At The Gates Ashcan Edition (Final Download)
At The Gates Ashcan Edition (Final Download)
At The Gates Ashcan Edition (Final Download)
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.
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
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
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
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.
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.
• 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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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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.
• 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.
• 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.
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
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
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.
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.
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.
• 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.
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:
• 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.