1 5playerpreview
1 5playerpreview
Hello all,
This is (very raw) playtest content for ICON 1.5. I thought I’d put it out so you could get a look
at the shape of things for the upcoming release, which will probably be a version or two o
from the nished book and will be content complete.
Sorry about the formatting/lack of bookmarks, this is purely for a sneak peak. The full test
release of 1.5 will have more art and proper bookmarks and be much cleaner.
Cheers,
-Tom Bloom
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TACTICAL COMBAT
When you go into a situation in ICON where high- do something. You may also use interrupts
stakes violence is about to break out, it’s probably before, after, or in the middle of any action, even
time to go into tactical combat. Tactical combat off your turn, if you have them.
is ICON is for answering the tensions or
questions that words alone can’t solve - Allies and enemies alternate taking turns. When
when the outcomes are important, and true mettle everyone (allies and foes alike) have taken their
is tested. Typically heroes fight against the turn, a round passes, and a new round begins.
monsters and horrors that clamber within and
without the sunken chambers of the arkenruins, This section is basic combat rules. For
but sometimes you may find yourself fighting advanced combat rules (with more detailed
against other people when an argument can’t be explanations of some statuses and effects), you
solved any other way. can see further down this section. Each class and
subclass has the combat rules, statuses, and
In combat, the non player characters, including effects most relevant to it explained at the start of
the foes, are controlled by the game master, and its section so don’t worry about memorizing
there is usually (but not always) an objective of every special rule.
some kind.
Your character
When to go into combat
Like your Bond, your character has a Job, chosen
Go into tactical combat when the tension and at level 1. Your job has a red, yellow, blue, or
the stakes of the story can’t be resolved green class, and gives you your basic game
except through battle. statistics and abilities which you can use in
combat. Let’s go through them quickly.
If there’s a question about whether to go into
combat or not, establish the stakes - what each • Vitality (VIT): Determines how healthy your
side wants out of the combat. This can be as character is. Multiply VIT four times to get your
simple as survival. If you can’t get a clear answer, Hit Points (HP). When you gain vigor (a
then there’s probably no reason to play out shield that goes over your health, usually from
tactical combat! healing) it’s equal to a multiple of your VIT.
Other effects can heal or damage you you equal
to a multiple of your VIT value (25% of your
Combat in ICON maximum HP), so it’s a quick shorthand.
• Hit Points (HP): 4x your VIT, representing
Tactical combat in ICON is a game that is your character’s physical state, energy, and
intentionally an abstraction. It’s a different ability to avoid damage. Once you run out and
mode of play to narrative play, and has more go to 0, you are defeated. You’re
tightly constrained rules. incapacitated (can’t do anything, need help to
get up) and take a wound. Certain abilities care
Tactical combat in ICON is grid based (a square about if a character is bloodied, which is at or
grid is used, with each square representing 1 space below 50% your base maximum hp. Characters
on each side) and turn based. On your turn, you always heal to bloodied after combat is over.
can take a standard move and take two other • Wound: When you take a wound, fill in 25% of
actions. Sometimes you will use both actions to your HP (a value equal to your VIT value) from
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the right side, temporarily reducing your You might want to play out a scenario in which
maximum HP and maximum vigor. You characters are weakened or disarmed in some way
normally get wounds from being defeated. You - in which case don’t go into tactical combat!
can’t typically recover or heal a wound until you
take an interlude. If you ever accumulate 4 That isn’t to say there isn’t power to be found in
wounds, you suffer total defeat. gear and weapons, but ICON only cares about the
• Defense: How hard it is to land a blow on you truly legendary stuff. During your adventures, you
in combat. A hostile character must beat or will recover temporary items of power, called
match your defense with a to-hit roll to hit you Trophies, and unlock powerful Relics, aspects
with an attack (and you have to do the same to of ancient heroes or legends that empower your
them). Anything lower is a miss. armor, items, or weapons. These relics must be
• Speed: Affects how far you may move when leveled up alongside your character by infusing
you take a standard move action (full speed) or them with Dust, which you can recover as a
dash action (half speed). reward from your exploits. Dust can also be used
• Size: How many spaces square you take up on to empower your group as a whole by investing it
the battlefield. Player character are all size 1, into your Camp.
and take up a 1x1 area.
Boon and Curse
• Damage: Damage in ICON depends on your
job. Every class has a damage die (d6, d8, etc) During combat, you’ll often make use of Boons
which is often written as [D], and a fray and Curses. Here’s a refresher: for each boon, roll
damage value (a fixed amount). 1d6, pick the highest total result, then add it to
• Saves: When you make a save against a hostile your d20 roll total. For each curse, roll 1d6, pick
effect, roll 1d20, and save against the effect on the highest, and subtract it from your d20 total.
an 10+, usually resisting or ending it. Boons and curses cancel out each other, 1 to 1.
• Resolve: Resolve is a resource you build up
slowly over combat and you must spend to use
your most powerful abilities, called Limit Combat, step by step
Breaks.
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NPC? For examples of this you can see page Any entity that’s controlled by a player or GM is
XX in the Book of Adventure. called a character.
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• If you try to exit a space adjacent to a hostile Characters that are picked up or placed on the
character, it costs +1 more space. This is battlefield don’t trigger effects, interrupts, or
called engagement. abilities that trigger off movement, such as the
• Moving through certain terrain on the powerful vigilance or rampart effects of some
battlefield can also slow your movement. characters that would normally stop or hinder
Difficult terrain, like mud, snow, or swamp, such movement.
increases the cost to exit a space by +1 space.
• Moving up elevation costs +1 space to enter While a character is removed from the battlefield,
per difference in elevation, up to a maximum of they don’t typically take turns unless specified.
+3. Spaces 4 or more spaces higher cannot be
entered with normal movement. Sharing Spaces
In general, when moving, take the highest penalty Characters can never end their movement sharing
only (they don’t stack). For example, if you’re space with an obstruction or with another
trying to move up 2 levels of elevation (+2 character, even an allied one, unless specified. If
movement) out of difficult terrain (+1 movement), this situation would ever occur as a result of a
your movement costs +2 more spaces rather than move, the movement can’t be made.
+3.
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Slope - Exiting a slope space on to a higher level
of elevation or another slope space does not cost Characterizing terrain
extra movement. Could also be something like a Difficult terrain represents mud, snow, swamp,
staircase or ramp. or water. It could also be something like a river,
Pit - A pit space is just what it sounds like, but deep water, or rubble. Dangerous terrain can
could also be deep water, mud, etc. Pits count as represent lava, acid, or spiked rocks. Pits can
one level lower of elevation than their base represent a hole in the ground or a pool of deep
space. water, mud, etc. You can use your imagination for
Object - Characters can often summon or create whatever suits your battlefield.
objects and they can be used to represent
boulders, piles of barrels, a cart, a wall, etc. They Interactables
otherwise function as terrain. Categorized by You can rule that certain terrain objects or spaces
height, 1-3. Provides obstruction. Characters can are interactable, like levers, switches, heavy doors,
stand on objects and take cover behind them. force fields, traps, etc. Interacting with them (as
Objects are immune to damage and effects unless an action) changes some part of the map or has
specified. some effect, such as dealing damage in an area,
creating cover, creating new terrain, or
Destroying objects - The GM can make objects summoning foes or allies.
destructible. Destructible objects have 10 hp, are
automatically hit by attacks and effects, and fail
The Edge
all saves.
Normally characters can’t move or be moved off
Destroying Terrain - Basic terrain is not
the edge of a battlefield unless they flee.
destructible. If you want a space of terrain to be
Sometimes the GM wants to put a cliff, bottomless
destructible, make it an object.
pit, open portal to another dimension, or some
other kind of massive hazard on the map. In that
Once an object is destroyed, remove it.
case, the GM can rule that characters that are
shoved off the edge or into that hazard are
Difficult and dangerous terrain can overlap
removed from play. They may choose to make
other terrain types - ie a space can be a height 1
flying characters exempt from this rule if the edge
terrain space and difficult, like a snow covered
is a cliff or hole. Since having a hazard of this type
hill, or dangerous and a pit, like an acid pit.
greatly effects combat flow, it’s always an optional
rule.
Measuring
When measuring range up and down terrain,
Modifying terrain
measure it flat even if the terrain is elevated (don’t
Characters can often create or modify terrain, or
worry about doing Pythagorean math!).
place objects with their abilities. For more detail
on this, see the Effects part of the Abilities section
Battlefield Size: just below.
Battlefields should be around 10x10 spaces.
Smaller maps can be 6x6. Larger maps should be
15x15 at absolute largest. Battlefields that are too
large will slow the game down significantly.
Terrain advantage
There’s more on this shortly, but to summarize:
• Cover: Characters gain resistance to damage
from ranged abilities while they are in cover,
halving damage.
• Height advantage: +1 boon on any attack
against a target on lower elevation than you.
• Height disadvantage: If you attack a
character in higher elevation than you, get +1
curse
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ABILITIES Basic Abilities
Other than a standard move action, every Tactical combat is a highly structured game in
character in ICON has two actions. They can ICON. Activities that are not specified here or
spend these actions to use abilities available to covered by the rules here can’t be taken by
them. NPCs have a pre-set list of abilities, and character in tactical combat, the same as in any
player characters have a set of basic abilities plus board game or video game you might enjoy. If you
the abilities that they can learn from their job as want to improvise, be creative, or add a flourish to
they increase in power. your abilities, you can do it within the constraints
of your character’s abilities- there are plenty to
Each ability has a cost: (1 action, 2 actions, free choose from!
action, interrupt), can only be taken once per
turn, and only attack can be made per turn. All player characters have these basic abilities:
Abilities usually have tags, indicating range • Standard move (free action): Move your
targets, whether they are an attack or not, or speed
special properties such as inflicting a status, • Dash (1 action): Dash half your speed,
effects, or dealing damage. rounded up.
• Interact (1 action): Interact with something
A player character has access to all the basic on the map that takes more than a few
abilities, plus up to six abilities from the jobs moments, such as pulling a lever, opening a
they have learned. heavy door, picking up a heavy object, etc.
• Rescue (1 action): Rescue an adjacent
No repeats defeated ally. An ally that is rescued ends the
incapacitated state on themselves and heals to
When you use any ability with a cost, you can’t full hit points, minus any wounds they’ve taken.
repeat it in the same turn. This includes free • Basic attack (1 or 2 actions): Make a basic
actions or abilities you can use off your turn, such attack (see section below).
as interrupts. • Recover (2 actions): Cure yourself. When a
character is cured, save against all statuses, then
if that character is bloodied, they gain vigor 1.
Free Actions
That’s it! These actions seem rather limited
Some abilities take Free Actions. These abilities
because all characters in ICON, including the foes
don’t take an action to use and must be used on
you will face, also have powerful abilities they
your turn, but still follow the No Repeats rule.
can use. If you do want to improvise, use the
constraints of the rules offered here or in your
Interrupts
abilities. For example, if you want to knock over a
heavy boulder so it smashes into your enemy, the
Some abilities are called interrupts and can be
GM might rule that it’s a 2 action basic melee
used off your turn. You can use each interrupt a
attack.
number of times indicated by the tag (Interrupt 1,
Interrupt 2, for example) between your turns, only
Targeting
one interrupt during any turn, (yours or
another character’s) and get them all back at the
Abilities may specify targets: Self, Ally, Foe,
start of any of your turns. Imagine them like a
Characters, Others, Object, Space, or any
card that you play and can draw again at the start
combination of these.
of your turn.
• Self: You! Abilities can’t target yourself unless
specified.
Like they sound, interrupts have a trigger which
• Ally: An allied character other than you
interrupts any action currently being taken, and
• Foe: A hostile character
then immediately apply effects.
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• Summon: A summon. Summons don’t count monsters can be larger or smaller. A character
as foes or allies and can only be targeted if an that is standing adjacent to an object or terrain
ability can target all characters, or if specifically can use it for cover or to block line of sight to
mentioned. characters past that object or terrain.
• Characters: All of the above
• Others: All of the above except you. • If character is behind and adjacent to a space of
• Space: Any space in range, and any characters terrain or an object the same height as it, it can
or objects occupying it. draw line of sight to other characters past that
• Object: Any object in range terrain or object, and other characters can draw
line of sight to it, but it gains cover from them.
Range • If a character is behind and adjacent to terrain
or an object that is 1 or more spaces higher than
You can only use abilities against characters in it, it cannot draw line of sight to any characters
range and line of sight, unless specified. past that terrain, and those characters can’t
draw line of sight to it.
If no range is specified, abilities can only be used • Impassable terrain or objects always block line
on adjacent characters. Adjacent means within 1 of sight
space in any direction, even diagonal, and even if
that space is higher or lower Characters don’t grant cover by default. Bigger
characters might be unable to benefit from cover
Otherwise, range can be measured in any entirely.
direction, including diagonally. To be in range ,
a target must have at least 1 space of its area Damage
within the listed range of the ability to be a valid Many abilities in ICON deal damage. Damage
target. mostly comes from attacks and directly reduces
hp. When HP is reduced to 0, a character is
Ranged, Melee, and Cover defeated.
Abilities deal half damage to characters in cover. Damage in ICON is based on job and typically has
These characters are hiding behind objects, walls, two values: fray damage and a damage die
terrain, etc and are harder to hit. Characters in [D]
cover take half damage.
• Damage dice depend on class, such as 1d6, 1d8,
Abilities with the melee tag are meant to be used or 1d10, and are written as [D]. When that
up close and ignore cover as long as their target is symbol shows up, roll the die to see how much
adjacent. damage you do. When this is written, like 2[D]
or 3[D], roll that many dice (so 2 for 2D and 3
Cover is always determined when and where for 3D)
damage is applied, and not when the ability is • Fray damage is a fixed value based on job.
actually used. For example a character might be When you deal fray damage, deal the damage
able to fly or dash a short distance before listed, (you don’t need to roll anything!), or add
attacking, or a character might throw a bomb that it to the total. All attacks usually deal fray
damages adjacent foes. damage, hit or miss.
• Some damage is listed as X, Y times. For
Determining line of sight and cover example: [D], 3 times. In this case, roll [D] once,
then apply the total damage three separate
Line of sight means you can both see and times.
interact with the character. Usually the only way • Some damage is just listed as a flat, fixed value,
line of sight is blocked is with terrain. like 2, 6 or 10. If that’s the case, just apply it as
normal.
All terrain, characters, and objects in ICON have a
height (usually from 1-3). Player characters are Bonus Damage
size and height 1, but other characters such as
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If an ability lets you increased damage, it will total roll is 20 or higher, you critical hit. Attacks
usually grant you bonus damage. If you deal have different effects depending on hit, miss, or
bonus damage, roll 1 more die than normal and critical hit.
pick the highest total result. For example, an
attack that deals [D] normally, you would roll 2 All attacks roll a die for damage, depending on
dice (1 base, 1 from bonus damage) and pick the job, which is written as [D], and either deal or add
highest 1. For an attack that deals 2[D], you would flat damage as well, which is called Fray damage.
roll 3 dice and pick the highest 2, etc.
Basic Attacks
Reducing Damage • Light attack (1 action): Make an attack roll.
On hit: [D] + fray. Miss: fray
Damage can be reduced in two ways: from • Heavy Attack (2 actions): Make an attack
armor, and from halving damage. roll. On hit: 2[D] + fray Miss: fray
Armor reduces all incoming damage by a You’ll notice that most attacks always do fray
fixed amount, each time that damage is applied. damage, hit or miss. This is because characters
Usually this amount is 2. For example, an ability in ICON are heroes - their blows usually strike
that deals 6 damage would only deal 4. An ability their mark.
that deals 4 damage twice would deal 4 total, since
damage is reduced by 2 each time. Armor does not Let’s break down attacks a little more:
stack if you gain it from multiple sources.
Attack Targeting
Halving damage reduces the total damage by half,
after armor. The most common way to do this is Attacks can usually only target foes.
resistance or cover. • To make an attack, a character needs to be
within the listed range.
Damage can only be halved once, even if • Making an attack against a character in cover
halved by multiple effects. For example, a from you grants resistance to that character,
character that deals half damage attacking a halving the attack’s damage.
character in cover with a ranged attack would still • Some attacks are melee attacks, indicated by
deal half damage, not a quarter damage. the melee tag. Melee attacks always ignore cover
against adjacent characters.
Attacks • Attacking characters get terrain advantage
and disadvantage: +1 boon against targets
standing on lower terrain. If a character attacks
Attacks are strong abilities that allow you to strike
a target on higher terrain, get +1 curse instead.
out with your martial and magical might, dealing
Terrain advantage applies to melee and ranged
damage to your foes.
attacks alike.
Characters can only make one ability with the
attack tag per turn in ICON, no matter what Critical Hit
the action cost is. Every character can perform
basic attacks. A critical hit is an especially nasty or powerful
strike from an attack. Critical hits trigger on any
Attacks have a (1 or 2) action cost like any other total attack roll of 20+. Only attacks can
ability, and may have a range. Attacks can only critical hit, and they trigger on a total roll of 20+.
target foes.
• If you critical hit, increase total damage by +[D]
To use any attack ability, including basic attacks, • This effect doesn’t stack, and if you get a critical
choose a foe in range and line of sight. Roll hit again, gain bonus damage instead for each
1d20 plus any boon or curse. This is called an time past the first.
attack roll. If your total equals or surpasses your • A critical hit still counts as a hit for anything
target’s defense, you hit. If not, you miss. If your that relies on hitting.
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Effects Triggered effects
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Passive abilities are always active effects. For Objects
player characters, they are unique to your job and
class and depend on the current job you have Many abilities place objects. Objects are from size
equipped. For NPCs, traits are usually listed in 1-3, provide obstruction, cover, and can block line
their stat block. of side. Unless specified, objects can only be
placed in free space in line of sight, although they
MARKS can also can be stacked or created on other objects
as long as the total height of stacked objects isn’t
Some abilities apply a mark instead. A mark is a past 3.
more powerful ongoing effect that is unique to
each job, which can only be removed under Objects are not removed when you are defeated.
certain conditions, usually listed in the mark.
Each ability typically places only one mark, and a Terrain effects
character can only mark another character with
one mark at a time, choosing which gets replaced Some abilities create or place terrain effects.
if they mark that character again. Marks also end These are passive effects that modify the terrain
if the character placing them is defeated. spaces of the battlefield and can overlap with each
other.
Gamble
Terrain effects remain if you are defeated.
Some abilities ask you to roll a random d6 to see if
an effect occurs. If that’s the case, it occurs on the
listed number or higher (4+ effects would happen
on a 4, 5, or 6 for example).
Delay effects
Summons
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• Arc X: X contiguous spaces, with its first space
Area Abilities drawn in range. Spaces must be drawn
Some abilities specify an area of effect (AoE). If
sequentially, in orthogonal directions, and
that’s the case, you can target any space on the
cannot overlap, but otherwise can twist and turn
ground in range, including allied characters.
and be placed in any pattern. Attack space is the
final space.
Abilities with an AoE pattern apply an area
• Cross X: X spaces in every orthogonal
effect to all specified characters in the area. For
direction, drawn from a central space in range.
example, they might inflict a status to all foes,
Attack space is the central space.
heal all allies, or deal some damage.
AoEs with a range
Cover and AoEs If an AoE ability has a range, the pattern can be
placed anywhere in that range and in any
Area of effect abilities always count cover and configuration as long as at least one of its spaces is
line of sight and count it from the origin point inside the range and the ability can affect the
(usually the ability user), not the attack space. caster, so be careful! Abilities without a listed
Melee area abilities ignore cover for adjacent range cannot be placed so that they overlap the
spaces as normal. origin space.
AoE patterns
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Resolve and Limit Vigor, Camping, and
Break Healing
Limit breaks are the most powerful abilities in In ICON, it’s rare to heal in combat. Instead,
ICON. Every character unlocks limit break at level characters that heal (for example, from the Cure
2. ability) often gain Vigor, which is a temporary
shield that goes over your hit points. Damage goes
Limit breaks are special abilities (with an action to vigor first when you take it. Vigor gained is
cost, etc) that do not count against the max always some multiple of your VIT value (1x, 2x,
number of abilities taken. All Limit Breaks depend 3x, etc), and vigor does not stack - when you gain
on a unique resource, called Resolve, to use, and a new vigor shield, you must choose which to
a character can only use a limit break once per keep. You lost all vigor at the end of every combat.
combat unless specified. For a little more on vigor, see the advanced
combat rules.
Resolve is split into two pools, party and
personal resolve. Between combats, characters heal to the next
• Party Resolve goes up by 1 at the start of each 25% segment of their hp, unless they are at 25%
round in combat, and depletes to 0 after combat or lower, in which case they heal to the 50% mark.
ends. You can use a die to track it. Characters can’t heal higher than their wounds.
• Personal resolve is gained the following ways:
• All characters gain 1 personal resolve after Characters can also camp to regain all of their hp,
every combat but camping is limited. Some camp upgrades or
• When you limit break, you may give 1 abilities allow you to heal wounds, but generally
personal resolve to another character who has wounds are only fully healed when you end an
not used a limit break this expedition. expedition and enter an interlude.
• Personal resolve resets to 0 after you camp,
meaning you might want to push on instead of
resting in order to get the most out of your
abilities.
• When you spend Resolve to use a limit break,
you can use any combination of party or
personal resolve, but party resolve is shared
between all members of the group, so any use of
it must be used with the consent of your your
team members. Resolve is always spent at the
beginning of the action.
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Victory and Defeat Depending on the tone of your game, you could
decide that a character that goes to 4 wounds is
When any character (hostile or player character) simply dead. You could also decide a character
is reduced to 0 hit points, they are defeated. that maxes out on wounds and is fallen becomes
Defeated characters clear all statuses, marks, permanently altered (loses an arm, an eye, is
stances, vigor, and other effects on them. Any scarred, etc), cursed, or changed in some way.
summons, marks, terrain effects, or other effects Such a character can return during the next camp
created or placed by them disappear. A defeated or interlude.
character doesn’t take a turn.
A quest to recover a fallen character such as
Defeated player characters are incapacitated saving their soul from the underworld, finding a
(can’t do anything), don’t cause engagement, are way to redeem their corruption or curse, or
immune to damage and effects, gain a wound, finding a successor to carry on their legacy, can be
and remain that way until someone uses the a powerful campaign moment.
rescue action or effect to bring them back to their
feet. If a player character with 3 woulds would Ending Combat
become defeated and gain a 4th wound, they Combat ends when the stakes of the combat have
instead are fallen (see below). been decided. That could mean every character of
one side is defeated, dead, or has fled the
Defeated NPCs are incapacitated, don’t cause battlefield, or simply the players or NPCs have
engagement or obstruction, and are immune to accomplished their objective.
damage and effects.
Calling combat early
Defeated doesn’t mean dead The GM can also choose to call a combat early any
By default, defeated in ICON means defeated, time if it seems like one side is going to
including for foes. Decide what this means for the overwhelm the other and things are going to play
tone of your game. Whether foes are subdued, get out as expected. There’s no reason to continue
up and run away at the end of combat, or are slain combat when the tension and stakes are gone!
outright depends on the tone of your table - but by
default, battles are never to the death in ICON. Total defeat
You can set the stakes.
If all player characters are defeated, they are
Fleeing totally defeated as a party. The outcome of this
Characters can flee the battlefield by spending will depend on your GM, the tone of your game,
1 space of movement at the edge of the grid, as and the situation, but if you’re totally defeated,
long as there aren’t any foes adjacent to them. you’re at the mercy of your foes. It’s up to
Doing so removes them from the battlefield for the GM whether your foes use the opportunity to
the rest of combat. escape, accomplish a goal, capture you, leave you
tied up, or dump you in a pit somewhere.
FALLEN
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as long as you don't end your turn in their
Quick Combat Guide space.
- Dashing allows you to move past enemies
Tactical combat starts when the tension and without being slowed down. You can dash half
the stakes of the story can’t be resolved your speed for 1 action.
except through battle.The GM gets ultimate
say on when to go into a tactical combat. Other Actions:
- Actions allow you to perform abilities.
The Grid
- Some abilities take both your actions to
perform.
Combat is between player characters and their
- You can always perform basic abilities
foes (non-player characters, or NPCs) on a
- You cannot repeat any actions or abilities
square grid, with each square 1 space on each
- You may also get any number of free actions.
Free actions don’t take an action to perform,
side. Place NPCs on the grid, then place player
but can’t be repeated and must be performed
characters. There may also be terrain or objects
on your turn.
on the grid that affects how and where you can
fight or move.
Attacks
- When you use an attack ability on a character,
Turns and the round
you usually make an attack roll, rolling 1d20
and adding any boons (+1d6 for each boon,
Starting with a player character, each character picking the highest) or curses (-1d6 for each
on the grid takes a turn, alternating between a curse, picking the lowest).
player character and an NPC. When all - If you match or beat your target’s defense,
characters have taken a turn, that constitutes you hit. If it’s lower, you miss, and if the total
a round of combat and combat moves on to the roll is 20 or higher, you critical hit.
next round, starting with an NPC or a player - You can only make one attack per turn
character depending on who went last. Combat
always starts on round 1. Effects
- Attacks and other abilities have effects. Effects
If you haven’t taken a turn in a round, when you simply happen and don’t take an action or
would take a turn, you can elect to skip and take a interrupt to activate. Some might be triggered
slow turn instead, letting another player go off certain conditions.
instead. This means you go after all other
characters have taken a turn, along with all other Area abilities
slow characters (alternating PC/NPC as normal if - Some abilities or attacks affect a whole area.
possible). The size and shape of this area, and which
square is an attack, depend on the ability.
On your turn
Damage
On your turn, you get a free move action, then - When attacks or abilities deal damage, they
two actions. Then, end your turn and pass it deal your job’s damage die, which is written as
to the next character. [D], or fray damage, which is a flat number
- For example, if you’re a Freelancer, [D] is
Moving 1d10, and fray damage is 3. An attack that
- Your standard move ability allows you to move deals [D]+fray would deal 1d10+3 damage.
up to your speed as a free action. - You might also gain bonus damage or critical
- When you move in ICON, you might be slowed hit. Bonus damage means roll one more die
down by terrain or by engagement (moving than normal, then pick the highest. This can
through spaces adjacent to foes). stack. Critical hit adds one more die to the
- You also can’t move through obstructions total, and doesn’t stack.
(foes and terrain) but can move through allies - You might also halve damage from cover or
resistance, or reduce it with armor.
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When a character is reduced to 0 hp, they are
Basic Actions defeated. Defeated characters are
Standard move (free action): Move your incapacitated (can’t do anything).
speed.
Dash (1 action): Dash half your speed, rounded A player character that’s defeated can be rescued
up, ignoring engagement. by another character, returning them to the
Interact (1 action): Interact with something on action.
the map that takes more than a few moments,
such as pulling a lever, opening a heavy door, A player character that’s defeated also takes a
picking up a heavy object, etc. wound, which reduces their maximum hp by
Rescue (1 action): Help an adjacent defeated ally 25%. If they take 4 wounds, they instead are
and rescue them. When rescued, a character ends fallen and can no longer be a player character
the incapacitated state on themselves and heals to (they are dead or irrevocably changed).
full hit points, minus any wounds they’ve taken.
Basic attack (1 or 2 actions): Make a basic Healing
attack
Recover (2 actions): Cure yourself. When a Most healing in ICON happens outside of combat,
character is cured, save against all statuses, then if by camping (full heal).
that character is bloodied, they gain vigor 1.
Your character heals to the next 25% hp segment
Off your turn of your hp bar after combat, or to the 50% mark if
you are at 25% hp or lower.
Some abilities give you interrupts, which are
abilities that trigger under certain circumstances Otherwise, in combat, you gain vigor, which is a
and ‘interrupt’ whatever is going on. Each shield that goes over your hit points. Damage goes
interrupt can only be used a certain number of to vigor first, and it doesn’t stack - each time you
times a round, and you can only use one gain vigor, you must choose to either gain the new
interrupt on any turn (either your own or vigor shield or keep the old one.
another characters).
Victory
Limit Break
By default, when all characters of one side have
Each job gets a powerful ability called a limit been defeated, the other side can claim victory.
break. Each character only limit break once per
combat. Using a limit break takes resolve, a There are many different victory scenarios for
special resource which builds up each round you combat, however, such as holding zones, escorting
remain in combat, and which you gain on your objectives, escaping off a side of the map, fighting
own after each fight. off a fleeing force, etc. When the stakes of the
battle are resolved, combat can also be ended, or
Injury and Defeat it can be called early any time by the GM.
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instead, discarding the token . You can only
Combat Glossary have one combo token at once, and discard all
tokens at the end of combat.
There are more details on combat in the advanced • Comeback - A triggered effect that happens
combat section, including detailed explanations of when this ability is used while bloodied
action order. • Cover - If a character has cover from an ability
with, it halves all damage from that ability.
You don’t need to memorize all these • Critical Hit - Increase total attack damage by +
specific rules - they are placed here for your [D]. Can only apply to an attack, and can trigger
convenience (these rules are all the normally on a total attack roll of 20+. Gaining a
keywords in the game!). The most relevant critical hit more than once grants bonus damage
rules are summarized with each class.. instead.
• Exceed: A triggered effect that takes place
when you score a critical hit.
Glossary
• [D] - Your class damage die. Roll that die when
you see this symbol.
• Armor X - Reduce all damage taken by X.
• Dash - Special movement that ignores
Always reduce by the highest value.
engagement.
• Area Ability - An ability that applies area
• Delay - Slow but powerful effect that typically
effects in a large, fixed pattern.
ends your turn. When you use a delay effect,
• Aura X: This ability is a continuous, ongoing
your next turn must be slow. The effect occurs at
effect that affects all characters specified within
the start of that turn, before anything else
range X of an origin point, usually a character.
happens.
Characters are only affected by an aura while
• End turn - This ability ends your turn. If
inside
multiple abilities or effects would end your turn
• Auto-hit - This attack doesn’t make an attack
at the same time, you can only choose one.
roll but always scores a hit (not critical hit or
• Effect - A part of an ability that simply happens
miss).
and is applied to all targets, no roll or save
• Blessing - Certain abilities give yourself or
required.
allies a Blessing token, and ways to spend those
• Engagement - A character must spend +1
tokens for powerful effects. By default a
space of movement to exit a space adjacent to a
character can use a blessing token to gain +1
foe.
boon when they make a save. All blessings are
• Finishing Blow - Vagabond only. A triggered
discarded at the end of combat.
effect that makes abilities stronger against
• Bonus damage - When an ability gains bonus
bloodied characters.
damage, roll one more dice for [D] for each
• Fray damage - Fixed damage. Usually added
instance of bonus damage and pick the highest.
to all attacks on hit or miss.
• Chain Reaction: Wright-only trigger effect.
• Gamble - Roll 1d6, then trigger an effect on a
Triggers when a character damages two or more
certain result or higher
foes with this ability
• Heroic: Stalwart only triggered effect. Triggers
• Charge - A triggered effect that activates when
when its special condition is fulfilled, depending
the ability is used on a slow turn.
on job (shove a character, sacrifice health, etc).
• Cure - A character that’s cured can immediately
• Immune to X - Not affected by X in any way. A
save agains all statuses, ending them on a
character that’s immune to damage or effects
success. Then, if that character is bloodied, they
doesn’t even count as taking them.
gain vigor 1.
• Mark - Places a mark, an ongoing effect, on a
• Collide - A triggered effect that occurs on all
specific character. Each ability can only place
characters shoved into an obstruction by this
one mark at a time, and a character can mark
ability.
another character with one mark at a time. If
• Combo - Actions with Combo have two
you place a new mark on a character with a
versions, a base version and combo version.
mark from you, you can choose which to keep or
When you use the base ability, gain a combo
which to discard. Marks end when the character
token. Any time you use a combo ability and
have a token, you use the combo version
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that placed the mark is defeated, or under other • Summon - A character controlled by its
listed conditions. Summoner. Summons are intangible and
• Melee - A melee ability ignores cover for cannot be marked but otherwise count as allies.
adjacent targets. Summons do not take turns. Instead, they have
• Obstruction - A character can’t normally enter a summon action that they use on their
a space occupied by an obstruction. By default summoner’s turn, or a summon effect that is
this means foes, terrain, and objects. always active, and otherwise don’t take actions
• Ongoing (+) - A status or effect that is ongoing or move on their own. Summons are removed
can’t be ended until the thing causing it (a mark, from the battlefield when their summoner is
a stance) is ended. Indicated by a + symbol. defeated.
• Power Die -A die set out and and ticked up or • Teleport - Special movement that allows you to
down depending on certain conditions. You can instantly move to unoccupied space within
use a physical die to represent it, or just a range X.
tracker. Each power die is unique to the ability • Terrain effect - Something that creates or
that granted it. You typically gain power dice at modifies the terrain spaces on the battlefield.
1 tick, and if a power die ticks to 0, discard it. • Triggered effect - An effect that actives under
• Rebound - An ability that is rebounded can be a certain condition. Common effects are critical
bounced off a character in range. The ability has hit, slay, collide, finishing blow, and charge.
no effect, but is instead redirected from that Each unique effect can only trigger once per
character’s space as the origin space, taking into ability, and once per trigger.
account cover, line of sight, and other similar
effects from their space. Any effects that apply Statuses
to the original user of the ability still apply to
them (such as sacrificing hp, or moving). • Blind - Max range of all abilities is 2
Rebound does not stack. • Branded - +1 boon on attacks against this
• Resistance - Take half damage, rounded up. character
• Rush X - Move X spaces. You are unstoppable • Dazed - +1 curse on attacks
and immune to all damage while moving. • Hatred of X- When using an ability against a
• Sacrifice X- Reduce your hp by X, usually as a foe, if that ability does not also target foe X,
cost for an ability. Sacrifice costs are paid at the characters have resistance. Has no effect if foe X
start of an ability, cannot be reduced, ignored, is un-targetable, immune to damage, or not in
transferred, or resisted, cannot bring your hp range 3 of you. Breaks after using any ability
below 1, and you can pay them even if you don’t that targets foe X.
have enough hp left. • Pacified - Character deals half damage. Breaks
• Shove X - Move a character involuntarily X when damaged by a foe’s ability.
spaces in a straight line away from you. If they • Shattered - Character cannot be cured, loses
would move into another character’s space, an all vigor, and cannot gain vigor.
object, or into a higher elevation space, they • Slash - Take bonus damage from all sources
Collide and stop moving. unless adjacent to an ally.
• Slay - A triggered effect that activates when • Stunned - Can’t take interrupts. Your next
this ability reduces a character to 0 hp. ability used ends your turn, then end this status.
• Slow Turn - Go after all other characters. If • Winded - Cannot teleport, dash, or fly.
multiple characters take slow turns, it takes the • Vulnerable - All damage taken increased by 1
same order as regular turns (ally/enemy/ally)
• Stance - An ongoing, positive effect. A Special states
character can only have one stance active at a • Bloodied - At or under 50% hp
time and can drop a stance by taking a new • Immobile - Can’t move or be moved in any
stance or as a free action at the start of their way.
turn. When a stance refreshes, regain its • Incapacitated - An incapacitated character
effects. doesn’t take turns, doesn’t provide obstruction
• Standard move - An ability all characters can or engagement, can’t move, take actions, or use
take as a free action to move their speed abilities or traits. All effects on that character
• Status - A negative effect. end. All effects, marks and summons created by
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that character are removed. Objects and terrain foes, and movement ignores engagement and
effects remain. rampart.
• Vigilance X - A special effect with X charges,
Ongoing Statuses (+) each represented by a d6. Like triggered effects,
Ongoing statuses cannot be purged, removed, or vigilance can only be used once per trigger.
avoided (for example, by becoming sturdy or Vigilance charges stack if a character gains more
unstoppable). than one. A character can spend any number of
charges of Vigilance for one of the following
Positive effects effects, rolling 1d6 per charge spent and picking
• Counter - When damaged by an ability, deal 2 the highest result:
damage back, each time damage is applied. • When an ally in range 2 is damaged by a foe’s
• Defiance - Prevents hit points from being ability, reduce the damage by the amount
reduced past 1 hp. When this triggers, remove rolled as if with armor
this effect and character becomes immune to all • When a foe breaks adjacency with you, deal
damage for the rest of the current turn. that much damage to them.
• Divine - Damage from this ability cannot be • Vigor - A shield that goes over your hit points,
reduced or negated in any way except immunity. equal to X times your vitality value. Damage
(ignores armor, resistance, defiance, and goes to Vigor before Hit Points. Vigor does not
bypasses vigor). stack, and when you gain Vigor you can choose
• Dodge - Immune to all damage from misses, to keep the old value or gain the new value. Lose
successful saves, and area effects. all vigor at the end of combat.
• Evasion - Roll a d6 when attacked. On a 4+,
the attack automatically misses. Check before
the attack roll.
• Flying - A flying character ignores all terrain
penalties, obstruction, and engagement. They
are still affected by impassable terrain and
height advantage.
• Intangible - Immune to damage and effects
from foes. Does not provide obstruction or
engagement.
• Phasing - Can ignore obstruction and pass
through, but not end your turn in, terrain,
objects, or characters.
• Pierce - Ignores armor and vigor.
• Rampart - Foes cannot dash, fly, or teleport
while adjacent to any character, object, or space
with Rampart.
• Regeneration - If at 25% hp or lower at the
end of your turn, cure yourself.
• Skirmisher - Can move diagonally, and dash is
full speed
• Stealth - Cannot be directly targeted except
from an adjacent space. Breaks on using any
ability other than dash or standard move.
• Sturdy - When shoved, removed and placed, or
teleported by a foe, can only be moved max 1
space a turn.
• True strike - Ignores dodge, blind, evasion,
and stealth
• Unstoppable - Immune to all statuses. Cannot
be moved or removed from the battlefield by
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Advanced Combat Characters that are in adjacent spaces are
considered adjacent, even if they are on higher or
These are some of the more unique or tighter lower elevation. For example, a character on a
combat rule explanations for ICON. height 3 space could be attacked by a melee
attacker, even if that melee attacker is at ground
level or doesn’t have enough movement to move
The ‘Ask your GM rule’
up. They still get +1 curse to attack. We assume
they climb or scrabble up a little ways to take a
The final point of balance in this game is always
swipe. A character on height 3 with an adjacency
your game master.
aura would still affect a character on height 1.
If you find a combination of abilities or effects
that seems like it allows you to totally break the Damage order
game and deal infinite damage, first off, pat
yourself on the back. You are very clever. Before When taking damage, apply any multiplications
you get too far though, you should then ask or additions on the attacker’s end first (such as
yourself if the designer actually intended this and bonus damage), then the defender applies armor
if bringing this up with your GM as something you or other reductions, then any multiplications or
actually intend to do in the game would make divisions on their end, such as from resistance.
them roll their eyes. For an example, an incoming attack that deals 4
damage against a character with 1 amor and
% HEALTH resistance would do 4-1 = 3 damage from the
armor, halved to 1.5 then rounded up to 2.
Any ability that costs or damages a certain percent
of health always considers maximum base hp, and Vigor takes damage before hit points, and armor
not max hp based on wounds, etc. For example, and resistance apply normally to it.
an ability that costs 50% hp to use with a max hp
of 40 would cost 20 hp to use, even if your hp max height in icon
was reduced to 30 by a wound.
In ICON, you can’t move straight up, just along
You can use VIT (25% HP) as a quick shorthand the ground. Even flying characters are always
for these abilities. treated as reachable by melee characters - we just
don't track vertical space. If something is too high
Ability stacking to be reached in tactical combat, either don’t
include it, or make it a flying object or character.
Any abilities or effects of the same name do not It’s a little abstract - but it’s a game.
stack. For example, if a character is already
affected by the Harvester’s Death Sentence, they Interrupts
can’t be affected again. This comes up most often
with marks. Interrupts that have the same trigger resolve in
the same order as turns (player character/npc,
On hit, on miss, on crit alternating).
Effects that improve the ‘on hit’ , ‘on miss’, or ‘on Effect and Interrupt Order
crit’ portion of an ability only improve the attack
portion (that requires an attack roll). Effects that Unless specified, effects happen in the order they
empower the whole ability apply to everything. are listed. If a character owns multiple effects, and
Effects never trigger or inherit effects meant for there’s ambiguity in the order in which they
hits, misses, or critical hits (unless specified). trigger, they can determine the order.
Critical hits may always trigger ‘hit’ effects.
Interrupts resolve with the most recently
Adjacent characters triggered interrupt first. For example, if a
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character’s effect deals damage to an enemy, and
the enemy has an interrupt that reads ‘when this In general, object height isn’t intended to go past
enemy takes damage’, the enemy’s interrupt 3 in this game, as it creates problems with
would trigger first (even if they are killed by the movement. You can stack objects as long as the
damage), then the damage would be applied. total height isn’t past 3.
Interrupts that have the same trigger and trigger You can still summon objects on map terrain of
at the same time resolve in the same order as any height, giving you a pretty lofty perch if you
turns (player character/npc, alternating). summon a height 3 object tower on top of height 3
terrain.
‘Can/May’ effects
When objects are removed, characters standing
Unless an effect says you may or can do on them are placed back on the terrain space
something, the effect is not optional. For example, under them.
an effect that says ‘dash 1 and repeat the attack
area’, you must dash and repeat the attack area line of sight.
unless it says ‘you may dash 1 and repeat the
attack area’ For all targeting there must be line of sight (you
have to be able to see your target) and line of
Sharing Space effect (your ability has be able to trace a clear path
to your target). For example, if you can see a
Certain abilities and effects allow characters to character through a transparent magical forcefield
share space. Attacks and abilities that target or a window, that forcefield or window still blocks
characters must choose between either of them, your line of effect, so they can’t be targeted.
Abilities that affect or target a space, such as the
area effect of an AoE or an aura, hit both Immunity and intangibility
characters, but attack spaces of an area effect
must choose which character to attack. Intangible characters can be targeted, but aren’t
affected by damage or statuses from foes.
Shoves
Characters that are immune (to damage, effects, a
Shoves are not optional, and also cannot shove condition, etc) completely ignore that thing. If an
characters off the edge of the map unless you’re effect relies on dealing damage, or hitting with an
using the optional edge rule. attack, for example, unless specified it won’t
trigger off immune or intangible characters since
Characters must be shoved in straight lines. If they can’t take damage or effects.
shoved on a diagonal, you can choose which line
they follow as long as it moves them further away Intangible characters don’t cause obstruction or
from you. engagement, though characters can’t end their
turn sharing their space.
Triggered effects
Valid spaces for summoning or
Triggered effects, such as charge, only trigger once teleporting
per ability. For example, if an ability can trigger
on finishing blow or critical hit, it would only take For a space to be valid for summoning,
effect once even if you scored a critical hit on a teleporting, or creating objects, unless specified it
bloodied character (triggering both finishing blow must be free and unobstructed, and you also need
and critical hit). If an ability would cause a collide line of sight.
multiple times, it only triggers the collide effect of
that ability once. Vigor and wounds
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Taking a wound reduces your max hp by 25%, next time I use Fulminate on a different
including the max amount of vigor gained. Even if character, the mark on the first character will
you gain, for example, vigor 3 (75% of your hp) at fade. If I use a different mark ability on my
2 wounds, you will only gain vigor 2 since you immolate target, immolate will end on my target.
have only 50% max hp.
The same applies for marks on allies (using one
will override any existing mark placed by you).
Specific tag rules
Pacified
Blessing Pacified only breaks on taking damage from a
Blessing tokens are not unique to a character. As foe’s ability or action, ie taking damage from self
long as a character has blessing tokens, they can or from dangerous terrain won’t break it.
spend them on any effect granted to them by the
presence of a mendicant job.
Stealth
Characters with stealth cannot be targeted directly
Counter except from an adjacent space, but could still be
Counter deals damage as an effect and triggers hit by an area effect, or effects that hit a certain
even on ranged attacks or if the character with range from a character. It’s a good combo with
counter can’t see their target. dodge, since dodge allows characters to ignore
area effects.
Evasion and Dodge
Evasion only applies to the attack component of The abilities dash and standard move do not
an ability, turning it into a miss. Effects that don’t break stealth.
require a hit or happen automatically go through
evasion. If a stealthed character would be targeted by the
attack space of an AoE, they take the area effect
Dodge is a potent combo with Evasion because it instead.
allows a character with Evasion to ignore missed
attacks completely and also take no damage from Unstoppable
AoE spaces which can go through evasion. Unstoppable characters are immune to all
statuses, ignore engagement and rampart, and
HATRED cannot be moved by foes.
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instance of damage. For example, if as part of an
action character takes fray damage twice, they
would take 1+1 = 2 more damage.
Winded
Winded characters can’t use special movement at
all that allows them to dash, fly, or teleport. They
can still use abilities that have a dash, fly, or
teleport as a part of the ability, but can't take the
movement. They can take a standard move, but
can’t fly or dash during it. Characters that having
the flying trait or that teleport are forced to move
normally.
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JOBS
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Choosing your job At levels x x and x you will also gain an additional
ability point, which can be spent the same way.
To make the tactical combat part of your character
at level 0, pick a Job and two abilities from your At level 4 and 8 you will get the opportunity to
job. You get all the traits or actions from your pick up a new job and an ability from that job, or
class (basically a meta-job, of which there are 4), keep the same job and get an extra mastery.
plus the traits from your job itself.
ABILITY LIMITS
If you’re unsure about which abilities to pick, pick
the first two abilities listed, you’ll have plenty of You can only take at most 6 abilities into any
opportunities to choose others. expedition, though you can change these out every
expedition. At least half these abilities must be the
same class (color) as your job.
Improving
After you play your first session, you’ll level up to Traits and Limit Breaks
level 1, unlock your limit break, and choose a Your traits are unique passive or active abilities
new ability. that you get from both your job and class. Your
traits and Limit Break are unique to your active
At level 1 and higher, once you hit 7 xp, you gain job only, so think carefully when selecting your
an ability point. You can use this point during a jobs.
camp, interlude, or at the end of any
session to gain a new ability from one of your Talents and Masteries
jobs or unlock a talent for an existing ability,
choosing either the first or second choice.
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All abilities have 2 talents that can be unlocked Bastion, you can take up to 6 abilities, but at least
by spending an ability point. When you choose a 3 of them must be Stalwart (red) abilities (Bastion
talent, pick either talent I or talent II - you can’t and Demon Slayer).
pick both!
You can mix and match abilities from your other Relics can be enchanted weapons, armor, jewelry,
jobs as you wish, as long as you take at most 6 cloaks, figurines - something cool and significant
abilities, and at least 3 of your abilities match to your character. There’s a suggestion for each
the same class as your primary job. You can use Relic as to the form it takes, but this can be loose.
the color as an easy reference.
It’s up to the player to decide what piece of their
For example, if your jobs are Bastion, Demon gear turns into a relic. It could be something they
Slayer, and Spellblade, and your primary job is found on the last expedition, something they
Page 26 of 156
pulled from a ruin, something they’ve had since - Round Invoke: Activates automatically at a
childhood, or something they are working on certain round of combat or later. These effects
creating themselves. They don’t have to take any are always active. For example (Round 5+)
action to receive the relic, but will have to work on relics have effects that are always active at
it by infusing Dust into it to unlock it’s benefits. round 5 or later.
You can find the full list of relics on pg. XX, in Infusing relics
the Book of Adventure. Characters can take any Relics can be leveled up by infusing them with
relic they like when they acquire one. Dust, which is the magical essence sought after by
the powerful factions of Arden Eld. You get a little
Relics have three ranks of power. They start with Dust in each relic for fighting in tactical combat,
one rank unlocked and provide powerful bonuses but the rest you’ll have to do yourself.
to a character in combat, no matter what job they
currently have. Each further level gives increasing Aspects
benefits. The fourth level of a Relic is called an Aspect, and
provides more powerful benefits. Aspects can be
Invoking relics unlocked either by spending 12 Dust or by
In combat, some relics have abilities that can be completing an aspect quest and undertaking
invoked for a powerful effect. Invokes have three some kind of legendary task. The quest can be
types: determined by the GM as fitting for your table
- Attack Invoke: When you make an attack, if and the tale you want to tell, but there are
the die used for the attack roll is a certain suggested aspect quests in each relic description.
number or higher, you can invoke the relic. This
only counts the d20, and not the total attack If the aspect quest is completed once by any
roll. For example, in an (Attack, 15+) invoke, character, aspecting the same relic costs only 4
you could invoke the relic’s power when you dust from that point onwards.
make any attack roll and the die is 15 or higher.
If you wouldn’t make an attack roll, such as an Changing Relics
auto hit attack, roll a d20 anyway to check.
- Gambit Invoke: An invoke that can be A character can swap any or all relics around at
triggered under the listed conditions, but only level 4 and level 8 when they choose a new job. If
once per combat. For example (Gambit: Free they do so, however, any new relics start un-
action: fly 3) infused and reset to rank I.
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Tactical Combat Advancement
Lvl Chapter Combat Benefit Total AP
Characters gain +1 ap each time they choose a new job, which is not in this table
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STALWART
Weapon master and unparalleled soldier
Strengths: Tough, resistant to statuses, good at punishing foes, protecting allies, and controlling the
battlefield.
Weaknesses: Lower mobility and weak to ranged attackers
Complexity: Low
Stalwarts are tough and vigorous warriors, with heavy armor and abilities that let them stand their
ground, protect their allies, and control space. They largely eschew the use of ranged attacks and magic
but are mythic soldiers and gods of the battlefield, able to perform incredible feats of physical prowess
and resilience.
Stalwarts boast Daze, which makes it harder for enemies to land attacks, Winded, which allows them to
slow down speedy foes, and access to Rampart and Vigilance, which makes it much more risky for
characters to move around them. They also easily gain Sturdy, making them resistant to being moved,
and can in turn Shove their foes, knocking them around the battlefield.
Stalwarts are strong against skirmisher foes and weaker against artillery foes.
Stalwart Gambit.
If you take a Stalwart ability as a non-Stalwart
class, you get Heroics, and the ability to trigger a
Heroic ability for free once a combat.
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Move X spaces. You are unstoppable and immune
MOST RELEVANT RULES to all damage while moving.
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These effects are all common ways for foes to
avoid damage. True strike avoids all of this and
allows to you to hit when you need to. It’s
especially good against Skirmisher foes who
often rely on dodge, stealth, and evasion to avoid
damage.
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Bastion
Unbreakable Knight
The Bastions are the shield lords of Arden Eld, larger than life figures that tread the ancient imperial
roads with their heads held high and armor gleaming. From town to town they act as errant knights
and mercenaries, protecting the weak and vulnerable, and driving back the Blights with hammer-like
blows from their greatshields, which they throw like a discus with incredible force. The imperious and
mighty presence of a Bastion in town is a stabilizing force and can become an event for a whole village.
All Bastions follow an ancient and long-forgotten hero’s code, an old oath to stand against chaos in all
its forms.
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that placed the mark is defeated, or under other
PLAYSTYLE listed conditions.
• Rebound - An ability that is rebounded can be
Bastions are powerful knights and tacticians and bounced off a character in range. The ability has
focus on shoving their enemies and moving their no effect, but is instead redirected from that
allies into position with their Press the Advantage character’s space as the origin space, taking into
trait. Almost everything they do changes the account cover, line of sight, and other similar
shape of the battlefield in some way, and they get effects from their space. Any effects that apply
extra benefits for smashing foes into obstacles or to the original user of the ability still apply to
other characters with collide. They benefit from them (such as sacrificing hp, or moving).
good positioning, since shoves typically have to be Rebound does not stack, and only abilities with
away from you. a listed range can be rebounded.
• Stance - An ongoing, positive effect. A
Bastions also have a fair number of interrupts character can only have one stance active at a
and can react off their turn to enemy actions, and time and can drop a stance by taking a new
also benefit from auras. stance or as a free action at the start of their
turn. When a stance refreshes, regain its
Their Limit Break, Helion, is relatively cheap, effects.
but can rearrange everyone’s position and can
potentially stun and daze a huge number of foes.
Relevant Rules
• Shove X - Move a character involuntarily X
spaces in a straight line away from you. If they
would move into another character’s space, an
object, or into a higher elevation space, they
Collide and stop moving.
• Collide - A triggered effect that occurs on all
characters shoved into an obstruction by this
ability.
• Aura X: This ability is a continuous, ongoing
effect that affects all characters specified within
range X of an origin point, usually a character.
Characters are only affected by an aura while
inside
• End turn - This ability ends your turn. If
multiple abilities or effects would end your turn
at the same time, you can only choose one.
• Hatred of X- When using an ability against a
foe, if that ability does not also target foe X,
characters have resistance. Has no effect if foe X
is un-targetable, immune to damage, or not in
range 3 of you. Breaks after using any ability
that targets foe X.
• Mark - Places a mark, an ongoing effect, on a
specific character. Each ability can only place
one mark at a time, and a character can mark
another character with one mark at a time. If
you place a new mark on a character with a
mark from you, you can choose which to keep or
which to discard. Marks end when the character
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Traits: LIMIT BREAK: HELION
Strive: You may cause any ability to trigger its 2 resolve
heroic effects when you use it, and increase the 1 action
distance of any shoves by +1. If you do, after that
ability resolves, you can’t use heroics until the end Your shield becomes the sun: a discus of light and
of your next turn, and deal half damage during motion, shattering enemy ranks and spurring
that turn. allies forth.
Press the Advantage: Once a round, when you
shove a character, you and an ally of your choice Effect: You hurl your shield, and every character
can each rush 1. on the battlefield is shoved 1 space in a direction
Bull’s Strength: All your abilities gain collide: of your choice. You may shove in any order, and
daze foes. Dazed foes take 2 damage instead. may choose different directions for each
Shieldmaster: You have aura 1. If you end your character.
turn with an ally in the aura, gain vigilance +1 and Effect: Bloodied foes are dazed. Foes at 25%
become sturdy until the start of your next turn. health or lower are stunned.
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LAND WASTER
Abilities 2 actions, attack
Melee
Talents: Talents:
I. You may rush 1 before using Battering Ram. I. Collide: Become unstoppable for the rest of
II. You can also shove objects with Battering your turn
Ram. If they collide with a character, it II. If you only shove one foe, they gain hatred of
triggers collide effects on that character. you after this ability resolves.
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Stance: When you enter this stance, or when it
refreshes, choose an ally in range 4. That ally PERSEUS
gains aura 1 until the start of your next turn. The Interrupt 2
aura deactivates if your ally is out of range. While Aura
the aura is active, you can use the following
interrupt: Your armor and shield become a mirror,
Heroic Intervention channeling and amplifying the destructive power
Interrupt 1 of your allies’ attacks.
Trigger: A foe targets your ally with an Trigger: You are included in an allied area effect
ability Effect: You release an aura 1 effect centered on
Effect: You soar into the air, removing you that lasts for the duration of the triggering
yourself from the battlefield, then return in ability, extending the area effect to encompass the
any space in the aura. Adjacent foes take 2 aura. You can choose to be immune to any part of
damage. the triggering ability.
Refresh: Refresh this stance at the start of your Heroic: Increase the aura size by +1
turn
Heroic: Immediately activate the interrupt Talents:
effect. I. The first time you trigger this interrupt in a
combat, gain its Heroic effect for free.
Talents: II. You can extend the area as a line 5 area effect
I. While you are in the aura, attacks against your instead of an aura.
ally gain +1 curse
II. You and your ally both have have counter
Mastery: CHAOS FINISHER
while you are in the aura.
When this interrupt triggers, after the triggering
effect resolves, you may deal 2 damage to all
Mastery: PERFECT BATTLEMENT affected foes from the triggering ability and shove
At round 4 or higher, Endless Battlement has no them 1 in any direction.
maximum range, deals double damage, and
becomes interrupt 2.
ROOK
2 actions, attack
CATAPULT Melee, aura
Interrupt 1
Your stance is powerful as you strike, and stand
Use your shield as a springboard to set up ally tall, an armored sentinel. No enemy can safely
maneuvers or to deflect projectiles set foot where your gaze falls.
Trigger: An ally ends a movement in an adjacent Attack: On hit: [D]+fray. Miss: fray damage.
space Effect: Shove 1
Effect: Shove that ally 2 in any direction. Effect: You gain aura 1 until the end of your next
Collide or Heroic: Then, that ally may rush 1. turn. Any foe in the aura that is shoved is shoved
+1. If any foe ends their turn in the aura, you may
Talents: deal fray damage to them and shove them 1.
I. Your shield becomes a valid target for allied Collide: Character is winded.
abilities. You can expend this interrupt to Heroic: Aura 2
grant them rebound.
II. Catapult can also be triggered on foes. When Talents:
triggered on foes, the effect becomes effect: I. You also have counter while Rook’s aura is
shove 1 active.
II. You can also inflict hatred on a foe that
Mastery: MANGONEL triggers Rook’s effect, but no more than once a
Catapult becomes Interrupt 3 round.
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Allies in the aura also reduce all damage by 2, as if
by armor.
Chapter 3
Black Rock Vanguard: You can take any
number of interrupts per turn. When you take an
interrupt, you may rush 1 after it resolves.
GREAT GIORGIOS
1 action, end turn
Melee
Talents:
I. You gain phasing while rushing. Foes you
pass through take 2 damage and are shoved 1
in any direction.
II. Allies adjacent to you when you start your
rush can also rush 1.
Mastery: DRAGONSLAYER
You can choose to Delay Great Giorgios. Your
next turn must be slow, but the effect activates at
the start of that turn instead of at the end of your
target’s turn, and it deals double damage.
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Demon Slayer
Master of the Forbidden Arts
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Warriors of impossible strength and insane bravado, demon slayers are warriors that specialize in
fighting the largest and most dangerous monsters to crawl out of the pits that riddle the land. They
relish in fighting against impossible odds, training themselves in forbidden techniques, arcane arts, and
oversized weaponry that normal Kin would quake at wielding. They organize themselves into loose
orders and train and hunt together, sharing tales and trophies of the colossal horrors they have slain.
Some say in order to fight their quarries, the slayers must ingest demon blood to gain their strength,
giving them dark and forbidden power that makes other Kin fear and respect them in equal measure.
Relevant Rules
• Charge - A triggered effect that activates when
the ability is used on a slow turn.
• Delay - Slow but powerful effect that typically
ends your turn. When you use a delay effect,
your next turn must be slow. The effect occurs at
the start of that turn, before anything else
happens.
• End turn - This ability ends your turn. If
multiple abilities or effects would end your turn
at the same time, you can only choose one.
• Exceed: A triggered effect that takes place
when you score a critical hit.
• Rampart - Foes cannot dash, fly, or teleport
while adjacent to any character, object, or space
with Rampart.
• Slow Turn - Go after all other characters. If
multiple characters take slow turns, it takes the
same order as regular turns (ally/enemy/ally)
• Power Die -A die set out and and ticked up or
down depending on certain conditions. You can
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Legend characters always take 25% of max hp
Traits: from this ability instead of other effects.
Demon Edge: If you elect to take a slow turn or
use a delay effect, gain vigilance +1. Your charged Ultimate: PERFECT GOD SPLITTER
or delayed abilities deal bonus damage. While holding a God Cutting Blow, you can rush 1
Demon Strength: You can make any ability at the start or end of any other turn than yours,
Heroic when you use it. If you do, you can’t attack but no more than twice a round.
or use Heroics until the end of your following
turn.
Hissatsu: If you don’t attack during your turn,
your next attack ability gains +1 boon, true strike,
and upgrades its damage die to d10. This effect
ends after you hit with an attack.
True Horn: You are sturdy from the start of
each round until the start of your turn.
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Abilities: Mastery: EXALTED BLOSSOMS DEVIL
BLADE
DEMON CUTTER Effect: At the start and end of your turn, you may
1 action, attack teleport to any space adjacent to your weapon.
Melee, Line 3, True Strike
DRAKEN CROSS
You slash your weapon in a deadly swing 2 actions, attack
sending cutting shockwaves out that rip through Melee, Range 2, Cross 2
enemy defenses.
Attack: On hit: [D]+ fray. Miss: fray. Effect: Foe Fill the air with the flurry of blades.
is winded. Attack: On hit: 2[D] + fray. Miss: fray.
Area effect: Fray Area effect: Fray
Charge or Heroic: Change area to Arc 4. Charge or Heroic: Gains true strike and you
may rush 1, then target a cross 1 area in range 2
Talent: with area effect: fray damage. The areas cannot
I. Exceed: Deal 2 damage again to all characters. overlap.
II. Your can vault and fly 1 before using Demon
Cutter. Talent:
I. Exceed: Repeat the charge/heroic effect
Mastery: BLOOD DRINKING DEVIL BLADE II. You may shove all characters 1 away from the
After the attack resolves, all foes in the area take 2 center space of any area of this ability.
damage once again for each foe caught in the area,
up to a maximum of three times. Mastery: BONE CUTTING DEVIL BLADE
When you use this ability, you can cause it to deal
COMET 1 damage to your attack target, cutting them so
1 action deep that they don’t even notice it. Mark them.
Object While marked, the next time you hit that
character with an attack, instead of rolling
Your weapon becomes like a meteor, burning damage, it causes the internal damage to explode.
through the air as you hurl at at your foes and The triggering attack does maximum damage,
smash it into the earth then consume the mark, ending it.
Effect: You throw your weapon to a free space in
range 3, dealing 2 damage to all adjacent RIGHTEOUS DISDAIN
characters, ignoring cover. It then becomes an Interrupt 1
object.
Thrown Weapon With a clap, you deflect a weapon or projectile
Object: Your weapon becomes a height 1 with your bare hand or the flat edge of your
object with rampart. While it’s out you blade.
cannot attack. You can pick your weapon up if Trigger: A foe uses an ability that targets an ally
you enter any space adjacent to it or start your in range 2, and damage to your ally has been
turn there, ending this effect and removing determined on the foe’s end but not applied yet.
the object. You also pick it up if it’s removed Effect: Apply the damage to both you and your
for any other reason. ally, but both of you gain resistance to it.
Charge or Heroic: Range 5, and deals fray Special: Righteous disdain can only be used if
damage instead when it lands you have not taken a turn yet this round.
Heroic: Ignore the special effect
Talent:
I. If you end your turn adjacent to your thrown Talent:
weapon, gain vigilance +1 I. You can rush 1 before triggering this ability,
II. When you pick your weapon up, you can use it and your ally may rush 1 afterwards.
to vault, flying 1
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II. Shove the triggering foe and ally each 1 space There’s no limit on how many times you can rush,
in any direction after this ability resolves. and you can shove 1 after each rush.
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Heroic: Foes inside the area when it activates are
winded and take fray damage. Mastery: MUGEN SHOMETSU
When you would discard the power die, roll it
Talents: instead of discarding it. On a 1 or 2, keep it, using
I. You have counter and are sturdy while inside the new number.
the area.
II. Allies inside the area reduce all damage by 2,
as if from armor.
Chapter 3
Rangiri: If you trigger Hissatsu twice in a row,
your attack ability becomes upgraded further. The
entire ability now deals double damage. Roll and
determine all damage on the attacker’s end when
making it, then double the total before applying it.
WICKED SHEATH
1 action, attack
Melee, True Strike, Power die
Talents:
I. Also shove your foe 1 for every charge on the
die. Collide: Your foe is stunned.
II. Exceed: Draw a line 4 area effect that includes
your target. Characters inside other than your
target take 2 damage, once, for every charge
on the die.
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Leggio Demon Slayer
Crimson Cloud Demon Slayer
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Falling Blossom School Slayer
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Colossus
High Flying Grappler
Ferocious followers of Arenheir, the Wolf Titan, the Colossi are a martial order of berserkers,
pankrationists, and warriors that reaches across all of Arden Eld. They travel throughout the land
seeking powerful foes, and taking trophies to return to their great lodges to offer in tribute to Arenheir
in fierce hope of resurrecting their god. At their lodges they feast and drink to their deeds, companions,
and boasts.
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Colossi seek glory and challenge through battle, and will often go for only the absolute strongest
warriors and monsters, heedless of their own safety. They fight with wild abandon and unconventional
techniques that would make even the dirtiest Knave raise an eyebrow.
Relevant Rules
• Bloodied - At or under 50% hp
• Comeback - A triggered effect that happens
when this ability is used while bloodied
• Charge - A triggered effect that activates when
the ability is used on a slow turn.
• Defiance - Prevents hit points from being
reduced past 1 hp. When this triggers, remove
this effect and character becomes immune to all
damage for the rest of the current turn.
• Exceed: A triggered effect that takes place
when you score a critical hit.
• Flying - A flying character ignores all terrain
penalties, obstruction, and engagement. They
are still affected by impassable terrain and
height advantage.
• Regeneration - If at 25% hp or lower at the
end of your turn, cure yourself.
• Sacrifice X- Reduce your hp by X, usually as a
cost for an ability. Sacrifice costs are paid at the
start of an ability, cannot be reduced, ignored,
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Traits:
Furious Berserk: You start combat with
regeneration and defiance. While you’re bloodied,
you are sturdy, and gain vigilance +1 at the end of
your turn.
Wolfheart: Once a round, you can take a wound
or sacrifice 25% of your max hp to make an ability
Heroic and increase the distance of any flight,
rush, or dash as part of that move by +1.
Pulverize: When you start an attack ability on
higher elevation than your target, it deals bonus
damage. If you are two or more levels higher, it
also triggers all exceed effects.
Great Leap: When you would end any
movement on a lower elevation than you started,
you may gain flying for the duration of that
movement.
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Throwing caution to the wind, you crash your
Abilities whole body into your foe, sending you both
flying.
Effect: If you start this ability from a higher
VALKYRIE elevation than your target, fly 1.
1 action, attack Effect: Sacrifice 6. An adjacent foe takes [D]
Melee, True strike +fray damage and becomes dazed.
Heroic: Sacrifice 3 instead.
Soaring through the air like a vengeful spirit, you
crash into your enemy. Talents
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe I. Comeback: Hit your foe so hard that you
is winded. create 2 spaces of difficult terrain in adjacent
Effect: You can fly 1 before making this attack. spaces after this ability resolves.
Exceed or Heroic: Create a pit under your II. Comeback: Shove your foe 1, then shove
target. yourself 1 away from your foe. Both of you
take 2 damage again.
Talents:
I. Valkyrie gains range 3 Mastery: GIANT KICKER
II. Charge: Rush 1, then fly 1 instead. At round 4 or later, dropkick gains true strike and
a line 4 area effect that must include your target.
Mastery: CALL OF ERENHELION The area deals fray damage to all characters other
When you use Valkyrie, and for the rest of your than your target and dazes them.
turn, whenever you start a flying movement, all
allies in range 2 of you can also fly 1 MASSIVE OVERHEAD
1 action
UPHEAVAL End turn
1 Action
Range 3 End your turn. Your next attack strikes with
such force that it deals bonus damage and creates
The disciples of the wolf titan exhibit such a pit under its target after it resolves.
legendary strength that they can rip up the earth Special Effect: If your target was already in a pit
itself with their bare hands. before the triggering attack, it also activates all
Terrain Effect: Smash the battlefield, creating a exceed effects.
height 1 boulder object in free space in range. Comeback or Heroic: Attack also gains range
Adjacent characters are shoved 1 away from the +2, or range 2 if it had no listed range.
terrain when it appears.
Comeback or Heroic: Characters are also Talent:
dazed. I. Attack gains Exceed: Also create a height 1
boulder object adjacent to your foe.
Talents: II. Attack gains Exceed: The pit also becomes
I. The boulder bounces before landing, dealing 2 dangerous terrain.
damage in a cross 1 area effect anywhere in
range. Mastery: BLOOD RUSH
II. Charge: The boulder bounces before landing, At round 4 or later, Massive Overhead gains its
creating a pit anywhere in range. Comeback effect for free and no longer ends your
turn.
Mastery: TITAN STRENGTH
Comeback: Becomes a free action
TAKEDOWN
2 actions, attack
DROPKICK Melee
1 Action
Sacrifice
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You deliver a mighty blow with wild abandon, so Melee, True Strike
strong that you yourself are left reeling.
Attack: On hit: [D]+fray. Miss: fray You fling your foe into a wall, catching them on
Effect: Both you and your foe are stunned. You the rebound.
may sacrifice 4 to avoid this stun. Attack: On hit: [D], Miss: 1 damage. Effect:
Exceed or Heroic: Creates a pit under your shove 2.
target. Collide: You bounce your foe, then and catch
them mid air. Remove them, fly 1, then place them
Talents: in any free adjacent space. They take fray damage
I. You may rush 2 before using Takedown. and are dazed.
II. You can also choose to shove your target 2, Exceed or Heroic: Smash the ground when you
then shove yourself 2. Collide: Deal fray land, creating difficult terrain under your foe and
damage. in two adjacent spaces.
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Special: If you are defeated, your next use of this
ability in the same combat becomes a free action.
Talents:
I. You can voluntarily reduce yourself to 1 hp
before using Raging Wolf.
II. While you’re at 1 hp, Raging Wolf is a free
action.
Chapter 3
Unbreakable: If defeated, you can rescue
yourself and take a turn as normal. This doesn’t
take an action and takes place at the start of your
turn. In addition, after being rescued in any way,
including as part of this trait. you can rush 1 and
deal 2 damage to all adjacent characters.
BOILING BLOOD
Interrupt 1
Defy Death
Trigger: You are defeated
Effect: You fight on, remaining standing at 1 hp
and do not become defeated until the end of your
next turn, or if combat ends before then. During
that time, damage cannot reduce you past 1 hp
and you deal bonus damage with all abilities.
Heroic: Also deal fray damage twice to the
character that triggered this ability.
Talents:
I. While Defy Death is active, all abilities also
trigger all exceed effects.
II. You can rush or fly 1 before using any ability
while Defy Death is active.
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Knave
Absolute Bastard
The advent of the Churning Age has coincided with the rise of a certain class of person with heavy
pockets and a long list of ‘problems’ to solve. The Knaves are the solution. Hedge knights, rogue
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warriors, duelists, deserters, and veterans, they roam the land offering their services to whoever has the
dust to spare. Though some of them are altruistically minded, they tend to go where the work, food, and
fighting is thickest, and never stay for long in one location.
Knaves operate under a loose moral code and an even looser no-holds-barred fighting style, using hilts,
head butts, and gauntleted fists to inflict pain, punishment, and humiliation on their opponents in equal
measure. These braggadocios warriors spare no effort in flexing their incredible strength - if the price is
right. For a freshly roasted chicken, a pocket full of dust, and a polish of their boots, they’ll do just about
anything.
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TRAITS:
Martial Master: You can take two stances at
once.
Blackheart: While you’re suffering from a
status, gain vigilance +1 at the end of your turn. If
you are suffering from two or more, also deal
bonus damage with all abilities.
Taunt (1 action): A foe in range 3 gains hatred
of you. This effect ends if you taunt a different foe
or until saved against normally.
Spite: You can choose to use the Heroic effects of
any ability when you use it. However, after it
resolves, gain Hatred+ of the closest foe to you
until the end of your next turn and you can’t use
Heroics again for the same duration. If multiple
foes are equidistant, you can choose.
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Abilities REVENGE
2 actions, attack
LOW BLOW Melee, Combo
1 action, attack
Melee, Combo, True strike No matter how hard pressed, your hands, feet,
and armor are ready to retaliate.
Hit them right in the gronch. Attack: On hit: [D]+fray. Miss: fray
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe Effect: Gain unstoppable and counter until the
is dazed. If they are already dazed, they gain end of your next turn
hatred of you. Slay or Heroic: While this ability’s effect is
Slay or Heroic: You may cure yourself. active, you can rush 1 as an effect if you are
damaged by a foe’s ability, but no more than once
COMBO: THE HOOK a turn.
Gains range 2 and effect: Shove character 1
towards you. COMBO: INDIGNATION
Gains True Strike and replace the base effect
with effect: Deal 2 damage, once, to your target
Talents:
for every status they are suffering from, to a
I. If your foe is suffering from three or more
maximum of six times, then gain counter until the
statuses, gain the Slay/Heroic effect for free.
end of your next turn.
II. Comeback: The Hook becomes range 3 and
shove 2.
Talents:
I. While this ability’s effect is active, attacks
Mastery: SADIST
against adjacent allies gain +1 curse
If your foe is suffering from three or more
II. You may sacrifice 4 to gain or lose a combo
statuses, this ability always deals maximum base
token after using any version of this ability.
damage (before critical hits).
Mastery: IRON MAIDEN
PROVOKE While this ability’s effect is active, the first time on
1 Action any turn counter triggers, deal 2 damage to all
adjacent foes.
You drop your guard, and wait for foes to take
the bait.
Effect: Each adjacent foe deals 1 piercing damage
RIPOSTE
1 action
to you, as if damaging you with an ability. You
Stance, gamble
then deal 2 damage, once, for each foe that
damaged you this way to all adjacent foes, to a
When you come at a knave, you best not miss.
maximum of 4 times.
Stance: When you enter this stance or when it
Heroic: Affects all foes in range 2.
refreshes, gain the following interrupt until the
Slay: Then, you may shove all affected foes 1
start of your next turn:
towards or away from you.
Dire Parry
Talents:
Interrupt 1
I. If this ability only affects one foe, they gain
Trigger: A foe targets an ally in range 2 with
hatred of you.
an ability.
II. You can sacrifice 2 after this ability resolves to
Effect: Gamble, then deal that much damage
deal 2 damage again to all adjacent foes.
to your foe. On a 6, they are also dazed and
shoved 1. If you have vigilance, you can spend
Mastery: STORM OF FURY any number of vigilance charges when
Before dealing each instance of damage, you may gambling to roll one extra d6 per charge
rush 1. spent.
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characters. Stop and collide if your foe would hit
Refresh: Refresh this stance when a foe damages an obstruction.
you or an adjacent ally with an ability. Effect: Your foe takes 2 damage once for each
Heroic: Roll 1 more d6 when gambling. character they pass through, to a maximum of
four times, and those characters are shoved 1.
Talents: Then, shove your foe 1.
I. You can also sacrifice 2 to roll 1 more d6 while Collide: Wind foes
gambling. Heroic: Shove your for 1 space, then 1 additional
II. Comeback: Gain vigilance +1 after Riposte space for every character they passed through
resolves. instead, to a maximum of 4 extra spaces.
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Mastery: IRON SKULL Talents:
After Intimidate’s stun triggers, also become I. Against characters at 25% hp or lower, this
unstoppable until the end of your next turn. ability cannot miss (turn any miss into a hit).
II. This ability gains range 2 against characters
25% hp or lower and you may rush 1 before
SUCKER PUNCH
using it against those characters.
Interrupt 1
Talents:
I. You can sacrifice 3 after using this interrupt to
regain it.
II. Comeback: This ability is interrupt 2.
Chapter 3
Way of the Crow: If any ally is defeated, cure
yourself and become unstoppable until the end of
your next turn.
BLEAK MERCY
2 actions, attack
Melee, combo
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VAGABOND
Rogue, Scoundrel, and Blade for Hire
Strengths: High mobility and damage, strong summons and marks, strong against isolated foes
Weaknesses: Relatively low durability, relies on support
Complexity: Medium
Vagabonds are the mercenaries and wanderers of Arden Eld. They know how to aim a crossbow bolt
through the helmet slit of a knight or the weak spot of a monster, how to move quietly and quickly, and
how to fling a knife with deadly precision.
Vagabonds boast high damage and even higher mobility. Skirmisher lets them move faster and further
than other classes, while Dodge lets them avoid damage unless targeted directly. They make use of
Summons, Stealth, Slash, Blind, Evasion, and Finishing Blow to crush weak, isolated, or ranged
enemies and avoid their counterattacks.
Vagabonds are strong against artillery foes and weaker against heavy foes.
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Many Vagabond abilities include Dash, and
MOST RELEVANT RULES Teleport. These are very potent forms of
movement but they easily get shut down by the
winded status.
Statuses
Vagabonds specialize in the Blinded and Slash
statuses and use Blights. Dash
Special movement that ignores engagement.
Blinded
Max range of all abilities is 2. Teleport
Instantly move to a free space within range X.
Blinded is very strong against ranged attackers
and much weaker against melee attackers, but it You don’t have to be able to see a space to
can also make it very hard for characters to use teleport there.
abilities on allies in tight situations.
Finally, Vagabonds have potent summons
Slash
Takes bonus damage from all sources unless Summon
adjacent to an ally. A character controlled by its Summoner.
Summons are intangible and cannot be marked
Slash is strong against characters who like to but otherwise count as allies. Summons do not
stray from their allies, like strong ranged take turns. Instead, they have a summon action
attackers, and forces characters to drop up. that they use on their summoner’s turn, or a
summon effect that is always active, and
Other effects otherwise don’t take actions or move on their
own. Summons are removed from the battlefield
Vagabonds also make heavy use of Evasion and when their summoner is defeated.
Stealth.
Summons are characters you can create under
your control. They can often be hurt and
Evasion damaged but doing so is usually a waste of a
Roll a d6 when targeted by an attack. On a 4+, the
foe’s turn. Summons typically act on your turn
attack automatically misses. Check before the
and have limited effects - they are not full
attack roll.
characters and cannot take actions or move
normally. Each summon does something unique
Evasion is a very potent combo with dodge
that’s described in the ability that summons
because characters with dodge take no damage
them.
from missed attacks. It does nothing against
effect damage or abilities, so it doesn’t cover
everything.
Stealth
Cannot be directly targeted except from an
adjacent space. Breaks on using any ability other
than dash or standard move.
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Fool
Masked Avenger
Fools are dedicated defenders of the common people of Arden Eld, part folk hero, and part hired killer.
They have no official organization, and cover their faces with masks to hide their identity, wearing bells
and motley to cover their collections of deadly weapons and explosives.
Some people fear the Fools, calling them self-interested thugs or anarchic cultists of the Laughing God.
They may not be entirely wrong, but none can deny their flair for the theatrical.
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They are feared rightly by all would-be tyrants, under-barons, and aspiring imperial lords. Wherever
kin labor under oppression, someone will take up the mask and knives and sent cold jolts of fear into the
hearts of the rich and comfortable.
Relevant Rules
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TRAITS: Summons
Tumbling: You may phase through characters.
Entering the space of a character always costs 0 Many fool abilities summon bombs. When a bomb
movement. is summoned, it can be summoned in free space in
Curse the Eyeless: You have evasion against range 2 unless a different range is specified. You
blinded characters. can have a maximum of six active bombs.
Cheap Trick: When an attack misses you, you
may teleport 1 space, then leave a bomb in an Bomb
adjacent space. Size 1, intangible
Stack Dice: Once a round, when you trigger a Summon effect: The bomb can be shoved or
finishing blow or slay effect, gain a Stacked Die teleported and can share space with other
after that ability resolves. You can use this die characters, though it can’t share space with other
when you gamble to make the gamble result 6, bombs. When any character exits a bomb’s space,
consuming the die. You can only hold on to one they can carry a bomb with them and drop it at
Stacked Die at once, and lose all of them at the any point during the movement, leaving it in any
end of combat. space they vacate.
Summon effect: Once a round, you may gamble
at the end of any other turn than yours. All bombs
Limit Break: CURTAIN explode, dealing damage equal to the gamble
result to adjacent characters as an area effect.
CALL Characters in the area of multiple explosions are
only affected once.
4 resolve
2 actions
Divine, Gamble
3-5 spaces: x2
6-7 spaces: x3
8 spaces: x4 and character is stunned.
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damage, then summon it in range 2 of that
Abilities character.
SPINNING TOP
CAVALIERE
1 action
1 action, attack
Gamble
Melee, +1 boon
A blur of cape, a flash of color, the gleaming of
It is not enough to rudely and plainly strike your
blades.
foe down. One must make it entertaining.
Effect: Gamble, then dash that far in a whirling
Effect: Dash 3 in a straight line, then dash 1
dance. You must move as far as possible before an
space to the left or right of your movement. This
obstruction causes you to stop, and you must
movement ignores terrain penalties and has
make all movement in the same direction.
phasing. However, you must move if able, and
However, you can interrupt spinning top with any
you must move as far as possible.
other single ability, including your standard
Attack: On hit: [D]+fray. Miss: fray. Effect: Your
move.
foe is blinded.
Effect: If you move the maximum distance rolled
Finishing Blow or Slay: Summon a bomb in
by Spinning top, gain evasion until the start of
range 2.
your next turn.
Talents
Talents:
I. If you pass through an ally or summon during
I. Charge: Roll one extra d6 and pick any result
this movement, deal bonus damage
when gambling.
II. Allies you pass through during this movement
II. You can tumble and fly 1 at any point during
can dash 1.
spinning top’s movement.
Mastery: CORAZZIERE
Mastery: VORTICE DI FOLLIA
After cavaliere’s dash resolves, deal 2 damage,
If you triggered a slay effect during your turn
once, to all foes you passed through for each foe
before using spinning top, it becomes a free
you passed through, up to a maximum of three
action.
times.
DEATH
CARNEVALE
2 actions, attack
1 action
Melee, Line 6
Summon
A shard of Divine Death, summoned with a snap
Get the party started.
of the finger.
Area effect: Gamble, then count the spaces out
Summon: Summon two bombs in range 2. You
from you along the line. The space rolled is the
may dash 1 before summoning each bomb.
attack space, and ignores cover.
Effect: If you end your turn without attacking,
Attack: Autohit: 2[D]+fray.
you can then immediately gamble to detonate all
Area Effect: fray
bombs.
Finishing blow or Slay: Character explodes in a
blast 1 area effect centered on them, dealing fray
Talents: damage.
I. Charge: Range 4 Special Effect: Death deals 999 divine damage
II. You can allow any ally in range 2 to dash 1 instead to your attack target if they are at 8 hp or
before summoning a bomb instead. less.
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I. If there’s a bloodied character in the area, roll • 4-5: Foes are additionally slashed.
1 more d6 and choose any result. • 6: Yourself and allies also gain stealth.
II. Slay: create a pit under your target Finishing Blow: Bloodied foes take 2 damage,
twice instead.
Mastery: ULTIMA DEATH
Increase death’s threshold to 16 hp or less. Talents:
I. Increase flight on yourself to 3
GALLOWS HUMOR II. Slashed or Blinded foes always activate the
1 action Finishing Blow effect.
Stance, Power die
Mastery: AMICO
The power of Divine Death flows through you, You can throw the party favor at any character in
empowering your strikes. range instead, making it a mark. You can gamble
Stance: Set out a d4 power die, starting at 1. at the end of any turn after yours to detonate it,
While in this stance: ending the mark.
• When this stance refreshes, or when you or an
adjacent ally misses or is missed by an attack, Chapter 2
tick the die up by 1.
• When the die is 4, you may reset it to 1 when
you or an ally in range 2 uses an ability to MASQUERADE
empower it. The ability deals bonus damage and Interrupt 1
triggers any slay effects, hit or miss.
Refresh: This stance refreshes at the start of The Fool knows how to move unseen, slipping
your turn. through shifting faces and voices like a fish
through water.
Trigger: An character uses an ability against you,
Talents:
and there’s a willing non-summon ally in range 3
I. Gallows humor instantly ticks up to 4 if an ally
Effect: Swap places with your ally, teleporting
is defeated anywhere.
both of you, and the ability targets your ally
II. The empowered ability gains effect: deal fray
instead. If you or your ally can’t teleport, this
damage again to any target at 25% hp or
interrupt can’t be made.
lower.
Talents:
Mastery: MAESTRIA MORTALE
I. If you haven't acted yet this round, gain
While in this stance, all your abilities with an
evasion after swapping until the end of your
action cost of 1 or 2 gain slay: all allies may dash
next turn.
1, then foes adjacent to at least one ally that
II. Fly 1, then summon a bomb after swapping
dashed this way take 2 damage.
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Area Effect: Deal 2 damage, once, ignoring II. Before and after the dash, fly 1.
cover, to all foes in the area for every foe or ally in
end spaces of the cross, including the attack Mastery: REVOLUTION
space. You can take this interrupt three times a round.
Finishing Blow or Slay: Cross counts as having The second time you use it, dash 2 spaces, and the
+1 foe in an end space. third time just 1 space.
Talents:
I. If you catch 2 or more foes or allies in the end
spaces of the cross, summon a bomb in the
center space.
II. Charge: Allies in the area can fly 1.
Chapter 3
Death’s Apprentice: You can hold on to 2
stacked dice at once.
CHRONOTEMPER
1 action
Mark, Power die
Cheat Time
Interrupt 1.
Trigger: The start or end of any turn other
than yours
Effect: Gamble, then the marked character
dashes a number of spaces equal to the
gamble result, 1 space at a time. Each time
they finish a dash, they may deal 2 damage to
an adjacent foe, but cannot damage the same
foe more than once in the same turn.
Talents:
I. This dash gains phasing and ignores
movement penalties from terrain
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Freelancer
Divine Punisher
Freelancers are free-roaming exorcists and hired guns, roaming the land and fighting blights, demons
and bandits in the name of justice. They tend to act as wild cards: highly independent, highly effective,
and sticking to their codes of honor.
Freelancers have their history in an ancient disgraced knightly order from one of the Seven Families of
the Thrynn. They each wield a bright metal six gun, a bow, or a long rifle with extreme skill, the bullets,
shot, or arrows of which they infuse with raw Aether drawn from their very souls. Each weapon is a
relic passed down from master to student over the years, and can only be won in a duel with another
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freelancer. The freelancer’s ultimate weapon is the Astral Chain, a holy gauntlet which they use to purge
and bind demons and rogue spirits into their service as Seraphim.
Relevant Rules
• Exceed: A triggered effect that takes place
when you score a critical hit.
• Aura X: This ability is a continuous, ongoing
effect that affects all characters specified within
range X of an origin point, usually a character.
Characters are only affected by an aura while
inside
• Cover - If a character has cover from an ability
with, it halves all damage from that ability.
• Flying - A flying character ignores all terrain
penalties, obstruction, and engagement. They
are still affected by impassable terrain and
height advantage.
• Mark - Places a mark, an ongoing effect, on a
specific character. Each ability can only place
one mark at a time, and a character can mark
another character with one mark at a time. If
you place a new mark on a character with a
mark from you, you can choose which to keep or
which to discard. Marks end when the character
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free space to place all characters teleported inside
Traits the area when it is moved.
Bound Spirit: At the start of combat, you may
place your seraph in range 2 from you. This
summon persists even if you’re defeated.
Astral Seraph
Size 1, intangible, flying, skirmisher
Summon action: The seraph flies 2
Summon effect: Once a round, when you
score a Critical hit or trigger a Finishing
Blow, you may cause the seraph to lash out
against a character at exactly range 3 from the
seraph, dealing 2 damage, twice, and ignoring
cover.
Aether Shot: Any attack made on the third and
sixth round of combat deals bonus damage and
triggers all exceed effects, hit or miss.
Trigrammaton: Your abilities used against foes
at exactly range 3 gain +1 boon on attack rolls and
ignore cover.
Astral Binding: You can stack up to two marks
on characters. As a free action, you can teleport
all characters marked by you 1 space.
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damage to a different foe in range 3 per charge
Abilities on the die.
Mastery: PURESILVER
STRAFE SHOT If exorcism's target is defeated, you can cause the
1 action, attack projectiles to fly and track a new target in range 3,
Range 3, +1 boon transferring the mark, dealing 1 damage per
charge on the die, and keeping the power die.
Faster than a speeding bullet.
Attack: On hit: [D]+ fray. Miss: fray. Effect: Your
foe is slashed. TRICK SHOT
Effect: You may dash 1 before and after the 1 action
ability
Finishing blow or Exceed: Release a flurry of Shoot with your heart.
fire, dealing 2 damage to all foes in range 3. Foes Effect: Your next ability with a listed range gains
at exactly range 3 take 2 damage, twice. +1 boon on attacks, blinds one of its targets, and
gains rebound.
Talents: Finishing blow: Gain stealth after the ability
I. Each time you dash, you may deal 2 damage to resolves.
a different character in range 3.
II. Strafe shot’s dashes can be a fly or teleport. Talents
I. When Trick shot rebounds off an ally, you may
Mastery: PLATINUM CHAMBER teleport them 1.
Strafe shot can interrupt and break up any II. After Trick shot rebounds, it causes phantom
movement you make without halting it. projectiles to split off, dealing 2 damage to one
or two foes in range 3.
EXORCISM
1 action Mastery: GOLDEN BULLET
Mark, power die Trick Shot can cause an ability to rebound twice.
The second bounce must be off a new character or
The mantra of the exorcist. Every bullet or arrow object in range 3 of the first.
shot is imbued with the soul aether of its master,
and seeks its foe like a loyal hound. ASTRAL CHAIN
Mark: You mark a foe in range 3. When you end 2 actions, attack
your turn in range 3 from your foe, or that foe Range 3, Melee, Mark
ends their turn in range 3 of you, set out a d4
power die, starting at 1, or tick it up by 1. When With your heavenly chain skillfully whirling
you set out the die or tick it up, shoot a projectile through the air, you dispense divine justice.
at your foe, dealing 1 damage. The projectile Attack: On hit: 2[D]+fray, twice. Miss: fray.
remains, hovering in the air, and tracking your Mark: Your foe is marked. While marked, at the
foe. At the end of any turn the die is at maximum, start of your turn, if they are in range 3, they take
every projectile shot flies at your foe, dealing 2 2 damage from you as bolt of celestial lightning
damage once for each charge on the die and shoots between you. If they are at exactly range 3,
ending this effect and mark. they take fray damage instead.
Finishing Blow: When marking a bloodied foe, Finishing Blow or Exceed: Lash to your
immediately gain the die at 1 marked foe with an ethereal chain that lasts until
they are defeated or the mark ends. You can pull
Talents: on this chain once a round at the start of your
I. While this mark is active, your attacks gain: foe’s turn to fly 2, ending closer to them if
Exceed: tick the die up by 1. possible.
II. If your target is defeated while marked by
exorcism, the projectiles scatter, dealing 1 Talents:
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I. While marked, gain evasion against your triggers all exceed effects, ignores cover, and you
marked foe while they’re in range 3. may dash 1 either before or after taking it.
II. While marked, your attacks against the foe Refresh: Refresh this stance after you score a
gain: teleport them 1 after the attack resolves. finishing blow.
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Interrupt 1 placed adjacent to them, dealing 2 damage and
blinding all characters.
You rapidly fire a massive barrage from your
weapon into the air. The projectiles hover in the Talents:
air like hunting eagles, waiting to strike. I. At round 4 or greater, Soul Shot considers all
Trigger: You score a Critical Hit or trigger an characters in the line to be at exactly range 3
exceed effect II. At round 4 or greater, Soul Shot becomes Line
Terrain Effect: You shoot out a flurry of 6
projectiles into the air, where they hover in place,
creating a cross 1 terrain effect in range 3. Foes Mastery: GREAT ANGELOS
that start their turn in the area that end their turn Allies Great Angelos passes through gain phasing
outside of the area are struck by a projectile and until the end of their next turn and their
take 2 damage. Marked foes are also slashed. The movement ignores all terrain movement penalties
area lasts until this ability is used again. for the same duration.
Talents
I. You can consume the area as a free action to
disperse the bolts, dealing 2 damage to up to
three characters in range 3 of the area.
II. When you attack a marked foe in range 2 of
the area, a bolt flies out of the area and strikes
them after the ability resolves, dealing 2
damage.
Chapter 3
Divine Chamber: Your sixth round Aether Shell
also deals divine damage
SOUL SHOT
Light Ranged Attack
Line 3, +1 boon
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Shade
Nocturnal Assassin
Night-walkers, shadow-steppers, and masters of secret scroll arts, the Shades are spies, scouts, and
assassins of unparalleled skill. Their number forms a secret and deadly society of Shadow Clans spread
across Arden Eld, each practicing and refining the Night Venom Techniques. Joining the shades is
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presumed to be extremely difficult, but they tend to open their ranks to anyone that has been lost or
abandoned.
The legends say Shades make a deal with the Weeper, the dead titan queen of night and air, and drink
her tears, splitting their soul in two. Their shadow becomes animate, bestial and hungry. Over a week
and a day, they must fast and train their shadow to obey them, transforming them into agile and silent
warriors of the highest order. The Shades say the stories are rumors, and they get along with their
Darksides. They do have a tendency to appear when least expected, in uncanny and unsettling ways.
Relevant Rules
• Difficult terrain: +1 space to exit
• Dangerous terrain: Take 2 piercing damage
on entering. Can only take this damage once a
round for each space.
• Pit: -1 space lower than its base space
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Traits Summons
Shadow Arts: You have phasing and are
immune to blinded. Many shade abilities summon shadows or create
Underworld: Attacks against foes in pits, shadow clouds. Shadows can be summoned in
difficult, or dangerous terrain ignore cover and free space in range 2, unless a higher range is
deals bonus damage. specified. You can have a maximum of six active
Darkside: When you first vacate a space on your shadows, and any number of shadow clouds.
turn, you may leave a shadow.
Meld: Once a round, before or after using any Shadow
ability on your turn, you can swap places with any Size 1, intangible.
shadow in range 3, teleporting. Summon effect: The shadow can share space
other characters, and has different effects on foes
and allies:
Limit Break: ABYSSAL • If a foe enters the shadow’s space or starts their
turn there, it it consumed, dealing 2 damage to
ECSTASY them, disappearing and turning into a shadow
cloud
1 Action
• If a yourself or an ally enters the shadow’s
2 Resolve
space, it is consumed. It disappears and grants
them stealth.
A prayer and a drop of blood, and soothing
darkness cloaks the battlefield.
Shadow Cloud
Effect: Yourself, all allies, and allied summons
Terrain effect
gain stealth, and all foes are blinded.
Difficult terrain. While inside this terrain space,
characters are blinded+. You are immune to these
Ultimate: ULTIMA ECSTASY effects.
Summon shadows adjacent to up to three foes.
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Abilities Mastery: BONE RAVEN TECHNIQUE
This effect can trigger twice a round by default
instead.
UMBRA
1 action, attack
Range 4, +1 boon, combo
DEATH BLOSSOM
2 actions, attack
By the power of darkness. Melee, Breach 1
Attack: On hit: [D]+ fray. Miss: fray. Effect: your
foe is blinded. From beneath a cloak, out from flying sleeves, or
Effect: You may teleport to any space within hidden in coils of hair - infinite blades. One more
range 2 of your target either before or after the sweep, and shadowy bolts of cloth cut through
attack. your foes like razors.
Finishing Blow: Summon a shadow adjacent to Attack: On hit: 2[D]+fray. Miss: fray.
you or your target. Area Effect: fray
Effect: Ignores cover.
Finishing Blow: After this ability resolves,
Talents:
create a pit under your attack target. The pit is
I. Slay: Gain defiance.
also a shadow cloud.
II. You can sacrifice 2 or consume a shadow in
range 2 of you to gain a combo token after
COMBO: FLYING SLEEVES
using this move.
Area becomes Arc 3
Effect: If you catch an ally or summon in the
COMBO: PENUMBRA
area, you and your allies are immune to this
Teleport your foe to any space within range 2 of
ability’s damage and effects, and you may extend
you instead. A foe can save to avoid this effect.
the area effect to arc 8, ignoring cover.
Blinded foes fail this save.
Talents:
Mastery: DEVIL FROG TECHNIQUE
I. Finishing Blow: Teleport all characters in the
Umbra has the range of the battlefield against
area 1.
blinded characters and ignores cover.
II. Slay: Teleport 2, then throw three knives,
each dealing 2 damage to a different foe in
HARROW range 3
1 Action, Mark
Mastery: SHUKUCHI
You mark your foe with a dire seal. Shadow You can teleport 2 spaces before and after using
tendrils reach out from an unknown space and this ability.
jerk them like a puppet.
Mark: Flick an umbral seal at a character in
range 3, marking them. While marked, once a
NIGHTMARE
round when you teleport, you can also teleport the 1 action, summon
marked character 1 spaces and deal 2 damage to
them if they’re a foe. Draw out a fragment of true darkness, roaming
Finishing Blow: When marking a bloodied and hunting for warmth.
character, immediately trigger the effect, ignoring Summon: Summon 2 shadows in adjacent
the round limit spaces. You may teleport 1 before summoning
each shadow.
Effect: Until the start of your next turn, you can
Talents:
consume a shadow in range 2 of you when
I. At the start of your turn, you may teleport to
targeted by an attack to gain evasion against that
any space in range 2 of your target
attack.
II. Once a round, you can sacrifice 2 to trigger
the mark effect again, ignoring the round
limit. Talents
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I. You may also teleport yourself and all Talents:
shadows in range 2 of you 1 space after using I. While in this stance, your abilities gain slay:
this ability tick the die up by 1 after the ability resolves.
II. While Umbra’s effect is active, you can This effect can only trigger once a round.
rebound abilities off shadows in range 2. II. While in Umbral Echo, you have phasing and
Doing so consumes the shadow, removing it. entering the space of shadows costs 0
movement.
Mastery: HELL CENTIPEDE TECHNIQUE
Gain effect: until the start of your next turn, Mastery: BUNSHIN
when shadow is consumed in range 2 of you, you Gain the following interrupt while in this stance:
may also create a pit in or adjacent to its space. Soul Proxy
Interrupt 1
SHADOW PLAY Trigger: You take damage from a foe.
1 action Effect: End this stance, consumed and remove all
Range 2 shadows, and immediately gain defiance against
the incoming damage. Deal 2 damage, once, to the
Using forbidden scroll techniques, you confuse triggering foe for each shadow consumed this
the senses of foes and allies alike. way. You cannot take this stance again for the rest
Effect: Swap the places of two other characters in of combat.
range, teleporting them. Allies swapped gain
stealth. Chapter 2
Finishing Blow: Bloodied characters can then
be teleported 1 ASSASSINATE
1 action, end turn
Talents:
You step through the air, emerging from the
I. If you swap two foes, they are blinded.
shadow of your foe, where they find only
II. If you swap two allies, one of them can gain
gleaming knives.
evasion until the start of their next turn.
End your turn and choose a foe in range 3. At
the end of that foe’s turn, as long as they’re in
Mastery: PALE RAT TECHNIQUE
range 3, teleport to any space adjacent to them
At round 4 or later in combat, Shadow Play and deal 2 damage, three times to them and inflict
becomes a free action slash. Reduce this damage to just 2 damage if they
have an adjacent ally. Then, you may kick off
UMBRAL ECHO them and fly 1.
1 action
Stance, power die Talents:
I. If you’re in stealth, increase all ranges by +1,
You split echoes of your soul into clones that and doesn’t break stealth.
overlay your movements. II. While you’re holding assassinate, you have
Stance: You create shadowy copies of yourself, evasion.
granting a d4 power die, starting at 2. If the die
ticks down to 0, end this stance. While in this
Mastery: THOUSAND YEAR LIZARD
stance:
• When you use an ability that targets a foe, you TECHNIQUE
may trigger any finishing blow effects of that At round 4 or later, you can choose two foes with
ability, then tick the die down by 1. this ability. Trigger its effects in any order.
• When you tick the die down, summon a
shadow. NOCTURNE
Refresh: Refresh this stance if you end your turn Interrupt 1
with no foes adjacent. When you do, tick the die
up by 1.
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You capture a thin silver thread of spilled life I. Incubus gains range 3. If you make it from
force of a foe and use it to tear open a space of stealth, gains range 5.
night and cold. II. Incubus deals bonus damage for every ally of
Trigger: You trigger a finishing blow effect your target adjacent to your target
Terrain Effect: Mark a cross 1 area around that
character, then create a terrain effect in the area. Mastery: TOXIC WIDOW TECHNIQUE
All spaces of this terrain effect are shadow clouds. Incubus’ mark stacks with other marks. You may
This area lasts until this ability is used again. mark any number of characters with Incubus.
When a character takes damage from an Incubus
Talents: mark, you may also mark them.
I. While Nocturne is active, you teleport up to 2
spaces in or out of the area as a free action.
II. Once a round, if you sacrifice 2 while inside
the area, you can add 2 spaces to the total
area, extending it.
Chapter 3
Umbral soul: Once a round, one of your allies
can swap places with any of your shadows before
or after using any ability, teleporting.
INCUBUS
Light melee attack
Mark, +1 boon, combo
COMBO: SUCCUBUS
Instead of the mark effect, gain Effect: deal 2
damage to all characters marked by Incubus, and
teleport them 1.
Talents:
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Umbra
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Warden
Friend to Beast and Bough
The Wardens are the protectors and keepers of the Deep Green, the old and untamed parts of Arden Eld,
lorded over by the beasts and the ancient trees. They are both the keepers and the servants of the herd
and root, tending to their health, and culling them when it becomes necessary. They sleep under the
stars and make their home under bough and root, making staunch allies of the ferocious beasts of the
deep wilds through a combination of rigorous training and mutual respect. Their fierce defense of the
wild sometimes puts them at odds with civilization, which they tend to have a distaste for.
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Wardens are the keepers of the green kenning, the old ranger arts, that allow one to travel noiselessly,
hide in plain sight, live off the land, and become immune to even the most deadly of toxins. They are
solitary and powerful fighters. It is not uncommon for a Warden on a long sojourn to go without
speaking the tongue of Kin for years at a time.
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Traits Summons
Beast Master: At the start of every combat,
summon a great beast in range 2, a trained Many warden abilities summon beasts. When a
animal companion. This summon persists even if beast is summoned, it can be summoned in any
you’re defeated. free space in range 2 unless a different range is
Great Beast listed. Beasts can be summoned in free space in
Size 1, intangible range 2, unless a higher range is specified. You
Summon Action: Once during your turn, can have a maximum of six active beasts
your beast can dash up to 2 spaces, then may
deal 2 damage to an adjacent foe and shove 1. Beast
Charge: Repeat the action. Size 1, intangible.
Path of the Aesi: While you have stealth the Summon Action: All beasts can dash 1
dash action becomes a free action. space at the start of your turn.
Ambush master: Your abilities made from Summon Effect: Beasts’ spaces can be
stealth ignore cover, and deal bonus damage. entered by you or allies. When you or an ally
Green Kenning: You and your summons ignore enter’s a beast’s space, you may cause the
all movement penalties from terrain. Any time beast to pounce at a character in range 3 after
you grant a dash, it also gains this benefit. that ability resolves. That character takes
damage equal to their distance from the beast
(1-3), ignoring cover. Then remove the beast.
LIMIT BREAK:
LYCANTHROPY
3 Resolve
1 action, Divine
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Increase dashes and ranges by +1, and the effect
Abilities can be used on an additional ally or allied
summon in range.
APEX
1 action, attack CIRCLE THE OAK
Range 4, +1 boon 2 actions, attack
Melee
Your strike is a clarion call to the forest, the
plains, and the deep places of the Green, bringing Ten palm strikes with the heel of the hand or the
forth their denizens to fight for you. haft of the axe will shatter even the most
Attack: On hit: [D]+ fray. Miss: fray. Effect: Your tenacious bark.
foe is slashed. Attack: On hit: [D], twice. Miss: 1 damage.
Effect: Summon a beast in an adjacent space to Effect: If you’re adjacent to your foe, dash in a
your target after the attack resolves. full circle clockwise through every adjacent space
Finishing blow or Charge: Summon one more to your foe, passing through allies or allied
beast, then gain stealth. summons, or as far as possible until stopped.
Each time you pass through an ally or summon’s
space, deal fray damage to your foe, up to a
Talents:
maximum of four times.
I. Terrain effect: You can replace any beast you
Finishing Blow or Charge: Then, you may
summon with a space of dangerous terrain
shove your foe 3, and gain stealth.
instead.
II. If you attack a foe at exactly range 3, you may
shove your foe 1 in any direction after this Talents:
ability resolves. I. Allies you pass through with Circle the Oak
may dash 1 after this ability resolves.
II. If you passed through two or more allies or
Mastery: LOADED QUIVER
allied summons, also gain evasion until the
If you end your turn without attacking, the next
end of your next turn.
time you use Apex, summon +1 more beasts, and
deal 2 damage, once, to your target for every beast
you summon. Mastery: TIMBER SPLIT
Enemies no longer stop this move, and you may
phase through their spaces. Enemies you pass
GWYNT
through are shoved 1, take fray damage, and are
1 action
slashed.
With catlike reflexes, you pounce, spurring allies
to action. MIST STRIDER
Effect: Dash up to 2 spaces, then deal 2 damage 1 action
to an adjacent foe. Range 2, terrain effect, summon
Effect: An ally or allied summon in range 3 of
your foe may also dash 2. If that puts them Call on the beasts of the deep mists and rains,
adjacent to your target, they also deal 2 damage to whose form is shadow and water.
them. Terrain effect: Create a cross 1 misty cloud in
Finishing blow or Charge: You and all chosen free space in range. While dashing, the spaces of
allies gain stealth after this ability resolves. the area always cost 0 movement for you and
allies to move across, and characters have phasing
while moving this way. Clouds created with this
Talents:
ability last until this ability is used again.
I. If made from stealth, increase the dashes and
Charge: Range 6
range of this ability by +1
Summon: At the start of your turn, you can
II. You and your ally or summon may each shove
consume a cloud as a free action to condense it
your target 1 space.
into a fey creature, summoning a beast in any of
its spaces and ending this effect.
Mastery: GREAT GWYNT
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Stance: When you enter this stance, or when it
Talents: refreshes, summon a beast in range 2. While in
I. Once a turn, when you exit the area, you can this stance, gain aura 1. Foes in the aura take +1
gain stealth. damage from summons.
II. Foes are blinded+ in the area Refresh: Refresh this stance once a round when
you use any ability that triggers a finishing blow
Mastery: RIVER GUARDIANS or charge effect.
This ability creates two areas when used, though Special: While adjacent to 3 or more summons,
they cannot be placed within range 3 of each the action cost of this ability is reduced to 1.
other.
Talents:
STAMPEDE I. When this stance refreshes, you can cause all
1 action allies or allied summons in the aura to dash 1
Mark, summon II. While you have three or more summons in
this aura, you have evasion.
With a bellow or a clenched fist, you summon an
immense spirit to pound your enemies. Mastery: Cú Chulainn
Mark: You mark a foe in range 4. Once a round, Strength of the pack becomes a free action at
at the end of that foe’s turn, a rampaging spirit round 4 or later and its aura increases to aura 2.
beast, charges in from any edge of the battlefield.
Create a line area effect drawn from the edge of Chapter 2
the battlefield that includes your foe. The beast
charges down the line until it enters an adjacent
space to your foe, shoving all characters 1 to UNDERWAY
either side. 1 action
Summon: Then the beast deals 2 damage to your Terrain effect
foe, shoves them 1, then coalesces into a real
creature, becoming a beast summon. You open the greenways to your allies, allowing
Collide or Charge: Foes are slashed. them to step the branch-paths and cross
distances in an instant.
Terrain Effect: Create a leafy portal object in a
Talents:
free adjacent space. At the end of your turn, create
I. When you trigger a finishing blow on a foe,
another portal in a free adjacent space. Portals
you may transfer the mark to them as a free
last until this ability is used again. Portals don’t
action.
provide obstruction and can’t stack or be stacked
II. If the beast passes through two or more
on other objects.
characters before reaching your foe it deals
Underway
fray damage and shoves them 2 instead.
Size 1 object
Object Effect: As a free action, you and
Mastery: LORD OF THE STEPPE
allies can teleport from any space adjacent to
Yourself and allies can ride the beast if it passes an underway to a free adjacent space to any
through their space, removing themselves from other underway.
the battlefield instead of taking damage and Charge: Dash 3 after creating the first portal.
shove. When it ends its movement, they hop off
and must place themselves in an adjacent space,
Talents:
or as close as possible.
I. While you have stealth, you can create a third
underway at any point during your turn as a
STRENGTH OF THE PACK free action.
2 actions II. When you create an underway, you may create
Stance, aura up to three spaces of leafy difficult terrain in
adjacent spaces. Allies adjacent to underway
Your senses sync with those of the herd, and you have cover.
strike as one.
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Mastery: BALE PORTAL Attack: On hit: [D]. Miss: 1 damage. Effect: Your
Foes that are shoved into portals or that end their foe is blinded.
turn adjacent to an underway can be teleported to Effect: Your target is injected with a catalyzing
any free space adjacent to any other underway. A toxin. While injected with the toxin, they take 2
foe can pass a save to avoid it, and can only be damage, once, for each space they move
successfully teleported this way once a round. voluntarily during their next turn, up to three
Bloodied foes gain +1 curse on the save. times. Then the effect ends, or at the end of that
turn.
Finishing Blow or Charge: Shove your target 2
MORRIGAN
1 action
Talents:
Delay
I. Also create a space of dangerous terrain
adjacent to your foe.
You call in the winged warriors of the sky to
II. When the foe first triggers the effect, you may
smite your foes.
cause them to release an explosion of poison,
End your turn and gain Delay: Your next turn
dealing fray damage to all adjacent characters.
must be slow. At the start of that turn, you
summon a massive flock of winged beasts that
lashes out at all characters in range 2. Yourself, Mastery: Great fume poison
allies, and allied summons in range can dash 2, While the toxin’s effect is active, your foe treats all
then gain stealth. Foes in range are shoved 2 and foes as having evasion. This effect ends if the
are blinded. toxin is triggered three times or more.
Collide: Summon a beast.
Talents:
I. While holding Morrigan, you have cover and
ranged attacks against you take +1 difficulty.
II. After Morrigan resolves, some of the beasts
linger, creating two spaces of dangerous
terrain in range 2.
Chapter 3
One with the Land: If you end your turn with
no foes in range 2, gain stealth
SIDHE
1 action, attack
Melee, +1 boon
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MENDICANT
Wandering Healer and Storyteller
Strengths: Strong all-rounders, with many potent effects and the ability to heal allies and lift statuses
Weaknesses: Low damage and reliant on allies
Complexity: High
Mendicants are the itinerant priests, exorcists, and healers of Arden Eld. They travel from town to town,
healing sicknesses of the body and soul, cleansing the damage dealt by the ruins, consulting with local
spirits, and setting up wards against evil. Many mendicants are highly learned scholars, but others come
from folk practices, temple monks, green witch circles, or town priesthoods. They are a highly diverse lot,
and attuned to the land and the people that they care for.
Mendicants are the only class that can consistently grant vigor and lift statuses with the potent cure
effect. They protect allies and guide their attacks with the Branded and Pacified statuses, while making
use of powerful combos, auras, and marks to stack negative effects on foes while empowering allies.
Mendicants aren’t weak or strong against any particular type of foe, but have different strengths and
weaknesses depending on job. This can make then a little more complex than other jobs.
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combo version instead, discarding the token . You
MOST RELEVANT RULES can only have one combo token at once, and
discard all tokens at the end of combat..
Statuses
Combo versions of abilities are often more potent
Mendicants specialize in the branded and
or offer different ways to use abilities, but
pacified statuses.
require you to plan your turn out somewhat.
Combo versions of an ability count as the same
BRANDED ability, so they can’t be used in the same turn.
Attackers gain +1 Boon against this character However, combos carry over between turns, so
you can end a turn with a base version of an
Branded characters are much easier to hit and action and open up the next turn with a combo
critical hit, making your ally’s attacks much version.
more potent.
MARK
PACIFIED Place your mark on a specific character. You can
Character deals half damage. Breaks on taking only place one mark at a time on each enemy or
damage from a foe’s ability. ally and each ability can only place one mark. If
you place a new mark on a character with a mark
Pacified is a strong status that can prevent foes from you, you can choose which to keep or which
from dealing damage, but is easy to break. Use it to discard.
to isolate foes you won’t be dealing with for a
while. Each mark ability can only be placed on one
character at a time, and you can’t mark a
Other effects character with more than one mark ability.
Marks have more value the earlier you place
Mendicants make heavy use of Cure, Auras, them in a combat and are hard for foes to
Combos, and Marks. remove.
CURE
A character that’s cured can immediately save
agains all statuses, ending them on a success.
Then, if that character is bloodied, they gain vigor
1.
AURA X
This ability is a continuous, ongoing effect that
affects all characters within range X of a
character, including that character. Characters are
only affected by an aura while inside
COMBO
Actions with Combo have two versions, a base
version and combo version. When you use the
base ability, gain a combo token. Any time you use
a combo ability and have a token, you use the
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Chanter
Songweaver of the Great Chant
Descending from numerous holy orders that have their roots high in the chronicler monasteries, the
chanters are part singer, part storyteller, and part priest. At the time of the Doom, when all knowledge
was deemed lost and everything put to page was transformed into ash, the only thing that persisted was
the power of song, poetry, and the spirit of survival. A select order of priests committed all the great and
necessary knowledge of Kin to memory, creating a single, continuous song, known as the Great Chant.
In myths, stories, and histories, they recorded the knowledge of the ancients, transforming it into
liturgy.
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The Chant performed its role, and it was through its power that the early bands of Kin survived and
persevered through the darkest days. Today, however, it is so archaic, convoluted, and long that many
dispute the meaning of its dogma, though none can deny its value as a mythic text. The Old Church of
the chroniclers has splintered into factions that mostly squabble over its meaning and try to draw some
angle from its numerous and sometimes contradictory adaptions into holy texts.
Nevertheless, the Chant still holds power - real, tangible power - to heal, mend, and uplift. There are still
those that take to the road and use its awesome power for good, ringing the bells of awakening and
purification, as they sing to victory.
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TRAITS
Grace: When you start a slow turn, you may gain
a combo token or spend one and fly 2.
Songweave: Once a round, when you spend a
combo token, Bless a character in range 4 of you.
Blessing of Faith: Yourself and allies may
spend a blessing token when using an ability to
gain True Strike on that ability and fly 2 before
using it. If they spend 3 tokens, the ability also
triggers any charge effects.
Uplift: Once a round, when you fly, you can
cause adjacent allies to also fly 2
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Abilities Talents:
I. When an ally ends any movement from this
HOLY ability, they can shove all adjacent characters
1 action, attack 1.
Range 5, Combo II. You can fly 1, then shove an adjacent character
1 when granting movement from this ability.
You ring the bell of purity and a tone rings out
that soothes the peaceful and chastises the Mastery: FANTASIA
violent. A second ring from the bell shatters the Gain an alternate combo ability. You can choose
tone from the first, breaking open the earth. this ability or Fleet when you spend a token:
Effect: Pacify a foe, then cure a character in
range 3 of that foe. Combo: FANTASIA
Charge: Also fly 2 before the effect 2 actions
Effect: Remove an ally in range 5 from the
Combo: HADES battlefield. Return them to the battlefield in their
Range 5, blast 1 original location or as close as possible at the start
Attack: Autohit: Fray damage of their turn, then they may fly 1.
Area Effect: Fray damage Special: If that ally has 3 or more blessing
Terrain Effect: Create a pit under your target tokens, this becomes 1 action.
Talents PANDAEMONIUM
I. After Hades resolves, gamble, then all pits in 2 actions, attack
the area explode. Characters adjacent to at Combo, Range 4, Blast 1
least one pit take damage equal to half the
gamble result. You sing a passage of the days of chaos and
II. Hades has no maximum range and ignores battle, where the tumult of the battlefield was like
line of sight when targeting pacified foes, and the churning of the sea, and divine lightning
does not break pacified. scathed the land.
Attack: Autohit: [D]+fray
Mastery: MAGNASANCTI Area Effect: Remove all characters in the area,
Holy creates a cross 1 terrain effect after resolving. then place them back in any other space in the
Only one of these areas can be placed at once. area.
Allies have regeneration and flying while in the Charge: Blast 2
area.
Combo: PURGATORIO
Range 4, cross 2
FELICITY
Attack: Autohit: [D]+fray
1 Action
Area Effect: Fray
Mark, combo
Effect: All pits in the area explode. Characters
adjacent to at least one pit take fray damage
You ring the bell of fleeting guardians, and an
again. Then, create a pit under the center space.
ally feels their step lifted by invisible wings.
Mark: Mark an ally in range 5. That character
gains a blessing and can fly 2. Whenever you Talents:
spend a combo token, your marked character can I. After Pandaemonium resolves, gamble. Shove
fly 2. all characters affected 1 space in any direction.
Charge: That ally gains two blessings instead. On a 5+, shove them 2 instead.
II. Purgatorio’s damage does not break pacified
and its effect causes pits to appear under every
Combo: FLEET
pacified foe.
Effect: An ally in range 5 may fly 4, and deal 2
damage to all foes they pass over during this
movement. Mastery: DULCE PURGATORIO
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This ability deals bonus damage. Talents:
Pandaemonium’s area effect and Purgatorio’s pit I. A swirling aura 1 of winds surrounds you after
explosion effect extend to all pits on the taking this ability until the start of your next
battlefield. turn, granting you and allies inside counter.
II. Before you use this ability, you can cause a
ARIA wind blast, shoving all adjacent foes 1 and
1 action dealing 2 damage to them.
True Strike, delay
Mastery: BEACON OF HOPE
You pose, then deliver a striking performance You can empower this ability to gain both effects
that resonates through the soul. at once and automatically activate their charge
End your turn and gain delay: your next turn effects. This also counts as spending a combo
must be slow. At the start of that turn, you deliver token, though you don’t actually need to spend
a stunning performance, affecting a cross 1 area one. If you empower the ability this way, it cannot
effect centered on you. Foes in the area take fray be used for the rest of combat.
damage twice and are pacified. Pacified foes are
shoved 1. Allies in the area are cured. SYMPHONY
Special: If you are damaged by a foe’s ability 2 actions
before the start of that turn, the area becomes True Strike
blast 1. If you are damaged again, it becomes blast
2. You ring the bell of thresholds, creating
crystalline fragments of the ancient power that
Talents: courses through the Chant.
I. You may fly 1 when Aria’s special effect Terrain Effect: Remove up to four blessings
triggers. from characters in range 5 to create pulsing motes
II. If Aria’s special effect triggers twice, gain of energy that descend, creating terrain spaces in
defiance and also become unstoppable until free space in range. None can be placed adjacent
the start of your turn. to each other or overlap.
• Any character that enters an affected space or
Mastery: POWER CHORD starts their turn there detonates the mote,
At round 4 or later, Aria no longer ends your turn removing it and creating a cross 1 explosion as
and gains charge: free action. an area effect, centered on them. Foes inside
take fray damage.
DERVISH • If the character was yourself or an ally, they are
1 action blessed and can fly 1. If that character was a foe,
Combo they also have a pit created under them.
Charge: Create +2 more spaces.
You sing of the comfort of companions, and the
dawn that surely will follow. Talents
Effect: You fly 1, then whisk an ally in range 4 I. When motes explode, they deal 2 damage
away with powerful winds, removing them from again to all foes inside and shove them 1 away
the battlefield and placing them in any space from the center space if at least one other
adjacent to you. mote was already exploded this turn.
Charge: Choose a second ally II. Allies are cured after detonating their second
mote in the same turn.
Combo: DAWN
Effect: Gain aura 1 until the end of your next Mastery: CRESCENDO
turn. While in the aura, yourself and allies gain +1 If you create four or more motes with this ability,
boon on saves and can save to end statuses and you can create a mote in range 5 as a free action
other effects at the start of your turns instead of as part of ending your turn for the rest of combat.
the end. This effect does not stack.
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2. A Tale of Travels: Move more than 4 spaces
Chapter 2 from your starting point on your turn
3. A Tale of Green and Pleasant Times: Do
GENTLENESS not attack
1 action, Stance 4. A Tale of Cunning: Use an interrupt
5. A Tale of Boon Companions: End your
You radiate an aura of such powerful peace that turn adjacent to an ally
all close to you, monster or man, find it 6. A Tale of Triumph: Use an ability on an ally
impossible to raise a hand in violence.
Gain Stance: When you take this stance, you Talents:
have aura 1. All characters (including yourself) in I. You can cause the effect to also apply to foes.
the aura gain +1 curse on attacks and take 1 divine Foes that fulfill the condition are branded.
damage each time they deal damage to another II. You can spend any number of blessings on
character. characters in range 2 to roll 1 extra d6 per
Refresh: Refresh or exit this stance at the start of blessing spent when gambling.
your turn.
Mastery: RACONTEUR
Talents: Roll 1 extra d6 when gambling, and when
I. Yourself and allies inside the aura also have gambling, you can choose any two results.
counter in this stance. Yourself and allies that complete both results in
II. Characters cannot critically hit or be critical the same turn are also cured.
hit inside Gentleness’ aura, and also cannot
gain, deal, or take bonus damage.
Chapter 3
Mastery: GENTLE PRAYER
Gains Special Effect: When the aura refreshes, Gran Redempta (2 actions, 1/expedition):
you may increase or decrease the aura size by +1, Cure yourself and every ally on the map.
to a maximum of 3 or a minimum of 1. When you Characters that are cured this way are also
do, foes inside must save or be pacified. Rescued if they’re defeated.
MONOGATARI CHASTISE
1 action, attack
1 action, gamble
Range 5, Combo
Some chanters also study the Book of Ages, the
You ring the bell of true names, forbidding your
great mythic chronicle of heroes from the time of
foes in august tones against harming an ally.
the Doom. This unorthodox text inherits some of
their ability to sing the chant, granting it
Auto-hit: Fray Effect: foe is branded
tangible power.
Effect: Choose either yourself or an ally in range.
Effect: Sing a short passage from the book of
Until the end of your foe’s next turn, if they
ages. At the end of your turn, gamble and consult
damage your chosen character with an ability,
the following table to see which tale you sing,
they take 1 divine damage four times. Whether
choosing any gamble result. The song resonates in
this ability triggered or not, this effect ends at the
the air until this ability is used again. Yourself or
end of that turn.
allies that complete the described course of action
Charge: Choose yourself and an ally in range.
from the song passage are blessed at the end of
their turn they complete it and may fly 2.
Characters can only fulfill this condition once per Combo: CHARISM
song. Effect: Choose a foe in range. At the end of that
Charge: Roll one extra d6 when gambling. foe’s next turn, either cure or bless allies in a cross
1 area centered on them (choose for each ally). If
1. A Tale of Fury: Reduce a character to 0 hp there were two or more allies in the area, then
or reduce them below 50% hp. create a pit under that character.
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Talents:
I. While either effect from this ability is active,
your foe takes 1 divine damage after using any
ability that damages another character.
II. While either effect from this ability is active, if
your foe defeats any character, they take 1
divine damage four times.
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Chanter of the 1st chamber Chroniclers
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Harvester
Arbiter of Life and Death
Servants of Tsumi, the Moon Titan, the Harvesters are the death priests of Arden Eld. They travel from
land to land, sanctifying burial sites, performing funeral rites, and helping lingering spirits move on.
The land is full of the malice and unfulfilled wishes of the long suffering dead, and so the services of the
harvesters are in high demand.
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Tsumi is the protector of cycles, and so the Harvesters also perform fertility blessings, oversee harvest
festivals, and see to the cultivation and protection of the land and nature. They plant flowers over
battlefields, and tend groves of beautiful fruit trees planted over graveyards. This dual nature makes
Harvesters fierce warriors, able to make the battle bloom or rot with a single swipe of their
greatscythes.
Relevant Rules
• Difficult terrain: +1 space to exit
• Dangerous terrain: Take 2 piercing damage
on entering. Can only take this damage once a
round for each space.
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Traits Summons
Mark of Tsumi: After you use any attack ability,
deal 2 piercing damage to all foes marked by you, Many harvester abilities summon thralls or create
and bless all allies marked by you. plants. When a thrall or plant is created, it can be
Blessing of Rebirth: Yourself and allies can summoned in any free space in range 2 unless a
spend 1 blessing to grant an ability pierce and different range is listed. You can have a maximum
bonus damage. They may consume 3 blessings of six active thralls, any any number of plants.
instead to additionally trigger any slay effects.
Gardener of Kin: You can stack 2 marks on Thrall
characters. Size 1, intangible.
Balance: All your abilities gain slay: cure an ally Summon Action: At the start of your turn,
in range 3 of your target all your thralls may dash 2 spaces, ignoring
difficult terrain, then dealing 1 piercing
damage to an adjacent foe. Then, remove each
Limit Break: DEATH thrall and replace it with a plant.
SENTENCE Plant
Free Action Terrain effect
3 Resolve Terrain effect: A plant space is dangerous
terrain that only affects foes, and has a
A flash of the scythe, and the line between life and blessing token on it, which can be picked up if
death is blurred. an ally enters its space. When the blessing is
Summon: You slash an adjacent foe with your removed, remove the plant.
scythe, knocking their soul out of their body.
Draw a line 4 area effect from your foe facing
directly away from you and summon the soul in
the last available space.
Severed Soul
Size 1, intangible, immobile
Summon effect: While they have their soul
knocked out, foes can act normally. However,
the soul can be targeted as if it was the body,
transferring all damage or effects it would
take to the body, no matter the distance or
line or sight. Damage becomes divine.
Abilities that are able to target both the body
and soul of the foe (such as AoEs) can hit
both.
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terrain and creates a plant in its space at the
Abilities start of the round if there isn't already a plant
there.
II. Abilities used against a character marked by
SOW growing season gain slay: create a height 1
1 action, attack blood tree object in adjacent space. Characters
Range 5, Pierce, Mark, Combo that start their turn on or adjacent to one or
more blood trees take 2 piercing damage.
You throw out a poison seed that bursts into
thorny death. Mastery: SOOTHING SPORE
Attack: Auto hit: fray and your foe is branded. Foes marked by Growing Season are pacified+
Mark: You foe is marked. When marked, and while in or adjacent to spaces occupied by plants.
when you hit your marked foe with an attack
thereafter, bless an ally in range 3 of your foe.
GRAVEBIRTH
1 action, summon
Combo: REAP
1 action, attack
Vine and root coil through the deep soil, bringing
Melee
forth the restless dead.
Attack: On hit: [D]+fray. Miss: Fray
Summon: Summon a thrall in free space in
Effect: Summon a Thrall adjacent to your target.
range 2.
Slay: Repeat the effect
Effect: Gain aura 2 until the end of your next
Special: You can make this melee attack against
turn. At any point during your turn, you can
the target marked by sow regardless of distance or
consume any blessing token in the aura to
line of sight, ignoring cover.
summon a thrall inside the aura, but no more
than three times a turn.
Talents:
I. If Sow’s marked foe is defeated, it can be
Talents:
transferred to a different foe in range 3 from
I. When you end your turn, all thralls of your
that foe
choice burrow, removing them from the
II. Comeback: Reap’s Slay effect triggers.
battlefield, then you may place them in free
space in your aura.
Mastery: SPECTRAL SCYTHE II. You can also deal sacrifice 2 to summon a
Reap and Sow also create an arc 4 area effect that thrall instead of consuming any blessing.
deals piercing fray damage, drawn from your
target as the origin space.
Mastery: RECYCLE
While Gravebirth’s aura is active, as a free action
GROWING SEASON you can cause any two thralls in the aura to
1 actions collapse into plants to cure an ally in the aura.
Mark
HARVEST
Blow magical spores in the air, which are
2 actions, attack
disturbed by the chaos of combat. Where they
Melee, Arc 6
fall, the fruit of life and death blooms.
Mark: Mark a character in range 5. Once a round
You swing with a scythe as bright as the new
after that character ends their turn, create a plant
moon.
adjacent to their space.
Attack: On hit: 2[D] + fray Miss: fray.
Effect: If that character is bloodied, repeat this
Area Effect: Foes take fray damage. Non-
effect.
summon allies are blessed.
Slay: Summon a Thrall for each foe in the area,
Talents: and deal 2 piercing damage again to those foes.
I. Abilities used against a character marked by
growing season gain slay: create an Eden vine
in an adjacent space. The vine is difficult Talents:
Page 98 of 156
I. Harvest’s attack space cures and blesses allies COMBO: REGENERATE
instead of attacking them if they are caught in
the area. Mark: Mark an ally in range 4. While marked,
II. Comeback: Harvest gains range 3 that character has regeneration. If that character
is at 25% hp or lower when marked, they also gain
Mastery: HARVEST MOON defiance.
When this ability passes through a plant, you can Special: This mark can be placed even if Rot is
cause that plant to explode, dealing 2 piercing already active.
damage in a blast 1 area effect centered on each
plant as an area effect and granting its blessing Talents:
character to yourself or any other ally in range 3 I. Characters marked by regenerate gain
of that plant. Characters can only be damaged by comeback: summon a plant in an adjacent
one of these explosions a turn. space at the start of their turn.
II. Characters that start their turn adjacent to a
BLOOD GROVE character marked by Rot take 2 piercing
2 actions damage.
Terrain effect, summon
Mastery: REGROWTH
The wilderness boils with explosive growth, fed Gain an alternate combo action:
by the blood of the battlefield.
Terrain effect: Grow a blast 1 area of REGROWTH
undergrowth. The area is dangerous terrain for 1 action, mark
foes and disappears if you use this ability again. Mark: Mark a character in range 4. If that
Effect: As long as you are in the area, summon a character would be defeated before the start of
thrall in the area at the end of your turn for each your next turn, they are instantly rescued after
of these conditions you fulfilled this turn: being defeated, then gain vigor 1. Then, even if
• Triggered a slay effect this effect didn’t trigger, summon a plant in an
• Sacrificed as part of an ability adjacent space to them and end this mark.
• Are bloodied
Each condition can only trigger once.
Chapter 2
Talents:
I. All spaces of the area cost 0 spaces for thralls CRIMSON BLOOM
to enter. 1 action, Mark, summon, power die
II. Once on your turn you, while inside the area,
you can sacrifice 2 to extend the area by 1 You release a rapidly growing seed of the
space, adding to its total area on any edge. Thornwillow, the blood-fatted plant of the
harvesters whose sap is a powerful intoxicant.
Mastery: Hungry grove Mark: Mark a character in range 5. At the end of
Each time you summon a thrall with blood grove, any turn that character took damage, or after they
extend the area by 1 space, added to its total area, attack, set out a d6 power die or increase the die
as long as those spaces are placed adjacent to the by 1. When the die would tick to 6, consume it.
area when the effect is triggered. The marked character takes piercing damage
equal to the number on the die, which cannot
reduce them below 1 hp, but then deals bonus
ROT damage with all abilities and becomes
1 action, combo, mark unstoppable until the end of their next turn.
Effect: When the die is consumed, summon a
Leaves shrivel. Hair Curls. Wounds fail to heal. plant, and pass this mark to a new character in in
Mark: Mark a character in range 5. While range 3. If there are no valid characters, the mark
marked, that character cannot be cured and gain ends.
+1 curse on saves.
Talents:
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I. If Crimson Bloom’s damage would reduce an
ally to 1 hp or below, they also gain defiance.
DARK SLIVER
II. Foes at 25% hp or lower take 10 piercing
1 action, attack
damage when Crimson Bloom activates
Melee, Range 2
instead.
The blade edges of the harvesters are so sharp
Mastery: MOTHER BLOODWILLOW they can cut the very soul.
At round 4 or later, Crimson Bloom becomes a Attack: On hit: [D]+fray. Miss: fray damage.
free action and its power die starts at 3 ticks. Terrain effect: Cut away a part of the target’s
soul, choosing a space in range 3. If the foe is not
FAIRY RING in or adjacent to that space at the end of their next
1 action, Terrain effect turn, they take 2 piercing damage, are pacified,
and summon a plant in that space.
You cast out a handful of aether-feeding fungi, Slay: Create a plant in range 3 of your foe.
holy spores that grow into a ringed garden of
colorful and deadly mushrooms. Talents:
Terrain effect: End your turn and create a I. Comeback: Increase all ranges by +1
ring of mushrooms, a blast 2 terrain effect, within II. Sacrifice 2: Ability gains range 6
range 4. The ring can be created overlapping any
terrain and underneath characters. While the ring Mastery: RECYCLE
is active, gain the following interrupt. The ring When Dark Sliver summons a plant, it deals 2
lasts until this ability is used again. piercing damage to all adjacent foes to that plant
when it is summoned, and blesses all adjacent
Spirit Away allies.
Interrupt 2
Trigger: A foe enters or exits the area.
Effect: Remove that foe, then place them
within 1 space and brand them. This
interrupts but does not end their movement.
Talents:
I. Foes cannot gain vigor inside of the ring, and
lose all vigor if they start their turn there.
II. You can use Spirit Away on allies. If you do, it
doesn’t brand them.
Chapter 3
Traveling priests, monks, judges, and doctors, the Sealers roam the world from village to village,
performing necessary rituals, marriages, ceremonies, and yearly festivals. They are a welcome sight in
most villages, and most perform the important function of traveling judge and medium, acting as an
impartial party translating for the will of the local spirits. They often travel with many blessed relics of
the deities of the land or even portable shrines on their back.
Relevant Rules
• Bloodied - At or under 50% hp
• Combo - Actions with Combo have two
versions, a base version and combo version.
When you use the base ability, gain a combo
token. Any time you use a combo ability and
have a token, you use the combo version
instead, discarding the token . You can only
have one combo token at once, and discard all
tokens at the end of combat.
• Divine - Damage cannot be reduced or negated
in any way except immunity. (ignores armor,
resistance, defiance, and bypasses vigor).
• Dodge - Immune to all damage from misses,
successful saves, and area effects.
• Evasion - Roll a d6 when attacked. On a 4+,
the attack automatically misses. Check before
the attack roll.
• Exceed: A triggered effect that takes place
when you score a critical hit.
• Slay - A triggered effect that activates when
this ability reduces a character to 0 hp.
Mastery: SHROUD FROM HEAVEN This aptly named technique can be used to
This mark can be activated twice before it fades. deliver an extremely powerful blow - but
focusing the body’s aether in such a way takes a
JUSTICE long time to recharge.
Interrupt 1 Attack: On hit: [D]+fray and foe is branded.
Combo Miss: fray
Exceed: Shove 2. You and all allies in range 2 can
Invoking the spirits of the land and air, you move teleport 2.
at impossible speed, doling out blows faster than Effect: This attack gains +1 boon, cannot miss
the eye can see. A second blow scatters your foes (turn any miss into a hit) and triggers any exceed
and whisks away your allies. effects the first time it is used in combat.
Trigger: You score a Critical Hit or trigger an
Exceed effect COMBO: CENTER THE TEMPLE
Effect: Teleport adjacent to every character in 1 action, attack
range 2 of you in any order. Foes take 1 divine Melee
damage, allies are blessed.
Effect: Teleport spaces equal to the round
Combo: JUDGEMENT number before the attack
Interrupt 1 Attack: On hit: [D]+fray. Miss: fray
Gamble Exceed: Deal 1 damage again to your target. At
Trigger: You score a Critical Hit or trigger an round 4 or later, increase this damage to 6.
Exceed effect
Effect: Gamble, then you may teleport each Talents:
character in range 2 half that far and deal that I. Adjacent allies can also teleport spaces equal
much damage to foes teleported this way. to the round number when you use this ability
II. This ability gains range equal to 1+ half the
Talents: round number.
I. If you rolled a 6 on Judgement, cure an ally
teleported this way, and all foes are branded. Mastery: BURIAL FIST
II. You can teleport 1 space before and after Any version of this ability deals bonus damage
triggering Justice. and always triggers exceed effects at round 4 or
later.
Mastery: GRAN JUDICATA
Add an alternate combo action:
Combo: GRAN JUDICATA
Interrupt 1
Trigger: You score a Critical Hit or trigger an
Exceed effect
Effect: Deal 4 divine damage to all un-bloodied
foes, and bless all bloodied allies.
Chapter 3
The Seers are made up of all the orders of hedge witches, stargazers, corner prophets, folk healers,
shamans, and all manner of individuals that find themselves attracted to reading the Great Arcana, the
esoteric practice of reading destiny itself, the Great Wheel of Arden Eld that determines the final fate of
all things.
The Wheel of Fate: Set up a deck made up of Bend Fate: You can discard any number of cards
one suit of a 52 card deck (so 13 cards). At the before you gamble to roll an extra die per card
start of any combat, draw up to 5 cards if you have discarded and choose any result.
less. Your hand and deck persist through combats, Karma: Allied characters caught in the area
and your maximum hand size is 7 (you must effect spaces of your abilities can choose to
discard down to 7 cards at the end of your turn). become immune to their damage and effects. If
Discarded cards go in a discard pile. Once you they do, you can bless one of them after the ability
draw through your deck, shuffle the discard pile resolves. If they’re caught in the attack space of an
and draw it as your new deck (meaning there’s no AoE attack, instead of the ability’s normal effects,
replacement and you will eventually draw through they can choose to be cured and blessed.
the deck).
Skein: Draw a card at the start of your turn. If
you didn’t attack, draw an extra card at the end of
Limit Break: HIGH
your turn as well.
Foretell: You can discard 1 blessing token on an PROPHECY
ally before they use any ability to tell their fortune Free action, 2 resolve
as an effect. You discard a card from your hand
and immediately apply the effects to your target, A burning third eye of pure etheric energy
no matter the distance or if you can see them or appears on your forehead. Possibilities unfurl
not. If you have no cards in hand, draw the top before you, laid out like infinite gleaming
card of your deck instead, apply its effects, then threads.
discard it.
Effect: Until the start of your next turn, every d6
THE GREAT WHEEL you roll for boons, curses, or gambling is either a
6 or a 1 (you choose). This effect also applies to
2 - The Fool - Ally must dash 3 spaces in a any ability that targets you, from foes or allies.
straight line before using the action.
3 - The Scepter - Teleport your ally to an
Ultimate: THOTH
adjacent space to you after the action resolves.
4 resolve
4 - The Ewer - Bless all allies in a cross 1 area
This effect also extends to all characters in aura 2
centered on your ally.
from you.
5 - The Devil - If the ability forces saves, foes get
+2 curses to save against them.
6 - The Sword - Ability gains pierce.
7 - Death - Ally gains Defiance.
8 - The Chariot - Ally becomes unstoppable
while moving during the ability.
9 - The Papessa - Ally becomes pacified but is
cured after the ability resolves.
10 - The Emperor - Ally gains stealth after the
ability resolves.
J - The Star - Ally makes all attacks and saves
with +1 Boon until the end of their next turn,
including with the triggering ability.
Q - The Moon - Ally gains Evasion until end of
their next turn
K - The Sun - Ally gains Counter and Sturdy, but
cannot gain or benefit from stealth or evasion
until end of their next turn
Wild card
Size 1, intangible
Summon Effect: The card emits a cross 1 area
effect centered on it, which is normally inactive.
When any space of an area ability from you or an
ally would touch the area, it can be activated,
causing the card to explode, and extending the
effective area of that ability to encompass the
card’s area. Then, remove the card.
• Wild cards can be triggered by other wild cards.
• Wild cards do not extend the persistent effects
of any area abilities, such as creating terrain
effects in their space, but only the effects that
last for the duration of the ability.
A distant glint in the heavens, portents of the Mastery: BLACK KNIGHT GRAVE
devastation to come. Sisyphus triggers no matter how far away a
Terrain Effect: Choose a space on the battlefield character is from their starting position at the end
in range 5. Once a round, you may gamble at the of their turn.
end of any turn after yours with the following
effects: GRAN REVERSA
Gamble: A meteor lands in that spot, exploding 1 action
for a blast 1 explosion, dealing 2 damage as an Stance, interrupt, gamble, power die
area effect. On a 4+, the meteor deals fray
damage instead, and on a 6, the meteor deals [D] Causality unmakes itself around you, as wounds
+fray instead. When the meteor explodes, end this heal instantly.
effect, or end it at the start of your next turn. Stance: Gain aura 1, and a d4 power die, starting
at 4. While in this stance, gain the following
Talents interrupt:
I. You can cause Polaris to follow a character Reverse Fate
instead of a space. If you do, disregard any 6 Interrupt 2
results you get for gambling. Trigger: A non-summon ally in the aura is
II. Create a space of difficult terrain under the damaged by a foe’s ability
center space of Polaris after it resolves. On a 6, Effect: After that ability resolves, you may
create either a height 1 meteor object or a pit tick the power die down by 1, then gamble,
instead. granting a vigor shield with an amount equal
to the gamble result to your ally.
Mastery: MOON SILVER PRINCESS Refresh: You may exit or refresh this stance at
Gain 1 extra d6 for gambling with Polaris, and you the start of your turn. When you refresh this
can choose to hold Polaris’ effect, preventing it stance, tick the die up by 1.
from ending at the start of your turn.
Talents:
SISYPHUS I. You can tick the die down any amount to roll
1 action one extra d6 per tick when gambling with this
Mark, range 5 ability.
II. If the triggering ability defeats your ally, you
You bend a character’s fate, reversing causality can exit this stance to instantly rescue your
so that the very ground warps under their feet. ally as part of this interrupt, then grant them
Mark: Mark a character in range. While marked, vigor 1.
note their starting position at the start of their
turn. If they’re in range 3 of their starting position Mastery: MISERICORDIA
at the end of their turn, you may remove them Vigor granted by Gran Reverse does not replace
from the battlefield and return them to their the last vigor shield gained, but increases it by
starting position, or as close as possible if it’s that amount instead. It can’t increase vigor past a
occupied. Then, a foe can save, ending this mark character’s VIT (25% of their HP).
on a success.
Chapter 2
Talents
I. If they’re bloodied, foes gain +1 curse on the
save, and are also branded after being ECLIPSE
returned to their starting location. 1 action
II. Allies are blessed after being moved with End turn, Terrain effect
Sisyphus. If they are at 25% hp or lower, you
Talents:
I. If your ally is bloodied, they are also blessed
after this interrupt resolves and may dash 2
II. If this damage would have reduced your ally to
0 hp, also cure yourself after this ability
resolves
Strengths: High damage and excellent range, strong area of effect, and become more powerful the
longer fights go on
Weaknesses: Low durability and weak to foes that can engage them up close
Complexity: Medium
Wrights are those who have mastered the manipulation of the raw power of creation: Aether. All souls
are connected to Aether, and everyone is able to connect to it and feel it to some degree. Those with
training, potential, and ability can learn to form and shape Aether as natural as they move their own flesh
and blood. Wrights wield terrifying power - and they know it.
Wrights become stronger the longer fights go on by the power of Aether, which they can use to Infuse
their abilities to unleash some of the most spectacular attacks in the game. Wrights focus heavily on
blights, piercing damage, the shattered and vulnerable statuses, and Area of Effect abilities.
Wrights are strong against heavy foes since they can bypass their armor and hit them from range, but
weaker against skirmisher foes that can quickly close the gap.
Wright Gambit:
If you take a Wright ability as a non-wright class,
you get Aether and Chain Reaction.
Statuses TERRAIN
Difficult Terrain - Costs +1 space of movement
Wrights specialize in the Shattered and to move out of.
Vulnerable Statuses. Dangerous - Take 2 piercing damage when
entering a space of dangerous terrain, but only
SHATTERED once per round for each space.
Impassable - Blocks movement of all kinds
Character cannot be cured, loses all vigor, and
except phasing, and always blocks line of sight.
cannot gain vigor.
Could be something like a pillar, cliff, or a solid
rock wall that goes to the ceiling
Shattered allows wrights to punch through
Pit - Counts as -1 height than its base space.
characters that rely on vigor to sustain.
Objects - Categorized by height, 1-3. Blocks
movement. Provides cover if you’re the same
VULNERABLE height. Blocks line of sight if you’re smaller.
All damage taken increased by 1 Characters can move up and stand on top of
objects. Costs +1 movement per difference in
Since wrights use a lot of abilities that deal height to move on.
multiple instances of a low amount of damage,
this can add up a lot - especially since it also
increases all allies’ damage. It’s a good combo
with shattered to really hit a foe as hard as
possible.
Other Effects
Pierce
Ignores armor and vigor
TELEPORT
Instantly move to a free space within range X.
FLYING
A flying character ignores all terrain types other
than impassable terrain, and ignores engagement
and obstruction.
The Enochian Orders of wrights are the most chaotic of the mage orders. They have no official
organization, most of their members being hedge wizards or self taught. Many Enochians disdain
authority and work for hire, sleeping and eating where they can and relying on the communities they
work for to support them. Those that work on contract with guilds, armies, or mercenary companies
tend to value their independence.
Limit Break:
GIGAFLARE
2 actions
4 resolve
Divine, True Strike
Infuse 6: TETRAFLARE
Deal [D] + fray twice instead.
Ultimate: METEOR
Infuse 8: METEOR
6 resolve
Deal [D]+fray four times instead.
Special effect: You can pay the resolve, aether,
and action cost of this spell with your entire life
force, dying after this action resolves. If you do, it
deals 999 divine damage instead.
You carve a burning rune of power into the very Mastery: GREAT SPIRIT LANCE
ground beneath you. Great spirit lance benefits from all lance talents
Terrain Effect: Inscribe an Elden Rune on the
space underneath you. While standing on an GREAT SPIRIT LANCE
Elden Rune space, the range of all abilities with a Infuse 6
listed range is increased by +3. The rune lasts 2 actions, attack
until the end of the scene. A foe can scrub out an Line 10, width 3, pierce
Elden Rune by entering or exiting its space. Attack: On hit: 2[D] + fray. Miss: [D]+fray
Effect: You can sacrifice 2 to cast a rune down as Area Effect: [D]+fray
a free action.
Infuse 3: PYROSPIRE
Chapter 2 Terrain space becomes height 3
IMPLODE Talents:
1 action I. Also cause a magma eruption adjacent to your
Range 6, Delay target, creating 2 spaces of dangerous terrain.
II. You may sacrifice 2 to immediately shatter
You burn away the air itself, creating a sucking your target.
void that rips your foes into its howling embrace.
Effect: End your turn and Delay: Choose a Mastery: MAGMOTIC
space in range. Your next turn must be slow, but Instead of creating a spire, you can create a
at the start of that turn, that space explodes with magma-filled Pit. The pit is additionally
gravitational energy, shoving all characters in a dangerous terrain. When it appears, the eruption
blast 2 area effect around it as close as possible causes a blast 1 area effect centered on your target
towards it. Characters are shoved in any order you that inflicts 2 piercing damage
like. Any character that is in the center space
when this ability activates must save or be
stunned. Chapter 3
Comeback: Free Action
Bright Soul: If you are defeated, you can choose
Infuse 4: NULL to burn off all your aether to cause a massive
Area becomes blast 3 explosion, dealing fray damage once, then for
each aether burned, dealing fray damage once
Talents: more to all characters in a blast 2 area centered on
I. Gains Collide: character is shattered. you.
II. The center space also becomes a pit.
BLACKSTAR
Mastery: WAKING VOID 2 actions, attack
You can choose a character with this ability Range 8, blast 2, pierce
instead of a space, but it doesn’t stun the center
character. If that character is defeated, Implode You burn and condense your own aether into
immediately activates. super condensed form, creating a crackling black
orb that inflicts maximum destruction. Without
PYROCLAST the time to stabilize this attack, its use can rip
away your very life force.
1 action
Attack: On hit: 2[D]+fray. Miss: [D]+Fray
Range 6
Area effect: [D]+fray
Comeback or Exceed: Creates a pit under the
center space, and up to three space of difficult
terrain in the area.
Talents:
I. If Blackstar’s special effect triggers, capture
your fleeing soul aether and gain 1 aether after
this ability resolves.
II. If Blackstar’s special effect triggers, this ability
deals bonus damage and gains +1 boon
Hedge Wizard
Geomancers belong to an old order of mystics, doctors, alchemists, and esoteric martial artists called
the Keepers of the Elden Gate. These scholarly wrights are concerned with health and the flow of energy,
not just through the body, but through the very earth itself. They consider themselves physicians of the
highest order - their patient being the eternal land of Arden Eld.
None are more concerned with the Churn than the geomancers, who view it as the greatest sickness
known to Kin, and will take any opportunity to fight or study it with exuberance.
Limit Break:
CATACLYSM
3 resolve
1 action, Divine
Talents:
I. If your target is bloodied, you may also cure Chapter 3
them.
II. Create a space of dangerous or difficult Stoneswim: You have phasing, for objects, and
terrain in the area for each effect purged. the spaces of objects always cost 0 movement for
you to enter.
Mastery: JADE NEEDLE
Characters in the affected area must save or also QUAKING PALM
also be affected by every status that was just 1 action, attack
purged. Melee, Range 3, Pierce
Talents:
I. While Quaking Palm’s effect is active, after
that character uses any ability that moves
them, create a difficult terrain space in any
free space adjacent to them.
II. While Quaking Palm’s effect is active, after
that character uses any ability that moves
them, dealing 1 piercing damage to all foes
adjacent to that character.
Spellblades are a martial order of highly trained wrights. Many of them come from the Guild Academies
in the great cities of Arden Eld, where they often take prestigious posts in the local militias and city
The lightning Aether that the spellblades wield is highly volatile, and requires intense training and focus
to control. Once a spell blade has learned their craft, however, the speed, power, and precision at which
they can act is intoxicating, crossing great spans of space in an instant, riding the Aetherial currents
with a flash of gleaming steel.
Talents
NOTHUNG
I. When used against a bloodied foe, blitz creates 2 actions, attack
two lightning dangerous terrain spaces Melee, Range 2, Arc 4
anywhere in range 2 of them, including under
characters. You summon a blade of pure lightning energy,
II. Foes inside of difficult or dangerous terrain or sweeping it in a shining arc.
pits take 1 piercing damage three times from Attack: On hit: 2[D] + fray. Miss: fray.
Blitz’s effect instead. Area effect: fray
Effect: Teleport 1, then deal 1 piercing damage
again to your target for every foe or ally adjacent
Mastery: GUNGNIR
to them, to a maximum of four times.
The last teleport you make with Blitz creates a
cross 1 terrain effect of crackling lightning, with at
Slay or Infuse 3: GRAM
least one space adjacent. The area is dangerous
Effect: After the ability resolves, release a flurry
terrain. At the start of your turn, you may deal 1
of slashes in a blast 2 area effect centered on you,
piercing damage, twice to all characters in the
dealing 1 piercing damage, twice, to all foes.
area.
Talents
ODINFORCE I. When used against a bloodied foe, Nothung
1 Action deals bonus damage, and deals 1 piercing
Power die, Stance damage again to its target on hit.
II. Comeback: Increase teleport to 4
You thrust your weapon skyward, and pierce the
heavens.
Mastery: EXCALIBUR
All 1 piercing damage listed by this ability
Stance: Shoot a flurry of lightning bolts into the
becomes divine.
air and set out a d6 power die, starting at 3. When
you enter this stance, or any time you teleport,
you may call a bolt down, hitting a character in ÄTHERWAND
range 3 and dealing 1 piercing damage, then 1 Action
reducing your power die by 1. This effect can Terrain effect
trigger any number of times a turn. If you run out
of bolts, Odinforce ends. You summon the highwinds to batter your foes.
Talents
I. When marking a character, you can increase Chapter 2
the area to 3, and the teleport to 2, but it only
affects allies. RAMPANT NAIL
II. When marking a character, you can condense 1 action
the aura to 1, but increase the teleport to 2 Range 3, power die
spaces instead.
The seas of Arden Eld are its most treacherous terrain. Boiling over with monsters, and wracked with
unnatural and freakish weather, most folk prefer to give them wide berth. However, there are still those
brave and hardy souls that live on the islands around Arden Eld, and the merchants, sailors, and
travelers that rely on the sea for fast passage and the movement of cargo, the lifeblood of the continent’s
great cities.
Bending the essence of the sea to their beck and call, the storm benders can clear the skies with a swipe
of their hands, feel the currents ahead for aquatic monsters, turn weather away from the hull of the
ship, and blow wind into its sails. It doesn’t matter that many of them dabble in a little light piracy on
the side - they are the undisputed masters of their element, and they wouldn’t have it any other way.
You awaken the water aether lying dormant in Infuse 4: Great Gust
the land or sea, causing it to surge up in a Immediately activate Gusts’ effect when it is
vigorous burst. created.
Object effect: Summon a height 1 geyser object
in a free space in range 4. If any character either Talents:
starts or ends their turn on a geyser, you can I. Gust can be used for cover by adjacent allies
cause it to erupt, removing that character from II. Yourself and allies that are shoved by gust can
the battlefield, then placing them one or two fly 2 after it resolves instead of being shoved 1.
spaces away. Then, remove the geyser.
Effect: After the geyser is activated, summon a Mastery: NORTHSOUL
Salt Sprite in its space. Gust’s area is not replaced if the ability is used
again, though you cannot have more than three
Infuse 3: VOLCANIC GEYSER areas active.
Create a Volcanic Geyser instead. When it erupts,
it removes and places all characters in a cross 1
area effect centered on it. HEAVE-HO
Interrupt 1
Talents
Better get your sea legs.
I. Increase the height of all geysers by +1 at the
Trigger: A foe damages you or an ally adjacent to
start of your turn. Allies standing on a geyser
either you or a summon you control with an
have cover.
ability
II. Once a round, when a character collides with a
Effect: After the triggering ability resolves create
geyser, summon a Salt Sprite in range 2 from
a crashing wave in a breach 1 area adjacent to you
them.
or your summon. Characters caught in the area
Talents
Chapter 3
I. Marked allies gain +1 boon on saves in pits,
Whirlgang: You are highly attuned to the
and foes don’t gain any height advantage
ambient air currents and can command them at
against them while they are inside pits.
will. At the start of your turn, yourself and every
II. Marked foes take bonus damage while inside
ally in range 2 of you may fly 1 in the same
pits.
direction as an effect.
Mastery: DARKTIDE
The first time the marked character vacates a EYE OF THE STORM
space during their turn, they leave a dangerous 1 action, attack
terrain space behind them. Marked allies are Range 8, Blast 1, pierce
immune to dangerous terrain, and marked foes
take +1 more damage from dangerous terrain. A storm of vigorous thunder and acid rain
descends at your command, but the center
WATERSPOUT remains calm.
1 actions This attack has no attack space. Instead, the
attack space is clear and exempt from this area.
Area effect: [D]
Infuse 4: AEONCLOUD
Increase area effect to blast 1 + cross 3. The center
space is still clear.
Talents:
I. If there is no character in the center space,
create a pit there. The pit is also dangerous
terrain.
II. The center character may also take 1 piercing
damage, once, for every foe or ally it in the
area effect, up to three times.
MAIDEN WYRMTOOTH
Your relic bears a statuette or image of the This weapon or armor has carvings made from
Weeping Titan, impaled by spears. pure dragonbone. It is hot to the touch.
I. While you’re bloodied, gain counter. I. While afflicted by a status, you no longer take
II. While you have counter, you also grant all bonus damage and cannot be critically hit.
adjacent allies counter II. While afflicted by three or more statuses, gain
III. Invoke (Attack, 11+): You may deal 1 +1 boon on saves and deal bonus damage with
piercing damage to all adjacent foes. all abilities.
III. Invoke (Attack, 14+): Inflict a status on
Aspected: Your counter effect becomes piercing your attack target that you are afflicted by.
damage.
Aspected: At the start of combat, you can choose
Aspect quest: Gather and reforge true iron nails to inflict one status of your choice on yourself.
from the sarcophagus of a Relict Emperor
Aspect quest: Carve the skull or horns of a wyrm
ORPHEO and incorporate it into your relic.
This relic has a cracked mirror, set on a pendant
or into a shield or weapon hilt TROLLHIDE
I. Gain defiance at the start of each combat. If A cape, shield, or mantle of scaly leather, a hardy
you already start combat with defiance, gain relic that knits itself back together like a living
vigor 1. This vigor is removed when replaced thing.
or at the start of your turn in round 2. I. If you don’t attack on your turn, gain a 4 hp
II. When defiance triggers, you may deal fray vigor shield.
damage to all adjacent foes II. If you don’t attack on your turn, gain +1 boon
III. Invoke (Gambit): When an ally in range 3 on saves until the start of your next turn.
would be reduced below 1 hp, you can trigger III. Whenever you gain vigor from any source, you
your own defiance to grant its effects to that can rush 1.
ally.
Aspected: When you gain vigor, increase the
Aspected: When rescued, gain defiance. total amount by 2 hp.
Aspect quest: Bathe in the water of the river that Aspect quest: Seek the wisdom of the keepers of
leads to the underworld the Deep Bog and do their bidding for three days.
UNGOLIANT TITANSBANE
Your relic is a massive weapon carved from the A weapon or armor made of Arken black metal.
fang of an ur-spider or beast of the deep caverns. Seethes with a fell energy. You can feel a killing
I. Charged attacks gain +1 boon intent from within.
II. Charged attacks also deal 2 damage to all foes I. When you use a delay effect, you can rush 1
adjacent to your attack target after the ability before activating it. If you’re bloodied, you can
resolves. rush 2 instead.
III. When you choose to take a slow turn, you and II. Your delay effects deal divine damage to
all adjacent allies can rush 1 characters at 25% health or lower.
III. You are sturdy while holding a delay effect.
Aspected: Invoke (Gambit) - Free action: Aspected: Invoke (Attack, 19+): You may
This turn only, all your actions trigger all charge activate the next delay effect you use this turn
effects. immediately, including as part of this attack.
Aspect quest: Drink from the primeval Gaia pool Aspect quest: Sail to the edge of the world and
bathe your relic in the mists there
GLOAM
This cloak or clothing appears to be made out of RUIN
woven shadow. The cloth is richly textured. A weapon, bow, or stave carved from ancient
I. Invoke (Attack, 14+): Blind your foe. If stone, a heavy slab of a thing.
your foe is already blinded, they take 2 I. You may trade in 1 boon, once per attack, for
damage. bonus damage.
II. +1 boon on attacks against blind targets II. Become immune to pacified.
III. Your first attack in any combat cannot miss
(change any miss into a hit).
Aspect quest: Find the resting place of the Aspect quest: Find and incorporate a twig of the
Hundred Sword Titan, take a splinter of one of his eternal world tree into this relic
weapons, and reforge it.
SCHEHEREZADE
ERENBRASS This weapon emits a faint singing tone that can
A burnished metal helm, gauntlet, or mantle, only be heard in a quiet room
bright in the sun. I. At the start of combat, gain 2 blessing tokens
on yourself.
I. At the start of your turn, you may shove an II. You can also spend blessing tokens on yourself
ally marked by you 1 space in any direction. to also grant +1 boon on an attack
II. Erenbrass I can be taken at the start and end III. Invoke (Attack, 15+): Bless yourself after
of your turn, and can choose different the attack resolves
characters each time.
III. Erenbrass I can also be a teleport or a fly effect Aspected: The III effect also blesses adjacent
(your choice) allies when it triggers on you
Aspected: Erenbrass also works on any Aspect quest: Recover a genuine page fragment of
character with a mark in range 4 of you, the legendary Tale of Ages
regardless of whether it was placed by you or not.
STORM LORD
Aspect quest: Take command of an army, militia, This armor is wrapped in knotted holy cords and
or regiment in battle and fight to victory. imagery of the sea during a storm.
I. At the end of any turn you didn’t attack, you
ESPER may gain a combo token, or spend one to dash
This gem is a void of space within. If you stare 1.
long enough, you can see stars. II. When you spend a combo token on an ability,
I. Invoke (Attack, 16+): Cure a character in you may deal 2 damage again to one of its
range 2 of your attack target. targets, but only once per ability.
II. Increase range of all Cures by 2. III. You can expend combo tokens from any allies
III. Cures can target foes and deal fray damage to in range 2. Allies can also spend your combo
them instead of any of its other effects. tokens as long as they are in range 2.
Aspected: Cures against foes gain true strike and Aspected: You can keep two combo tokens.
pierce.
Aspect quest: Ride the lightning to the palace of
Aspect quest: Find a shrine of the Titan of death, clouds and learn from the teachings of the long-
the Weeper, and survive the trials there dead Battle Titan, the Storm Lord
MERCY VESSEL
This gold-filagreed choker or torc is surprisingly This weapon or armor seems surprisingly
light, and includes imagery of grasping hands hollow, despite how durable it is. It’s cold and
I. Your cures can target defeated characters. If heavy.
you do, they are rescued before being cured. I. Deal bonus damage when at or under 25% hp
II. When you cure a character at 25% hp or II. When a foe breaks your vigor, deal fray
lower, they gain +1 boon on save for that cure. damage to them
III. Characters cured by you can also save against III. If you’re at or under 25% hp, when any ally in
any marks they are affected by, ending them range 2 of you is cured, you are also cured, but
on a success. no more than once a round.
CONQUERING KING
This relic has a regal bearing, with imagery of
lightning bolts made of wrought gold.
I. Invoke (5th round+) - All abilities deal
bonus damage
II. Invoke (7th round+) - All attacks become
critical hits on hit.
III. Invoke (Attack, 17+) - Lower your
threshold for any effects that rely on round
number by 1, this combat only. This effect can
stack multiple times. This applies to all
abilities, traits, and relics.
PALEBLOOD
This relic has inlays of pale bone, intricately
carved. When infused, the inlays light up.
I. At the start of combat, gain a d4 power die,
starting at 1. Tick it up by 1 at the end of each
round. When the die is 4, you may expend it
when you use any ability, discarding it, to
trigger any triggered effect of the ability and
cause it to deal bonus damage.
II. Invoke (Attack, 16+): Tick a power die you
have up or down by 1