of applies to all types of damage unless stated otherwise.
damage a character takes that isn’t handled by cover,
armor, and the like is applied to the character and Healing
measured in Injuries. Treating a character to heal damage requires
a Medicine + Intellect action with a difficulty equal
Injuries to the highest Injury Level filled in with a minimum
A player’s character has multiple injuries she can of 1. For example, if a character has 3 damage, with
take before falling unconscious or being taken out of a completely filled Bloodied Injury Level and partially
fight. Each damage the character suffers ticks off a single filled Wounded, the difficulty would be 1 for Bloodied
injury box. Injuries are separated into four Injury Levels. being completely filled in. Success removes all damage
As your character fills in Injury Levels, they become from the highest-rated Injury Level or removes a single
more resolved to action and gain small bonuses. combat status effect. Each combat status effect adds

24 AT THE GATES ASHCAN


a Minor Complication to the healing action. Failure Painful: Though few weapons’ damage is pain
to buy off the Complication means the status effect free, this weapon is designed to cause agony. Gain
worsens or the character gains a new status effect. access to the Suffer Trick when making attacks with
Characters can only benefit from a single healing this weapon as long as the damage you deal is not
action each scene. Characters heal one full Injury absorbed by armor.
Level between sessions and heal completely at the end Suffer (2 hits): Inflict the Agony status effect (p.
of a story. Characters have access to Spells and Arts, 16) on your target.
which may facilitate healing at faster rates. Piercing: The weapon can cut through non-
magical armor or exploit weak points. After a
Weapon Tags successful attack on an opponent in non-magical
Brutal: The weapon inflicts massive damage. armor, deal damage directly to health and reduce the
Reduce the number of hits required to purchase the target’s armor rating by 1.
Critical Trick by 1.
Poisoned: This weapon is coated in poison. Gain
Electrified: (Magical) The weapon crackles access to the Poison Trick when making attacks with
with electricity. Gain access to the following Trick this weapon. Armor prevents this effect.
when making attacks with this weapon:
Poison (variable hits): Inflict the Fast-Acting
Electrocute (2 hits): Inflict the Stunned status Toxin status effect (p. 17) on your target.
effect (p. 18) on your target and give a +2 Power
Shadow: (Magical) The weapon is made in part
Advantage to attacks if the target is in water.
with tangible darkness and infects the senses of
Flaming: (Magical) The weapon blazes with the victim. Gain access to the Occluded Trick when
fire. Gain access to the following Trick when making making attacks with this weapon. Armor prevents
attacks with this weapon: this.
Burn (1 hit): Inflict the Burning status effect (p. Occluded (2+ hits): Inflict the Senses Occluded
16) on your target. status effect (p. 18) on your target at a Complication
Heavy Weapon: Heavy Weapons are massive level determined by the number of hits you spend,
weapons that pack a lot of punch. Gain 1 Power e.g., 2 hits = Minor Complication, 3 hits = Moderate
Advantage on attack actions with this weapon. This Complication, 4 hits = Major Complication.
tag counts as two tags when applying it to a weapon. Soul Touched: (Magical) This weapon has a hint
Howling: (Magical) The weapon is accompanied of magic that allows its damage to bypass armor that
by a howling wind. Gain access to the following Trick isn’t specifically resistant to magical attacks.
when making attacks with this weapon: Stun: Gain access to the Stunning Trick when
Howl (2 hits): The wind pierces through the making attacks with this weapon.
enemy’s heart and leaves them struck in terror. Inflict Stunning (2 hits): Inflict the Stunned status effect
the Terrified status effect (p. 19) on your opponent. (p. 18) on your target.
Ice: (Magical) The weapon is wreathed in ice. Wounding: (Magical) Gain access to the Wound
Gain access to the following Trick when making Trick when making attacks with this weapon. Armor
attacks with this weapon: negates this effect.
Freeze (2 hits): Inflict the Petrification status Wound (1 hits): Inflict the Bleeding status effect
effect (p. 18) on your target. (p. 17) on your target.
Increased Range: (Ranged) This weapon can
make attacks up to Long range for ranged weapons
and Medium range for focuses.

storypath ultra 25
Fast: (Vehicle) The vehicle is designed to move
Armor Tags at high speeds. Gain +1 Advantage for traveling.
Instead of providing Enhancement, armor provides Rugged: The tool is made of a special material
additional Injury Levels for the wearer. Like weapons, that makes it particularly durable. Reduce any
armor has tags that modify it in some way. Mundane Complications to using the item by one step.
armor provides one additional Injury Level removed
Multiuse: The tool can be used for a wildly
before the Bruised Injuries. Then, select up to two non-
different purpose than its original creation. Choose
magical tags to customize your mundane armor.
a second set of actions that the tool can grant its
Concealable: The armor is easy to hide or Enhancement to, such as a pick being used as a
indistinguishable from normal clothing. Gain +2 digging tool, a weapon, or a tool for intimidation. You
Enhancement to actions to keep it hidden. may select weapon tags for versatile tools that can be
Exquisite Material: The armor is made of a used as weapons.
rare material that allows the wearer to remain firm
against most attacks. Increase the cost to purchase
non-damaging Tricks against the wearer by 1 hit. INVESTIGATIONS
Light: The armor is slightly bulkier than normal From trying to understand a strange map
clothing but is easy to move around in. Gain +1 to investigating a murder, characters in At the
Enhancement to defensive actions. Gates may engage in intense investigation scenes.
Investigations are a series of leads and evidence that
Padded: The armor grants one additional injury
eventually resolve into a big reveal as to the answer to
box above the first. This tag may be taken twice.
whatever was being investigated.
Soul Touched: (Magical) This armor has a hint of
Storyguides provide leads to the characters to start
magic that allows it to function against Soul Touched
off an investigation. Characters cannot miss a lead or fail
weapons or Spells that would normally bypass armor.
to gain a lead; they simply need to be in the right place at
Tool Tags the right time to find out a mystery is afoot.
Pieces of evidence are associated clues that are
Tools represent items that are not weapons or
inessential to the plot, offering glimpses into other
armor that characters may use for various purposes
characters, side stories, or the world itself.
while trying to survive in the Everend. While the
term tool is used, it also encompasses vehicles and Players may spend Momentum to purchase
motorized mounts. Tools provide Enhancement to evidence.
actions that they are designed for. Mundane tools
provide +1 Enhancement to an action. Like weapons Finding Evidence
and armor, tools can be created with tags that enhance Without evidence, characters can still follow
their abilities. Select up to two non-magical tags toleads to their inevitable end and solve a mystery,
customize your mundane tool. but they will miss out on the flavor of the mystery,
Exceptional: The tool is particularly useful and including the why, where, and how of much of the
provides an additional +1 Enhancement to its action. story.
This tag may be taken twice. The following are examples of actions the
Eye-Catching: This tool was made by the most characters can take to discover evidence.
talented of artists and is stunning to behold. When • When you research using a library or books of
using it, gain +1 Enhancement on influence actions as any kind, roll Culture + Intellect.
you look the part.

26 AT THE GATES ASHCAN


• When you need to solve a puzzle, translate
a language, or crack a code, roll Enigmas +
INFLUENCE
Cunning. Influence encompasses everything from
convincing a friend to do you a favor to intimidating
• When you consult an ancient or magical an enemy into giving up a valuable secret. Any time
source, roll Esoterica + Cunning. one character attempts to influence another character
into taking an action he would rather not do, that’s
• When you use the scientific method to follow a
influence.
lead, roll Science + Intellect.
Influencing someone is an opposed action,
• When you have a lead and need to piece just like any other time a character wants to take
together evidence to understand it better, an action against another character who is actively
roll Enigmas + Intellect. resisting. The character initiating the influence uses
an appropriate Skill + Attribute depending on what
• When you interrogate a suspect to learn
he wants to accomplish, and the defending character
information, roll Leadership or Persuasion +
rolls using her Resolve or Composure to determine
Cunning.
her Integrity. Integrity serves as her social defense,
Investigation Tricks and just like in combat, a character’s Integrity is
always at least 1, and when the player rolls to resist
The following are ways to spend your hits on
influence, she uses those hits to purchase Tricks.
Investigation actions.
When taking an influence action, the basic result of
Extra Evidence (1 hit): Your character gains an the action is that your character takes the action she
extra piece of evidence from her investigations. intended to take before purchasing Tricks.
Question and Answer (1 hit per question): Spend hits Characters also have attitudes and bonds that may
one for one to ask the Storyguide a question about the act as Enhancement toward their influence or Integrity
lead you are researching. The Storyguide may suggest actions.
appropriate questions, or you may ask one related
The following are examples of influence actions
specifically to how you’re gathering information.
characters can take:
Unexpected Lead (3 hits): Your character puts
evidence together in a way that brings her one • When you intimidate someone into acting
step closer to solving the mystery. Gain a new lead or refraining from acting a certain way, roll
immediately. Leadership + Manipulation.

Solving the Mystery • When you entreat someone to act or refrain


from acting a certain way, roll Persuasion +
Investigation requires the characters to find
Presence.
a series of leads to solve a mystery. The Storyguide
sets a number of leads for the mystery and associates • When you want to change someone’s mind
them with specific locations, scenes, or Skills. or influence how they think, roll Empathy +
Characters will always garner leads when they make Presence.
it to the right location to find them. Characters may
also bypass finding the lead physically by garnering • When you want to weaken someone’s bond to
enough evidence to simply deduce the next lead. another, roll Empathy + Manipulation.

Once the characters have found all the leads, the • When you want to trick someone into believing
characters solve the mystery. a lie, roll Larceny + Manipulation.

storypath ultra 27
• When you want to make a good impression on measure attitudes as one of three levels: negative,
someone and increase their attitude towards neutral, or positive. Attitudes grant Advantage to
you, roll Empathy + Presence. influence and Integrity actions, depending on how
someone feels about the character attempting the
Influence Tricks influence action.

Players may purchase any of the following Tricks • A positive attitude grants +1 Social Advantage
with their hits on an action to influence others. on the influence action of the acting character.

Deepen Bond (3 hits): You either forge a new bond • A negative attitude grants +1 Social Advantage
with the character or deepen an existing bond. You on the Integrity action of the defending
may only purchase this Trick on a single target once character.
per scene.
• A neutral attitude conveys no Advantage one
Encourage or Prevent Thought (2 hits): You change
way or the other.
your target’s mind about something important to them in
the moment. You either provide a compelling lie or reveal If the character being influenced is made to
evidence of a truth they had no knowledge of prior. do something she would rather not do or is out
Persuade (2 hits): You persuade your target of character for her, and she does not refuse the
to take an additional action they would not have influence, her attitude toward the acting character
previously on top of the original influence. shifts down one level. If it was already a negative
attitude, she gains a bond of animosity toward the
Shift Attitude (2 hits): Your influence changes
acting character. If she already had a negative bond,
the heart of your target, shifting their attitude toward
it is strengthened by 1, but if they shared a positive
your character up or down one level — the acting
bond, it is decreased by 1.
player decides.

Integrity Tricks Bonds


Bonds are the connections between two
Players may purchase any of the following
characters. For good or ill, bonds tie characters
Tricks with their hits on an Integrity action to resist
together and make them important figures in each
influence.
other’s lives.
Resist (1–3 hits): Each hit spent on resisting
Bonds are listed as positive or negative and rated
increases the difficulty of enacting the influence
1 to 5 depending on the intensity of the connection.
against the character.
Shift Attitude (2 hits): You play on the influencer’s Positive Bonds
own feelings, shifting their attitude toward your Each session, players gain a pool of Enhancement
character up or down one level; the defending player equal to the bond rating of the character’s bond to
decides. another character, which they can use when taking
Cruel Intentions (3 hits): Conversations are a two- teamwork actions with the bondmate. Each member
way street. Your character successfully performs an gains their own personal pool based on their bond’s
influence action on the initiator with no additional rating. Enhancement from bonds can be spent to
hits. overcome Advantage if the characters are acting
together against a character or situation who has
Attitudes Advantage over them. The acting character must
spend 2 bond Enhancement to counteract one level
People make impressions on one another as they
of Advantage.
interact, forming attitudes toward each other. We

28 AT THE GATES ASHCAN


bond at rating 5, two at 4, three at 3, four at 2, and
Negative Bonds
an unlimited number of bonds at rating 1.
If the characters are at odds with one another,
they can instead use their Enhancement from Contacts
the bond on actions taken against the other. This Any time a character wishes to get information or
Enhancement can be used to overcome Advantage assistance, they can turn to people, places, and groups
that might be granted by a negative attitude between from the same backgrounds or related to similar
the characters. interests. Paths define the ways the character ties
Characters with a negative bond may still use into the setting through contacts. A character can ask
their bond Enhancement for teamwork actions if for a favor, borrow an item, or get information from
they are working towards the same goal together. someone in one of their Path’s contacts by invoking
the Path.
Forging and Strengthening Bonds
A character is considered to have a bond rating
At character creation, characters form bonds equal to the dot rating of her contact. Each time the
with the other players’ characters at the table, character invokes her Path contact, choose a Path
assigning bond ratings to each person. As the game Skill and roll against difficulty 0, adding her bond
progresses, these bonds can strengthen or weaken, rating as free Enhancement to purchase the favors
and the character can forge new bonds. as Tricks that cost 1 hit each. The next attempt to
To form a new bond or strengthen an existing bond invoke the contact in the same session incurs a Minor
with a character, they must spend time together in a Complication if she fails to buy off the Complication.
scene. The characters must interact, and the players If she fails to buy off the Major Complication, the
must agree to establish a new bond. If two characters contact is tapped and won’t respond for the rest of
have an established bond, they can strengthen their the story.
bond with a bond scene instead. If the contact needs to take an action, they roll
Bonds can also be weakened. Characters may with 8 dice, adding their dot rating as Enhancement
choose to break or decrease a bond without any scene. if they possess an appropriate tag.
The bond weakens in the next scene. A character may
choose to change the nature of a bond without any
Specific Bonds
scene, and it changes immediately in the same scene. In the full game of At the Gates, characters
can choose to make their bonds more meaningful
Characters in a bond do not necessarily have the
by turning them into specific bonds. Any bond can
same rating toward each other, similar to attitudes,
become specific, and all it takes is a bond scene in
meaning one character may feel as though someone
which the players agree to create the bond. These
is their best friend, while that person views them as
bonds can be compelled by the Storyguide to generate
merely an acquaintance.
Momentum for acting in a way that reinforces the
Characters have a limit on how many bonds they bond.
can have at each rating. A character may have one

storypath ultra 29
ARTS AND MAGIC
This chapter covers some of the magic characters • Spend 2 Energy to summon a lesser daemon. As
in At the Gates have access to. The Ashcan Edition characters spend Energy and put their energy
presents a small selection of Arts and Magic to get back into the world, the world rewards them.
you started playing. The full rules version will have When they reach half their Energy rating, they
many more Arts to choose from, advancements for gain the Refreshed status effect, which applies
Spells as the characters grow more powerful, and full to their next three actions. At 0 Energy, they
rules for the players’ characters to summon daemons. immediately gain the Inspired status effect,
which applies to their next action.

SOUL Characters can regain energy by spending time


connecting with the world and drawing magic from
Soul is a measure of how connected a person is to
the world around them. Characters can regain Energy
Gaia and her magical energy. The process of honing
in the following ways:
a profession more deeply invests a person in magic.
Most people only have a small spark of Soul, but • Spend a scene in rest (no rolled actions).
heroes have powerful Souls deeply connected to Gaia.
• Succeed on a teamwork action with a bondmate
A character’s Soul is measured in two aspects: to assist them in accomplishing a goal.
Echelon and Energy.
• Sacrifice an item of little value or meaning
Echelon is the power of the Soul and usually
(personal or commercial) to Gaia.
represents formal levels of training and a standard at
which one can learn more powerful aspects of their
magic. All characters start the game at Echelon 1.
Energy is the resource that characters expend
ARTS
to push themselves beyond their normal capacity. Arts tie into the Momentum pool (p. 15). When the
Characters start with 4 Energy. Momentum pool contains zero dice, some Arts unlock
Desperation abilities. There must be zero Momentum
Characters can spend Energy in the following ways:
available at the time the Art is activated and applied;
• Spend 1 Energy to immediately reset the a player cannot spend the cost of an Art specifically
cooldown of a Spell. to declare its Desperation effect. Some Arts will have
Readiness abilities, which require a certain number

30 AT THE GATES ASHCAN


of Momentum to be available to use. Each Readiness Desperation: Ask an additional question.
ability will specify the minimum number of Momentum
necessary to activate it. If there is no Momentum in the The Art of Motion
pool when activating an Art with a Desperation ability, Motion Arts utilize Athletics, Enigmas, and
ignore the normal Momentum cost of the Art. Larceny. Attacks boosted by the Art of Motion may
Like Desperation, that number must be met at the use any of these Abilities in place of Close Combat,
time the Art is declared. Spending Momentum to use an Esoterica, or Ranged Combat. The Art of Motion
Art’s effect does not cancel a Readiness ability if it would allows a harrier to make magical attacks with a close
reduce the pool below the minimum requirement. combat weapon rather than a focus.

The Art of Succor Rogue’s Guile


Prerequisites: Harrier Profession Path
The Art of Succor utilizes Empathy, Medicine,
and Persuasion. A diviner’s attacks boosted by the Whenever your character attacks an enemy that
Art of Succor may use any of these Abilities in place has previously been attacked by an ally and is in the
of Close Combat, Esoterica, or Ranged Combat. same range band as her and an allied character, treat
all Tricks as requiring one fewer hit, to a minimum
Restore the Soul of 1.
Prerequisites: Diviner Profession Path Readiness: If there are half the maximum
Target a character within Short range and spend or more Momentum in the pool and the attack is
a Momentum. Choose one: heal one damage, starting successful, apply an appropriate combat status effect
with the most severe, or remove the Exposure, relevant to your character’s Keystone.
Confused, or Dazed status effect from the target. If
used in conjunction with the Heal Spell, do both.
Discerning Scoundrel’s Sense
Prerequisites: Enigmas or Larceny 2
Readiness: If there are half or more Momentum
in the pool, choose to remove the Burning or Stunned After using an action to observe a target or
status effects. after successfully stealing something from a target’s
person, you may ask the Storyguide to reveal one of
Desperation: Gain the ability to also remove the
the following:
Bleeding or Aggravated Wound status effects.
• Criminal history or recent criminal activities
Divine Insight the target may have done.
Prerequisite: Empathy or Persuasion 2
• The origin and value of any one item or weapon
Whenever your character enters a new or
on their person, including if it is magical or
unfamiliar location or a dangerous situation, you may
not.
ask your Storyguide up to three questions from the
list. • The number of dice and actions in the target’s
• What here is not as it seems? Primary pool.

Readiness: If there are three or more Momentum


• What have I not noticed?
in the pool, reveal one other piece of information.
• What should I be worried about?
The Art of Control
• Is anything here magical?
A character with the mage Profession Path learns
• Has a daemon been summoned here recently? The Art of Control and unlocks Arcane Mastery

arts and magic 31


automatically. Control Arts utilize Esoterica, Science, Prowess automatically. Might Arts utilize Close
and Technology. Attacks boosted by the Art of Combat, Ranged Combat, and Athletics. The Art of
Control may use any of these Abilities in place of Might allows a warrior to make magical attacks with
Close Combat, Esoterica, or Ranged Combat. a close or ranged combat weapon rather than a focus.

Arcane Mastery Battle Master’s Prowess


Prerequisite: Mage Profession Path Prerequisite: Warrior Profession Path
When you unlock this Art, choose one of the Choose a weapon your character owns to become
following benefits to permanently benefit your their favored weapon. When they use this weapon,
character’s Spells. You may purchase this a second they gain an additional Enhancement, to a maximum
time. Each entry may only be purchased once. of +4. Additionally, at the start of your character’s turn,
choose one enemy character within Short range. That
• Gain +1 Enhancement that stacks to rolled
enemy gains the unique status effect, Challenged.
actions (such as attacks) supplemented by
Spells in the character’s Keystone. Desperation: Change the weapon’s damage type
to best suit one of your character’s Blocks.
• Gain +1 Enhancement that stacks to resistance
rolls to avoid or ignore the results of Spells that Brutal Bash
target your character. Prerequisite: Athletics or Close Combat 3

• Spells that target allies may target one Whenever you purchase any Trick involving
additional ally. forced movement (such as Shove or Throw Person),
you may move the target an additional range band. If
• Spells cast in the same scene in which this would force the target into a hazard, area effect,
an ally takes a rolled action refresh bond or other environmental danger, increase the difficulty
Enhancement with that ally. of resisting it by one.

Power Bolt
Prerequisites: Esoterica or Science 3 THE PILLARS OF MAGIC
Spend a Momentum and make an attack. This Characters start with access to a single Pillar
launches a projectile of raw force out to Medium range. Your of magic. The player may purchase any Spell from
character does not need a weapon to make this attack, but their Pillar. Pillars are made up of Blocks of 4 Spells
if she has a focus weapon, you may apply its Enhancement each (e.g., Balance, Creation, and Destruction are all
and tags to the attack. Choose one of the following tags to Blocks within the Elementalism Pillar).
the attack: Electrified, Flaming, Howling, Ice, or Shadow. At character creation choose one Block to be
Desperation: The target gains the Immobilized the character’s Keystone. Spells from a character’s
status effect when hit. Keystone Block can be refreshed once per session
Readiness: If there are half the maximum or without the expenditure of Energy.
more Momentum in the pool and the attack inflicts a All Spells have a cooldown period after casting
status effect, all allies within Close range of the target before they can be cast again.
gain the Inspired status effect.
• Dynamic Spells can be used once per round.
The Art of Might There’s no need to spend Energy to refresh
dynamic Spells.
A character with the warrior Profession Path
learns The Art of Might and unlocks Battle Master’s • Elevated Spells can be used once per scene.

32 AT THE GATES ASHCAN


CLASHES
Whenever a magical effect would interact with another magical effect in direct opposition to one
another, this is called a clash. For example, if a monster has a Quality that makes it impossible
to hide from them, but a character uses the Invisibility Spell, these two things would come into
opposition. Or if a character has a spell that gives them immunity from the Sunder Trick and an
antagonist uses an Art that automatically sunders their weapon. In these cases, the character
and antagonist make an opposed action. The character uses Esoterica + the most appropriate
Attribute. The antagonist uses its most appropriate dice pool or Desperation.

• Iconic Spells are usable once per game session. access to the person’s body, the ghost will remain for
the rest of the scene and answer questions as well as
In all cases, casters can target themselves as well
share whatever information it knows. If the body is
as others when a Spell conveys a beneficial effect.
not nearby, the ghost only remains for as long as it
takes to answer 1 question.

THE PILLAR OF ANIMA Many of the dead expect something in return for
information, such as services or tributes, though most
The Pillar of Anima is a measure of a caster’s
are keen to at least relay how they believe they died
connection to her own Soul and that of others. From this
and who’s responsible.
connection comes the physical manifestation of health,
vitality, protection, purification, and conversely, rot, decay, End
and the entropy that brings all things to ruin. Animancers
Cooldown: Iconic
use their magic to heal wounds, reanimate the dead, cure
or spread disease, commune with plants and animals, Cast this Spell as part of a magical attack against
and create powerful wards and protective magics. Many a target at Short range with double 9s. Instead of
people in Everend revere Animancers for their healing dealing damage, she sets the target to a specific task.
abilities, and nations seek after those who have specialized This must be something the target is capable of doing
in death magics to lead their armies in battle. and understanding easily, but it can be anything from
protecting her, fleeing the area, or joining her army. On
Death Block the target’s next action, if they do anything other than the
stated task, they suffer a Major Complication. Failure to
When people think of death, they recall the end of
buy it off results in the Aggravated Wound status effect.
life. When Animancers think of death, they consider
all the ways that death brings new beginnings through If the caster misses with their attack, this spell
change and regrowth. Death is but a turn in the cycle does not go on cooldown.
of life, and those who are specialized in this magic are
Poison
familiar with how to bring that turnabout faster than
normal or stave it off for a time. Cooldown: Dynamic
Cast this Spell as part of a magical attack against
Commune a target within Short range with the Poisoned tag and
Cooldown: Elevated double 9s. Gain access to the following Trick on this
The caster calls forth the ghost of a dead body attack:
to speak with her. The caster designates a person she Vile (2 hits): Inflict the Infection status effect on
knows is dead and calls forth their ghost. If she has the target. This can bypass armor.

arts and magic 33


Reanimation Purify
Cooldown: Iconic Cooldown: Iconic
The caster targets a mostly intact corpse (it must The caster targets a magically created area effect
have at least two limbs and a head) to reanimate. For out to Medium range and eliminates it. The space is
the rest of the scene, the animated remains follow the not magically cured of all harm following the area
caster’s orders to the best of its abilities, though it only effect, but the effect itself ceases.
has rudimentary function and cannot do fine work
or mentally taxing tasks. It can help the caster with Preservation Block
teamwork actions and make attacks. It has 1 Health, 1 Preservation holds things in stasis. It neither
Defense, 0 Integrity, makes close combat attacks with gives life nor takes it away, and in doing so, it maintains
6 dice, and makes all other actions with 4 dice. It haswhat is already there. Animancers use Preservation to
the Natural Weapons (Brutal) Quality. protect body and soul from external forces, warding
against disease, poison, damage, and change. While
Life Block Preservation is mostly a protective magic, it can be
Where Death is about the change from old to used to put enemies at a disadvantage.
new, Life is about the change from young to old. Life
Animancers heal wounds, encourage growth, cleanse
Magic Resistance
illnesses, and restore body and soul to allow them to Cooldown: Dynamic
flourish. While Life magic is often associated with The caster chooses a single target out to Short
benevolence, its connection to the wild places of Gaia range to convey a magical protection to. The target
makes its user formidable foes. gains a +2 Enhancement to their next defensive
Growth action against a Spell or Quality enhanced magical
attack not originating from a daemon. Additionally,
Cooldown: Elevated they may apply this Enhancement for the purpose
The caster causes plants to grow at a rapid rate. of overcoming the Complication associated with an
Designate an area out to Medium range to apply the antagonist’s Reaction Art.
Overgrowth Area Effect that extends out to Short range
from the origin point. This plant growth is permanent
Shield
and can be used to bring seedlings into full growth. Cooldown: Elevated

Heal Cast this spell on a target within Short range.


They gain 1 additional injury box that applies before
Cooldown: Dynamic the Bruised Injuries and stacks with any other armor
The caster may target one ally within Short range they might be wearing. This injury box remains for
to heal 1 damage and remove the Agony or Exhausted the rest of the scene and can be healed as though it
status effect. Alternately, the caster may make a magical were normal health (unlike armor). If this ally is
attack against an undead target with double 9s. a Storyguide character, grant them one additional
armor.
Neutralize
Cooldown: Elevated
Stasis
The caster may target a single ally within Short Cooldown: Elevated
range and remove one status effect from the following Cast this spell as part of a magical attack against a
list: Burning, Exposure, Fast-Acting Toxin, Infection, target within Short range with double 9s. Gain access
Petrification, Senses Occluded, or Void Warped. to the following Trick:

34 AT THE GATES ASHCAN


Static Entrapment (1 hit): Inflict the Immobilized
Frenzy
status effect on the target that lasts for a number of
rounds equal to the caster’s Echelon. This status effect Cooldown: Iconic
cannot be resolved normally without magic. Target an ally within Medium range. That ally and
all allies within Short range of the target enter a frenzy
Vitality for the rest of the scene. While affected by Frenzy, targets
Cooldown: Iconic gain a +1 Enhancement that stacks to all physical attacks.
Any failed physical attacks generate one additional
Cast this spell on a target within Close range to
Momentum. The caster may dismiss the effects of this
bolster their physical heartiness. For the rest of the
spell before the end of the scene.
scene, the target gains +1 Enhancement to resist or
overcome the effects of the Infection and Fast-Acting Arrest
Toxin status effects. This Enhancement applies to
Cooldown: Elevated
buying off Complications associated with the status
effect or attempts to resolve it, depending on which Cast this spell as part of a magical attack against
effect it is. a target at Short range with double 9s. Gain access to
the following Trick:
Slowing (1 hit): Inflict the Slow status effect on
THE PILLAR OF COGNITION the target and all enemies within Short range of them
The Pillar of Cognition concerns itself with the minds as they are overcome with an overwhelming sense of
of the inhabitants of Gaia. From the smallest animal to terror.
the largest dragon, Cognition soothes, provokes, tricks,
Valor
and empowers others. Those who focus on Cognition are
often tricksters or healers, using their Soul’s link to Gaia Cooldown: Dynamic
to influence others. Rumors of a darker form of Cognition Target an ally within Short range. The caster may
that can take control over others have long circulated remove one of the following status effects from them:
throughout Everend, but if such a form of the Pillar exists, Exhausted or Terrified. If he targets someone not
none has yet to experience it. suffering from one of these status effects, they gain
the Inspired status effect instead.
Animus Block
Spells in the Animus Block target the most base
Thought Block
and carnal impulses. It concentrates on the fight, The Thought Block deals with everything
flight, or freeze responses, invoking terrifying fear, within the conscious mind. Mentalists who
whipping up a frenzy, stopping enemies in their concentrate on Thought can project their minds
tracks, and bolstering allies against all those. Casters elsewhere, read other people’s intentions,
who specialize in Animus are known to embody their enhance the senses, and strike at the very core of
magic, making impulsive actions and urging others to a person’s being. Many people use Thought magic
act without thought. to help in tricky political situations, particularly
hard training sessions, and to deal with animals.
Fear Common etiquette states that people do not
Cooldown: Dynamic intrude on others’ thoughts without asking first,
Cast this Spell as part of a magical attack on a target but nothing stops a caster from sending a mental
within Short range with double 9s. Instead of dealing note to someone without their consent. Doing
damage, you may apply the Terrified status effect on the such things is likely to get you in trouble, though.
caster’s target with her as the object of their terror.

arts and magic 35


Detect Thoughts
Cooldown: Elevated
THE PILLAR OF ELEMENTALISM
Elementalism represents a caster’s connection
The caster can sense the mental pattern of to the world around her and to Gaia. It is the
creatures out to Long range. This tells him only that most external of all magic, allowing the caster to
someone living is nearby and how many such entities manipulate objects around her. When most people
but does not give him any specifics about them. If think of Elementalism, they picture incanters hurling
someone is concealed using the Invisibility spell, balls of flame, controlling the weather and raining
this cannot detect them. This does allow the caster down bolts of lightning, or moving rivers and stones.
to sense mental patterns (or the lack thereof ) in While Elementalism is fully capable of manipulating
illusions. these obvious sources, it also has the potential to
Illusory Image manipulate the very fabric of nature.

Cooldown: Elevated Creation Block


The Mentalist creates an illusionary image of The Creation Block encompasses the elements of
herself. Enemies that target her with a mundane creation, such as air, earth, energy, and water. These elements
attack suffer a Moderate Complication. If they fail to make up the building blocks of the world, and many who
buy it off, they hit the illusion instead of the caster. focus on this Block are often viewed as benevolent and
The illusion disappears immediately when hit that trustworthy. It’s unwise to underestimate the devastating
way. nature of creation and how much pain comes from change
Psychic Shock and the birth of new things.

Cooldown: Dynamic Air


Cast this Spell as part of a magical attack against Cooldown: Elevated
a target within Medium range with double 9s. The The caster gains the ability to fly up to Short
caster may choose to use Empathy in place of her range from the ground for the rest of the scene. She
normal attack Skill. Gain access to the following becomes immune to any area effects on the ground.
Trick: Additionally, she gains 1 Speed Advantage when in
Ablate (1 hit): Put a single Reaction Art on cooldown. flight. If the character can already fly, such as from
If the caster knows which Arts the antagonist has, she her anatomical features, she gains +1 Enhancement
may choose. Otherwise, the Storyguide chooses. that stacks to defensive actions.

Telepathy Earth
Cooldown: Iconic Cooldown: Iconic
The caster extends their thoughts to another and Choose a location within Short range and make
can open a line of silent communication. The caster the ground move. The ground rises into a pillar. Make
chooses a target within Long range and shares their a magical attack against anyone within Close range
thoughts with him. Once connected, the caster and of the ground movement with the Brutal tag and can
the target may communicate silently for the rest of purchase the Knockdown/Trip Trick for free. The
the scene. If the target is unwilling, the caster takes pillar acts as heavy cover for one person. This change
an action against Influence. If the caster has a bond to in the earth is permanent.
their intended target, they may cast this out to Extreme
range.
Energy
Cooldown: Elevated

36 AT THE GATES ASHCAN


Cast this Spell as part of a magical attack with The caster chooses an enemy within the scene
the Wrecking tag and double 9s. This attack has no and creates a shadow version of it. This shadow
elemental type (even if the weapon normally has an version has 4 Health, 1 Defense, 1 Integrity, and a dice
elemental tag) and cannot bypass elemental armor. pool of 8 for all things the original target is good at
The attack inflicts the Demolished Area Effect on and 4 dice for everything else. It has +2 Enhancement
the Close range around the target, even if the attack on attacks and has the Magical Weapon 2 (Brutal,
misses. The Complication to ranged attacks from Shadow) and Weakness (Fire and Light) Qualities.
the Demolished Area Effect only apply to the people The shadow assassin cannot perform actions
inside the area. other than attacking the antagonist it comes from but
acts on its own. It lasts until the end of the caster’s
Water next turn.
Cooldown: Dynamic
Fire
The caster creates fresh water that flows forth
from her hands. The caster may touch an ally in Close Cooldown: Dynamic
range to immediately remove the Exhausted status Cast this Spell as part of a magical attack and
effect. If the ally did not have the Exhausted status gain the Flaming tag with double 9s.
effect, he gains Refreshed instead. Alternatively, the
caster may make a magical attack with double 9s using
Lightning
the water and gain access to the following Trick: Cooldown: Dynamic

Slippery (1 hit): The target becomes slick with Cast this Spell as part of a magical attack and
wet. Movement actions suffer a Minor Complication, gain the Electrified tag and double 9s.
with failure to buy off rendering them prone. They
suffer +1 difficulty to actions made while they have
the Grappled status effect. THE PILLAR OF
Destruction Block TRANSFORMATION
Elemental magics that tear down or bring things Gaia powers the Pillar of Transformation and
to their component parts reside within the Destruction empowers the caster to manipulate magic itself. While
Block. This encompasses elements such as acid, other Pillars connect to the mind, body, and Soul of
fire, electricity, and darkness as the absence of light.others, or even the elements, Transformationists
Destruction magic tends to be flashy, with big effects connect to the underlying magic residing in all
and large devastation following in their wake. But, justthings and enact change at a fundamental level.
as Creation magic can be used to destroy, Destruction The hallmark of Transformation magic is change.
magic can be used to build. Whether by changing themselves, perfecting or
destroying a weapon, or changing the very nature of
Acid a material, the caster manipulates the natural order
Cooldown: Elevated and asserts her own will through the change. This
Cast this Spell as part of a magical attack and Pillar utilizes Advantage (more information on p. 16).
gain the Wounding tag and double 9s. The caster
may purchase the Destroy Object Trick for free to
Perfection Block
incinerate one object within Close range of his target. Perfection magic is considered the most
straightforward application of transformation magic.
Darkness The Transformationist strengthens his subjects
Cooldown: Iconic rather than radically altering them. Wealthy clients

arts and magic 37


seek out Perfectionists to endow themselves with new. Practitioners change the magic itself, making
strength, wit, and charm. Engineers and smiths hire old into young, big into small, solid into liquid, and so
them as consultants, and many Perfectionists assist many other permutations that there are whole schools
healers, artisans, and any other professional who of magicians devoted to the study of Transmogrify.
needs their body or tools operating at maximum
capacity.
Animate
Cooldown: Iconic
Empower Target a single object to bestow life upon for the
Cooldown: Elevated scene. This can be any kind of physical matter, solid
When casting Empower, choose one: Speed, or liquid. The animated entity makes close combat
Power, Social, or Mental. Gain +1 Advantage on attacks with a dice pool of 8 and athletics actions
the next action the character takes that would take with a dice pool of 6. It has 4 Health, 1 Defense, and
advantage of the type chosen. If not used by the end 0 Integrity. It has the Attentive and Magical Weapon
of the scene, this spell’s effects are wasted. (Soul Touched) Qualities. The caster may give the
animate commands as a simple action.
Hone
Fray
Cooldown: Elevated
Cooldown: Elevated
The caster touches an item and imparts a
+1 Advantage to all actions related to its primary Target a single mundane object within Close
function for a number of rounds equal to her Echelon. range. The object is immediately broken. If this is used
on an object held or worn by another character, the
caster must make a magical attack action to target the
Mend item.

Cooldown: Elevated Lightspin


The caster targets a single item out to Medium Cooldown: Dynamic
range and restores it to its full and working state. The
The caster creates a mundane object out of
item must be fixable by ordinary means, and most of
pure light that can be used for a single action. Any
its parts must be present for the Spell to mend it.
item created this way grants +1 Enhancement for its
Reinforce primary use and gains a single tag appropriate for its
type. Objects created with Lightspin glow as brightly
Cooldown: Iconic
as a torch with an inner light.
The caster targets a single item within Short
range. That item is now immune to all mundane Matter
attempts to break or destroy it for the rest of the Cooldown: Elevated
scene.
The caster may target a single object within Close
Transmogrify Block range. He may permanently change the substance of
the object from one material to another. A pond may
The act of transmogrification is not simply become a solid rock, or a lump of coal may become a
transmuting one substance into another. Instead, the brick of iron. This may be used to create or remove a
Transmogrify Block takes a substance or person and pathway through any material that is not magically
changes them into something wholly different and reinforced. This Spell cannot be used to create or alter
aaramite.

38 AT THE GATES ASHCAN


RUNNING AT
THE GATES
It’s the Storyguide’s role to make At the Gates Caparanite warriors proudly and openly wear
come alive. The full version of At the Gates provides the furs and fetishes taken from defeated enemies and
details regarding many aspects of the setting and its bear weapons as a matter of course wherever they go.
many inhabitants. This Ashcan Edition’s chapter As serious as they can be, they also value the sanctity of
is just a teaser of the two nations in conflict in our each moment and often have a devil-may-care attitude
example scenario and the creatures and monsters the when celebrating or enjoying the company of friends,
characters will encounter along the way. baying loudly of this or that battle fought many years
ago and proudly showing the scars they gained on that
day and the lessons taught by those wounds.
CAPARANITE Caparanite also possesses powerful mages
Survival against the odds. If a single phrase from across its vast territory who, unrestricted
could sum up a nation, the Caparanite clans would by a hierarchical structure overseeing the use of
carve these words in stone upon the borders of the magic, have mastered many arts that aid in their
barren, frigid wastes they call home for all to see. quest for survival. Any magical mishaps that have
Caparanite is a complex political animal comprising caused disaster there would be largely unnoticed as
a vast network of clans and small nations, each with the uncountable peoples of the far north are often
a distinct culture, united by their common goal of disconnected from their counterparts in the south. If
mutual survival in their harsh homeland. word stops coming from a remote settlement, it’s as
The hard lands breed hard people, and Caparans likely they died in the cold or to an attack from the
are recognized across Everend as some of the finest savage beasts that roam the Outlands as any magical
warriors on the continent. Their militaristic way of disaster.
life and their harsh yet straightforward code of law Despite these many advantages, the Caparanite
make them a nation of serious people who are honest, believe living to see another day is the highest honor
forthright, and blunt in conversation. Their way of and view ownership as “if you can protect it, you can
life leaves little room for intrigue and backbiting. It keep it.” They are highly prized as mercenaries but
is strength and the ability to survive that Caparans also feared as ferocious raiders. Since the major clans
respect above all. These diverse people consist of united under a single Khan, they are a threat to those
mostly goat- and mole-people, along with a variety of neighbors whose fertile lands could secure a living
other humans. for all the people of the north.

Running at the gates 39


Politics The Great Clans
There are four great clans who are the most
The Khanate is a loose confederation of
powerful, numerous, and populous, and they’re
independent states whose settlements range from
recognized as leadership contenders among the
encampments clinging to harsh tundra to fortified
numerous Khans.
cities dug into the cliffs and mountains that sprawl
across the harsh wasteland. Young Caparans often Clan Icehorn is the current ruling clan, so much
make a living by engaging in a Testing that sees them as any clan could be said to rule the Khanate. The
travel south as mercenaries, particularly to Talpidium, All-Khan’s voice is extremely resonant in the Council
where mercenary armies are required to watch over due to both his position and the power of his clan
Vitrumarian aggression to the far south. Many Khans that stands behind it. This leads many to support
decry this, as the way of life to the south is soft, and his proposals, swaying Council votes in almost any
those youths who return at all often lack the necessary matter, even in peacetime. His words and the wishes
survival skills to return to their people’s homelands. of his clan’s elders drive the Khanate’s policy more
Despite this, they are allowed to keep going to spread than any other, and they seek to gain safe access to
awareness of true Caparan culture to the southlands. food for all the people of the wastes.
And when they do return home, it is with knowledge Clan Frost Fist’s members are mountain
and experiences that benefit Caparnite as a whole. dwellers, and it’s considered the wisest and most
Allies and Enemies learned of clans. They descend from giants with skins
of granite who formed the great mountains into which
Caparanite does not have the best relationship the Memorandum is carved and which they defend
with anyone, largely due to outsiders’ perceptions to this day. Frost Fists are recognizable from their
of Caparans as uncouth, uncivilized, and savage runic script that winds around each member’s body, a
marauders. Their own view that southerners lack personal saga and verse for the Memorandum that is
the respect for life and freedom that Caparans hold kept even after death. The sight of Frost Fists flaying
dear to their hearts doesn’t help either. The Caparan the skin of their fallen to preserve their memory may
population itself is, with few exceptions, completely be grisly, but it is a deeply spiritual act to the Frost
combat ready, and they use that strength to test their Fists and a deep-rooted part of their culture.
neighbors’ ability to keep land and resources that
Clan Black Glass inhabits the area around the
they claim as theirs. This is the true way in Caparan
Fallen-Star Forge, a wide crater that was once said to
eyes, and it makes the Caparans one of the most
be a mountain of obsidian. The intense heat of the lava
warlike and aggressive nations on Gaia. In particular,
pits and geothermal fissures there are used in forging
the fact that the All-Khan has risen to a station where
weapons and armor. Clan Black Glass has become
he could feasibly unite the disparate clans into one
adept at trading its craftsmanship for food, water, and
force, the Caparans are coming to the realization
influence at Council. While other blades, arrows, and
of their power in unity and beginning to flex their
weapons are available to all clans, weapons forged
muscles on the world stage as more than just raiders
within the crucible of the Fallen-Star Forge are
and mercenaries.
surpassingly strong and have been known to shatter
Despite this, the Khanate has easy relations lesser blades like glass in battles and Testings upon
with Talpidium, and the two enjoy a cordial, if the frosty plains.
distant, relationship. Young parties of Caparans are
Clan Mistwalk is a mysterious, secretive clan.
hired by the thousands as mercenaries to bolster
Their powerful mages strike fear in their enemies
Talpidi defenses to the south (though they are kept
and even their peers. They inhabit a region to the
far, far from the Caparan border defenses by their
far north that is perpetually shrouded in fog. Their
paymasters, who fear a possible pincer movement).

40 AT THE GATES ASHCAN


neighboring clans say that those who venture into becomes fair game. The Testing preserves life and
those dense mists never return. Despite their sinister ensures the fruits of victory to the winner. Caparans
reputation, Clan Mistwalk’s emissaries are the most never destroy or burn crops or land as they leave
peaceable. Their policy at Council is one of neutrality, defeated from a battle, seeing the protection of the
offering their services to the highest bidder. Their land and property as the winners’ righteous spoils.
magical prowess is renowned across the wastes, and
clans often vie for their assistance. They support All-
Khan Beard fully, offering warriors to fight in the ORYDONIA
south. Otherwise, they hope others will leave them The beating heart of the continent of Everend,
to their magical studies. Though few peer into their Orydonia was once a picturesque, idyllic expanse
internal affairs, they have accepted outside warriors of rolling hills and fertile plains. At least, until a
capable of summoning. The clan harbors many magical blight destroyed much of the viable farmland
secrets to magic, including the ability to turn into overnight. Since then, Orydonia has been thrown
mist, which they use to guard their borders against into disarray, and the balance of power on Everend
trespassers. is upended. The abundance of food and water had
The Testing previously elevated Orydonia to primacy among
the nations of Everend. Its people enjoyed a state of
In a nation where survival and strength are most satisfaction not found elsewhere. This allowed them
important, the Testing is law. When a person accuses to develop both culturally and politically beyond their
another of wrongdoing, they take part in a contest to neighbors. Orydonia’s democratic socialist nation had
decide the outcome. Normally, these sorts of contests systems to manage food, housing, and resources to
do not require combat and are simply contests ensure that nobody was left wanting. Now, that same
of skill or cunning. However, it is not unheard of system is stuck in deliberation as they fight over how
for contestants to settle Testings through trial by to respond to the unthinkable, as people go hungry
combat, or even to the death where both agree this and many lose their livelihoods, their homes, and, in
is necessary. many cases, their lives.
Testings are contested between an accuser and Orydonia is a cosmopolitan place, seeing people
an accused. Each of them chooses ten witnesses from across Everend settling in its lush lands. In the
from within their clan, and those twenty form a deep country, fox- and rabbit-people speak in broad
circle within which the contest takes place. Once the local dialects and nod sagely at talk of the passing
terms of the contest are set, anyone who violates the seasons. In the cities, keen-eyed bird people wear
terms is considered disgraced. In this way, both clans elaborate togas complete with finely crafted brooches
show their commitment to honor above personal and tiaras, their plumage dyed in colorful hues to
attachment. To be labeled as disgraced in a Testing is attract attention. People of all stripes hawk their
to be an outcast, banished forever from the Khanate. wares on city streets and debate philosophy in tea
It is an insult graver than any other for a Caparan to houses across the nation.
be accused of having disgraced themselves in this
Under this veneer of calm lies a nation facing
way.
several crises without a good path forward. As
Testings extend to Caparan warfare. They issue Caparanite seeks to overtake what little fertile land
formal challenges before invasions, announcing all remains untouched by the Blight, refugees spill into
forces they plan to use and naming the battlefield. the border from Invesse, and their own populace sits
Parties can also name as off-limits the destruction of near total economic collapse, internal politics grow
property such as bridges, crops, livestock, and other heated on how to deal with these issues. Orydonia
such things. They view civilians as exempt in combat, is a nation on the brink: a stricken power clinging to
though anyone who takes up arms and tries to fight

Running at the gates 41


its ideals of democracy and equity for all while being insistence on the divine right for the Goze family to
torn apart by forces that it struggles to contain. rule the land in the name of the gods.

Politics Allies and Enemies


Orydonia is a true Republic, with an elected Orydonia’s diplomacy has been flawless for so
president who serves a maximum of two four-year long, given their strong trading position, that sudden
terms. The current president, Louisa Drosser, is scarcity has exposed a great deal of complacency in
coming to the end of her second term in the coming foreign affairs. Their traditional trading partners of
year. Political groups vie for recognition, hoping Talpidium, Invesse, Selacha, and Eves have all, to
dealing with the nation’s current issues will lead varying degrees, tried to assist them in their time
them to the next presidency. of need, but the lack of resources to reciprocate is
straining relations to a breaking point — particularly
There are three main parties in Orydonian
as some of those nations had relied on Orydonian
politics, with a smattering of smaller ones
food shipments for their own stability.
representing single issues, one-off local populists,
and various reactionaries and independents. The only true enemy of the republic is Caparanite.
The Blight has only exacerbated the disconnect
The Greenhills Party is the current ruling
between the two nations, with Orydonians pointing
party and has been in power for the past 16 years.
the finger at Caparan daemon research as the cause.
They hold a slim majority in both houses, and the
While the Caparans initially offered aid in treating
sitting president comes from their ranks. They
it in exchange for food, Orydonian politicians were
are a progressive, gradualist party that wishes to
unwilling to accept such a deal, with many saying that
preserve and expand the Orydonian way of life while
the Caparans had engineered the whole debacle. Now
welcoming other nations to participate in it.
both nations are gearing themselves up for what feels
The Farmers’ Voice Party, usually simply like an inevitable war.
referred to as “the Voice,” is a deeply traditionalist
party that believes in the primacy of the Orydonian
The Greengrass Code
way of life above all others. They represent the Orydonian laws have been codified and
moderate conservative position and are generally reworked over the centuries. The central document
seen as the main opposition, being the second largest of their law is known as the Greengrass Code.
party. Hamish Little, their party leader, came close While it largely concerns itself with the individual
to winning the last presidential election, and it is freedoms and responsibilities that each Orydonian
believed he may have a good chance at the next one. can enjoy, it also proscribes anything that damages
The Descendants of Goze style themselves the land and outlines a broad range of punishments
as the true party of Orydonia, with links to the for environmental damages, which are treated as
founding of Orydonia giving them a near-religious seriously as murder.
air of legitimacy. They are a rising political force in As with most written constitutional documents,
the country. They have long been on the outside of the wording of the Code and its meaning is
major political affairs but have recently taken up the reinterpreted and hotly debated among the parties, and
peoples’ growing fears about immigration and the legal experts of all stripes give their opinions largely to
Blight as their main causes. They use a great deal of suit the party of power. Indeed, debates around minor
religious rhetoric, indicating that Orydonian society constitutional points often dominate Congress, even
has fallen from the grace of the gods. Their opponents continuing during the Blight crisis and the Arable
castigate them as a threat to the established order and Crown affair. This has eroded public feelings toward
as a gateway to autocracy and imperialism, with their the institution of Congress and many now call for

42 AT THE GATES ASHCAN


emergency legislation to allow more robust and swift the influx, some wishing to enlist these incomers
decisions to be taken without costly delays. Of course, as a foreign legion with a period of military service
such a change would be highly unconstitutional and ensuring Orydonian citizenship, others simply think
create even more debate and division among the they should be turned away at the border outright.
Congress.

Citizen Soldiers CREATURE TEMPLATES


Orydonia is culturally, politically, and Antagonists use a simplified set of character
agriculturally on the cutting edge of technology and details to allow the Storyguide to easily put one
organization. On the other hand, their military forces together and abstract what they’re doing. These
are largely recruited from the community in the simplified templates give a general sense of the
area requiring a garrison, with only a small number power level of the antagonist and all the important
of resources dedicated to maintaining a standing information in a condensed format. The antagonists’
army. In times of great need, the nation calls upon dice pools indicate their general capabilities along
its citizens to arm themselves. The Greengrass Code with some important actions those apply to. All
states that all citizens should be trained in combat as antagonists can move with ease across terrains fitting
part of their academic education. While this means their type or anatomy, such as flying for a winged
Orydonians have a grounding in combat and basic creature, burrowing for a subterranean monster, or
military tactics, the nation hasn’t seen combat in so swimming and breathing underwater of an oceanic
long that their troops lack the true discipline and being.
morale of battle-hardened troops.
Primary Pool: The antagonist’s primary pool is
Despite this, Orydonia has an abundance of its large action pool.
out-of-work farmers who are looking to do any job
Secondary Pool: The antagonist’s secondary
they can to earn a living. This has caused them to
pool is what it is next best at.
take up arms and move north to defend the Arable
Crown. Without leadership, these citizen soldiers are Desperation Pool: The desperation pool is for
doomed to start something that no one in the nation everything else.
is prepared to follow up on. Enhancement: Antagonists have access to
Enhancement on certain actions, just like characters.
Immigration
Initiative: The antagonist’s Initiative score.
Orydonia has always had open immigration
policies. While other nations may view Orydonians as Defense: Antagonists do not roll for Defense,
self-important, many people have a reverential respect and instead this number is a static number that serves
for the political and philosophical advances they have as the difficulty to hit the antagonist.
made. Young and old seek a new life in a thriving Integrity: Antagonists similarly do not roll for
nation. Integrity against influence actions.
Recently, the war in Invesse has caused a glut Armor: If the antagonist has armor, it is listed
of refugees fleeing the war into Orydonia. At first, separately. If the armor is magical or elemental in
Orydonians accepted these refugees with open arms nature, it will be denoted as such.
and offered as much support as they could. Since
Health: Antagonists have injuries, but not Injury
the Blight, the influx of new mouths to feed poses
Levels like the players’ characters. Otherwise, Health
a logistical and political problem. Internal tensions
works the same way.
about how to deal with foreigners while trying to
feed their own nation have led to intense political Qualities: There are the antagonist’s Qualities
discourse. Factions argue about the best way to handle that are always on.

Running at the gates 43


Arts: This is the number of Arts the antagonist aren’t much more powerful. Their numbers make
knows and how many it can use in a scene. them a dangerous problem for farmers and explorers
Magic: This is the magic Spells the antagonist alike, and they commonly roam outside of Outlands
knows. Antagonists’ Spells are the same as the ones in search of food.
characters have access to in Arts and Magic. Drive: Search out prey and protect their territory.
Soul: This is the antagonist’s Echelon (if they Primary Pool: 8 (Hunting, Group attack)
have one) and Energy. Secondary Pool: 6 (Chasing)
Special: Some antagonists have unique perks to Desperation Pool: 4
their Qualities and Arts or ad hoc rules to reinforce Defense: 1
their identity. Integrity: 1
Health: 4
Lluvia Caparan Researcher Armor: 0
Lluvia is a Caparanite researcher who is obsessed Initiative: 3
with Outlands and daemons. She’s been trying to Qualities: Frightening Presence, Natural Weapons 2
(Fangs and claws; Brutal, Painful), Weakness (Fire)
figure out how to open a gate without summoning
a daemon first, and between her obsession and the Arts: Leap 2, Miasma (Senses Occluded) 1, Unsettle 2
experiments, there is no amount of danger that she Soul: 0
isn’t willing to subject herself to. The problem is
that she’s become reckless and is happy to put other
Qessarach
people in danger as well. Qessarachs are a kind of daemon that exhibit
the features of humans, spiders, and scorpions. Ever
Drive: To make a pact with a powerful daemon.
since the first qessarach made their way from the
Primary Pool: 10 (magic, subterfuge, tracking)
Void into Gaia, the arachnid people have tried to find
Secondary Pool: 8 (melee combat, daemon a permanent way to reside in the new world.
research)
Desperation Pool: 5 Unlike many other daemons, qessarach have a
Enhancement: +1 melee combat, +1 subterfuge civilization of their own, where people live together
Defense: 1 and collaborate to protect their loved ones from the
Integrity: 2 (+1 Advantage to resist influence) dangers of the Void. After an eternity spent beyond
reality, with so many dreaded daemons endangering
Health: 7
their kind with their mere existence, the qessarach
Armor: 1
look to Gaia, hoping for a better future. Qessarach
Initiative: 5
aren’t averse to the idea of a peaceful coexistence
Qualities: Magical Weapons 2 (Caparan Axe; Soul
Touched, Wounding), Willful with the people of Gaia, dreaming to effectively
become one themselves, but for now are taking their
Arts: Push 3, Sundering Impulse 2
time to study Everend and decide the best approach
Magic: Fire, Magnetism
to realize their aspirations.
Soul: 1 (4)
Drive: Find a home for their kin in Gaia, whatever it
Warped Wolf takes
Primary Pool: 8 (close combat, weave, work chitin)
Void warped wolves are twice the size of their
normal counterparts, with elongated eye teeth and
Secondary Pool: 6 (Defend vulnerable people,
intimidate, poison)
bone spurs across their spines. Warped wolves almost
Desperation Pool: 4
always come in packs of three or more. While they are
Enhancements: +1 melee combat
certainly more dangerous than mundane wolves, they

44 AT THE GATES ASHCAN


Defense: 1 from all attacks, area effects, or status effects related
Integrity: 2 to that source.
Health: 4
Willful
Armor: 1
Initiative: 5 The antagonist gains +1 Social Advantage when
resisting influence.
Qualities: Attentive, Frightening Presence, Natural
Weapons 2 (Stingers and claws; Piercing, Poison)
Arts: Entangle (Short range) 1, Miasma (Fast-Acting Antagonist Arts
Toxin) 4
Arts are special abilities that an antagonist must
Magic: End, Poison activate to use. Arts are either a reaction or an action.
Soul: 1 (4)
Reaction Arts are activated in reaction to a
Antagonist Qualities character’s action, with the inciting action listed in
parentheses. They impose a Complication on the
The following are qualities the antagonists in character’s action. Complications on Adept Arts are
this chapter have. Qualities are always on abilities. Minor, Elite Arts are Moderate.
Attentive Action Arts must be activated on the antagonist’s
turn.
Thanks to multiple eyes, developed senses, or
mystical means, the antagonist is extraordinarily Unless an Art states it requires a simple action to
difficult to take by surprise. All actions to avoid its activate, it counts as a reflexive action the antagonist
attention face a Major Complication. Failure to buy it can use in conjunction with other Arts.
off alerts the antagonist that something’s amiss despite Antagonists can use an Art a number of times a
not noticing the character and will investigate the scene equal to the number of times it is listed in their
general area. Additionally, attempts to evade its pursuit write-up.
or lead it on a false trail are made at a +1 difficulty.
Entangle
Frightening Presence
Type: Simple Action
Both people and animals see the antagonist as
Through silky webs, lashing roots, shadowy
a dangerous threat not to be messed with, providing
tendrils, or other means, the antagonist can
them +1 Social Advantage when intimidating others.
immobilize their opponents. The antagonist applies
Magical Weapons (1–3) the Overgrowth area effect centered on itself out to
Medium range.
Whether through sorcery or their innate gifts,
the antagonist’s weapons brim with magical power. This Art cannot be used more than once in the
Each level conveys a weapon tag. same round.

Natural Weapons (1–3) Leap


The antagonist is a natural predator and has some Type: Reaction (Any Attack)
form of natural weapon that they can always use, The antagonist moves two range bands in a
even when unarmed. These weapons can never be single bound, be it an impressive jump, an eldritch
disarmed. Each level conveys a weapon tag. blink, or any other means of sudden movement. If this
happens as a result of a ranged attack, the antagonist
Weakness
may use Leap to close the distance to the attacker.
When picking this Quality, choose a source of
damage. The antagonist suffers 1 additional damage

Running at the gates 45


Miasma Sundering Impulse
Type: Reaction (Any Attack) Type: Reaction (Any Attack)
The antagonist releases a burst of dangerous The antagonist releases a disruptive
substance. Common examples include toxic fumes, manifestation of power that breaks their opponents’
acidic blood, soporific gases, and caustic spores, but equipment, like a destructive burst of freezing cold
stranger options such as Void dross or bloodthirsty or a vicious curse. This power takes the shape of a
pixies are also valid. ranged attack action that hits up to Short range and
The attacking character and anyone within Short applies the effects of the Sunder Trick to the attacker.
range of them gains one of the following status effects:
Fast-Acting Toxin or Senses Occluded (duration equal
Unsettle
to the antagonist’s desperation pool). Type: Reflexive Action
With a reflexive action, the antagonist unnerves
Push
a person in its presence. The antagonist rolls its dice
Type: Reaction (Melee) pool against the target’s Integrity. On a success, the
The antagonist launches their opponent away, target gains the Terrified status effect.
either through sheer force or mystical means. The
attacker is moved two range bands away from the
antagonist.
This Art counts as a simple action.

46 AT THE GATES ASHCAN


INTRODUCTORY
SCENARIO
Using the characters, powers, monsters, setting
information, and rules presented so far in the Ashcan
Scene 1: On the Hunt
Edition of At the Gates, the following acts as a brief,
The blight left the Golden Bough farmlands,
six-scene adventure for the ready-made characters
which should have been lush this time of year, a
from this book to embark upon.
muddy, green bruise. There is no untainted land
within miles, and everyone in the village has spread

THE ENCROACHING OUTLAND out to forage what they can for the Greengrass Week
feast. Your party traveled northwest at dawn, into
This introductory scenario begins with the the forest. By midmorning, the trees turn from gray
protagonists as a foraging party from their home, and dry — only fit for kindling anymore — to green.
departing from a small village called Golden Bough Their canopies fill out, diffusing the sunlight into
in northwest Orydonia. The blight has wiped out a dim, green glow. Here, away from the blight, it
their crops, so they’ve been sent far into the forest would be a perfect day if not for an unseasonably
to forage for food for an upcoming Greengrass Week cold wind from the north, cutting through the pines.
feast. They encounter a pack of Void-warped wolves,
which they defeat with the help of a stranger from The characters are close to the Caparanite
Caparanite. The stranger, injured, tells them of a border. This part of the woods is flush with life.
newly formed Outland and asks them to investigate it Streams and ponds house uncontaminated fish,
and tell her if it appears to be spreading. berries bushes spot the thinner areas, and wild tubers
Italicized text can be read aloud to players and mushrooms grow in the shade. The characters
or paraphrased as the Storyguide sees fit. As the can forage for food here using Survival or Ranged
adventure goes on and players make decisions that Combat. After they resolve their actions, they spot
drift from the written adventure, the italicized text a deer trail that leads north. It looks used recently,
becomes less relevant. The story begins in Orydonia, which means larger game might be just ahead.
which is a diverse nation. The players should review If the group decides to follow the deer trail,
what their characters are capable of and where their they must succeed on a teamwork Survival action at
strengths lie before play begins. difficulty 3 to navigate the trail.

introductory scenario 47
Consider applying the following Complications trees, though they will suffer a Minor Complication on
to the action: all movement actions, with a consequence of falling
from the trees.
• They know that Caparanite is a dangerous place
which makes them paranoid and slow, imposing At the end of the fourth round, the party hears a
a Minor Complication. If not bought off, they distant whistle. Lluvia, a very tall woman in Caparan
find the deer, but it’s dead, and the wolves are clothes, is running toward them. She ends the round
already devouring it. Go to Scene 2. within Long range of the northmost warped wolf,
pulls a crossbow off her back, draws, and aims it. She’s
• The underbrush is thick and leaves crunch injured and furious. If the protagonists are grouped
underfoot, imposing a Minor Complication. near the warped wolves, she yells, “Move!”
If not bought off, the deer hears them as they
Divine Insight can reveal that she is not what she
approach and bounds away before they can
seems, the wolves are the most dangerous enemy right
act.
now, both the wolves and the woman are exuding
When they come upon the deer, they can attack strange magic, and the touch of the Void on the
it before it acts. It only has 1 Health and Defense. The wolves makes it hard to detect a daemon summoning.
moment the deer goes down, they hear three wolves The woman aids in killing the wolves to the best
coming out of the trees. Go to Scene 2. of her ability. She does not cast magic or use Arts
If they choose to continue foraging where during this combat, afraid that they will go awry due
they are, their next gathering roll gains a Minor to being Void Warped.
Complication. If not bought off, the group of wolves When one of the warped wolves is dead, or all
makes it within Medium range before the group spots three are at less than half of their remaining health,
them. Otherwise, the group spots the wolves at Long they’ll flee. The Caparan woman tries to shoot them
range and can prepare for attack. Go to Scene 2. as they go, but she won’t give chase.

Scene 2: The Void-Touched Pack Scene 3: The Injured Caparan


You see a massive wolf, back arched and The woman snorts and falls to her knees.
covered in bony spines, yellow eyes seeking out Blood is seeping through her tunic. She looks older,
food. You can see under its matted fur the Void- late middle-aged.
indigo glow of magic. Two more wolves catch your
eye as you contemplate what to do next. “No good,” she croaks and starts pulling up
her tunic to inspect the gash on her side.

If the deer is present and dead, the hungry


Lluvia attempts to heal herself but will accept
warped wolves descend upon it first. The characters
first aid or magical healing from anyone who offers it
have a chance to sneak away, but suffer a Moderate
to her. She’s currently at 2 Health remaining. Lluvia
Complication on their Larceny actions. If not bought off,
is extremely curt with the party, explaining that she’s
the wolves notice them and turn to attack. Otherwise,
a mage and researcher who set up a house near the
the wolves attack the characters immediately.
border to study the blight.
This area is covered in trees, and while there
Make sure the group gets the following
is a small deer trail, it’s otherwise overgrown. The
information:
characters must contend with the Overgrowth area
effect on their actions. A character may climb a tree • Lluvia claims to be researching a way to stop
with an Athletics action and will subsequently not have the blight from spreading north.
to deal with the area effect for movement through the

48 AT THE GATES ASHCAN


• She claims there’s an Outland to the north that grass, purple flowers, and sharp rocks peeking up
opened near her home. between them. In the far distance is a pair of sharp
mountains. Not far from the edge of the woods is a
• She was following the wolves after they two-story log cabin with smoke curling out of the
attacked her, afraid they would hurt someone chimney. Over it, a disturbance in the air shaped
else. like an immense overturned glass bowl — a dome
made of faintly iridescent threads. Soon, you’re
• Success on an Empathy or Larceny action to
close enough to touch the shimmering skin that
detect if she’s lying reveals that she was not
divides the normal world and this Outland.
attacked by the wolves, but pressing her on the
matter will make her shut down.
The boundaries of the Outland are growing, but
• She believes there’s an unstable gate in the not as fast as Lluvia indicated. Inside, the air feels
Outland that’s causing it to grow at a rapid cold, and thin webbing snaps as the protagonists pass
rate. through the strands. They’re sticky and cross every
which way. The Outland and Overgrowth area effects
• Lluvia insists that the most important thing apply here.
is making sure the Outland doesn’t swallow
The Outland and the house inside have several
Golden Bough, which could happen in a matter
things of note to investigate.
of hours if the gate isn’t stable. Lluvia gives
a detailed description of how to find her home The webbing: This daemon appears to be a
and the Outland. She believes there’s a daemon qessarach. An Esoterica + Intellect action difficulty 0
that came through and caused both the gate reveals more information, with 1 hit per bullet.
and Outland. If the daemon is returned to the • Qessarachs are not often violent or powerful.
Void, the Outland will eventually shrink and They tend to create webs and stay there for long
close on its own. periods.
If a character gave her first aid or healed her,
• Qessarachs are spider-like daemons capable of
Lluvia will give the party a bottle containing a dose
inflicting poison on foes.
of antitoxin that removes the Fast-Acting Toxin status
effects if ingested. • Qessarachs are somewhat humanoid, and
their manners aren’t entirely alien. One may
Scene 4: Into the Outland be willing to lend aid to anyone who seeks to
protect their loved ones, offers to peacefully
Before you leave, Lluvia gives you a warning:
coexist, or offers to help the qessarach protect
“Don’t stay too long in the Outland. Remember the
their families.
wolves.”
The border between Caparanite and Orydonia • Based on the number of weblike threads
is stark. The way becomes steep, and suddenly, crisscrossing the area, this daemon has been
the trees thin, and you are in a vast field of pale here for much longer than Lluvia indicated.

INCLUDING HORROR (OR NOT)


Some people love horror elements in their adventures, and others don’t. Discuss with your players
what you all enjoy, add elements you like, and subtract the ones you don’t. It’s your game!

introductory scenario 49
The burn pit: On the near side of the house, If the party breaks down the door or failed to buy
there’s a pit for burning refuse and a small animal off the Complication on sneaking in, the qessarach
shed. There are no animals inside, but there are responds with hostility, and combat commences. A
burned animal skeletons in the pit. A Survival + stealthy break-in places the qessarach at the end of
Intellect action difficulty 0 reveals more, with 1 hit the initiative order.
per bullet. If they knock or sneak in without consequence,
• The bones have been gnawed on. they can engage with the qessarach. In conversation,
the qessarach introduces herself as Lapis and speaks
• They’re mostly enormous goat skeletons. in a raspy, intelligent voice. Lapis is gracious but tells
the party to leave. She won’t answer questions or even
• Optionally, there is at least one huge, twisted
talk to her unless they defeat her in an honorable
skeleton of a person.
duel. The duel can be combat or a battle of wits.
Using Esoterica + Intellect at difficulty 0 reveals
If they choose a battle of wits, it is a teamwork
that the skeletons show signs of the Void Warped
action with a difficulty of 8.
status effect, and with 1 success, they would know
that it would take more than a day in the Void to warp In combat, Lapis fights until her Health is reduced
people and animals to this extent. to 2, then attempts to engage in an influence action
to call for peace. If the character attempts to kill her
The walls of the cabin are thick, and the curtains
despite that, she uses Entangle and tries to flee through
drawn, but the door is thin and the locks simple. It can
the gate. If they stop fighting, she will speak with them
be broken down with an Athletics or Close Combat
and offer a negotiation.
action. Alternatively, the simple locks on the door and
windows can be picked with Larceny + Dexterity. They Killing Lapis or allowing her to escape will
have a Minor complication to sneaking in stealthily successfully cause the gate to close immediately,
that, if not bought off, makes the inhabitant hostile. but the Outland will remain for quite some time
Lastly, the protagonists may simply knock, and the afterward.
door opens shortly. If the characters negotiate with Lapis, they can
make a pact to summon her or simply ask her to leave
Scene 5: The Spider’s Parlor through the gate. The following is information that
might come up in conversation:
The inside of the cabin is dim, lit by candles
and the cozy fire in the fireplace. A woman with • Lluvia attacked Lapis to negotiate a pact, but
a marble-smooth face, cobalt blue hair, and when she was bested, she ran off.
matching dress stands inside. At first, you mistake
• Negotiating a pact with Lapis requires the
the roundness in the back for a bustle, but too
party to offer her what she wants in return for
many hairy, spider-like feet peek out from under
her aid.
the hem. That’s a thorax. At the far end of the
house in the kitchen, a pitch-black hole in the floor • Lapis only wants to live in Gaia, and if the party
radiates ominous dark. offers her a safe home, she will join in a pact. If
they wish to offer her anything else, they must
The inside of the cabin is a home with a desk, succeed on a Persuasion action against her
comfortable chairs, bookshelves, and a roaring fire. Integrity.
Upstairs, there’s a bedroom and one unmade bed. The gate
is toward the back of the home, in the kitchen behind the • If negotiations fail, the characters can still
mage’s work desk. The furniture can be used as light cover persuade her to leave with a Leadership or
by anyone who crouches behind them. Persuasion action against her Integrity.

50 AT THE GATES ASHCAN


ANOTHER PATH
It is possible with the creative use of magic, like elemental fire, to cut a path back to the village.
While it isn’t possible to save the village, reward this creativity with a chance to help a few villagers
(possibly a character’s Contact) escape.

The gate only closes, dissipating the The fire is south, the direction of their village.
Outland without need for an action, if the pact is They can stay to examine the scene, but after each
formed. Banishing or killing the daemon halts the character has a chance to take a turn, the forest has the
expansion of the Outland. The cabin can be searched On Fire area effect, and the fire moves 1 range band per
once Lapis is handled. The Storyguide decides what’s round.
there, but here are some suggestions: Investigating the area reveals one piece of the
• Notes on curing the blight, causing it, or both following information with a Survival or Enigmas
action at difficulty 0:
• A cache of 3 antitoxins
• There’s a blood trail that leads south.
• Maps of recent Outlands appearances in
Caparanite • Lluvia has left behind everything except her
clothing.
• A letter from a khan addressed to Lluvia and
Bernard Mistborn mentioning an imminent • The ground is churned as though Lluvia went
invasion of Orydonia through something terrible before leaving.

Additional hits can be spent to gain the following:


• A primer on flagros daemons’ motives that’d
provide a +2 Enhancement to negotiating with • Lluvia’s crossbow is a fine weapon with the
one Piercing and Brutal tags.

• If the gate closed, there’s an eight-spoked • Lluvia has left a magical cloak behind is an
magic circle underneath it drawn in charcoal armor with the Light, Padded, and Soul Touched
tags.
If the Outland remains, staying to rest overnight
risks the Void Warped status effect. The latter can’t be • Forge a bond with Lluvia, positive or negative.
removed until they leave.
• Gain an insight into Lluvia’s motivations or
Scene 6: Conflagration background.

Escaping is a series of teamwork actions, all at


You trace your steps back to where Lluvia and
difficulty 4. The area starts with the minor On Fire
your deer are waiting in the woods. The deer’s carcass
area effect. The oppressive smoke and heat bear
is still hanging over a bow, but Lluvia isn’t there. Her
down on the protagonists. Every turn not spent on
notebook and the charcoal stick are at its base. On
the final page, she’s left bloody fingerprints and a movement increases the Complication rating of the
message: I stayed too long. The wind shifts suddenly area effect, as does moving toward the fire.
from southward to northward, and the smoke hits • To find a safe route out of the fiery forest, they
you before you notice in the distance the glow of a dry must make a Survival + Cunning action with a
forest burning. Minor Complication of smoke and heat. If not
bought off, they gain the Terrified status effect.

introductory scenario 51
• To outrun the blaze, they must make an • Is Lluvia responsible for the fire, and do the
Athletics + Stamina action. Failure on this protagonists track her down?
action increases the On Fire area effect range,
• Would the Orydonian Senate be interested in
but does not halt progress to safety.
the texts they retrieved?
• A fallen tree blocks the only safe path. They
• If they found maps of Caparanite Outlands,
must make an Athletics or Survival action to
can they find and bind more daemons? What
bypass it without getting hurt.
resistance will they face in Caparanite?
Successfully making it out of the forest means
the protagonists are safe. • Did anyone’s family, friends, or other bonds
escape the fire?
When the fire has burned out the next morning,
the party can return to their destroyed village. From • If a character forged a pact with Lapis, do they
here, what the Storyguide and players do is their reveal this information to anyone?
decision. Some threads to follow:

52 AT THE GATES ASHCAN


On the continent of Everend in the world of Gaia, magic suffuses everything, keeping
all in harmony. The seven nations of Everend maintain peace after centuries of struggle
— a peace now rapidly deteriorating. In an explosive demonstration of power, one nation
pierced reality and called forth daemons from the Void through the resulting gates. Now,
all nations rush to gain daemonic magic for themselves. As the nations prepare for battle,
common folk go about their daily lives fearing the brutality of war and the daemons’
incomprehensible power. All the while, the Void spilling through the gates collides
with Gaia’s magic, creating Void-tainted landscapes. The taint transforms wildlife into
ravenous beasts that rove across Everend. The balance has been upended.
Everend needs heroes to stop the march of destruction and to help people understand
their place in the new world.
Will you heed the call?
At the Gates: Ashcan Edition is an early access experience designed to introduce
you to the world of Everend and get you started playing the game today.
Inside you will find:

• Details on how to play Storypath Ultra.

• Four pre-made characters, along with all the rules necessary to play and understand
them.

• Rules on two nations and a couple of antagonists in which to set your story.

• A short scenario to introduce you to the world.

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