diff --git a/Abilities/Common Actions/index.md b/Abilities/Common Actions/index.md new file mode 100644 index 0000000..5a2143d --- /dev/null +++ b/Abilities/Common Actions/index.md @@ -0,0 +1,9 @@ +# Common Actions Abilities + +| Name | Kind | Cost | Ability Type | Distance | Target | +| ---------------- | ---- | ---- | ------------ | -------- | ------ | +| [[Defend]] | | | | | | +| [[Catch Breath]] | | | | | | +| [[Heal]] | | | | | | +| [[Charge]] | | | | | | +| [[Free Strike]] | | | | | | diff --git a/Abilities/Common Maneuvers/index.md b/Abilities/Common Maneuvers/index.md new file mode 100644 index 0000000..ed3ae97 --- /dev/null +++ b/Abilities/Common Maneuvers/index.md @@ -0,0 +1,13 @@ +# Common Maneuvers Abilities + +| Name | Kind | Cost | Ability Type | Distance | Target | +| ------------------------------- | ---- | ---- | ------------ | -------- | -------------------------------------------- | +| [[Search For Hidden Creatures]] | | | | | | +| [[Make Or Assist A Test]] | | | | | | +| [[Stand Up]] | | | | | | +| [[Knockback]] | | | Maneuver | Reach 1 | 1 creature the same size or smaller than you | +| [[Aid Attack]] | | | | | | +| [[Escape Grab]] | | | | | | +| [[Drink Potion]] | | | | | | +| [[Hide]] | | | | | | +| [[Grab]] | | | Maneuver | Reach 1 | 1 creature the same size or smaller than you | diff --git a/Abilities/Conduit/index.md b/Abilities/Conduit/index.md index a691cf3..3446b01 100644 --- a/Abilities/Conduit/index.md +++ b/Abilities/Conduit/index.md @@ -1,7 +1,7 @@ # Conduit Abilities -| Name | Kind | Cost | Ability Type | Distance | Target | -| --------------------- | ------------------- | ------- | ------------ | --------------- | -------------------- | +| Name | Kind | Cost | Ability Type | Distance | Target | +| ------------------------- | ------------------- | ------- | ------------ | --------------- | -------------------- | | [[Holy Infusion]] | triggered actions | | Triggered | Ranged 5 | 1 ally | | [[Divine Disruption]] | triggered actions | | Triggered | Ranged 5 | 1 enemy | | [[Punishing Smite]] | 3-piety abilities | 3 Piety | Action | Ranged 5 | 1 creature or object | diff --git a/Abilities/Elementalist/index.md b/Abilities/Elementalist/index.md index 9acd4a3..f055d10 100644 --- a/Abilities/Elementalist/index.md +++ b/Abilities/Elementalist/index.md @@ -1,7 +1,7 @@ # Elementalist Abilities -| Name | Kind | Cost | Ability Type | Distance | Target | -| -------------------- | ------------------- | --------- | ------------ | ---------------- | -------------------- | +| Name | Kind | Cost | Ability Type | Distance | Target | +| ------------------------ | ------------------- | --------- | ------------ | ---------------- | -------------------- | | [[Mend The Soul]] | triggered actions | | Triggered | Ranged 5 | Self or 1 ally | | [[Explosive Assistance]] | triggered actions | | Triggered | Ranged 5 | Self or 1 ally | | [[Earthen Force]] | triggered actions | | Triggered | Ranged 5 | Self or 1 ally | diff --git a/Abilities/Fury/index.md b/Abilities/Fury/index.md index 969fc74..23c0f5f 100644 --- a/Abilities/Fury/index.md +++ b/Abilities/Fury/index.md @@ -1,7 +1,7 @@ # Fury Abilities -| Name | Kind | Cost | Ability Type | Distance | Target | -| ------------------------------------------ | ------------------- | ------ | ------------- | ------------------- | ---------------------------------- | +| Name | Kind | Cost | Ability Type | Distance | Target | +| ---------------------------------------------- | ------------------- | ------ | ------------- | ------------------- | ---------------------------------- | | [[Relentless Toss]] | triggered actions | | Triggered | Self or reach | Self or 1 creature | | [[Uncanny Dodge]] | triggered actions | | Triggered | Reach 1 | Self | | [[Regeneration]] | triggered actions | | Triggered | Self | Self | diff --git a/Abilities/Shadow/index.md b/Abilities/Shadow/index.md index dda3d93..d179a3a 100644 --- a/Abilities/Shadow/index.md +++ b/Abilities/Shadow/index.md @@ -1,7 +1,7 @@ # Shadow Abilities -| Name | Kind | Cost | Ability Type | Distance | Target | -| --------------------- | ------------------- | --------- | ------------ | ------------------- | ---------------------- | +| Name | Kind | Cost | Ability Type | Distance | Target | +| ------------------------- | ------------------- | --------- | ------------ | ------------------- | ---------------------- | | [[Wounding Strike]] | 3-insight abilities | 3 Insight | Action | Reach 1 or Ranged 3 | 1 creature | | [[Two Throats At Once]] | 3-insight abilities | 3 Insight | Action | Reach 1 or Ranged 5 | 2 creatures or objects | | [[Blade Dance]] | 3-insight abilities | 3 Insight | Action | Self | Self | diff --git a/Abilities/Tactician/index.md b/Abilities/Tactician/index.md index 313c9ce..d10149e 100644 --- a/Abilities/Tactician/index.md +++ b/Abilities/Tactician/index.md @@ -1,7 +1,7 @@ # Tactician Abilities -| Name | Kind | Cost | Ability Type | Distance | Target | -| ------------------------------ | ----------------- | ------- | ------------ | ------------------- | -------------------- | +| Name | Kind | Cost | Ability Type | Distance | Target | +| ---------------------------------- | ----------------- | ------- | ------------ | ------------------- | -------------------- | | [[Parry]] | triggered actions | | Triggered | Self or Reach 1 | Self or 1 ally | | [[Overwatch]] | triggered actions | | Triggered | Ranged 10 | 1 enemy | | [[Flank Them Now!]] | triggered actions | | Triggered | Self or Ranged 10 | You or an ally | diff --git a/Bestiary/Demon Bendrak.md b/Bestiary/Demon Bendrak.md index 4ead185..8151a26 100644 --- a/Bestiary/Demon Bendrak.md +++ b/Bestiary/Demon Bendrak.md @@ -5,29 +5,33 @@ | *Demon, Planar* | **EV 11** | | **Stamina**: 20 | **Weakness**: Holy 3 | | **Speed**: 5 | **Size**: 1S / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Warp Perceptions (Action)** ◆ PRS RR ◆ Signature +**Warp Perceptions (Signature)** -Keywords: Magic, Ranged, Resistance -Distance: Ranged 10 -Target: One creature +| | | +| :---------------------------------- | :------------------- | +| Keywords: Magic, Ranged, Resistance | Type: Action | +| Distance: Ranged 10 | Target: One creature | -- ✸ ≤11: 7 psychic damage; [[Weakened|weakened]] (PRS ends) +**PRS RR** + +- ✦ ≤11: 7 psychic damage; [[Weakened|weakened]] (PRS ends) - ★ 12–16: 5 psychic damage; [[Weakened|weakened]] (EoT) -- ✦ 17+: 3 psychic damage +- ✸ 17+: 3 psychic damage Effect: If the target makes an attack while [[Weakened|weakened]] this way, the bendrak can choose a second target for the attack within the distance of the attack, then evenly divides any damage from the attack between the two targets. -**Vanish (Maneuver)** ◆ 1 VP +**Vanish (1 VP)** -Keywords: Magic, Ranged -Distance: Ranged 10 -Target: Self or one ally +| | | +| :---------------------- | :----------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: Self or one ally | Effect: The target immediately becomes hidden, regardless of whether they have cover or concealment. diff --git a/Bestiary/Demon Chorogaunt.md b/Bestiary/Demon Chorogaunt.md index fa4805c..80551fc 100644 --- a/Bestiary/Demon Chorogaunt.md +++ b/Bestiary/Demon Chorogaunt.md @@ -5,17 +5,20 @@ | *Demon, Planar* | **EV 36** | | **Stamina**: 90 | **Weakness**: Holy 3 | | **Speed**: 5 | **Size**: 1M / Stability 2 | -| | **[[Free Strike]]**: 4 | +| | **[[Free Strike]]**: 4 | | **Might** +2 | **Agility** +2 | **Reason** +2 | **Intuition** +2 | **Presence** +2 | | ------------ | -------------- | ------------- | ---------------- | --------------- | | | | | | | -**Agonizing Harmony (Action)** ◆ 2d10 + 2 ◆ Signature +**Agonizing Harmony (Signature)** -Keywords: Area, Weapon -Distance: 5 burst -Target: Each enemy +| | | +| :--------------------- | :----------------- | +| Keywords: Area, Weapon | Type: Action | +| Distance: 5 burst | Target: Each enemy | + +**2d10 + 2** - ✦ ≤11: 3 psychic damage - ★ 12–16: 5 psychic damage; [[Slowed|slowed]] (EoT) @@ -23,55 +26,61 @@ Target: Each enemy Effect: An ally within 10 squares of the chorogaunt can shift up to their speed. -**Chaotic Entrancing Harmony (Maneuver)** +**Chaotic Entrancing Harmony** -Keywords: Area -Distance: 10 burst -Target: Each enemy +| | | +| :----------------- | :----------------- | +| Keywords: Area | Type: Maneuver | +| Distance: 10 burst | Target: Each enemy | Effect: Each target slides 3, ignoring their stability. -**I Thrive on Pain (Triggered Action)** ◆ 3 VP +**I Thrive on Pain (3 VP)** + +| | | +| :-------------- | :--------------------- | +| Keywords: Magic | Type: Triggered Action | +| Distance: Self | Target: Self | -Keywords: Magic -Distance: Self -Target: Self Trigger: The chorogaunt is targeted by an attack. Effect: Any damage from the attack is halved, and the chorogaunt gains an edge on all ability rolls until the end of their next turn. -**End Effect** +**Frightening Tones** -At the end of their turn, the chorogaunt can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. +| | | +| :------------------ | :--------------------- | +| Keywords: Ranged | Type: Villain Action 1 | +| Distance: Ranged 10 | Target: Three enemies | -**Lethe** +Effect: Each target either takes 5 psychic damage or is [[Frightened|frightened]] of the chorogaunt (EoT). Each target gets to choose which to do. -While winded, the chorogaunt has an edge on attacks, and attacks have an edge against them. +**Bully the Weak** -**Soulsight** +| | | +| :---------------------- | :--------------------- | +| Keywords: Magic, Ranged | Type: Villain Action 2 | +| Distance: Ranged 10 | Target: One ally | -Each creature within 2 squares of the chorogaunt can’t be hidden from them. +Effect: The chorogaunt kills the target, and each other ally gains an edge on attacks until the end of the round. You gain VP equal to the number of heroes. -**Frightening Tones (Villain Action 1)** +**Running Cacophony** -Keywords: Ranged -Distance: Ranged 10 -Target: Three enemies +| | | +| :-------------- | :--------------------- | +| Keywords: Magic | Type: Villain Action 3 | +| Distance: Self | Target: Self | -Effect: Each target either takes 5 psychic damage or is [[Frightened|frightened]] of the chorogaunt (EoT). Each target gets to choose which to do. +Effect: The chorogaunt shifts up to their speed, makes an Agonizing Harmony attack, shifts up to their speed, and makes a second Agonizing Harmony attack. -**Bully the Weak (Villain Action 2)** +**End Effect** -Keywords: Magic, Ranged -Distance: Ranged 10 -Target: One ally +At the end of their turn, the chorogaunt can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. -Effect: The chorogaunt kills the target, and each other ally gains an edge on attacks until the end of the round. You gain VP equal to the number of heroes. +**Lethe** -**Running Cacophony (Villain Action 3)** +While winded, the chorogaunt has an edge on attacks, and attacks have an edge against them. -Keywords: Magic -Distance: Self -Target: Self +**Soulsight** -Effect: The chorogaunt shifts up to their speed, makes an Agonizing Harmony attack, shifts up to their speed, and makes a second Agonizing Harmony attack. +Each creature within 2 squares of the chorogaunt can’t be hidden from them. diff --git a/Bestiary/Demon Ensnarer.md b/Bestiary/Demon Ensnarer.md index 39228dc..8dc8d7e 100644 --- a/Bestiary/Demon Ensnarer.md +++ b/Bestiary/Demon Ensnarer.md @@ -5,17 +5,20 @@ | *Demon, Planar* | **EV 6** | | **Stamina**: 10 | **Weakness**: Holy 3 | | **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might** +1 | **Agility** +0 | **Reason** −1 | **Intuition** −1 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** 0 | **Reason** -1 | **Intuition** -1 | **Presence** -1 | +| ------------ | ------------- | ------------- | ---------------- | --------------- | +| | | | | | -**Barbed Tongues (Action)** ◆ 2d10 + 1 ◆ Signature +**Barbed Tongues (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 3 -Target: One creature or object per minion +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 3 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage; pull 1 - ★ 12–16: 4 damage; pull 2 diff --git a/Bestiary/Demon Frenzied.md b/Bestiary/Demon Frenzied.md index aa3e704..9b8d433 100644 --- a/Bestiary/Demon Frenzied.md +++ b/Bestiary/Demon Frenzied.md @@ -5,17 +5,20 @@ | *Demon, Planar* | **EV 4** | | **Stamina**: 8 | **Weakness**: Holy 3 | | **Speed**: 6 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 1 | +| | **[[Free Strike]]**: 1 | -| **Might** +0 | **Agility** +1 | **Reason** −1 | **Intuition** −1 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** -1 | **Intuition** -1 | **Presence** -1 | +| ----------- | -------------- | ------------- | ---------------- | --------------- | +| | | | | | -**Rip and Tear (Action)** ◆ 2d10 + 1 ◆ Signature +**Rip and Tear (Signature)** -Keywords: Attack, [[Charge]], Melee, Weapon -Distance: Reach 1 -Target: One creature or object per minion +| | | +| :------------------------------------------ | :---------------------------------------- | +| Keywords: Attack, [[Charge]], Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 3 damage diff --git a/Bestiary/Demon Muceron.md b/Bestiary/Demon Muceron.md index 0a8ab5e..5cc9fe5 100644 --- a/Bestiary/Demon Muceron.md +++ b/Bestiary/Demon Muceron.md @@ -5,27 +5,31 @@ | *Demon, Planar* | **EV 18** | | **Stamina**: 45 | **Weakness**: Holy 3 | | **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might** +1 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Barbed Tongues (Action)** ◆ 2d10 + 1 ◆ Signature +**Barbed Tongues (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 2 -Target: One creature +| | | +| :------------------------------ | :------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 2 | Target: One creature | + +**2d10 + 1** - ✦ ≤11: 5 damage; [[Taunted|taunted]] (EoT) - ★ 12–16: 8 damage; [[Taunted|taunted]] (EoT) - ✸ 17+: 11 damage; [[Taunted|taunted]] (EoT) -**Tongue Pull (Maneuver)** ◆ 2 VP +**Tongue Pull (2 VP)** -Keywords: Attack, Ranged, Weapon -Distance: Ranged 5 -Target: Three creatures +| | | +| :------------------------------- | :---------------------- | +| Keywords: Attack, Ranged, Weapon | Type: Maneuver | +| Distance: Ranged 5 | Target: Three creatures | Effect: Each target is pulled 3 squares. diff --git a/Bestiary/Demon Pitling.md b/Bestiary/Demon Pitling.md index dabc029..d9754fe 100644 --- a/Bestiary/Demon Pitling.md +++ b/Bestiary/Demon Pitling.md @@ -1,21 +1,24 @@ #### DEMON PITLING -| DEMON PITLING | **Level 1 Artillery Minion** | -| :----------------- | ---------------------------: | -| *Demon, Planar* | **EV 2** | -| **Stamina**: 4 | **Weakness**: Holy 3 | +| DEMON PITLING | **Level 1 Artillery Minion** | +| :-------------------------- | ---------------------------: | +| *Demon, Planar* | **EV 2** | +| **Stamina**: 4 | **Weakness**: Holy 3 | | **Speed**: 5 ([[Fly\|fly]]) | **Size**: 1T / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might** −2 | **Agility** +1 | **Reason** −2 | **Intuition** −2 | **Presence** −2 | +| **Might** -2 | **Agility** +1 | **Reason** -2 | **Intuition** -2 | **Presence** -2 | | ------------ | -------------- | ------------- | ---------------- | --------------- | | | | | | | -**Spit (Action)** ◆ 2d10 + 1 ◆ Signature +**Spit (Signature)** -Keywords: Attack, Ranged, Weapon -Distance: Ranged 10 -Target: One creature or object per minion +| | | +| :------------------------------- | :---------------------------------------- | +| Keywords: Attack, Ranged, Weapon | Type: Action | +| Distance: Ranged 10 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 poison damage - ★ 12–16: 3 poison damage diff --git a/Bestiary/Demon Remasch.md b/Bestiary/Demon Remasch.md index e2fcb1b..2ed04f3 100644 --- a/Bestiary/Demon Remasch.md +++ b/Bestiary/Demon Remasch.md @@ -1,33 +1,38 @@ #### DEMON REMASCH -| DEMON REMASCH | **Level 2 Ambusher** | -| :---------------------- | -------------------------: | -| *Demon, Planar* | **EV 13** | -| **Stamina**: 25 | **Weakness**: Holy 3 | +| DEMON REMASCH | **Level 2 Ambusher** | +| :------------------------------------ | -------------------------: | +| *Demon, Planar* | **EV 13** | +| **Stamina**: 25 | **Weakness**: Holy 3 | | **Speed**: 5 ([[Teleport\|teleport]]) | **Size**: 1S / Stability 0 | -| | **[[Free Strike]]**: 3 | +| | **[[Free Strike]]**: 3 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Abyssal Strike (Action)** ◆ 2d10 + 1 ◆ Signature +**Abyssal Strike (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 4 damage; the remasch [[Teleport|teleports]] 2 squares - ★ 12–16: 7 damage; the remasch [[Teleport|teleports]] 3 squares - ✸ 17+: 10 damage; the remasch [[Teleport|teleports]] 5 squares -**5 VP:** The remasch takes an adjacent creature with them when they [[Teleport|teleport]]. The creature appears in an unoccupied space adjacent to the remasch’s destination. +\*\***5 VP** +\*\* The remasch takes an adjacent creature with them when they [[Teleport|teleport]]. The creature appears in an unoccupied space adjacent to the remasch’s destination. -**Grasping [[Shadow]] (Maneuver)** ◆ 5 VP +**Grasping [[Shadow]] (5 VP)** -Keywords: Magic, Ranged -Distance: Ranged 10 -Target: Self +| | | +| :---------------------- | :------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: Self | Effect: The remasch can [[Teleport|teleport]] 2 squares then use Abyssal Strike. diff --git a/Bestiary/Demon Ruinant.md b/Bestiary/Demon Ruinant.md index fec8588..660d185 100644 --- a/Bestiary/Demon Ruinant.md +++ b/Bestiary/Demon Ruinant.md @@ -5,31 +5,37 @@ | *Demon, Planar* | **EV 10** | | **Stamina**: 20 | **Weakness**: Holy 3 | | **Speed**: 6 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Bloodletting Claws (Action)** ◆ 2d10 + 1 ◆ Signature +**Bloodletting Claws (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: Two creatures or objects +| | | +| :------------------------------ | :------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: Two creatures or objects | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage; [[Bleeding|bleeding]] (EoT) - ✸ 17+: 6 damage; [[Bleeding|bleeding]] (EoT) -**Salt Wounds (Maneuver)** ◆ MGT RR ◆ 3 VP +**Salt Wounds (3 VP)** + +| | | +| :---------------------------------- | :------------------------------------------- | +| Keywords: Magic, Ranged, Resistance | Type: Maneuver | +| Distance: Ranged 10 | Target: Three creatures without full Stamina | -Keywords: Magic, Ranged, Resistance -Distance: Ranged 10 -Target: Three creatures without full Stamina +**MGT RR** -- ✸ ≤11: 6 corruption damage +- ✦ ≤11: 6 corruption damage - ★ 12–16: 5 corruption damage -- ✦ 17+: 2 corruption damage +- ✸ 17+: 2 corruption damage **Lethe** diff --git a/Bestiary/Demon Torlas.md b/Bestiary/Demon Torlas.md index 5494834..5dd3cfb 100644 --- a/Bestiary/Demon Torlas.md +++ b/Bestiary/Demon Torlas.md @@ -5,17 +5,20 @@ | *Demon, Planar* | **EV 9** | | **Stamina**: 15 | **Weakness**: Holy 3 | | **Speed**: 5 | **Size**: 1S / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Cronenstorm (Action)** ◆ 2d10 + 1 ◆ Signature +**Cronenstorm (Signature)** -Keywords: Area, Magic, Ranged -Distance: 3 cube within 10 -Target: Each creature +| | | +| :---------------------------- | :-------------------- | +| Keywords: Area, Magic, Ranged | Type: Action | +| Distance: 3 cube within 10 | Target: Each creature | + +**2d10 + 1** - ✦ ≤11: Slide 1 - ★ 12–16: Slide 2 @@ -23,11 +26,12 @@ Target: Each creature Effect: The area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas’s next turn, the area is [[Difficult Terrain|difficult terrain]], and each creature who moves within the area takes 1 damage for each square moved. -**Grasping Tendons (Maneuver)** +**Grasping Tendons** -Keywords: Magic, Ranged -Distance: Ranged 10 -Target: Three creatures +| | | +| :---------------------- | :---------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: Three creatures | Effect: The torlas pulls the target up to 2 squares. diff --git a/Bestiary/Draw Steel Bestiary (raw).md b/Bestiary/Draw Steel Bestiary (original).md similarity index 86% rename from Bestiary/Draw Steel Bestiary (raw).md rename to Bestiary/Draw Steel Bestiary (original).md index ce1fa2a..5aeee93 100644 --- a/Bestiary/Draw Steel Bestiary (raw).md +++ b/Bestiary/Draw Steel Bestiary (original).md @@ -21,7 +21,7 @@ know.Creatures who don’t know any languages don’t have this entry. ### KEYWORDS Each creature has one or more keywords. These keywords don’t necessarily mean anything on their own, but special -rulesmight apply to them. For instance, a creature with the Goblin keyword benefits from and can contribute to goblin +rules might apply to them. For instance, a creature with the Goblin keyword benefits from and can contribute to goblin VillainPower abilities (see below). ### ENCOUNTER VALUE @@ -74,7 +74,7 @@ an adventure or campaign. Because of this, they get special abilities called vil A creature with villain actions always has three. Each villain action can be used only once per encounter, and no more than one villain action can be used per round. A creature can use a villain action at the end of any other creature’s turn during combat. Villain actions are numbered and intended to be used in a specific order that creates a -logicalencounter flow and cinematic arc, but you can use them in any order you choose. +logical encounter flow and cinematic arc, but you can use them in any order you choose. The first villain action is an opener, which shows the heroes they’re not battling a typical creature. Openers generally deal some damage, summon a lackey or three, buff the boss, debuff the heroes, or move the creature into an @@ -362,8 +362,6 @@ To calculate a group’s ES, first determine each hero’s encounter worth. This for each level of the hero. For instance, a 3rd-level hero has an encounter worth of 21 (12 + 3 + 3 +3). Then add the encounter worth of all heroes together, and that’s your ES. For instance, a group of five 3rd-level heroes has an ES of -105. - #### FACTOR IN VICTORIES Victories make heroes more powerful on their way to the next level. For each 3 Victories the heroes earn, increase the @@ -687,7 +685,7 @@ Target: Each creature - ✦ ≤11: Slide 1 - ★ 12–16: Slide 2 - ✸ 17+: Slide 3 -Effect: The area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas’s next turn, the area is [[Difficult Terrain|difficult terrain]], and each creature who moves within the area takes 1 damage for each square moved. + Effect: The area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas’s next turn, the area is [[Difficult Terrain|difficult terrain]], and each creature who moves within the area takes 1 damage for each square moved. **Grasping Tendons (Maneuver)** Keywords: Magic, Ranged @@ -726,7 +724,7 @@ Target: One creature - ✸ ≤11: 7 psychic damage; [[Weakened|weakened]] (PRS ends) - ★ 12–16: 5 psychic damage; [[Weakened|weakened]] (EoT) - ✦ 17+: 3 psychic damage -Effect: If the target makes an attack while [[Weakened|weakened]] this way, the bendrak can choose a second target for the attack within the distance of the attack, then evenly divides any damage from the attack between the two targets. + Effect: If the target makes an attack while [[Weakened|weakened]] this way, the bendrak can choose a second target for the attack within the distance of the attack, then evenly divides any damage from the attack between the two targets. **Vanish (Maneuver)** ◆ 1 VP Keywords: Magic, Ranged @@ -842,7 +840,7 @@ Target: Each enemy - ✦ ≤11: 3 psychic damage - ★ 12–16: 5 psychic damage; [[Slowed|slowed]] (EoT) - ✸ 17+: 7 psychic damage; [[Slowed|slowed]] (INU ends) -Effect: An ally within 10 squares of the chorogaunt can shift up to their speed. + Effect: An ally within 10 squares of the chorogaunt can shift up to their speed. **Chaotic Entrancing Harmony (Maneuver)** Keywords: Area @@ -986,7 +984,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage - ✸ 17+: 5 damage -Effect: If the [[Sniper|sniper]] doesn’t use a maneuver or a move action this turn, the ability deals an extra 2 damage. + Effect: If the [[Sniper|sniper]] doesn’t use a maneuver or a move action this turn, the ability deals an extra 2 damage. **Crafty** The [[Sniper|sniper]] doesn’t provoke opportunity attacks by moving. @@ -1068,7 +1066,7 @@ Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage -Effect: If the assassin has an edge or a double edge on the power roll for this ability, the ability deals an additional 2 damage. + Effect: If the assassin has an edge or a double edge on the power roll for this ability, the ability deals an additional 2 damage. **[[Shadow]] Chains (Action)** ◆ AGL RR ◆ 3 VP Keywords: Magic, Ranged, Resistance @@ -1181,7 +1179,7 @@ Target: One creature or object - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: One ally of the underboss adjacent to the target can make a [[Free Strike|free strike]] against them. + Effect: One ally of the underboss adjacent to the target can make a [[Free Strike|free strike]] against them. **Get Reckless! (Maneuver)** Keywords: Ranged @@ -1255,7 +1253,7 @@ Target: Two creatures or objects - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage -Effect: An ally within 10 squares of the monarch can make a [[Free Strike|free strike]]. + Effect: An ally within 10 squares of the monarch can make a [[Free Strike|free strike]]. **Get in Here (Maneuver)** ◆ 1 VP Keywords: Ranged @@ -1492,7 +1490,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 corruption damage - ★ 12–16: 4 corruption damage - ✸ 17+: 5 corruption damage -Effect: A creature within 5 squares of the death acolyte regains 1 Stamina. + Effect: A creature within 5 squares of the death acolyte regains 1 Stamina. #### HUMAN GUARD @@ -1545,7 +1543,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage - ✸ 17+: 5 damage -Effect: If this ability is used as part of the [[Charge]] action, the [[Raider|raider]] can make a ranged [[Free Strike|free strike]] with a distance of 5 before using the ability. + Effect: If this ability is used as part of the [[Charge]] action, the [[Raider|raider]] can make a ranged [[Free Strike|free strike]] with a distance of 5 before using the ability. #### HUMAN APPRENTICE MAGE @@ -1572,7 +1570,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 lightning damage - ★ 12–16: 4 lightning damage - ✸ 17+: 5 lightning damage -Effect: If the apprentice mage doesn’t use a maneuver or a move action this turn, the target is [[Slowed|slowed]] (EoT). + Effect: If the apprentice mage doesn’t use a maneuver or a move action this turn, the target is [[Slowed|slowed]] (EoT). #### HUMAN BRAWLER @@ -1599,7 +1597,7 @@ Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Grabbed|grabbed]] - ✸ 17+: 10 damage; [[Grabbed|grabbed]] -Effect: The target takes a bane on attempts to escape the [[Grab|grab]], and the brawler gains an edge on attacks against the [[Grabbed|grabbed]] target. + Effect: The target takes a bane on attempts to escape the [[Grab|grab]], and the brawler gains an edge on attacks against the [[Grabbed|grabbed]] target. **Throw (Maneuver)** ◆ 1 VP Keywords: Melee @@ -1635,7 +1633,7 @@ Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage - ✸ 17+: 10 damage -Effect: If the scoundrel has an edge or a double edge on the power roll for this ability, the ability deals an extra 4 damage. + Effect: If the scoundrel has an edge or a double edge on the power roll for this ability, the ability deals an extra 4 damage. **Dagger Storm (Action)** ◆ 5 VP The scoundrel makes a Rapier & Dagger attack against three creatures or objects, and can shift 2 squares before or after each attack. @@ -1665,7 +1663,7 @@ Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage - ✸ 17+: 10 damage -Effect: The trickshot doesn’t take a bane when using this ability in melee or against a target with cover or concealment. + Effect: The trickshot doesn’t take a bane when using this ability in melee or against a target with cover or concealment. - **3 VP:** The trickshot can target two creatures or objects with this ability. #### HUMAN DEATH CULTIST @@ -1727,7 +1725,7 @@ Target: One creature or object - ✦ ≤11: 4 damage; [[Taunted|taunted]] (EoT) - ★ 12–16: 7 damage; [[Taunted|taunted]] (EoT) - ✸ 17+: 10 damage; [[Taunted|taunted]] (EoT) -Effect: If an adjacent target [[Taunted|taunted]] by this ability harms a creature other than the knave, the knave can make a [[Free Strike|free strike]] against the [[Taunted|taunted]] creature as a free triggered action. + Effect: If an adjacent target [[Taunted|taunted]] by this ability harms a creature other than the knave, the knave can make a [[Free Strike|free strike]] against the [[Taunted|taunted]] creature as a free triggered action. **Overwhelm** A creature who starts their turn adjacent to the knave can’t shift. @@ -1767,7 +1765,7 @@ Target: Each creature and object - ✸ ≤11: Slide 5; [[Slowed|slowed]] (MGT ends) - ★ 12–16: Slide 3; [[Slowed|slowed]] (EoT) - ✦ 17+: Slide 1 -Effect: The gust of wind disperses gas or vapor and extinguishes any flames, including persistent effects. + Effect: The gust of wind disperses gas or vapor and extinguishes any flames, including persistent effects. **Arcane Shield** Whenever the mage takes damage from an enemy adjacent to them, the damage is reduced by 3 (minimum 0), and the enemy takes 3 thunder damage and is pushed 2 squares. @@ -1797,7 +1795,7 @@ Target: Each adjacent enemy - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Slowed|slowed]] (EoT) - ✸ 17+: 10 damage; [[Slowed|slowed]] (MGT ends) -Effect: An ally within 10 squares of the blackguard can make a [[Free Strike|free strike]]. + Effect: An ally within 10 squares of the blackguard can make a [[Free Strike|free strike]]. - **1 VP:** The ally can use their signature action instead. **You! (Maneuver)** @@ -1859,7 +1857,7 @@ Target: Two enemies or objects - ✦ ≤11: 5 damage; pull 1 - ★ 12–16: 9 damage; pull 2 - ✸ 17+: 12 damage; pull 3 -Effect: A target who is adjacent to the bandit chief after the attack is resolved takes 9 corruption damage. + Effect: A target who is adjacent to the bandit chief after the attack is resolved takes 9 corruption damage. - **2 VP:** This ability targets three enemies or objects. **Kneel, Peasant! (Maneuver)** @@ -1924,7 +1922,7 @@ Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage -Effect: The target is [[Grabbed|grabbed]] by the [[Giant Hawk|giant hawk]]. + Effect: The target is [[Grabbed|grabbed]] by the [[Giant Hawk|giant hawk]]. **Dive (Maneuver)** The hawk moves up to their speed. @@ -1956,7 +1954,7 @@ Target: Two creatures or objects - ✦ ≤11: 4 damage - ★ 12–16: 7 damage - ✸ 17+: 10 damage -Effect: The target is [[Grabbed|grabbed]] by the [[Siege Hawk|siege hawk]]. The [[Siege Hawk|siege hawk]] can have two targets [[Grabbed|grabbed]] at a time. + Effect: The target is [[Grabbed|grabbed]] by the [[Siege Hawk|siege hawk]]. The [[Siege Hawk|siege hawk]] can have two targets [[Grabbed|grabbed]] at a time. **Bombs Away! (Action)** ◆ AGL RR ◆ 7 VP Keywords: Area, Magic, Ranged, Resistance @@ -1966,7 +1964,7 @@ Target: Each creature and object - ✸ ≤11: 7 fire damage; [[Restrained|restrained]] (EoT) - ★ 12–16: 6 fire damage; [[Slowed|slowed]] (EoT) - ✦ 17+: 3 fire damage -Special: The [[Siege Hawk|siege hawk]] must be flying to use this ability. + Special: The [[Siege Hawk|siege hawk]] must be flying to use this ability. **Dive (Maneuver)** The hawk moves up to their speed. @@ -2007,7 +2005,7 @@ Target: One creature - ✦ ≤11: 5 damage; push 3 - ★ 12–16: 10 damage; push 3; [[Taunted|taunted]] (EoT) - ✸ 17+: 12 damage; push 3; [[Taunted|taunted]] (REA ends) -Effect: If a target is wearing clothing covering the lower half of their body, they must use a maneuver to pull that clothing up before they can move. + Effect: If a target is wearing clothing covering the lower half of their body, they must use a maneuver to pull that clothing up before they can move. **Rat Race (5 VP)** Each radenwight shifts up to their speed. Wherever a radenwight ends this movement adjacent to at least one other radenwight, they can make a melee [[Free Strike|free strike]] against a target. @@ -2045,7 +2043,7 @@ Target: One creature per minion - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: If the mischiever is hidden when they use this ability, they can target two creatures. + Effect: If the mischiever is hidden when they use this ability, they can target two creatures. **Ready Rodent (Triggered Action)** Keywords: Melee, Weapon @@ -2142,7 +2140,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: An ally of the redeye within 2 squares of the target can shift up to 2 squares. + Effect: An ally of the redeye within 2 squares of the target can shift up to 2 squares. **Ready Rodent (Triggered Action)** Keywords: Melee, Weapon @@ -2175,7 +2173,7 @@ Target: One creature or object - ✦ ≤11: 5 damage - ★ 12–16: 9 damage; [[Grabbed|grabbed]] - ✸ 17+: 12 damage; [[Grabbed|grabbed]] -Effect: While the target is [[Grabbed|grabbed]], they take 2 damage at the start of each of the bruxer’s turns. + Effect: While the target is [[Grabbed|grabbed]], they take 2 damage at the start of each of the bruxer’s turns. **Flurry of Bites (Action)** ◆ 2d10 + 1 ◆ 3 VP Keywords: Area, Weapon @@ -2217,7 +2215,7 @@ Target: One creature or object - ✦ ≤11: 3 sonic damage; push 1 - ★ 12–16: 5 sonic damage; push 3 - ✸ 17+: 7 sonic damage; push 4 -Effect: The piper or an ally within distance regains stamina equal to half the damage dealt. + Effect: The piper or an ally within distance regains stamina equal to half the damage dealt. **Vivace Vivace! (Maneuver)** ◆ 3 VP Keywords: Area, Magic @@ -2256,7 +2254,7 @@ Target: Two creatures or objects - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: The ratcrobat can shift up to 2 squares after attacking the first target, then can shift 1 square after attacking the second target. + Effect: The ratcrobat can shift up to 2 squares after attacking the first target, then can shift 1 square after attacking the second target. **Over Here, Thanks (Maneuver)** Keywords: Melee @@ -2298,7 +2296,7 @@ Target: Each enemy - ✦ ≤11: 3 sonic damage; slide 1; the maestro can shift 1 square - ★ 12–16: 5 sonic damage; slide 3; the maestro can shift 3 squares - ✸ 17+: 7 sonic damage; slide 5; the maestro can shift 5 squares -Effect: Each of the maestro's allies can use Ready Rodent as a free triggered action once before the end of the round. + Effect: Each of the maestro's allies can use Ready Rodent as a free triggered action once before the end of the round. **Tempo Change (Maneuver)** ◆ PRS RR Keywords: Magic, Ranged, Resistance @@ -2353,7 +2351,7 @@ Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. ### PSI-TECH -Like their synlirii foes, [[Time Raider|time raiders]] travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but [[Time [[Raider]] Vertex|time [[Raider|raider]] vertexes]] also learn to pilot enormous suits of psionic armor that empower their allies. +Like their synlirii foes, [[Time Raider|time raiders]] travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but [[Raider]]\[\[Time [[Raider]] Vertex|time [[Raider|raider]] vertexes\]\] also learn to pilot enormous suits of psionic armor that empower their allies. ### GENRE RAIDERS @@ -2395,16 +2393,16 @@ At the start of any [[Time Raider|time raider]]’s turn, you can spend VP to ac **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +2 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +1 -- **Presence**: −1 +- **Might** +2 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +1 +- **Presence** −1 **Brutal Flail (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: One creature or object per minion +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage @@ -2424,15 +2422,15 @@ The archon doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +2 -- **Agility**: +1 -- **Reason**: +2 -- **Presence**: +1 +- **Might** +2 +- **Agility** +1 +- **Reason** +2 +- **Presence** +1 **Fifth Fist (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 2 -**Target**: One creature or object per minion +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 2 +Target: One creature or object per minion - ✦ ≤11: 2 damage; slide 1 - ★ 12–16: 5 damage; slide 2 @@ -2452,25 +2450,25 @@ The myriad doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Presence**: +0 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Presence** +0 **Serrated Saber (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: One creature or object +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: One creature or object - ✦ ≤11: 5 damage - ★ 12–16: 8 damage; [[Weakened|weakened]] (EoT) - ✸ 17+: 11 damage; [[Weakened|weakened]] (REA ends) - **Effect**: The target takes a bane on the next attack they make before the start of the armiger’s next turn. + Effect: The target takes a bane on the next attack they make before the start of the armiger’s next turn. **Shared Sickness (Triggered Action)** ◆ REA RR -**Keywords**: Psionic, Ranged, Resistance -**Distance**: Ranged 20 -**Target**: Triggering creature +Keywords: Psionic, Ranged, Resistance +Distance: Ranged 20 +Target: Triggering creature **Trigger**: A creature deals damage to any ally of the armiger to whom the armiger has line of effect. - ✸ ≤11: 11 poison damage @@ -2494,27 +2492,27 @@ While any [[Time Raider|time raider]] starts their turn with line of effect to t **Size**: 1L / Stability 3 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Presence**: +0 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Presence** +0 **Sunderbuss (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Area, Psionic, Ranged, Weapon -**Distance**: 3 cube within 10 -**Target**: Each enemy +Keywords: Area, Psionic, Ranged, Weapon +Distance: 3 cube within 10 +Target: Each enemy - ✦ ≤11: 4 sonic damage - ★ 12–16: 8 sonic damage; [[Slowed|slowed]] (EoT) - ✸ 17+: 10 sonic damage; [[Slowed|slowed]] (EoT); [[Prone|prone]] - **Effect**: A layer of ground or floor beneath the area that is 1 square deep is destroyed. + Effect: A layer of ground or floor beneath the area that is 1 square deep is destroyed. **Buss Buffer (Triggered Action)** -**Keywords**: Area, Psionic -**Distance**: 5 burst -**Target**: Each ally +Keywords: Area, Psionic +Distance: 5 burst +Target: Each ally **Trigger**: A creature damages the cannonfall with a ranged ability. -**Effect**: The damage is reduced by half for the cannonfall and each target also affected by the triggering ability. +Effect: The damage is reduced by half for the cannonfall and each target also affected by the triggering ability. **Foresight** The cannonfall doesn’t take a bane on attacks against concealed creatures. @@ -2530,26 +2528,26 @@ The cannonfall doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +2 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +2 **Blaster Volley (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Ranged, Psionic, Weapon -**Distance**: Ranged 10 -**Target**: Three creatures +Keywords: Attack, Ranged, Psionic, Weapon +Distance: Ranged 10 +Target: Three creatures - ✦ ≤11: 4 corruption damage; push 2 - ★ 12–16: 7 corruption damage; push 4 - ✸ 17+: 10 corruption damage; push 6; [[Prone|prone]] **Kinetic Lane (Maneuver)** -**Keywords**: Area, Psionic, Ranged -**Distance**: 4 × 2 line within 10 -**Target**: Special -**Effect**: Until the start of the helix’s next turn, the area becomes a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s choice. Any creature that moves into the area or starts their turn there is immediately slid 3 squares toward the square at the end of the area in the appropriate direction, starting with creatures closest to the helix. Any non-[[Time Raider|time raider]] standing in the area when it first appears takes 3 damage before they are moved. +Keywords: Area, Psionic, Ranged +Distance: 4 × 2 line within 10 +Target: Special +Effect: Until the start of the helix’s next turn, the area becomes a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s choice. Any creature that moves into the area or starts their turn there is immediately slid 3 squares toward the square at the end of the area in the appropriate direction, starting with creatures closest to the helix. Any non-[[Time Raider|time raider]] standing in the area when it first appears takes 3 damage before they are moved. **5 VP**: The helix creates a second kinetic lane. **Foresight** @@ -2566,27 +2564,27 @@ The helix doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +1 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +1 **Golden Sickles (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: One creature +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: One creature - ✦ ≤11: 5 damage - ★ 12–16: 9 damage; [[Bleeding|bleeding]] (EoT) - ✸ 17+: 12 damage; [[Bleeding|bleeding]] (REA ends) - **Effect**: If the target is [[Bleeding|bleeding]] from this ability, the hijack is hidden from the target until that [[Bleeding|bleeding]] ends. + Effect: If the target is [[Bleeding|bleeding]] from this ability, the hijack is hidden from the target until that [[Bleeding|bleeding]] ends. **Psi-Sickle (Maneuver)** -**Keywords**: Psionic, Ranged, Weapon -**Distance**: Ranged 5 -**Target**: One creature or object -**Effect**: The hijack psychically latches their sickle onto the target and closes the distance between them. If the target has a weight of 4 or higher, the hijack moves adjacent to the target. Otherwise, the target is pulled 4 squares toward the hijack. +Keywords: Psionic, Ranged, Weapon +Distance: Ranged 5 +Target: One creature or object +Effect: The hijack psychically latches their sickle onto the target and closes the distance between them. If the target has a weight of 4 or higher, the hijack moves adjacent to the target. Otherwise, the target is pulled 4 squares toward the hijack. **Foresight** The hijack doesn’t take a bane on attacks against concealed creatures. @@ -2602,26 +2600,26 @@ The hijack doesn’t take a bane on attacks against concealed creatures. **Size**: 2 / Stability 2 **[[Free Strike]]**: 5 -- **Might**: +2 -- **Agility**: +0 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +1 +- **Might** +2 +- **Agility** +0 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +1 **Repelling Psihander (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: Two creatures adjacent to each other +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: Two creatures adjacent to each other - ✦ ≤11: 4 damage - ★ 12–16: 6 damage - ✸ 17+: 9 damage; [[Dazed|dazed]] (EoT) - **Effect**: A target who ends their next turn adjacent to the other target falls [[Prone|prone]]. + Effect: A target who ends their next turn adjacent to the other target falls [[Prone|prone]]. **Mindpunk (Action)** ◆ REA RR -**Keywords**: Area, Psionic, Resistance -**Distance**: 2 Burst -**Target**: All enemies +Keywords: Area, Psionic, Resistance +Distance: 2 Burst +Target: All enemies - ✸ ≤11: 7 psychic damage; push 2; [[Prone|prone]] and can’t stand (EoT) - ★ 12–16: 5 psychic damage; push 1 @@ -2642,26 +2640,26 @@ The mind punk doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +1 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +1 -- **Presence**: +0 +- **Might** +1 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +1 +- **Presence** +0 **Golden Scythe (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 2 -**Target**: One creature or object +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 2 +Target: One creature or object - ✦ ≤11: 5 damage - ★ 12–16: 8 damage; pull 1 - ✸ 17+: 11 damage; pull 2; [[Restrained|restrained]] (EoT) - **Effect**: This ability can affect creatures on parallel planes of existence and pull them onto the nemesis’s plane. + Effect: This ability can affect creatures on parallel planes of existence and pull them onto the nemesis’s plane. **Kinetic Crush (Action)** ◆ MGT RR ◆ 2 VP -**Keywords**: Psionic, Ranged, Resistance -**Distance**: Ranged 10 -**Target**: One creature +Keywords: Psionic, Ranged, Resistance +Distance: Ranged 10 +Target: One creature - ✸ ≤11: 11 psychic damage; [[Restrained|restrained]] (MGT ends) - ★ 12–16: 8 psychic damage; [[Slowed|slowed]] (EoT) @@ -2681,33 +2679,33 @@ The nemesis doesn’t take a bane on attacks against concealed creatures. **Size**: 2 / Stability 3 **[[Free Strike]]**: 5 -- **Might**: +1 -- **Agility**: +1 -- **Reason**: +2 -- **Intuition**: +1 -- **Presence**: +0 +- **Might** +1 +- **Agility** +1 +- **Reason** +2 +- **Intuition** +1 +- **Presence** +0 **Psionic Slam (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic -**Distance**: Reach 2 -**Target**: One creature +Keywords: Attack, Melee, Psionic +Distance: Reach 2 +Target: One creature - ✦ ≤11: 3 damage; 2 psychic damage - ★ 12–16: 5 damage; 3 psychic damage - ✸ 17+: 7 damage; 4 psychic damage - **Effect**: Any ability used against the target gains an edge until the start of the vertex’s next turn. + Effect: Any ability used against the target gains an edge until the start of the vertex’s next turn. **Split Space (Action)** ◆ 5 VP -**Keywords**: Area, Psionic, Ranged -**Distance**: 2 cube within 10 -**Target**: Special -**Effect**: A portal fills the area, leading to a location the vertex has seen (in person or otherwise) on any plane of existence. Each creature who touches the portal is instantly teleported to the nearest unoccupied square at the chosen location. The portal lasts until the vertex dies, uses this ability again, dismisses the portal (no action required), or is transported by the portal. +Keywords: Area, Psionic, Ranged +Distance: 2 cube within 10 +Target: Special +Effect: A portal fills the area, leading to a location the vertex has seen (in person or otherwise) on any plane of existence. Each creature who touches the portal is instantly teleported to the nearest unoccupied square at the chosen location. The portal lasts until the vertex dies, uses this ability again, dismisses the portal (no action required), or is transported by the portal. **Invigorated March (Maneuver)** -**Keywords**: Area, Psionic -**Distance**: 4 burst -**Target**: Each ally -**Effect**: Each target can shift half their speed. +Keywords: Area, Psionic +Distance: 4 burst +Target: Each ally +Effect: Each target can shift half their speed. **Foresight** The vertex doesn’t take a bane on attacks against concealed creatures. @@ -2723,34 +2721,34 @@ The vertex doesn’t take a bane on attacks against concealed creatures. **Size**: 2 / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +3 -- **Reason**: +3 -- **Intuition**: +1 -- **Presence**: +0 +- **Might** +0 +- **Agility** +3 +- **Reason** +3 +- **Intuition** +1 +- **Presence** +0 **Gatling Blaster (Action)** ◆ 2d10 + 3 ◆ Signature -**Keywords**: Attack, Melee, Ranged, Psionic, Weapon -**Distance**: Reach 2 or Ranged 10 -**Target**: Three creatures or objects +Keywords: Attack, Melee, Ranged, Psionic, Weapon +Distance: Reach 2 or Ranged 10 +Target: Three creatures or objects - ✦ ≤11: 5 corruption damage - ★ 12–16: 9 corruption damage - ✸ 17+: 12 corruption damage - **Effect**: Each target’s speed is reduced by 2 (EoT). + Effect: Each target’s speed is reduced by 2 (EoT). **Air Raid! (Maneuver)** ◆ 3 VP -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: Three [[Time Raider|time raiders]] -**Effect**: Each target is psionically lifted into the air and can [[Fly|fly]] up to their speed. If a target doesn’t land in an unoccupied space, they fall. +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: Three [[Time Raider|time raiders]] +Effect: Each target is psionically lifted into the air and can [[Fly|fly]] up to their speed. If a target doesn’t land in an unoccupied space, they fall. **Precog Reflexes (Triggered Action)** -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: One creature +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: One creature **Trigger**: The target attacks the tyrannis. -**Effect**: The power roll for the attack takes a bane and the tyrannis makes a [[Free Strike|free strike]] against the target. +Effect: The power roll for the attack takes a bane and the tyrannis makes a [[Free Strike|free strike]] against the target. **End Effect** At the end of their turn, the tyrannis can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. @@ -2759,24 +2757,24 @@ At the end of their turn, the tyrannis can take 5 damage to end one EoE effect a The tyrannis doesn’t take a bane on attacks against concealed creatures. **We Will Won! (Villain Action 1)** -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: Three allies -**Effect**: Each target gains 15 temporary Stamina and has their speed doubled until the end of their turn. +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: Three allies +Effect: Each target gains 15 temporary Stamina and has their speed doubled until the end of their turn. **Stick To The Plan! (Villain Action 2)** -**Keywords**: Area -**Distance**: 10 burst -**Target**: Each ally -**Effect**: Each target can end one effect or condition affecting them or can move up to their speed. +Keywords: Area +Distance: 10 burst +Target: Each ally +Effect: Each target can end one effect or condition affecting them or can move up to their speed. **Armageddon (Villain Action 3)** -**Keywords**: Area -**Distance**: 5 burst -**Target**: Special -**Effect**: The tyrannis fires a sensor mine into each unoccupied square in the burst and a gravity well into one of their own squares. Whenever an enemy moves into a square with a sensor mine, the mine explodes, dealing 3 damage to the enemy. +Keywords: Area +Distance: 5 burst +Target: Special +Effect: The tyrannis fires a sensor mine into each unoccupied square in the burst and a gravity well into one of their own squares. Whenever an enemy moves into a square with a sensor mine, the mine explodes, dealing 3 damage to the enemy. ## WAR DOGS @@ -2799,9 +2797,9 @@ At the start of any war dog’s turn, you can spend VP to activate one of the fo - **Fire for Effect (5 VP):** A war dog acting this turn can use the following maneuver. **Fire for Effect (Maneuver)** ◆ AGL RR ◆ 12 VP -**Keywords**: Area, Magic, Ranged, Resistance -**Distance**: 5 cube within 10 -**Target**: Each creature +Keywords: Area, Magic, Ranged, Resistance +Distance: 5 cube within 10 +Target: Each creature - ✸ ≤11: 7 fire damage; [[Slowed|slowed]] (MGT ends) @@ -2823,21 +2821,21 @@ At the start of any war dog’s turn, you can spend VP to activate one of the fo **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Daggers (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: One creature per minion +Keywords: Attack, Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: One creature per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage - ✸ 17+: 5 damage - **Effect**: The commando can use the [[Hide]] maneuver, even if observed. + Effect: The commando can use the [[Hide]] maneuver, even if observed. **Loyalty Collar** When the commando dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2852,21 +2850,21 @@ When the commando dies, they explode, dealing 1d6 damage to each adjacent enemy. **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +1 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Blade (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, [[Charge]], Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: One creature per minion +Keywords: Attack, [[Charge]], Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: One creature per minion - ✦ ≤11: 2 damage - ★ 12–16: 3 damage - ✸ 17+: 4 damage - **Effect**: If this ability is used as part of the [[Charge]] action, the conscript gains an edge on the power roll. + Effect: If this ability is used as part of the [[Charge]] action, the conscript gains an edge on the power roll. **Loyalty Collar** When the conscript dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2881,21 +2879,21 @@ When the conscript dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Bolt Launcher (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Ranged, Weapon -**Distance**: Ranged 5 -**Target**: One creature or object per minion +Keywords: Attack, Ranged, Weapon +Distance: Ranged 5 +Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 3 damage - ✸ 17+: 4 damage - **Effect**: This ability ignores cover and concealment. + Effect: This ability ignores cover and concealment. **Loyalty Collar** When the sharpshooter dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2910,16 +2908,16 @@ When the sharpshooter dies, they explode, dealing 1d6 damage to each adjacent en **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +1 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Daggers (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 2 -**Target**: One creature or object per minion +Keywords: Attack, Melee, Weapon +Distance: Reach 2 +Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage @@ -2941,32 +2939,32 @@ When the tetherite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +1 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +1 **Synlirii Grafts (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Area, Psionic -**Distance**: 1 burst -**Target**: Each enemy +Keywords: Area, Psionic +Distance: 1 burst +Target: Each enemy - ✦ ≤11: 2 psychic damage; vertical slide 1 - ★ 12–16: 4 psychic damage; vertical slide 2 - ✸ 17+: 5 psychic damage; vertical slide 3 **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **The Voice (Maneuver) ◆ 1 VP** -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: Each enemy -**Effect**: The cognivite chooses an ally within 10 squares, then chooses whether each target is [[Taunted|taunted]] by the ally (EoT) or has a double bane on attacks against the ally (EoT). The same choice must be made for all targets. +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: Each enemy +Effect: The cognivite chooses an ally within 10 squares, then chooses whether each target is [[Taunted|taunted]] by the ally (EoT) or has a double bane on attacks against the ally (EoT). The same choice must be made for all targets. **Loyalty Collar** When the cognivite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2982,28 +2980,28 @@ When the cognivite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Flamebelcher (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Area, Weapon -**Distance**: 5 × 1 line -**Target**: Each creature and object +Keywords: Area, Weapon +Distance: 5 × 1 line +Target: Each creature and object - ✦ ≤11: 2 fire damage - ★ 12–16: 5 fire damage - ✸ 17+: 6 fire damage - **Effect**: The area is covered in sticky fire until the start of the crucibite’s next turn. Whenever a creature enters the area for the first time in a round or starts their turn there, they take 2 fire damage. + Effect: The area is covered in sticky fire until the start of the crucibite’s next turn. Whenever a creature enters the area for the first time in a round or starts their turn there, they take 2 fire damage. **2 VP**: The area increases to a 10 × 1 line, and if any ally of the crucibite is in the area when it is created, the crucibite gains an edge on the power roll. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the crucibite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3018,27 +3016,27 @@ When the crucibite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 3 -- **Might**: +1 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Chainsaw Whip (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 3 -**Target**: One creature or object +Keywords: Attack, Melee, Weapon +Distance: Reach 3 +Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage; pull 1 - ✸ 17+: 7 damage; pull 2 - **Effect**: The eviscerite can [[Grab|grab]] a target pulled adjacent to them by this ability. + Effect: The eviscerite can [[Grab|grab]] a target pulled adjacent to them by this ability. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the eviscerite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3053,34 +3051,34 @@ When the eviscerite dies, they explode, dealing 1d6 damage to each adjacent enem **Size**: 1M / Stability 0 **[[Free Strike]]**: 3 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Corrupted Ash Daggers (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: One creature or object +Keywords: Attack, Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: One creature or object - ✦ ≤11: 3 damage; slide 1 - ★ 12–16: 5 damage; slide 2 - ✸ 17+: 7 damage; slide 3 - **Effect**: The power roll gains an edge if any of the portalite’s allies are adjacent to the target. + Effect: The power roll gains an edge if any of the portalite’s allies are adjacent to the target. **1 VP**: The portalite [[Teleport|teleports]] the target up to 3 squares before sliding them. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Corrupted Ash [[Teleport]] (Maneuver) ◆ 1 VP** -**Keywords**: Magic -**Distance**: Self -**Target**: Self -**Effect**: The portalite [[Teleport|teleports]] up to 5 squares and gains an edge on attacks this turn. +Keywords: Magic +Distance: Self +Target: Self +Effect: The portalite [[Teleport|teleports]] up to 5 squares and gains an edge on attacks this turn. **Loyalty Collar** When the portalite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3095,16 +3093,16 @@ When the portalite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 4 -- **Might**: +2 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +2 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Several Arms (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 2 -**Target**: One creature or object +Keywords: Attack, Melee, Weapon +Distance: Reach 2 +Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Grabbed|grabbed]] @@ -3113,10 +3111,10 @@ When the portalite dies, they explode, dealing 1d6 damage to each adjacent enemy **5 VP**: The amalgamite deals 4 damage to each creature they have [[Grabbed|grabbed]], and regains Stamina equal to the damage dealt. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the amalgamite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3132,17 +3130,17 @@ When the amalgamite dies, they explode, dealing 1d6 damage to each adjacent enem **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Caustic Detonator (Action) ◆ MGT RR ◆ Signature** -**Keywords**: Magic, Ranged, Resistance -**Distance**: Ranged 10 -**Target**: One creature or object -**Effect**: A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the resistance roll. +Keywords: Magic, Ranged, Resistance +Distance: Ranged 10 +Target: One creature or object +Effect: A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the resistance roll. - ✸ ≤11: 7 acid damage; [[Bleeding|bleeding]] (MGT ends) - ★ 12–16: 5 acid damage; [[Bleeding|bleeding]] (EoT) @@ -3150,10 +3148,10 @@ When the amalgamite dies, they explode, dealing 1d6 damage to each adjacent enem **Special**: An adjacent creature can attempt an easy Agility test to remove the detonator as a maneuver. A failure does nothing, a success disarms and destroys the detonator, and a success with a reward allows the disarming creature to throw the detonator onto another target within 5 squares. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the phosphorite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3168,27 +3166,27 @@ When the phosphorite dies, they explode, dealing 1d6 damage to each adjacent ene **Size**: 1M / Stability 0 **[[Free Strike]]**: 3 -- **Might**: +1 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Command Saber (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 1 -**Target**: One creature or object +Keywords: Attack, Melee, Weapon +Distance: Reach 1 +Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage - **Effect**: One ally of the subcommander within 5 squares of them can make a [[Free Strike|free strike]] against the target. + Effect: One ally of the subcommander within 5 squares of them can make a [[Free Strike|free strike]] against the target. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **The Iron Saint Does Not Recognize Retreat** Each ally within 5 squares of the subcommander adds 3 to their stability. @@ -3207,27 +3205,27 @@ When the subcommander dies, they explode, dealing 1d6 damage to each adjacent en **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +1 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +1 **Plaguecaster (Action) ◆ INU RR ◆ Signature** -**Keywords**: Area, Magic, Ranged, Resistance -**Distance**: 3 cube within 10 -**Target**: Each creature +Keywords: Area, Magic, Ranged, Resistance +Distance: 3 cube within 10 +Target: Each creature - ✸ ≤11: 8 poison damage; [[Frightened|frightened]] (INU ends) - ★ 12–16: 5 poison damage; [[Frightened|frightened]] (EoT) - ✦ 17+: 2 poison damage - **Effect**: The area is covered in a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage. + Effect: The area is covered in a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the pestilite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3242,35 +3240,35 @@ When the pestilite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 2 **[[Free Strike]]**: 5 -- **Might**: +2 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +2 +- **Might** +2 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +2 **Conditioning Spear (Action) ◆ 2d10 + 2 ◆ Signature** -**Keywords**: Attack, Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: Two creatures or objects +Keywords: Attack, Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: Two creatures or objects - ✦ ≤11: 5 damage; pull 1 - ★ 12–16: 8 damage; pull 2 - ✸ 17+: 11 damage; pull 3 - **Effect**: One ally within 10 squares of the commander can make a [[Free Strike|free strike]]. + Effect: One ally within 10 squares of the commander can make a [[Free Strike|free strike]]. **1 VP**: A target who is adjacent to the ground commander after this ability is resolved is [[Grabbed|grabbed]] (INU ends). This [[Grab|grab]] can’t be escaped using the [[Escape Grab]] maneuver. The ground commander can [[Grab|grab]] up to two creatures at a time. **Highest Posthumous Promotion (Maneuver)** -**Keywords**: Area, Magic -**Distance**: 10 burst -**Target**: Each war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Area, Magic +Distance: 10 burst +Target: Each war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Final Orders (Triggered Action)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One ally +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One ally **Trigger**: The target has a condition imposed on them, is force moved, or is killed. -**Effect**: The target can move up to their speed and make a [[Free Strike|free strike]] before the triggering effect happens. +Effect: The target can move up to their speed and make a [[Free Strike|free strike]] before the triggering effect happens. **End Effect** At the end of their turn, the ground commander can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. @@ -3279,19 +3277,19 @@ At the end of their turn, the ground commander can take 5 damage to end one EoE When the ground commander dies, they explode, dealing 2d6 damage to each adjacent enemy. **Combined Arms (Villain Action 1)** -**Keywords**: Area -**Distance**: 10 burst -**Target**: Each ally -**Effect**: Each target can make a ranged [[Free Strike|free strike]], then immediately use the [[Charge]] action. +Keywords: Area +Distance: 10 burst +Target: Each ally +Effect: Each target can make a ranged [[Free Strike|free strike]], then immediately use the [[Charge]] action. **Make an Example of Them (Villain Action 2)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One enemy -**Effect**: Each ally within 5 squares of the target can move up to their speed and make a [[Free Strike|free strike]] against the target. The target is then [[Frightened|frightened]] of the ground commander (INU ends). +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One enemy +Effect: Each ally within 5 squares of the target can move up to their speed and make a [[Free Strike|free strike]] against the target. The target is then [[Frightened|frightened]] of the ground commander (INU ends). **Claim Them for the Body Banks (Villain Action 3)** -**Keywords**: Area, Magic -**Distance**: 10 burst -**Target**: Each ally -**Effect**: Each target can shift up to 2 squares and use the [[Grab]] maneuver. For the rest of the encounter, any enemy takes a bane on the [[Escape Grab]] maneuver. +Keywords: Area, Magic +Distance: 10 burst +Target: Each ally +Effect: Each target can shift up to 2 squares and use the [[Grab]] maneuver. For the rest of the encounter, any enemy takes a bane on the [[Escape Grab]] maneuver. diff --git a/Bestiary/Draw Steel Bestiary.html b/Bestiary/Draw Steel Bestiary.html deleted file mode 100644 index ecb6daa..0000000 --- a/Bestiary/Draw Steel Bestiary.html +++ /dev/null @@ -1,3969 +0,0 @@ - - - - - - - - Draw Steel Bestiary - - - -
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Draw Steel Bestiary

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CREATURE STATS

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Most of the information presented in a creature's stat - block is self-explanatory, and matches the statistics of hero - player characters. However, a few differences are worth - noting. (Playtest note: Right now, creatures are color - coded, but this won't be the only way we indicate different - features.Icons are coming too. What are presented in this - packet are temporary playtest stat blocks until we get real - layout.)

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FOR THE DIRECTOR The information in this Bestiary - playtest packet is for the Director, and all references - to> “you” in the packet refer to the director. If you're - a player who isn't planning on also running games, you - should> stop> reading now so your foes' abilities - remain a surprise .

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LANGUAGES

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If a creature knows at least one language, their stat - block has a Languages entry that shows the languages they - know.Creatures who don't know any languages don't have this - entry.

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KEYWORDS

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Each creature has one or more keywords. These keywords - don't necessarily mean anything on their own, but special - rulesmight apply to them. For instance, a creature with the - Goblin keyword benefits from and can contribute to goblin - VillainPower abilities (see below).

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ENCOUNTER VALUE

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Each Director-controlled creature has an encounter value - (abbreviated EV) that is used in building encounters. - SeeEncounter Building for more information.

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CREATURE FREE STRIKES

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When a Director-controlled creature makes a free - strike,they don't roll. Instead, their stat block features - a Free Strike stat representing the amount of damage they - deal with a melee free strike with a distance of reach 1 or - the creature's signature action, whichever is higher. This - is also the amount of damage they deal with a ranged free - strike with a distance equal to 5 or the range of the - creature's signature action, whichever is higher. Unless - otherwise noted, a free strike in a trait is a weapon - attack. Creature free strikes are a static number for two - reasons. First, it keeps gameplay fast.You don't have to - stop play to roll dice, and there's no chance of a creature - rolling a critical hit and bogging things down further when - it isn't their turn. Second, by keeping these static values - relatively low, heroes are encouraged to take more risks - when it really counts, even if that might result in them - taking damage from a free strike.

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CREATURE OPPORTUNITY ATTACKS

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Even though a Director-controlled creature doesn't - have to roll when they make a free strike, if they have a - bane onattacks against a creature, they still can't make - an opportunity attack against them.

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SIGNATURE ACTION

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Every creature has a signature action, which is the - first action that appears in their stat block.

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TRAITS

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Many creatures have traits, which are features that - don't require an action, maneuver, or triggered action to - activate,such as the goblin monarch's Crafty trait.

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VILLAIN POWER ABILITIES

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Many creatures have abilities that require Villain Power - (abbreviated VP) to activate. See Villain Power for - moreinformation.

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END EFFECT

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Certain creatures have the ability to take damage in - order to end one EoE (end of encounter) effect currently - affectingthem. The damage the creature takes to end the - effect can't be reduced in any way.

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VILLAIN ACTIONS

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The solo and boss creatures presented in this book are - designed to be fought in climactic battles at the end of an - adventure or campaign. Because of this, they get special - abilities called villain actions.

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A creature with villain actions always has three. Each - villain action can be used only once per encounter, and no - more than one villain action can be used per round. A - creature can use a villain action at the end of any other - creature's turn during combat. Villain actions are numbered - and intended to be used in a specific order that creates a - logicalencounter flow and cinematic arc, but you can use - them in any order you choose.

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The first villain action is an opener, which shows the - heroes they're not battling a typical creature. Openers - generally deal some damage, summon a lackey or three, buff - the boss, debuff the heroes, or move the creature into an - advantageous position. They're a taste of what's to - come.

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The second villain action provides crowd control. It - typically activates after the heroes have had a chance to - respond once or twice to the villain, move into position, - and surround the villain. This second action helps the - villain regain the upper hand. Like an opener, this action - comes in many flavors, but it's even more powerful than an - opener.

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The third and final villain action is an ultimate move - or “ult”—a showstopper that the villain can use to deal a - devastating blow to the heroes before the end of the - battle. If you have more than two creatures with villain - actions in an encounter (which should be a rare, if at all - occurrence), only one villain action total may be used per - round.

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RESISTANCE ROLL ABILITIES

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Some creature abilities say “[Characteristic - Abbreviation] RR” instead of providing a dice equation. - This means that instead of the creature rolling when the - ability is used, the target of the ability must make a - resistance roll with the indicated characteristic against - the ability's effects.

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CREATURE ROLES

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A creature's role describes its function in combat in a - general sense. Roles are descriptive, and most don't follow - special rules—they simply help you build encounters and use - creatures effectively in combat. (Playtest note: A lot - more guidance for using roles in building encounters is - coming.)

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AMBUSHER

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Ambushers are melee warriors who can slip by beefier - heroes to reach squishier targets in the back lines.

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ARTILLERY

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Artillery creatures fight best from afar, and can use - their most powerful abilities at great distance.

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BOSS

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Boss creatures are powerful commanders who often serve - as villains at the climax of adventures and campaigns. - They have better Stamina and damage output than other - creatures, and often aid those creatures—or can sacrifice - lesser allies for their own benefit.

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BRUTE

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Brutes are hardy creatures who have lots of Stamina - and deal lots of damage. They have abilities and traits - that make them difficult to ignore and hard to get away - from, and that let them push enemies around.

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CONTROLLER

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Controllers are creatures who change the battlefield, - often with magic or psionics. They reposition foes and - alter terrain to make it more advantageous for their - allies. Controllers are often on the squishier side, so - they need some protection!

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DEFENDER

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Defenders are tough creatures able to take a lot of - damage, and who can force enemies to attack them instead - of squishier targets. Defenders often act in squads with - allies who have lower Stamina, such as controllers and - hexers.

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HARRIER

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Harriers are mobile warriors who make definitive use - of hit-and-run tactics. Their traits allow them to - makethe most of their positioning on the battlefield.

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HEXER

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Hexers specialize in debuffing enemies with conditions - and other effects. They are generally squishy and rely on - allies to help defend them.

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MOUNT

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Mounts are mobile creatures meant to be ridden in - combat , and who make their riders even more dangerous. - Mounts act atthe same time as their riders.

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SOLO

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A solo creature is an action-oriented creature capable - of tak ing on the player characters on their own, or with - thebackup of just a handful of underlings. (Playtest - note: There are no solo creatures in this - packet.)

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SUPPORT

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Support creatures specialize in aiding their allies, - providing buffs, healing, movement, or action - options.

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CREATURES WHO GRAB

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If a creature has an ability or trait that allows them to - grab another creature, they can have only one creature - grabbed at a time unless their stat block specifies - otherwise. If the creature has already grabbed the maximum - number of creatures, the ability or trait used to grab can't - be used against another target unless the creature releases - an already grabbed target.

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MINIONS

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Minions are weaker enemies who are made to die fast and to - be threatening in large squads. Minion is a monster role that - always has another role such as artillery or brute attached - to it, so you know what the minion does well in addition to - being a minion. The knowledge of how minions work isn't a - secret, and shouldn't be kept from the players. Share the - information in this section with them! They'll have a lot - more fun battling minions and shaping narrative around taking - out multiple foes at once if they understand how the rules - work.

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ORGANIZED AS SQUADS

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Minions with the same name (for instance, “goblin - sniper”) can be organized into squads. All members of a - minion squad act together on the same initiative, and can - make squad attacks (see Squad Action).

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SHARED LOW STAMINA

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Minions have low Stamina and fall quickly in battle. - They allow heroes to feel extra heroic, since a hero might - kill several minions at once, depending on those minions' - level and encounter value!

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Each squad of minions shares a Stamina pool, with - initial Stamina equal to each individual minion's Stamina - multiplied by the number of minions in the squad. For - example, goblin snipers each have Stamina 5, so a squad of - four snipers has a Stamina pool of 20. Whenever a minion in - a squad takes damage, the squad's Stamina pool is reduced - by a number equal to the damage taken.

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Because minion Stamina is tracked as a pool, minions - can't be winded and can't regain Stamina during a - battle.

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DROPPING ONE MINION

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Whenever a minion squad's Stamina pool is reduced by - an amount equal to an individual minion's Stamina, one - minion dies or otherwise gets taken out of the fight. If - a squad of goblin snipers has its Stamina pool reduced to - 15, then the minion who took the damage that reduced the - pool dies. When the Stamina pool hits 10, 5, and finally - 0, another minion in the squad dies. If multiple minions - take the damage that results in the pool dropping low - enough to kill one minion, the creature who dealt the - damage to the minions decides which of those minions - dies.

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DROPPING MULTIPLE MINIONS

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If a single attack reduces a minion squad's Stamina - pool by an amount of damage equal to the Stamina of - multiple minions, multiple minions are taken out by the - damage. Start with minions who took the damage first. If - all those minions are eliminated and there is still more - damage to account for , the minions nearest to the ones - who were taken out suffer the same fate. For instance, if - one goblin sniper takes 12 damage from a fury's Brutal - Slam ability, that sniper dies and another nearby sniper - also gets taken out. Allow the player to narrate how - their hero takes out additional minions killed by a - single attack. Maybe each minion is within striking - distance of the hero, who makes multiple brutal weapon - attacks with a single action. Maybe the body of the - original target is hurled into an unfortunate ally. Maybe - additional minions affected by a single attack pass out - from fright! Taking out multiple minions is a chance to - play up the cinematic part of the game.

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DAMAGING MULTIPLE MINIONS

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Minion squads are particularly susceptible to damage - dealing area abilities and attacks that target multiple - creatures, because the minion squad'sStamina pool takes - damage each time an individual minion takes damage. If - three goblin minions are hit with a conduit's Lightfall - ability that deals 4 holy damage to each target in its - area, the minion pool loses 12 Stamina!

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PREPPING MINION STAMINA POOLS

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When you're preparing a battle with minions, it helps - to take a moment and write out the different amounts of - damage at which a minion squad suffers a loss of one of - their minions. For instance, a squad of goblin snipers - loses a minion when they take a total of 5, 10, 15, and - 20 damage. If you do the math before combat starts (or - take a quick moment to jot it down during a pause in - combat), it'll help things run smoothly.

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DIFFERENT MINION STRENGTHS

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Some minions are stronger than others . This lets you - create squads of differing numbers of minions to keep the - heroes on their toes as you build encounters that fit your - needs. Some minions attack and die in droves, such as the - lowly pitling demon with Stamina 4. Others might be able to - absorb the damage of one or two signature actions before - they drop, such as the radenwight ratagast with Stamina 12. - Both are level 1 minions, but their EVs are different. - Fewer ratagasts can and should be used in a battle as - compared to pitlings, and the heroes will need to use their - best abilities to kill several of those more powerful - minions at once.

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ACTING TOGETHER

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When minions act, each minion in the squad must use - their action in concert. This is because minions have squad - attacks that require participation from all minions, - requiring all individual attacks to happen at the same - time.

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Like all creatures, an individual minion—or all the - minions in a squad—can elect to take no action on a - turn.

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MINION ACTION ECONOMY

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Minion turns are meant to be short. On their turn, - each minion can take only a move action and an action, a - move action and a maneuver, or two move actions.

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Minions can make opportunity attacks, but they - typically don't have bespoke triggered actions, keeping - them easy to run.

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SQUAD ACTION

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Each minion has a signature action that is an attack - ability target ing one creature. When multiple minions in - a squad use their signature action on a turn, make one - roll for the whole squad. Each minion must target a - different creature with their signature action. Many - minion signature actions benefit from the squad being - close together, so don't spread them out too far!

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If a squad has minions who don't use their signature - action, those minions can still contribute to the squad's - effectiveness. Each such minion can use an action to - increase the damage to one target of the signature action - by an amount equal to the minion's free strike value, as - long as that target is within distance of the minion as - if the minion were using the action, and the minion has - line of effect to the target.

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If a minion squad gets a critical hit with their - signature action, then all the minions who participated - in using the action can use the action again.

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TRACKING SQUADS

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If you use multiple squads made up of the same type of - minions in an encounter—for instance, two squads of - goblin spinecleavers - it's important to make it easy for - the players to tell the squads apart. You can use - different miniatures for each squad, or give each squad's - miniatures an indicator (a colored magnet, ring, sticker, - and so forth) to help you and your players keep track of - which minions are part of the same squad as they start - moving around on the battlefield. Many online virtual - tabletops have tools for adding colors or textures to - icons that make tracking different squads easy.

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ATTACHED CAPTAIN

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Any non-mount creature who speaks a language a squad of - minions can understand can be attached to that squad as a - captain. Captains aren't necessarily strategic leaders with - brilliant strategies. Sometimes they're just powerful - creatures who bully, inspire, or have some supernatural - influence that drives other creatures to action. A squad of - minions can only have one captain, and a creature can't be - captain to more than one squad of minions.

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SEPARATE ACTIONS AND STAMINA

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A captain takes their turn at the same time as the - members of their squad but isn't limited in their action - options as minions are. A captain's Stamina isn't added - to a minion squad's Stamina pool and is tracked as for - any other creature in combat.

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CAPTAIN BENEFITS

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While a minion squad has a captain, each minion in the - squad gains a +1 bonus to speed. Additionally, the - captain gains an edge on attacks against creatures who - are adjacent to one or more of their minions.

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I AM THE CAPTAIN NOW

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If a squad of minions loses their captain, a new - allied creature can become that squad's captain at the - start of the round.

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ENCOUNTER BUILDING

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We're still working on these guidelines, and need to add - information about how environment, party composition, and the - like affect encounters. But for this playtest, the basics of - encounter building are as follows.

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STEP 1: CHOOSE ENCOUNTER DIFFICULTY

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First,determine how difficult an encounter you want to - create based on the following guidelines.

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TRIVIAL ENCOUNTERS

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Trivial encounters are easier than easy. They present - no challenge at all for the heroes, who are guaranteed to - survive the battle with their Stamina mostly, if not - entirely, untouched. Think 10th-level heroes taking on a - small band of typical kobolds. There's no way it ends - well for the kobolds. These encounters can be fun to - occasionally throw into your game, but for many groups, - the novelty disappears quickly, so that too many trivial - encounters can feel like a waste of time.

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Unless you determine otherwise, trivial encounters - don't earn the heroes any Victories.

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EASY ENCOUNTERS

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Unless the heroes have already depleted most of their - Stamina and Recoveries, easy encounters won't threaten - their lives. Easy encounters are great for adventures - that want to give the heroes a lot of battles between - respites, or for when you want the heroes to feel like - superheroes while still overcoming a combat challenge - that feels as though it's within their pay grade.

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An easy encounter is worth 1 Victory.

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STANDARD ENCOUNTERS

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Standard encounters are the most common for many - adventuring groups. These battles deplete some of the - heroes' Stamina and Recoveries, especially from - melee-focused characters. Although character death is - uncommon in a standard encounter, it isn't impossible, - especially if a player makes a poor tactical choice or - just finds that the dice are against them.

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A standard encounter is worth 1 Victory.

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HARD ENCOUNTERS

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Hard encounters are typically climactic encounters - with bosses and their loyal servants, or some other - scenario that puts the heroes' lives in an equal amount - of peril. Hard encounters are winnable, but the heroes - need to play smart to survive.

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A hard encounter is worth 2 Victories.

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EXTREME ENCOUNTERS

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Extreme encounters feature threats of a level that the - heroes aren't likely to survive if they try to fight to - the bitter end. Such encounters rarely appear in most - campaigns, though if the heroes are 8th level or higher, - they can typically survive such encounters - or have a - good chance of coming back to life afterward.

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If the heroes overcome an extreme encounter, they - should be awarded at least 2 Victories.

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STEP 2: DETERMINE ENCOUNTER DIFFICULTY

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To determine how many creatures and other types of - challenges you should have in an encounter, you need to - figure out the heroes' encounter strength (abbreviated - ES).

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To calculate a group's ES, first determine each hero's - encounter worth. This starts at a baseline of 12, then you - add 3 for each level of the hero. For instance, a 3rd-level - hero has an encounter worth of 21 (12 + 3 + 3 +3). Then add - the encounter worth of all heroes together, and that's your - ES. For instance, a group of five 3rd-level heroes has an - ES of

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    FACTOR IN VICTORIES

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    Victories make heroes more powerful on their way to - the next level. For each 3 Victories the heroes earn, - increase the overall ES as if there were another hero in - the party. For instance, if a party of 3rd-level heroes - has 3 Victories, increase the ES by 21. If they have 6 - Victories, increase the ES by 42. Be careful that the - larger ES doesn't lead you to using more creatures than - recommended in Number of Creatures. It's usually better - to use higher cost creatures in an encounter rather than - add lots when increasing ES thanks to Victories.

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    Since you can rarely predict the exact order in which - the heroes will face encounters during an adventure, it - helps to keep a list of monsters with an EV cost worth - roughly the encounter worth of one, two, and three heroes - that make sense for the adventure you're running. You can - easily drop or swap these creatures into an encounter on - the fly.

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    STEP 3: DETERMINE ENCOUNTER BUDGET

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    Once you know your ES and have chosen your encounter - difficulty, you can determine your encounter budget as - follows:

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    • Trivial encounters have a budget - that is anything less than 75 percent of your ES.
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    • Easy encounters have a budget of - between 75 and 90 percent of your ES.
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    • Standard encounters have a budget - that is between 90 and 110 percent of your ES.
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    • Hard encounters have a budget of - between 110 and 125 percent of your ES.
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    • Extreme encounters have a budget - that is greater than 125 percent of your ES.
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    STEP 4: SPEND ENCOUNTER BUDGET

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    You spend your encounter budget to “buy” hostile - creatures to take part in your encounter.Each hostile - creature costs a number of budget points equal to its - encounter value (EV). When choosing creatures, try to - choose a variety of roles for a more dynamic combat - experience.

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    CONSIDER CREATURE LEVEL

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    To ensure an encounter is challenging but not - devastating for the players, you want to choose creatures - whose level is within 2 of the heroes' level. For - instance, creatures of level 3 through 7 are appropriate - challenges for a party of 5th -level heroes. If the - heroes have 6 or more Victories, you can push the upper - limit to within 3 levels of the heroes.

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    This is really the only indicator that level serves in - encounter building. Everything else relies on EV.

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    NUMBER OF CREATURES

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    Too many creatures or too many different stat blocks - in an encounter can create a big cognitive load for you - and turn exciting encounters into slogs.

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    In general, you don't want more than five creatures - per hero at a time in an encounter.If the encounter has - more than two creatures per hero, at least half the - creatures in that encounter should be minions.

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    When it comes to number of stat blocks, you generally - don't want to use more than six different kinds of stat - blocks in an encounter, though you can probably manage - more if you're using a lot of simple minion stat blocks. - If you're just starting out as a Director, keep the - variety small until you're confident in your ability to - run a complex combat encounter.

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    STAR OF THE SHOW

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    Sometimes a combat encounter features a creature that - you want to stick around for more than a round of combat - and leave a lasting impression on the heroes. These are - typically the named villains who the heroes face in the - climax of an adventure or campaign.

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    If you want a creature to stick around and leave a - lasting impression in a combat encounter, make it a hard - encounter and choose a boss or solo creature with an EV - that is at least half the encounter budget to be the star - of the show.

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    STEP 5: BUILD INITIATIVE GROUPS

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    Once you have your creatures selected, you'll put them - together in initiative groups, with all creatures in the - same initiative group acting on the same turn. Though it's - not a hard and fast rule, you can keep the following - guideline in mind as you build initiative groups: The total - EV of an initiative group should be between the encounter - worth of one to two heroes (see Step 2 above).

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    This helps to ensure that each encounter group can hold - its own against any character in the party without - overwhelming that character.

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    It's okay to have one group with a total EV less than - that. It's also okay for a group to be worth more than two - heroes,as long as that group consists of a single creature - or the heroes have racked up a lot of Victories.

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    HOW MANY INITIATIVE GROUPS?

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    In a battle without a solo creature, you generally - want about as many initiative groups as there are heroes - plus or minus two. This gives you a healthy range to play - with and makes your turns effective without being - overwhelming for the heroes.

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    VILLAIN POWER

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    Just as every hero has a Heroic Resource determined by - their class, so too do the heroes' foes need their own juice - to fuel their strongest threats. Villain Power (abbreviated - VP) is a resource gained by the Director. You use it to let - enemies in the game activate their most powerful abilities - and throw surprises at the heroes during combat.

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    EARNING VILLAIN POWER

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    At the start of each round of combat, you gain VP equal - to the number of heroes in the battle. If a hero dies, they - stop generating VP for you in this way. At the end of an - encounter, all your villain power disappears.

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    It's up to you if you want to show your players how much - VP you have. Some Directors feel the tension of watching VP - creep up and can create great drama, while others like to - keep the players guessing about what could come next. Do - whatever is most fun for your group, and if you're not - sure, ask your players what they would prefer!

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    SPENDING VILLAIN POWER

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    Non-minion monsters can spend VP the way heroes spend - their heroic resources, activating and enhancing their - abilities. Abilities that make use of Villain Power have - that VP cost noted in a creature's stat block.

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    Specific types of monsters sometimes have other ways - they can spend VP, typically on features that affect an - entire group of enemies or that affect the encounter - environment. Such abilities can be found in the “[Creature] - Villain Power” section in a creature type's overall - writeup.

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    You won't be able to spend your VP on every single - option a given encounter has to offer. It's totally up to - you how you deploy VP. You can spend it on smaller, but - still impactful, features each round. You can save it up - and use it on some very dramatic abilities. You can spend - it on the same feature that uses all your VP each round and - then forget about it until the next. Do whatever is most - fun for you and your players in a given encounter.

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    DEMONS

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    Demons spawn in the Abyssal Wasteland, where evil and - chaos meet. These creatures of incarnate evil crave violence - and suffering in the way most other creatures need food. A - demon cares only for themself, and they torture and tear - apart lesser demons for fun.

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    The bestial appearance of each demon is unique, composed - of a chaotic arrangement of teeth, claws, and limbs meant for - killing. Even demons of the same kind have unique features. - One might bear an extra set of eyes or teeth, while another - could have a human arm growing from their forehead.

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    MORTAL ALLIANCES

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    Demons form temporary alliances with evil mortals in - exchange for souls to consume. Such alliances create - carnage with alarming efficiency, though they inevitably - collapse when the demons decide to devour their foolish - partners. The only creature who can truly keep a demon in - line is a more powerful demon.

    -
    -
    -

    SOUL REAVERS

    -

    Demons feast not on food or water, but on souls. Souls - fuel their anarchic powers, and while starved for souls, a - demon can scarcely think. Whenever a demon kills a creature - with a soul, they consume that soul and keep its energy - within their body. A demon can then burn that soul energy - to enact their most devastating abilities.

    -
    -
    -

    DEMONIC HIERARCHY

    -

    Mortal scholars have classified demons into ten - categories, and the higher a demon's category, the more - powerful the fiend. Though demons don't use these - classifications themselves, this system reflects their - hierarchy, as stronger demons bully the weak into - service.

    -

    Each time a demon consumes a soul, there's a chance they - might evolve into a more powerful demon. Though category 1 - demons typically become category 2 demons after consuming a - single soul, there's no known pattern to how more powerful - demons evolve. Some category 2 demons evolve to category 3 - after consuming just one soul, while others must devour - thousands before earning a promotion. The evolution from - one category to the next can be instant, or it can take - years. This inconsistency has led to much scholarly debate - on whether all souls are equal, or whether demonic - evolution is aided by the consumption of souls that are - especially corrupt—or heroic.

    -

    Playtest note: More demon descriptions are - coming.

    -
    -

    CATEGORY 1 DEMONS

    -

    The weakest of demon kind, the following category 1 - demons are included in this book:

    -
      -
    • Pitlings resemble rodents or - insects, but possess gleaming green eyes and terrible - body odor, and disgorge a viscous, toxic phlegm.
    • -
    • Ensnarers are the result of - pitlings getting ahold of an unfortunate soul. The - pitling is in the process of digesting the soul of a - creature, physically boring through its head, and - flopping around like an appendage. The body is - puppeteered and mid transformation into a demon, with - mouths forming on the creature's hands and arms that - shoot out long, barbed tongues as attacks.
    • -
    • Frenzied are similar to ensnarers, - but their transformation into a true demon is more - advanced, resulting in a fast and viscous creature full - of energy and hunger for more souls.
    • -
    -
    -
    -

    CATEGORY 2 DEMONS

    -

    The following category 2 demons are included in this - book:

    -
      -
    • Rumored to be the initial source of the teachings - of all shadows through the College of Black Ash, - remasches are demons whose physical - form is blended with the nature of the wastes where - they dwell. A remasch teleports around the battlefield, - inflicting chaos on their enemies directly or through - the minions they control.
    • -
    • Possessed of glowing eyes and tendril-ringed maws, - ruinants breathe with a sickening - wheeze and have bodies covered in inflamed scars. A - ruinant can inflict fresh wounds and burns on their - victims in a pattern mirroring those on the demon's own - body.
    • -
    • Torlases are piecemeal - abominations whose physical forms don't obey the normal - laws of geometry. They control the battlefield by using - living flesh and whipping allies and enemies alike into - advantageous position.
    • -
    • Bendraks appear as an amalgamation - of flesh and shards of a broken mirror, able to shape - their bodies to distract and confuse their foes. A - bendrak can divert an enemy's attack to another enemy - or hide themselves or allies behind dazzling - reflections.
    • -
    • Mucerons are the result of an - ensnarer going through repeated demon evolutions to - become a brutish creature, covered in several mouths - that shoot out barbed tongues, pulling an enemy's - attention along with pulling them physically.
    • -
    • Chorogaunts are terrifying demon - leaders. Each is an amalgamation of several demon - bodies formed into a mobile, living musical instrument. - Several heads are arranged into a chorus embedded in - the demon's chest and its ribs are upturned into a - fleshy pipe organ. Their attacks entrance and confuse - enemies, making them more vulnerable to other - demons.
    • -
    -
    -
    -
    -

    DEMON LANGUAGES

    -

    Demons speak Proto-Ctholl.

    -
    -
    -

    DEMON VILLAIN POWER

    -

    At the start of any demon's turn, you can spend VP to - activate one of the following features.

    -
      -
    • -

      Soulburn (3 VP): Every demon acting - this turn deals additional damage equal to their level - with their abilities and free strikes.

      -
    • -
    • -

      Abyssal Rift (5 VP): Two size 2 - rifts to the Abyssal Wasteland appear at locations of - your choosing. Each demon within 5 squares of a rift - gains an edge on attacks. Any demon can use an abyssal - rift as a portal to another abyssal rift in the - encounter, moving into any space in one rift and - appearing immediately in any unoccupied space in the - other rift. Any non-demon creature who enters the rift - for the first time in a round or starts their turn - there takes corruption damage equal to the level of the - highest-level demon within 20 squares of a rift. An - abyssal rift is an immovable object that has Stamina - 25, weapon immunity 5, and holy weakness 5. As a - maneuver, a creature who has the Magic or Psionics - skill can make a hard Reason or Intuition test while - adjacent to a rift to destabilize it. On a success, the - rift closes. On a failure with a consequence, the rift - regains 5 Stamina. If no demons are within 20 squares - of the rift, it closes.

      -
    • -
    • -

      Abyssal Evolution (7 VP): A demon - minion of your choice turns into a non-minion demon of - the same level.

      -
    • -
    -
    -
    -

    Statblocks

    -
    -

    DEMON ENSNARER

    -

    Level 1 Brute Minion Demon, - Planar EV 6 - Stamina: 10 Weakness: - Holy 3 Speed: 5 Size: - 1M / Stability 0 Free Strike: 2

    -
      -
    • Might +1
    • -
    • Agility +0
    • -
    • Reason −1
    • -
    • Intuition −1
    • -
    • Presence −1
    • -
    -

    Barbed Tongues (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 3 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage; pull 1
    • -
    • ★ 12–16: 4 damage; pull 2
    • -
    • ✸ 17+: 5 damage; pull 3; slowed (EoT)
    • -
    -

    Soulsight Each creature within 2 - squares of the ensnarer can't be hidden from them.

    -
    -
    -

    DEMON FRENZIED

    -

    Level 1 Harrier Minion Demon, - Planar EV 4 - Stamina: 8 Weakness: - Holy 3 Speed: 6 Size: - 1M / Stability 0 Free Strike: 1

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason −1
    • -
    • Intuition −1
    • -
    • Presence −1
    • -
    -

    Rip and Tear (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Charge, Melee, Weapon - Distance: Reach 1 Target: One creature or object per - minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 3 damage
    • -
    • ✸ 17+: 4 damage
    • -
    -

    Soulsight Each creature within 2 - squares of the frenzied can't be hidden from them.

    -
    -
    -

    DEMON PITLING

    -

    Level 1 Artillery Minion Demon, - Planar EV 2 - Stamina: 4 Weakness: - Holy 3 Speed: 5 (fly) - Size: 1T / Stability 0 Free - Strike: 2

    -
      -
    • Might −2
    • -
    • Agility +1
    • -
    • Reason −2
    • -
    • Intuition −2
    • -
    • Presence −2
    • -
    -

    Spit (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Ranged, Weapon Distance: Ranged 10 - Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 poison damage
    • -
    • ★ 12–16: 3 poison damage
    • -
    • ✸ 17+: 4 poison damage
    • -
    -

    Horrid Stench Any enemy who has three - or more pitlings within 2 squares of them can't regain - Stamina.

    -

    Soulsight Each creature within 2 - squares of the pitling can't be hidden from them.

    -
    -
    -

    DEMON RUINANT

    -

    Level 1 Harrier Demon, - Planar EV 10 - Stamina: 20 Weakness: - Holy 3 Speed: 6 Size: - 1M / Stability 0 Free Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Bloodletting Claws (Action) ◆ 2d10 + - 1 ◆ Signature Keywords: Attack, Melee, Weapon Distance: - Reach 1 Target: Two creatures or objects

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage; bleeding (EoT)
    • -
    • ✸ 17+: 6 damage; bleeding (EoT)
    • -
    -

    Salt Wounds (Maneuver) ◆ MGT RR ◆ 3 - VP Keywords: Magic, Ranged, Resistance Distance: Ranged - 10 Target: Three creatures without full Stamina

    -
      -
    • ✸ ≤11: 6 corruption damage
    • -
    • ★ 12–16: 5 corruption damage
    • -
    • ✦ 17+: 2 corruption damage
    • -
    -

    Lethe While winded, the ruinant has - an edge on attacks, and attacks have an edge against - them.

    -

    Soulsight Each creature within 2 - squares of the ruinant can't be hidden from them.

    -
    -
    -

    DEMON TORLAS

    -

    Level 1 Controller Demon, - Planar EV 9 - Stamina: 15 Weakness: - Holy 3 Speed: 5 Size: - 1S / Stability 0 Free Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Cronenstorm (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Area, Magic, Ranged Distance: 3 cube - within 10 Target: Each creature

    -
      -
    • ✦ ≤11: Slide 1
    • -
    • ★ 12–16: Slide 2
    • -
    • ✸ 17+: Slide 3 Effect: The area turns into a morass - of spongy flesh before the targets are force moved. - Until the start of the torlas's next turn, the area is - difficult terrain, and each creature who moves within - the area takes 1 damage for each square moved.
    • -
    -

    Grasping Tendons (Maneuver) Keywords: - Magic, Ranged Distance: Ranged 10 Target: Three creatures - Effect: The torlas pulls the target up to 2 squares.

    -

    Lethe While winded, the torlas has an - edge on attacks, and attacks have an edge against - them.

    -

    Soulsight Each creature within 2 - squares of the torlas can't be hidden from them.

    -
    -
    -

    DEMON BENDRAK

    -

    Level 2 Hexer Demon, Planar - EV 11 Stamina: 20 - Weakness: Holy 3 Speed: - 5 Size: 1S / Stability 0 Free - Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Warp Perceptions (Action) ◆ PRS RR ◆ - Signature Keywords: Magic, Ranged, Resistance Distance: - Ranged 10 Target: One creature

    -
      -
    • ✸ ≤11: 7 psychic damage; weakened (PRS ends)
    • -
    • ★ 12–16: 5 psychic damage; weakened (EoT)
    • -
    • ✦ 17+: 3 psychic damage Effect: If the target makes - an attack while weakened this way, the bendrak can - choose a second target for the attack within the - distance of the attack, then evenly divides any damage - from the attack between the two targets.
    • -
    -

    Vanish (Maneuver) ◆ 1 VP Keywords: - Magic, Ranged Distance: Ranged 10 Target: Self or one - ally Effect: The target immediately becomes hidden, - regardless of whether they have cover or concealment.

    -

    Lethe While winded, the bendrak has - an edge on attacks, and attacks have an edge against - them.

    -

    Soulsight Each creature within 2 - squares of the bendrak can't be hidden from them.

    -
    -
    -

    DEMON REMASCH

    -

    Level 2 Ambusher Demon, - Planar EV 13 - Stamina: 25 Weakness: - Holy 3 Speed: 5 (teleport) - Size: 1S / Stability 0 Free - Strike: 3

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Abyssal Strike (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: One creature or object

    -
      -
    • ✦ ≤11: 4 damage; the remasch teleports 2 - squares
    • -
    • ★ 12–16: 7 damage; the remasch teleports 3 - squares
    • -
    • ✸ 17+: 10 damage; the remasch teleports 5 squares - 5 VP: The remasch takes an adjacent - creature with them when they teleport. The creature - appears in an unoccupied space adjacent to the - remasch's destination.
    • -
    -

    Grasping Shadow (Maneuver) ◆ 5 VP - Keywords: Magic, Ranged Distance: Ranged 10 Target: Self - Effect: The remasch can teleport 2 squares then use - Abyssal Strike.

    -

    Lethe While winded, the remasch has - an edge on attacks, and attacks have an edge against - them.

    -

    Soulsight Each creature within 2 - squares of the remasch can't be hidden from them.

    -
    -
    -

    DEMON MUCERON

    -

    Level 3 Brute Demon, Planar - EV 18 Stamina: 45 - Weakness: Holy 3 Speed: - 5 Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might +1
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Barbed Tongues (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 2 Target: One creature

    -
      -
    • ✦ ≤11: 5 damage; taunted (EoT)
    • -
    • ★ 12–16: 8 damage; taunted (EoT)
    • -
    • ✸ 17+: 11 damage; taunted (EoT)
    • -
    -

    Tongue Pull (Maneuver) ◆ 2 VP - Keywords: Attack, Ranged, Weapon Distance: Ranged 5 - Target: Three creatures Effect: Each target is pulled 3 - squares.

    -

    Lethe While winded, the muceron has - an edge on attacks, and attacks have an edge against - them.

    -

    Soulsight Each creature within 2 - squares of the muceron can't be hidden from them.

    -
    -
    -

    DEMON CHOROGAUNT

    -

    Level 3 Boss Demon, Planar - EV 36 Stamina: 90 - Weakness: Holy 3 Speed: - 5 Size: 1M / Stability 2 Free - Strike: 4

    -
      -
    • Might +2
    • -
    • Agility +2
    • -
    • Reason +2
    • -
    • Intuition +2
    • -
    • Presence +2
    • -
    -

    Agonizing Harmony (Action) ◆ 2d10 + 2 - ◆ Signature Keywords: Area, Weapon Distance: 5 burst - Target: Each enemy

    -
      -
    • ✦ ≤11: 3 psychic damage
    • -
    • ★ 12–16: 5 psychic damage; slowed (EoT)
    • -
    • ✸ 17+: 7 psychic damage; slowed (INU ends) Effect: - An ally within 10 squares of the chorogaunt can shift - up to their speed.
    • -
    -

    Chaotic Entrancing Harmony (Maneuver) - Keywords: Area Distance: 10 burst Target: Each enemy - Effect: Each target slides 3, ignoring their - stability.

    -

    I Thrive on Pain (Triggered Action) ◆ - 3 VP Keywords: Magic Distance: Self Target: Self Trigger: - The chorogaunt is targeted by an attack. Effect: Any - damage from the attack is halved, and the chorogaunt - gains an edge on all ability rolls until the end of their - next turn.

    -

    End Effect At the end of their turn, - the chorogaunt can take 5 damage to end one EoE effect - affecting them. This damage can't be reduced in any - way.

    -

    Lethe While winded, the chorogaunt - has an edge on attacks, and attacks have an edge against - them.

    -

    Soulsight Each creature within 2 - squares of the chorogaunt can't be hidden from them.

    -

    Frightening Tones (Villain Action 1) - Keywords: Ranged Distance: Ranged 10 Target: Three - enemies Effect: Each target either takes 5 psychic damage - or is frightened of the chorogaunt (EoT). Each target - gets to choose which to do.

    -

    Bully the Weak (Villain Action 2) - Keywords: Magic, Ranged Distance: Ranged 10 Target: One - ally Effect: The chorogaunt kills the target, and each - other ally gains an edge on attacks until the end of the - round. You gain VP equal to the number of heroes.

    -

    Running Cacophony (Villain Action 3) - Keywords: Magic Distance: Self Target: Self Effect: The - chorogaunt shifts up to their speed, makes an Agonizing - Harmony attack, shifts up to their speed, and makes a - second Agonizing Harmony attack.

    -
    -
    -
    -
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    GOBLINS

    -

    As with all humanoid ancestries, different types of - goblins and goblin cultures can be found across many lands, - each with their own ideals. Known among themselves as - rogabrin, meaning “more of us” in their - language, goblins are one of the most numerous humanoids in - the world. They can be found in every environment humans - occupy and in places many other humanoids avoid, including - deep cave systems.

    -

    Their long arms and prehensile toes make goblins - particularly well adapted to environments requiring climbing, - and they live equally comfortably in treetop cities as in - subterranean realms filled with stalactites, ledges, and - chasms. However, just as many prefer to dwell in tight-knit - neighborhoods within diverse cities. Many of those goblins - who cross swords with adventuring heroes are the worst of - their society—thieves and murderers shunned by their own - people.

    -
    -

    ENCOUNTERED IN GROUPS

    -

    Whether within a society or living in exile, goblins - survive and thrive because they work together. A single - goblin forced into the wild is terrified. A dozen outlaw - goblins are supremely confident—perhaps overly so. Such - groups often become bandits who ambush travelers crossing - through their territory, be it desert, forest, or - underground. Larger bands might become unscrupulous - mercenaries serving powerful villains. No matter how - they're encountered, goblins prefer to fight as an - overwhelming force and to flee when foes outnumber - friends.

    -
    -
    -

    MOBILE AND SNEAKY

    -

    Short, lithe, and long-armed, goblins are built for - mobility, stealth, and climbing. Goblins who dwell in - untamed wilderness and twisting caves utilize their natural - agility to hide from threats and flee when found. These - crafty skirmishers might run wild through battle, hacking - at their enemies' knees, or unleash arrows as they dart - from tree to tree.

    -
    -
    -

    GOBLIN MAGIC

    -

    Some exiled goblins forge pacts with evil entities for - magical power, including archfey, deities, and fiends. - Goblin assassins conjure darkness made from the souls of - their victims, while goblin cursespitters hurl magic hexes - that keep their enemies at bay.

    -
    -
    -

    SKITTERLING

    -

    A six-legged winged rodent the size of a housecat, a - skitterling moves their clawed feet as they fly, making - them appear to scurry through the air. Goblins train these - pets to claw at the faces of enemies, as their feet secrete - a toxin that causes temporary sluggishness.

    -
    -
    -

    WAR SPIDER

    -

    Goblins ride enormous arachnids as mounts in battle. - With blades attached to their legs, a war spider cuts a - swath through enemy forces while archers fire from atop a - platform on the beast's back. During a raid, a spider - arches their body to launch warriors off their back and - into the fray.

    -
    -
    -

    WARG

    -

    Some goblins form a special bond with wargs—canine - creatures that many goblin communities raise as mounts, - guardians, and companions.

    -
    -
    -

    GOBLIN LANGUAGES

    -

    Most goblins speak Caelian and Szetch.

    -
    -
    -

    GOBLIN VILLAIN POWER

    -

    At the start of any goblin's turn, you can spend VP to - activate one of the following features.

    -
      -
    • -

      Goblin Mode (3 VP): Each goblin in - the encounter gains a +2 bonus to speed until the end - of the round.

      -
    • -
    • -

      Tiny Stabs (5 VP): Each enemy in - the encounter takes 1 damage for each goblin who is - adjacent to them.

      -
    • -
    • -

      Swamp Stink (7 VP): The encounter - map becomes covered in a green mist that lasts until - the end of the round, and which can't be dispersed by - wind. All areas of the map become difficult terrain for - non-goblins, and each non-goblin on the map must make a - Might resistance roll.

      -
        -
      • ✦ ≤11: 5 poison; weakened until mist - disappears
      • -
      • ★ 12–16: Weakened until mist disappears
      • -
      • ✸ 17+: No effect
      • -
      -
    • -
    -
    -
    -

    Statblocks

    -
    -

    GOBLIN RUNNER

    -

    Level 1 Harrier Minion Goblin, - Humanoid EV 4 - Stamina: 8 Speed: 6 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −2
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence −1
    • -
    -

    Club (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Charge, Melee, Weapon Distance: Reach 1 - Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 3 damage
    • -
    • ✸ 17+: 4 damage
    • -
    -

    Crafty The runner doesn't provoke - opportunity attacks by moving.

    -
    -
    -

    GOBLIN SNIPER

    -

    Level 1 Artillery Minion Goblin, - Humanoid EV 4 - Stamina: 5 Speed: 5 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −2
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence −1
    • -
    -

    Bow (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Ranged, Weapon Distance: Ranged 10 - Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 4 damage
    • -
    • ✸ 17+: 5 damage Effect: If the sniper doesn't use a - maneuver or a move action this turn, the ability deals - an extra 2 damage.
    • -
    -

    Crafty The sniper doesn't provoke - opportunity attacks by moving.

    -
    -
    -

    GOBLIN SPINECLEAVER

    -

    Level 1 Brute Minion Goblin, - Humanoid EV 6 - Stamina: 10 Speed: 5 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might +1
    • -
    • Agility +0
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence −1
    • -
    -

    Axe (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Melee, Weapon Distance: Reach 1 Target: - One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage; push 1
    • -
    • ★ 12–16: 4 damage; push 3
    • -
    • ✸ 17+: 5 damage; push 4
    • -
    -

    Crafty The spinecleaver doesn't - provoke opportunity attacks by moving.

    -
    -
    -

    SKITTERLING

    -

    Level 1 Hexer Minion Animal, - Goblin EV 3 - Stamina: 5 Speed: 5 - (fly) Size: 1T / Stability 0 - Free Strike: 2

    -
      -
    • Might −5
    • -
    • Agility +1
    • -
    • Reason −4
    • -
    • Intuition +0
    • -
    • Presence −2
    • -
    -

    Claws (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Melee, Weapon Distance: Reach 1 Target: - One creature or object per minion

    -
      -
    • ✦ ≤11: 2 poison damage
    • -
    • ★ 12–16: 3 poison damage; slowed (EoT)
    • -
    • ✸ 17+: 4 poison damage; slowed (EoT)
    • -
    -
    -
    -

    GOBLIN ASSASSIN

    -

    Level 1 Ambusher Goblin, - Humanoid EV 11 - Stamina: 20 Speed: 6 - (climb) Size: 1S / Stability 0 - Free Strike: 3

    -
      -
    • Might −2
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence −2
    • -
    -

    Sword (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Melee, Weapon Distance: Reach 1 Target: - One creature or object

    -
      -
    • ✦ ≤11: 3 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 7 damage Effect: If the assassin has an edge - or a double edge on the power roll for this ability, - the ability deals an additional 2 damage.
    • -
    -

    Shadow Chains (Action) ◆ AGL RR ◆ 3 - VP Keywords: Magic, Ranged, Resistance Distance: Ranged - 10 Target: Three creatures

    -
      -
    • ✸ ≤11: 7 corruption damage; restrained (AGL - ends)
    • -
    • ★ 12–16: 5 corruption damage; restrained (EoT)
    • -
    • ✦ 17+: 3 corruption damage
    • -
    -

    Crafty The assassin doesn't provoke - opportunity attacks by moving.

    -

    Hide While Observed The assassin can - take the Hide maneuver even while observed, though they - still must have cover or concealment.

    -
    -
    -

    GOBLIN CURSESPITTER

    -

    Level 1 Hexer Goblin, - Humanoid EV 9 - Stamina: 15 Speed: 5 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −2
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +1
    • -
    • Presence +0
    • -
    -

    Eye of Surlach (Action) ◆ INU RR ◆ - Signature Keywords: Magic, Ranged, Resistance Distance: - Ranged 10 Target: One creature

    -
      -
    • ✸ ≤11: 6 corruption damage; weakened (INU - ends)
    • -
    • ★ 12–16: 5 corruption damage; weakened (EoT)
    • -
    • ✦ 17+: 2 corruption damage
    • -
    -

    Dizzying Hex (Maneuver) ◆ INU RR ◆ 1 - VP Keywords: Magic, Ranged, Resistance Distance: Ranged - 10 Target: One creature

    -
      -
    • ✸ ≤11: Prone and can't stand (INU ends)
    • -
    • ★ 12–16: Prone and can't stand (EoT)
    • -
    • ✦ 17+: No effect
    • -
    -

    Crafty The cursespitter doesn't - provoke opportunity attacks by moving.

    -
    -
    -

    GOBLIN STINKER

    -

    Level 1 Controller Goblin, - Humanoid EV 9 - Stamina: 15 Speed: 5 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −2
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Toxic Winds (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Area, Magic, Ranged Distance: 3 cube - within 10 Target: Each enemy

    -
      -
    • ✦ ≤11: 1 poison damage; slide 1
    • -
    • ★ 12–16: 2 poison damage; slide 2
    • -
    • ✸ 17+: 3 poison damage; slide 3
    • -
    • 1 VP: Increase the slide for one - target by 2 squares.
    • -
    -

    Swamp Gas (Maneuver) Keywords: Area, - Magic, Ranged Distance: 3 cube within 10 Target: Special - Effect: The area is filled with a green haze until the - start of the stinker's next turn or until the stinker is - reduced to Stamina 0. The area is difficult terrain for - non-goblin creatures, and each such creature who moves - within the area takes 2 poison damage for each square - moved. The haze can't be dispersed by wind.

    -

    Crafty The stinker doesn't provoke - opportunity attacks by moving.

    -
    -
    -

    GOBLIN UNDERBOSS

    -

    Level 1 Support Goblin, - Humanoid EV 10 - Stamina: 20 Speed: 5 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −1
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Sword (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature or object

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage Effect: One ally of the underboss - adjacent to the target can make a free strike against - them.
    • -
    -

    Get Reckless! (Maneuver) Keywords: - Ranged Distance: Ranged 10 Target: Each ally Effect: - Until the start of the underboss's next turn, each target - gains an edge on attacks, and attacks against them gain - an edge.

    -
      -
    • 3 VP: Attacks against targets of - this maneuver don't gain an edge.
    • -
    -

    Crafty The underboss doesn't provoke - opportunity attacks by moving.

    -
    -
    -

    GOBLIN WARRIOR

    -

    Level 1 Harrier Goblin, - Humanoid EV 10 - Stamina: 20 Speed: 6 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −2
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence −1
    • -
    -

    Spear (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Charge, Melee, Weapon Distance: Reach 1 - Target: One creature or object

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage
    • -
    -

    Bury the Point (Action) ◆ 2d10 + 1 ◆ - 2 VP Keywords: Attack, Melee, Weapon Distance: Reach 1 - Target: One creature

    -
      -
    • ✦ ≤11: 3 damage
    • -
    • ★ 12–16: 7 damage; bleeding (EoT)
    • -
    • ✸ 17+: 8 damage; bleeding (MGT ends)
    • -
    -

    Crafty The warrior doesn't provoke - opportunity attacks by moving.

    -
    -
    -

    GOBLIN MONARCH

    -

    Level 1 Boss Goblin, - Humanoid EV 24 - Stamina: 50 Speed: 6 - (climb) Size: 1S / Stability 1 - Free Strike: 3

    -
      -
    • Might +2
    • -
    • Agility +1
    • -
    • Reason −4
    • -
    • Intuition +0
    • -
    • Presence −3
    • -
    -

    Handaxe (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, Ranged, Weapon - Distance: Reach 1 or Ranged 5 Target: Two creatures or - objects

    -
      -
    • ✦ ≤11: 3 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 7 damage Effect: An ally within 10 squares - of the monarch can make a free strike.
    • -
    -

    Get in Here (Maneuver) ◆ 1 VP - Keywords: Ranged Distance: Ranged 20 Target: Special - Effect: Two goblin runners appear in unoccupied - spaces.

    -

    Meat Shield (Triggered Action) - Keywords: Melee Distance: Reach 1 Target: One ally - Trigger: A creature targets the monarch with an attack. - Effect: The ally becomes the target of the triggering - attack instead.

    -

    End Effect At the end of their turn, - the monarch can take 5 damage to end one EoE effect - affecting them. This damage can't be reduced in any - way.

    -

    Crafty The monarch doesn't provoke - opportunity attacks by moving.

    -

    What Are You Waiting For? (Villain Action - 1) Keywords: Area Distance: 10 burst Target: - Each ally Effect: Each target can move up to their speed - or make a free strike.

    -

    Focus Fire (Villain Action 2) - Keywords: Ranged Distance: Ranged 10 Target: One enemy - Effect: Each ally within 10 squares of the enemy can move - up to their speed toward the enemy.

    -

    Kill! (Villain Action 3) Keywords: - Area Distance: 10 burst Target: Each ally Effect: Each - target can make a free strike that deals an extra 1 - damage.

    -
    -
    -

    WAR SPIDER

    -

    Level 1 Mount Animal, Goblin - EV 28 Stamina: 60 - Speed: 7 (climb) Size: - 3 / Stability 2 Free Strike: 4

    -
      -
    • Might +2
    • -
    • Agility +1
    • -
    • Reason −4
    • -
    • Intuition +0
    • -
    • Presence −3
    • -
    -

    Bite (Action) ◆ 2d10 + 2 ◆ Signature - Keywords: Attack, Melee, Weapon Distance: Reach 1 Target: - One creature or object

    -
      -
    • ✦ ≤11: 4 poison damage
    • -
    • ★ 12–16: 7 poison damage; weakened (EoT)
    • -
    • ✸ 17+: 10 poison damage; weakened (MGT ends)
    • -
    -

    Leg Blade (Action) ◆ 2d10 + 2 - Keywords: Attack, Melee, Weapon Distance: Reach 1 Target: - Two creatures or objects

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 7 damage
    • -
    • ✸ 17+: 10 damage
    • -
    -

    Trample (Action) ◆ 5 VP Keywords: — - Distance: Self Target: Self Effect: The spider shifts up - to their speed and makes a Leg Blade attack against each - creature who comes within their reach during the move. - The spider makes one power roll against all targets.

    -

    Web (Maneuver) ◆ AGL RR ◆ 2 VP - Keywords: Area, Resistance Distance: 3 cube within 1 - Target: Each creature

    -
      -
    • ✸ ≤11: Restrained (AGL ends)
    • -
    • ★ 12–16: Restrained (EoT)
    • -
    • ✦ 17+: No effect
    • -
    -

    Ride Launcher An ally who leaps off - the back of the spider can jump up to 6 squares without a - test, and takes no damage if they fall during the jump. - After the jump, the first melee attack an ally makes on - the same turn gains an edge.

    -

    Wide Back Two of the spider's size 1 - allies can occupy the same space while riding the - spider.

    -
    -
    -

    WARG

    -

    Level 1 Mount Animal, Goblin - EV 10 Stamina: 20 - Speed: 7 Size: 1L / - Stability 1 Free Strike: 2

    -
      -
    • Might +1
    • -
    • Agility +1
    • -
    • Reason −1
    • -
    • Intuition +0
    • -
    • Presence −1
    • -
    -

    Bite (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Charge, Melee, Weapon Distance: Reach 1 - Target: One creature or object

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage
    • -
    -

    Sprint (Maneuver) ◆ 1 VP Keywords: — - Distance: Self Target: Self Effect: The warg moves up to - their speed.

    -

    Mounted Charger If a warg used as a - mount charges, their rider gains an edge on melee attacks - until the end of their turn.

    -

    Shared Crafty If the warg's rider has - the Crafty trait, the warg also has the Crafty trait.

    -
    -
    -
    -
    -

    HUMANS

    -

    Humans flourish in every habitable part of the world, from - inviting coastal cities to unforgiving mountainous terrain. - While most humans live quietly in peaceful communities, some - are drawn to adventure by an unquenchable thirst for - excitement or power.

    -
    -

    VILLAINS AND HEROES

    -

    Recognizing their limited lifespan, humans often set - their eyes on immortality. They unfurl empires at the tip - of a sword, sacrifice lives to erect grand monuments, and - even aspire to godhood, all in hopes their names will be - remembered forever. Violence and greed are close cousins in - the human family. Those with power and wealth often strive - for more by the sword. Others turn to theft, often driven - to desperation by rapacious neighbors. Travelers in human - lands are likely to encounter robbers and barons—both exact - a toll. Other humans pursue power more subtly, turning - their cunning toward selfish ends. When ambitions exceed - circumstances, there is always some ancient evil power to - call on. Cultists seek dark desires in exchange for - service, sacrificing to forbidden gods and courting - apocalypse. Fortunately, many humans devote themselves to - righting wrongs and reshaping the world for the better. - Heroes plunge themselves into danger time and time again, - standing against natural and supernatural perils in pursuit - of justice.

    -
    -
    -

    RISKS AND REWARDS

    -

    Humans devote as much attention to games and gambling as - to more serious pursuits. Perhaps this competitive training - explains their renowned knack for seizing the - moment—knowing when to risk it all on a throw of the dice. - Whether in sport or battle, humans quickly spot their - opponent's mistakes and seize the advantage. Humans see - unrealized potential everywhere, whether envisioning an - untamed forest transformed into a prosperous village or an - ancient dungeon yielding a chest full of coins. Pursuing - such ambitions might end in catastrophe, but for these - gamblers, it's a game worth playing.

    -
    -
    -

    SWORDS FOR HIRE

    -

    With an appetite for warfare and gold, human adventurers - are well represented in most mercenary bands. A human - mercenary makes a stout ally… if you can afford their - price.

    -
    -
    -

    CONNECTED TO THE NATURAL WORLD

    -

    Humans are connected to the natural world in a way that - other species are not. As such, they have an uncanny knack - for detecting when nearby creatures, objects, and phenomena - are created by magic and psionics. This same sense allows - them to resist supernatural abilities and effects.

    -
    -
    -

    HUMAN TRAITS

    -

    Most humans have the following trait:

    -
      -
    • Supernatural Insight: A human has - Magic immunity 2 and Psionic immunity 2. As a maneuver, a - human can detect supernatural creatures within 5 squares - of them.
    • -
    -
    -
    -

    HUMAN LANGUAGES

    -

    Most humans speak Caelian and one Vaslorian human - language.

    -
    -
    -

    HUMAN VILLAIN POWER

    -

    At the start of any human's turn, you can spend VP to - activate one of the following features:

    -
      -
    • -

      Alchemical Device (3 VP): A - non-minion human acting this turn can use a maneuver to - throw an alchemical device.

      -

      Alchemical Device (Maneuver) ◆ INU - RR Keywords: Area, Magic, Ranged, Resistance Distance: - 3 cube within 10 Target: Each creature in the cube

      -
        -
      • ✸ ≤11: 5 corruption damage; restrained (EoT)
      • -
      • ★ 12–16: 3 corruption damage; slowed (EoT)
      • -
      • ✦ 17+: 1 corruption damage
      • -
      -
    • -
    • -

      Exploit Opening (5 VP): Each human - making an attack this turn has an edge on ability - rolls, or a double edge on abilities that target - enemies affected by a condition.

      -
    • -
    • -

      Staying Power (7 VP): Each - non-minion human in the encounter regains Stamina equal - to 5 times their level.

      -
    • -
    -
    -
    -

    Statblocks

    -
    -

    HUMAN ARCHER

    -

    Level 1 Artillery Minion Human, - Humanoid EV 6 - Stamina: 8 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Crossbow (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Ranged, Weapon Distance: - Ranged 10 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage
    • -
    -
    -
    -

    HUMAN DEATH ACOLYTE

    -

    Level 1 Hexer Minion Human, - Humanoid EV 5 - Stamina: 8 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Necrotic Bolt (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Magic, Ranged Distance: - Ranged 10 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 corruption damage
    • -
    • ★ 12–16: 4 corruption damage
    • -
    • ✸ 17+: 5 corruption damage Effect: A creature - within 5 squares of the death acolyte regains 1 - Stamina.
    • -
    -
    -
    -

    HUMAN GUARD

    -

    Level 1 Brute Minion Human, - Humanoid EV 6 - Stamina: 12 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might +1
    • -
    • Agility +0
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Halberd (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 2 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage
    • -
    -
    -
    -

    HUMAN RAIDER

    -

    Level 1 Harrier Minion Human, - Humanoid EV 6 - Stamina: 10 Immunity: - Magic 2, Psionic 2 Speed: 7 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Handaxe (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Charge, Melee, Ranged, Weapon - Distance: Reach 1 or Ranged 5 Target: One creature or - object per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 4 damage
    • -
    • ✸ 17+: 5 damage Effect: If this ability is used as - part of the Charge action, the raider can make a ranged - free strike with a distance of 5 before using the - ability.
    • -
    -
    -
    -

    HUMAN APPRENTICE MAGE

    -

    Level 2 Controller Minion Human, - Humanoid EV 6 - Stamina: 10 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Lightning Strike (Action) ◆ 2d10 + 1 - ◆ Signature Keywords: Attack, Magic, Ranged Distance: - Ranged 10 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 lightning damage
    • -
    • ★ 12–16: 4 lightning damage
    • -
    • ✸ 17+: 5 lightning damage Effect: If the apprentice - mage doesn't use a maneuver or a move action this turn, - the target is slowed (EoT).
    • -
    -
    -
    -

    HUMAN BRAWLER

    -

    Level 1 Brute Human, - Humanoid EV 16 - Stamina: 40 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 4

    -
      -
    • Might +1
    • -
    • Agility +0
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Haymaker (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: One creature or object

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 7 damage; grabbed
    • -
    • ✸ 17+: 10 damage; grabbed Effect: The target takes - a bane on attempts to escape the grab, and the brawler - gains an edge on attacks against the grabbed - target.
    • -
    -

    Throw (Maneuver) ◆ 1 VP Keywords: - Melee Distance: Reach 1 Target: One creature grabbed by - the brawler Effect: The brawler pushes the creature they - have grabbed 5 squares. This breaks the grab.

    -

    Shoot the Hostage The brawler takes - half damage from attacks if they have an enemy grabbed. - They then apply the remaining damage to the grabbed - enemy.

    -
    -
    -

    HUMAN SCOUNDREL

    -

    Level 1 Ambusher Human, - Humanoid EV 14 - Stamina: 30 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 4

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Rapier & Dagger (Action) ◆ 2d10 + - 1 ◆ Signature Keywords: Attack, Melee, Weapon Distance: - Reach 1 Target: One creature or object

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 7 damage
    • -
    • ✸ 17+: 10 damage Effect: If the scoundrel has an - edge or a double edge on the power roll for this - ability, the ability deals an extra 4 damage.
    • -
    -

    Dagger Storm (Action) ◆ 5 VP The - scoundrel makes a Rapier & Dagger attack against - three creatures or objects, and can shift 2 squares - before or after each attack.

    -
    -
    -

    HUMAN TRICKSHOT

    -

    Level 1 Artillery Human, - Humanoid EV 12 - Stamina: 20 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 4

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Crossbow (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Ranged, Weapon Distance: - Ranged 15 Target: One creature or object

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 7 damage
    • -
    • ✸ 17+: 10 damage Effect: The trickshot doesn't take - a bane when using this ability in melee or against a - target with cover or concealment.
    • -
    • 3 VP: The trickshot can target two - creatures or objects with this ability.
    • -
    -
    -
    -

    HUMAN DEATH CULTIST

    -

    Level 2 Support Human, - Humanoid EV 16 - Stamina: 40 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 4

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Death Scythe (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Magic, Melee, Ranged, Weapon - Distance: Reach 1 or Ranged 10 Target: One creature or - object

    -
      -
    • ✦ ≤11: 4 corruption damage
    • -
    • ★ 12–16: 7 corruption damage; weakened (EoT)
    • -
    • ✸ 17+: 10 corruption damage; weakened (INU - ends)
    • -
    • 2 VP: The death cultist regains - Stamina equal to half the damage dealt by this - ability.
    • -
    -

    Rise, My Minions (Maneuver) ◆ 1 VP - per minion Keywords: Area Distance: 5 burst Target: One - or more dead minions Special: Each target must have died - during this encounter Effect: Each target returns to life - with their full Stamina, but they die at the end of the - encounter or if the death cultist is killed. If the - target dies a second time, they can be brought back to - life by this ability again.

    -
    -
    -

    HUMAN KNAVE

    -

    Level 2 Defender Human, - Humanoid EV 18 - Stamina: 50 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 4

    -
      -
    • Might +1
    • -
    • Agility +0
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Morningstar & Javelin (Action) ◆ - 2d10 + 1 ◆ Signature Keywords: Attack, Melee, Ranged, - Weapon Distance: Reach 1 or Ranged 5 Target: One creature - or object

    -
      -
    • ✦ ≤11: 4 damage; taunted (EoT)
    • -
    • ★ 12–16: 7 damage; taunted (EoT)
    • -
    • ✸ 17+: 10 damage; taunted (EoT) Effect: If an - adjacent target taunted by this ability harms a - creature other than the knave, the knave can make a - free strike against the taunted creature as a free - triggered action.
    • -
    -

    Overwhelm A creature who starts their - turn adjacent to the knave can't shift.

    -
    -
    -

    HUMAN STORM MAGE

    -

    Level 3 Controller Human, - Humanoid EV 17 - Stamina: 40 Immunity: - Magic 2, Psionic 2 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 5

    -
      -
    • Might +0
    • -
    • Agility +0
    • -
    • Reason +2
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Lightning Bolt (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Magic, Ranged Distance: - Ranged 10 Target: One creature or object

    -
      -
    • ✦ ≤11: 5 lightning damage
    • -
    • ★ 12–16: 8 lightning damage
    • -
    • ✸ 17+: 11 lightning damage
    • -
    • 5 VP: The ability takes the Area - keyword and becomes a 10 × 1 line that targets each - creature in the area.
    • -
    -

    Gust of Wind (Maneuver) ◆ MGT RR ◆ 3 - VP Keywords: Area, Magic, Resistance Distance: 5 cube - within 1 Target: Each creature and object

    -
      -
    • ✸ ≤11: Slide 5; slowed (MGT ends)
    • -
    • ★ 12–16: Slide 3; slowed (EoT)
    • -
    • ✦ 17+: Slide 1 Effect: The gust of wind disperses - gas or vapor and extinguishes any flames, including - persistent effects.
    • -
    -

    Arcane Shield Whenever the mage takes - damage from an enemy adjacent to them, the damage is - reduced by 3 (minimum 0), and the enemy takes 3 thunder - damage and is pushed 2 squares.

    -
    -
    -

    HUMAN BLACKGUARD

    -

    Level 1 Boss Human, Humanoid - EV 38 Stamina: 80 - Immunity: Magic 2, Psionic 2 - Speed: 5 Size: 1M / - Stability 2 Free Strike: 4

    -
      -
    • Might +2
    • -
    • Agility +2
    • -
    • Reason +2
    • -
    • Intuition +0
    • -
    • Presence +2
    • -
    -

    Zweihander (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: Each adjacent enemy

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 7 damage; slowed (EoT)
    • -
    • ✸ 17+: 10 damage; slowed (MGT ends) Effect: An ally - within 10 squares of the blackguard can make a free - strike.
    • -
    • 1 VP: The ally can use their - signature action instead.
    • -
    -

    You! (Maneuver) Keywords: Ranged - Distance: Ranged 10 Target: One enemy Effect: The target - is marked until the start of the blackguard's next turn. - The blackguard and each of their allies gain an edge on - attacks against any target marked by the blackguard, and - such attacks deal an extra 2 damage.

    -

    End Effect At the end of their turn, - the blackguard can take 5 damage to end one EoE effect - affecting them. This damage can't be reduced in any - way.

    -

    Parry! (Triggered Action) Keywords: - Melee, Weapon Distance: Reach 1 Target: Self or one ally - Trigger: A creature targets the blackguard or an ally - adjacent to the blackguard with an attack. Effect: The - triggering attack's damage is halved.

    -

    Advance! (Villain Action 1) Keywords: - Weapon Distance: Self Target: Self Effect: The blackguard - shifts up to their speed. During or after this movement, - they can make two Zweihander attacks.

    -

    Back! (Villain Action 2) Keywords: - Area, Magic Distance: 5 burst Target: Each enemy Effect: - The blackguard slides each target 5 squares.

    -

    I Can Throw My Blade and So Should You! - (Villain Action 3) Keywords: Area, Magic, - Ranged, Weapon Distance: 3 cube within 5 Target: Each - enemy in the cube Effect: The blackguard makes a - Zweihander attack against each enemy in the area, making - one power roll against all targets. Additionally, each - ally within 5 squares of the area can make a free strike - against any enemy in the area.

    -
    -
    -

    HUMAN BANDIT CHIEF

    -

    Level 3 Boss Human, Humanoid - EV 54 Stamina: 120 - Immunity: Magic 2, Psionic 2 - Speed: 5 Size: 1M / - Stability 2 Free Strike: 5

    -
      -
    • Might +2
    • -
    • Agility +2
    • -
    • Reason +2
    • -
    • Intuition +2
    • -
    • Presence +2
    • -
    -

    Whip & Magic Longsword (Action) ◆ - 2d10 + 2 ◆ Signature Keywords: Attack, Magic, Melee, - Weapon Distance: Reach 1 Target: Two enemies or - objects

    -
      -
    • ✦ ≤11: 5 damage; pull 1
    • -
    • ★ 12–16: 9 damage; pull 2
    • -
    • ✸ 17+: 12 damage; pull 3 Effect: A target who is - adjacent to the bandit chief after the attack is - resolved takes 9 corruption damage.
    • -
    • 2 VP: This ability targets three - enemies or objects.
    • -
    -

    Kneel, Peasant! (Maneuver) Keywords: - Attack, Melee, Weapon Distance: Reach 1 Target: One enemy - or object

    -
      -
    • ✦ ≤11: Push 1
    • -
    • ★ 12–16: Push 2; prone
    • -
    • ✸ 17+: Push 3; prone
    • -
    • 2 VP: This ability targets each - enemy adjacent to the bandit chief.
    • -
    -

    Bloodstones (Triggered Action) - Keywords: Magic Distance: Self Target: Self Trigger: The - bandit chief makes a power roll for an attack. Effect: - The bandit chief takes 4 corruption damage and increases - the result of the power roll by one tier.

    -

    End Effect At the end of their turn, - the bandit chief can take 5 damage to end one EoE effect - affecting them. This damage can't be reduced in any - way.

    -

    Shoot! (Villain Action 1) Keywords: - Area Distance: 10 burst Target: Each ally Effect: Each - target can make a ranged free strike.

    -

    Form Up! (Villain Action 2) Keywords: - Area Distance: 10 burst Target: Each ally Effect: Each - target shifts up to their speed. Until the end of the - encounter, any enemy takes a bane on attacks against the - bandit chief or any of the bandit chief's allies if they - are adjacent to that target.

    -

    Lead From the Front (Villain Action - 3) Keywords: Attack, Weapon Distance: Self - Target: Self Effect: The bandit chief shifts twice their - speed. During or after this movement, they can attack up - to four targets with Whip & Magic Longsword. Any ally - of the bandit chief adjacent to a target can make a free - strike against that target.

    -
    -
    -

    GIANT HAWK

    -

    Level 1 Mount Animal - EV 13 Stamina: 20 - Speed: 7 (flying) Size: - 2 / Stability 0 Free Strike: 3

    -
      -
    • Might +1
    • -
    • Agility +1
    • -
    • Reason −3
    • -
    • Intuition +0
    • -
    • Presence −2
    • -
    -

    Talons (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: One creature or object

    -
      -
    • ✦ ≤11: 3 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 7 damage Effect: The target is grabbed by - the giant hawk.
    • -
    -

    Dive (Maneuver) The hawk moves up to - their speed.

    -

    Mounted Platform Any creature riding - the hawk can make a free strike during or after the - hawk's movement.

    -
    -
    -

    SIEGE HAWK

    -

    Level 1 Mount Animal - EV 28 Stamina: 60 - Speed: 7 (flying) Size: - 3 / Stability 0 Free Strike: 4

    -
      -
    • Might +1
    • -
    • Agility +1
    • -
    • Reason −3
    • -
    • Intuition +0
    • -
    • Presence −2
    • -
    -

    Talons (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: Two creatures or objects

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 7 damage
    • -
    • ✸ 17+: 10 damage Effect: The target is grabbed by - the siege hawk. The siege hawk can have two targets - grabbed at a time.
    • -
    -

    Bombs Away! (Action) ◆ AGL RR ◆ 7 VP - Keywords: Area, Magic, Ranged, Resistance Distance: 5 - cube within 10 Target: Each creature and object

    -
      -
    • ✸ ≤11: 7 fire damage; restrained (EoT)
    • -
    • ★ 12–16: 6 fire damage; slowed (EoT)
    • -
    • ✦ 17+: 3 fire damage Special: The siege hawk must - be flying to use this ability.
    • -
    -

    Dive (Maneuver) The hawk moves up to - their speed.

    -

    Mounted Platform Any creature riding - the hawk can make a free strike during or after the - hawk's movement.

    -
    -
    -
    -
    -

    RADENWIGHTS

    -

    Small, agile, and hardy, radenwights have the appearance - of humanoid rodents. They're often referred to as “ratfolk,” - a name they don't particularly mind but also don't embrace. - Should anyone ask, many radenwights speak of being a ratfolk - when they're alone, but always a radenwight when part of a - group. Radenwight groups proudly call themselves a “meddle,” - and have a knack for appearing where others hoped they - wouldn't or whenever they are least expected. Radenwight - meddles can be found in the wilderness as easily as in any - city, so long as there's suitable work and excitement to keep - the members of the meddle occupied.

    -

    If radenwights' enemies expect them to scurry away like - rats, they will be painfully surprised to see the combined - arrows, bodies, and blades of a meddle thrown against them - all at once. Whatever radenwights do, they do it fearlessly, - with deeply cherished values of bravery and fair play shining - through in even the most rakish and roguish of them. - Radenwights aren't above banditry if it will support the - meddle, but they greatly prefer to overwhelm, knock down, and - knock out their targets rather than engage in deadly - violence. They prefer weapons of precision, and look for - opportunities to strike as they and their comrades create - openings for one another.

    -
    -

    BONDS AND BRAVADO

    -

    It's a big world out there for a bunch of small ratfolk, - and radenwights learned long ago that trying to survive by - running away or climbing to safety only gets you so far. - Radenwights learn boldness from birth and are taught to - hurl themselves fearlessly against any challenge that - stands in their way. The key to this bravery is the intense - bond of trust that exists between every radenwight, their - comrades, and their community, and the knowledge that every - other radenwight will act just as decisively as they do. In - a scrap, it's not one radenwight's blade or arrow that - brings down the foe, but the instant and instinctual - follow-up from their fellows.

    -
    -
    -

    THE MAGIC OF MUSIC

    -

    The pursuit of arcane studies is unusual among - radenwights, though the community throws their support - behind any child who happens to show that talent. Somewhat - more common is the spontaneous discovery of magical - aptitude through music, as the culture of radenwight - meddles strongly emphasizes both music and dance. - Radenwights are particularly drawn to flutes and panpipes, - inspired by the legend of a flutist who enraptured an evil - dragon while her meddle lined up a suitably sized boulder - to be dropped from the cliff above.

    -
    -
    -

    RADENWIGHT LANGUAGES

    -

    Most radenwights speak Caelian and Szetch.

    -
    -
    -

    RADENWIGHT VILLAIN POWER

    -

    At the start of any radenwight's turn, you can spend VP - to activate one of the following features.

    -

    Trouser Cut (3 VP) A non-minion - radenwight can use the following ability.

    -

    Trouser Cut (Action) ◆ 2d10 + 2 - Keywords: Attack, Melee, Weapon Distance: Reach 1 Target: - One creature

    -
      -
    • ✦ ≤11: 5 damage; push 3
    • -
    • ★ 12–16: 10 damage; push 3; taunted (EoT)
    • -
    • ✸ 17+: 12 damage; push 3; taunted (REA ends) Effect: - If a target is wearing clothing covering the lower half - of their body, they must use a maneuver to pull that - clothing up before they can move.
    • -
    -

    Rat Race (5 VP) Each radenwight shifts - up to their speed. Wherever a radenwight ends this movement - adjacent to at least one other radenwight, they can make a - melee free strike against a target.

    -

    Wall of Rats (7 VP) A 10-foot wall of - living rats scurrying atop one another in a coordinated - manner appears in unoccupied spaces anywhere on the - encounter map and lasts until the end of the encounter. The - wall doesn't block line of effect for radenwights and their - allies, but it does for other creatures, as the rats - coordinate their movements with the radenwights. Each - square of the wall has 10 Stamina. If the last radenwight - in the encounter dies and the wall is still standing, the - rats let out a hideous screech as they disperse. Each enemy - on the encounter map must then make an Intuition resistance - roll.

    -
      -
    • ✸ ≤11: 10 sonic damage
    • -
    • ★ 12–16: 5 sonic damage
    • -
    • ✦ 17+: No effect
    • -
    -
    -
    -

    Statblocks

    -
    -

    RADENWIGHT MISCHIEVER

    -

    Level 1 Ambusher Minion Humanoid, - Radenwight EV 7 - Stamina: 10 Speed: 7 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −1
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +1
    • -
    • Presence +0
    • -
    -

    Dagger Dance (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 or Ranged 5 Target: One creature per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage Effect: If the mischiever is hidden - when they use this ability, they can target two - creatures.
    • -
    -

    Ready Rodent (Triggered Action) - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature Trigger: An ally deals damage to the target. - Effect: The mischiever makes a free strike against the - target.

    -
    -
    -

    RADENWIGHT RATAGAST

    -

    Level 1 Defender Minion Humanoid, - Radenwight EV 7 - Stamina: 12 Speed: 6 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might −1
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    Stinky Glissando (Action) ◆ 2d10 + 1 - ◆ Signature Keywords: Attack, Magic, Melee Distance: - Reach 1 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 poison damage
    • -
    • ★ 12–16: 4 poison damage; taunted (EoT)
    • -
    • ✸ 17+: 5 poison damage; taunted (EoT)
    • -
    -

    Ready Rodent (Triggered Action) - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature Trigger: An ally deals damage to the target. - Effect: The ratagast makes a free strike against the - target.

    -
    -
    -

    RADENWIGHT SWIFTPAW

    -

    Level 1 Harrier Minion Humanoid, - Radenwight EV 6 - Stamina: 10 Speed: 7 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +1
    • -
    • Reason +1
    • -
    • Intuition +0
    • -
    • Presence −1
    • -
    -

    Rapier Flunge (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage; slide 1; the swiftpaw can shift 1 - square
    • -
    • ★ 12–16: 4 damage; slide 2; the swiftpaw can shift - 2 squares
    • -
    • ✸ 17+: 5 damage; slide 3; the swiftpaw can shift 3 - squares
    • -
    -

    Ready Rodent (Triggered Action) - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature Trigger: An ally deals damage to the target. - Effect: The swiftpaw makes a free strike against the - target.

    -
    -
    -

    RADENWIGHT REDEYE

    -

    Level 1 Artillery Minion - Humanoid, Radenwight EV 6 - Stamina: 8 Speed: 5 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might +1
    • -
    • Agility +1
    • -
    • Reason −1
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Eyes-On-Me Shot (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Ranged, Weapon Distance: - Ranged 10 Target: One creature or object per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage Effect: An ally of the redeye - within 2 squares of the target can shift up to 2 - squares.
    • -
    -

    Ready Rodent (Triggered Action) - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature Trigger: An ally deals damage to the target. - Effect: The redeye makes a free strike against the - target.

    -
    -
    -

    RADENWIGHT BRUXER

    -

    Level 1 Brute Humanoid, - Radenwight EV 16 - Stamina: 40 Speed: 5 - (climb) Size: 1M / Stability 2 - Free Strike: 5

    -
      -
    • Might +1
    • -
    • Agility +1
    • -
    • Reason −1
    • -
    • Intuition +0
    • -
    • Presence +0
    • -
    -

    Lockjaw (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: One creature or object

    -
      -
    • ✦ ≤11: 5 damage
    • -
    • ★ 12–16: 9 damage; grabbed
    • -
    • ✸ 17+: 12 damage; grabbed Effect: While the target - is grabbed, they take 2 damage at the start of each of - the bruxer's turns.
    • -
    -

    Flurry of Bites (Action) ◆ 2d10 + 1 ◆ - 3 VP Keywords: Area, Weapon Distance: 1 burst Target: - Each enemy

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 8 damage
    • -
    • ✸ 17+: 10 damage; bleeding (EoT)
    • -
    -

    Ready Rodent (Triggered Action) - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature Trigger: An ally deals damage to the target. - Effect: The bruxer makes a free strike against the - target.

    -
    -
    -

    RADENWIGHT PIPER

    -

    Level 1 Support Humanoid, - Radenwight EV 13 - Stamina: 30 Speed: 5 - (climb) Size: 1S / Stability 0 - Free Strike: 2

    -
      -
    • Might +0
    • -
    • Agility +0
    • -
    • Reason +0
    • -
    • Intuition +1
    • -
    • Presence +1
    • -
    -

    Piercing Trill (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Magic, Melee, Ranged - Distance: Reach 1 or Ranged 10 Target: One creature or - object

    -
      -
    • ✦ ≤11: 3 sonic damage; push 1
    • -
    • ★ 12–16: 5 sonic damage; push 3
    • -
    • ✸ 17+: 7 sonic damage; push 4 Effect: The piper or - an ally within distance regains stamina equal to half - the damage dealt.
    • -
    -

    Vivace Vivace! (Maneuver) ◆ 3 VP - Keywords: Area, Magic Distance: 5 burst Target: Each ally - Effect: Each target who has used their Ready Rodent - ability since their last turn regains the use of their - triggered action.

    -

    Ready Rodent (Triggered Action) - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature Trigger: An ally deals damage to the target. - Effect: The piper makes a free strike against the - target.

    -
    -
    -

    RADENWIGHT RATCROBAT

    -

    Level 1 Harrier Humanoid, - Radenwight EV 13 - Stamina: 30 Speed: 7 - (climb) Size: 1S / Stability 0 - Free Strike: 5

    -
      -
    • Might −1
    • -
    • Agility +1
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +1
    • -
    -

    En Garde! (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, Weapon Distance: Reach - 1 Target: Two creatures or objects

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 6 damage Effect: The ratcrobat can shift up - to 2 squares after attacking the first target, then can - shift 1 square after attacking the second target.
    • -
    -

    Over Here, Thanks (Maneuver) - Keywords: Melee Distance: Reach 1 Target: One enemy - Effect: Slide 1; the ratcrobat can then shift into the - square the target left.

    -

    Ready Rodent (Triggered Action) - Keywords: Melee, Weapon Distance: Reach 1 Target: One - creature Trigger: An ally deals damage to the target. - Effect: The ratcrobat makes a free strike against the - target.

    -

    Gymratstics The ratcrobat gains an - edge on attacks against larger creatures.

    -
    -
    -

    RADENWIGHT MAESTRO

    -

    Level 1 Boss Humanoid, - Radenwight EV 38 - Stamina: 80 Speed: 5 - (climb) Size: 1S / Stability 1 - Free Strike: 5

    -
      -
    • Might −2
    • -
    • Agility +2
    • -
    • Reason +0
    • -
    • Intuition +0
    • -
    • Presence +2
    • -
    -

    Cacophony (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Area, Magic Distance: 5 burst Target: - Each enemy

    -
      -
    • ✦ ≤11: 3 sonic damage; slide 1; the maestro can - shift 1 square
    • -
    • ★ 12–16: 5 sonic damage; slide 3; the maestro can - shift 3 squares
    • -
    • ✸ 17+: 7 sonic damage; slide 5; the maestro can - shift 5 squares Effect: Each of the maestro's allies - can use Ready Rodent as a free triggered action once - before the end of the round.
    • -
    -

    Tempo Change (Maneuver) ◆ PRS RR - Keywords: Magic, Ranged, Resistance Distance: Ranged 10 - Target: Two enemies

    -
      -
    • ✸ ≤11: Slowed (MGT ends)
    • -
    • ★ 12–16: Slowed (EoT)
    • -
    • ✦ 17+: No effect
    • -
    -

    5 VP: Each ally of the maestro within distance has - their speed increased by 2 until the end of their next - turn.

    -

    Ranged Ready Rodent (Triggered - Action) Keywords: Magic, Ranged Distance: Ranged - 10 Target: One creature Trigger: An ally deals damage to - the target. Effect: The maestro makes a free strike - against the target.

    -

    End Effect At the end of their turn, - the maestro can take 5 damage to end one EoE effect - affecting them. This damage can't be reduced in any - way.

    -

    Overture (Villain Action 1) Keywords: - Area Distance: 10 burst Target: Each ally Effect: Each - target shifts up to their speed or takes the Defend - action.

    -

    Solo Act (Villain Action 2) Keywords: - Ranged Distance: Ranged 15 Target: One creature Effect: - Until the end of their next turn, the target's stamina - can't be reduced below 1, their speed is doubled, and - their next power roll is automatically a tier 3 - result.

    -

    Rondo of Rat (Villain Action 3) - Keywords: Area Distance: 10 burst Target: Each dead ally - Effect: Each target stands, makes a free strike, then - collapses again. Allies of the targets can use Ready - Rodent as a free triggered action once in conjunction - with these free strikes.

    -
    -
    -
    -
    -

    TIME RAIDERS

    -

    The kuran'zoi (coor-AN-zoy), also called time raiders, are - humanoids who make the astral realm of the Sea of Stars their - home. Many kuran'zoi make their living as guides for - travelers from other planes, while others survive on the Sea - of Stars through piracy against interplanar vessels.

    -
    -

    VETERANS OF THE PSYCHIC WARS

    -

    Thousands of years ago, the synlirii—a powerful species - of evil psionic aberrations—created the kuran'zoi as - soldiers. But as the synlirii experimented with and - enhanced these warriors' psionic potential, the kuran'zoi - came to understand the true nature of their progenitors. - They rebelled against the synlirii and fled to the Sea of - Stars, becoming nomads of the timescape.

    -
    -
    -

    HARDENED-VISION HEXAPODS

    -

    Kuran'zoi possess resilient ocular sensors that allow - them to see in the dark. Knowing these sensors would also - defend them against the hardlight storms of the astral - realm, the escaping kuran'zoi chose the Sea of Stars as - their home. They thrive where the winds of limbo roar. Time - raiders also have two sets of arms, allowing them to wield - melee weapons at the same time as ranged weapons. A single - well-trained kuran'zoi is like a squad unto themself.

    -
    -
    -

    PSI-TECH

    -

    Like their synlirii foes, time raiders travel on - mindships and wield psionic weapons and tools that only - their people can activate. Many kuran'zoi specialize in - melee weapons that psionically devastate enemies, but time - raider vertexes also learn to pilot enormous suits of - psionic armor that empower their allies.

    -
    -
    -

    GENRE RAIDERS

    -

    The moniker “time raider” is imprecise. Rather, when - kuran'zoi raid a world of the timescape that relies on - sorcery instead of kuran'zoi technology—including Orden—it - seems to those worlds' people as though the time raiders - have come from the future, wielding marvelous weapons of - light that hit as hard as steel.

    -
    -
    -

    LEAVE A FEW ALIVE

    -

    Time raider pirates plunder the vessels they target, but - allow just enough of the crew to survive so the ship can - make it back home. Kuran'zoi pirate captains often remind - their crews: “Leave the sheep alive. Next year, they'll - return with a new coat of wool for us to shear.”

    -
    -
    -

    CREATURES OUTSIDE TIME

    -

    While in the Sea of Stars, time raiders and other - creatures don't age. As a result, many living kuran'zoi - recall the Psychic Wars. They carry the lessons learned - from millennia of conflict with the synlirii into new - battles with devastating effect, using mindships to launch - attacks on other planes and appearing exactly where they - want to. However, this knowledge serves them far beyond - war. Time raiders raise their young in ruined citadels and - similar strongholds on obscure worlds, keeping their - creches secret and protected.

    -
    -
    -

    TIME RAIDER LANGUAGES

    -

    Most time raiders speak Caelian and Voll.

    -
    -
    -

    TIME RAIDER VILLAIN POWER

    -

    At the start of any time raider's turn, you can spend VP - to activate one of the following features:

    -
      -
    • Gravity Well (3 VP): A time raider - acting this turn can activate gravity well on a square - they move through while using a move action. The gravity - well lasts until the end of the encounter or until a - creature who can reach the well uses a maneuver to - disable it. Each square within 4 squares of the gravity - well is difficult terrain for non-time raiders, and any - non-time raider who ends their turn in such a square is - pulled 4 squares toward the well.
    • -
    • Recall Module (5 VP): Until the end - of the round, whenever a time raider ends their turn with - movement remaining, they can teleport back to the space - where they started their turn (or the closest unoccupied - space of their choice), and make a free strike as a free - triggered action.
    • -
    • Psi-Cage (7 VP): All time raiders in - the encounter create a psionic field over the encounter - map, which lasts until the time raider with the highest - Stamina maximum drops to Stamina 0 or chooses to end the - field. While the field is up, each non-time raider on the - map must make a Reason resistance roll against this - psionic effect at the start of each round. ✸ ≤11: 8 - psychic damage; slowed (EoT) ★ 12–16: 5 psychic damage; - slowed (EoT) ✦ 17+: No effect
    • -
    -
    -
    -

    Statblocks

    -
    -

    TIME RAIDER ARCHON

    -

    Level 3 Harrier Minion Humanoid, - Time Raider EV 8 - Stamina: 15 Immunity: - Psychic 3 Speed: 7 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might: +2
    • -
    • Agility: +2
    • -
    • Reason: +2
    • -
    • Intuition: +1
    • -
    • Presence: −1
    • -
    -

    Brutal Flail (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, - Psionic, Weapon Distance: Reach 1 - Target: One creature or object per - minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 4 damage
    • -
    • ✸ 17+: 5 damage; dazed (EoT)
    • -
    -

    Foresight The archon doesn't take a - bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER MYRIAD

    -

    Level 3 Brute Minion Humanoid, - Time Raider EV 10 - Stamina: 20 Immunity: - Psychic 3 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might: +2
    • -
    • Agility: +1
    • -
    • Reason: +2
    • -
    • Presence: +1
    • -
    -

    Fifth Fist (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, - Psionic, Weapon Distance: Reach 2 - Target: One creature or object per - minion

    -
      -
    • ✦ ≤11: 2 damage; slide 1
    • -
    • ★ 12–16: 5 damage; slide 2
    • -
    • ✸ 17+: 6 damage; slide 3; prone
    • -
    -

    Foresight The myriad doesn't take a - bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER ARMIGER

    -

    Level 3 Defender Humanoid, Time - Raider EV 21 - Stamina: 60 Immunity: - Psychic 5 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 5

    -
      -
    • Might: +0
    • -
    • Agility: +2
    • -
    • Reason: +2
    • -
    • Presence: +0
    • -
    -

    Serrated Saber (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, - Psionic, Weapon Distance: Reach 1 - Target: One creature or object

    -
      -
    • ✦ ≤11: 5 damage
    • -
    • ★ 12–16: 8 damage; weakened (EoT)
    • -
    • ✸ 17+: 11 damage; weakened (REA ends) - Effect: The target takes a bane on the - next attack they make before the start of the armiger's - next turn.
    • -
    -

    Shared Sickness (Triggered Action) ◆ - REA RR Keywords: Psionic, Ranged, - Resistance Distance: Ranged 20 - Target: Triggering creature - Trigger: A creature deals damage to any - ally of the armiger to whom the armiger has line of - effect.

    -
      -
    • ✸ ≤11: 11 poison damage
    • -
    • ★ 12–16: 8 poison damage
    • -
    • ✦ 17+: 5 poison damage
    • -
    -

    Foresight The armiger doesn't take a - bane on attacks against concealed creatures.

    -

    Kuran'zoi Heraldry While any time - raider starts their turn with line of effect to the - armiger, that time raider can end one condition affecting - them.

    -
    -
    -

    TIME RAIDER CANNONFALL

    -

    Level 3 Artillery Humanoid, Time - Raider EV 18 - Stamina: 40 Immunity: - Psychic 4 Speed: 5 - Size: 1L / Stability 3 Free - Strike: 5

    -
      -
    • Might: +0
    • -
    • Agility: +2
    • -
    • Reason: +2
    • -
    • Presence: +0
    • -
    -

    Sunderbuss (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Area, Psionic, - Ranged, Weapon Distance: 3 cube within - 10 Target: Each enemy

    -
      -
    • ✦ ≤11: 4 sonic damage
    • -
    • ★ 12–16: 8 sonic damage; slowed (EoT)
    • -
    • ✸ 17+: 10 sonic damage; slowed (EoT); prone - Effect: A layer of ground or floor - beneath the area that is 1 square deep is - destroyed.
    • -
    -

    Buss Buffer (Triggered Action) - Keywords: Area, Psionic - Distance: 5 burst - Target: Each ally - Trigger: A creature damages the - cannonfall with a ranged ability. - Effect: The damage is reduced by half - for the cannonfall and each target also affected by the - triggering ability.

    -

    Foresight The cannonfall doesn't take - a bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER HELIX

    -

    Level 3 Controller Humanoid, Time - Raider EV 17 - Stamina: 40 Immunity: - Psychic 4 Speed: 5 (fly) - Size: 1M / Stability 0 Free - Strike: 5

    -
      -
    • Might: +0
    • -
    • Agility: +2
    • -
    • Reason: +2
    • -
    • Intuition: +2
    • -
    • Presence: +2
    • -
    -

    Blaster Volley (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Ranged, - Psionic, Weapon Distance: Ranged 10 - Target: Three creatures

    -
      -
    • ✦ ≤11: 4 corruption damage; push 2
    • -
    • ★ 12–16: 7 corruption damage; push 4
    • -
    • ✸ 17+: 10 corruption damage; push 6; prone
    • -
    -

    Kinetic Lane (Maneuver) - Keywords: Area, Psionic, Ranged - Distance: 4 × 2 line within 10 - Target: Special Effect: - Until the start of the helix's next turn, the area - becomes a psionically charged treadmill that pushes - creatures and objects at high speed in one direction of - the helix's choice. Any creature that moves into the area - or starts their turn there is immediately slid 3 squares - toward the square at the end of the area in the - appropriate direction, starting with creatures closest to - the helix. Any non-time raider standing in the area when - it first appears takes 3 damage before they are moved. - 5 VP: The helix creates a second kinetic - lane.

    -

    Foresight The helix doesn't take a - bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER HIJACK

    -

    Level 3 Ambusher Humanoid, Time - Raider EV 20 - Stamina: 50 Immunity: - Psychic 5 Speed: 6 - Size: 1M / Stability 0 Free - Strike: 5

    -
      -
    • Might: +0
    • -
    • Agility: +2
    • -
    • Reason: +2
    • -
    • Intuition: +2
    • -
    • Presence: +1
    • -
    -

    Golden Sickles (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, - Psionic, Weapon Distance: Reach 1 - Target: One creature

    -
      -
    • ✦ ≤11: 5 damage
    • -
    • ★ 12–16: 9 damage; bleeding (EoT)
    • -
    • ✸ 17+: 12 damage; bleeding (REA ends) - Effect: If the target is bleeding from - this ability, the hijack is hidden from the target - until that bleeding ends.
    • -
    -

    Psi-Sickle (Maneuver) - Keywords: Psionic, Ranged, Weapon - Distance: Ranged 5 - Target: One creature or object - Effect: The hijack psychically latches - their sickle onto the target and closes the distance - between them. If the target has a weight of 4 or higher, - the hijack moves adjacent to the target. Otherwise, the - target is pulled 4 squares toward the hijack.

    -

    Foresight The hijack doesn't take a - bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER MIND PUNK

    -

    Level 3 Hexer Humanoid, Time - Raider EV 17 - Stamina: 40 Immunity: - Psychic 4 Speed: 5 - Size: 2 / Stability 2 Free - Strike: 5

    -
      -
    • Might: +2
    • -
    • Agility: +0
    • -
    • Reason: +2
    • -
    • Intuition: +2
    • -
    • Presence: +1
    • -
    -

    Repelling Psihander (Action) ◆ 2d10 + - 2 ◆ Signature Keywords: Attack, Melee, - Psionic, Weapon Distance: Reach 1 - Target: Two creatures adjacent to each - other

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 6 damage
    • -
    • ✸ 17+: 9 damage; dazed (EoT) - Effect: A target who ends their next - turn adjacent to the other target falls prone.
    • -
    -

    Mindpunk (Action) ◆ REA RR - Keywords: Area, Psionic, Resistance - Distance: 2 Burst - Target: All enemies

    -
      -
    • ✸ ≤11: 7 psychic damage; push 2; prone and can't - stand (EoT)
    • -
    • ★ 12–16: 5 psychic damage; push 1
    • -
    • ✦ 17+: 2 psychic damage 3 VP: The - size of the burst increases by 1.
    • -
    -

    Foresight The mind punk doesn't take - a bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER NEMESIS

    -

    Level 3 Harrier Humanoid, Time - Raider EV 19 - Stamina: 50 Immunity: - Psychic 5 Speed: 7 - Size: 1M / Stability 0 Free - Strike: 5

    -
      -
    • Might: +1
    • -
    • Agility: +2
    • -
    • Reason: +2
    • -
    • Intuition: +1
    • -
    • Presence: +0
    • -
    -

    Golden Scythe (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, - Psionic, Weapon Distance: Reach 2 - Target: One creature or object

    -
      -
    • ✦ ≤11: 5 damage
    • -
    • ★ 12–16: 8 damage; pull 1
    • -
    • ✸ 17+: 11 damage; pull 2; restrained (EoT) - Effect: This ability can affect - creatures on parallel planes of existence and pull them - onto the nemesis's plane.
    • -
    -

    Kinetic Crush (Action) ◆ MGT RR ◆ 2 - VP Keywords: Psionic, Ranged, Resistance - Distance: Ranged 10 - Target: One creature

    -
      -
    • ✸ ≤11: 11 psychic damage; restrained (MGT - ends)
    • -
    • ★ 12–16: 8 psychic damage; slowed (EoT)
    • -
    • ✦ 17+: 5 psychic damage
    • -
    -

    Foresight The nemesis doesn't take a - bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER VERTEX

    -

    Level 3 Support Humanoid, Time - Raider EV 19 - Stamina: 50 Immunity: - Psychic 5 Speed: 5 (fly) - Size: 2 / Stability 3 Free - Strike: 5

    -
      -
    • Might: +1
    • -
    • Agility: +1
    • -
    • Reason: +2
    • -
    • Intuition: +1
    • -
    • Presence: +0
    • -
    -

    Psionic Slam (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, - Psionic Distance: Reach 2 - Target: One creature

    -
      -
    • ✦ ≤11: 3 damage; 2 psychic damage
    • -
    • ★ 12–16: 5 damage; 3 psychic damage
    • -
    • ✸ 17+: 7 damage; 4 psychic damage - Effect: Any ability used against the - target gains an edge until the start of the vertex's - next turn.
    • -
    -

    Split Space (Action) ◆ 5 VP - Keywords: Area, Psionic, Ranged - Distance: 2 cube within 10 - Target: Special Effect: - A portal fills the area, leading to a location the vertex - has seen (in person or otherwise) on any plane of - existence. Each creature who touches the portal is - instantly teleported to the nearest unoccupied square at - the chosen location. The portal lasts until the vertex - dies, uses this ability again, dismisses the portal (no - action required), or is transported by the portal.

    -

    Invigorated March (Maneuver) - Keywords: Area, Psionic - Distance: 4 burst - Target: Each ally - Effect: Each target can shift half their - speed.

    -

    Foresight The vertex doesn't take a - bane on attacks against concealed creatures.

    -
    -
    -

    TIME RAIDER TYRANNIS

    -

    Level 3 Boss Humanoid, Time - Raider EV 54 - Stamina: 120 Immunity: - Psychic 7 Speed: 10 (fly, teleport) - Size: 2 / Stability 0 Free - Strike: 5

    -
      -
    • Might: +0
    • -
    • Agility: +3
    • -
    • Reason: +3
    • -
    • Intuition: +1
    • -
    • Presence: +0
    • -
    -

    Gatling Blaster (Action) ◆ 2d10 + 3 ◆ - Signature Keywords: Attack, Melee, - Ranged, Psionic, Weapon Distance: Reach - 2 or Ranged 10 Target: Three creatures - or objects

    -
      -
    • ✦ ≤11: 5 corruption damage
    • -
    • ★ 12–16: 9 corruption damage
    • -
    • ✸ 17+: 12 corruption damage - Effect: Each target's speed is reduced - by 2 (EoT).
    • -
    -

    Air Raid! (Maneuver) ◆ 3 VP - Keywords: Psionic, Ranged - Distance: Ranged 10 - Target: Three time raiders - Effect: Each target is psionically - lifted into the air and can fly up to their speed. If a - target doesn't land in an unoccupied space, they - fall.

    -

    Precog Reflexes (Triggered Action) - Keywords: Psionic, Ranged - Distance: Ranged 10 - Target: One creature - Trigger: The target attacks the - tyrannis. Effect: The power roll for the - attack takes a bane and the tyrannis makes a free strike - against the target.

    -

    End Effect At the end of their turn, - the tyrannis can take 5 damage to end one EoE effect - affecting them. This damage can't be reduced in any - way.

    -

    Foresight The tyrannis doesn't take a - bane on attacks against concealed creatures.

    -

    We Will Won! (Villain Action 1) - Keywords: Psionic, Ranged - Distance: Ranged 10 - Target: Three allies - Effect: Each target gains 15 temporary - Stamina and has their speed doubled until the end of - their turn.

    -

    Stick To The Plan! (Villain Action - 2)

    -

    Keywords: Area - Distance: 10 burst - Target: Each ally - Effect: Each target can end one effect - or condition affecting them or can move up to their - speed.

    -

    Armageddon (Villain Action 3)

    -

    Keywords: Area - Distance: 5 burst - Target: Special Effect: - The tyrannis fires a sensor mine into each unoccupied - square in the burst and a gravity well into one of their - own squares. Whenever an enemy moves into a square with a - sensor mine, the mine explodes, dealing 3 damage to the - enemy.

    -
    -
    -
    -
    -

    WAR DOGS

    -
    -

    - CONTENT WARNING: BRAINWASHING AND BODY HORROR

    -

    War dogs are explicitly evil soldiers built from the - body parts of various humans. They are created brainwashed - and indoctrinated to carry out the vile orders of Ajax, a - tyrant who wants to rule the world. Check in with your - players before running war dogs to make sure that they're - okay with battling these brainwashed soldiers with an - appearance akin to Frankenstein's monster if he were built - to be a shock troop. If anyone is uncomfortable, modify the - appearance and lore of the war dogs as you see fit.

    -
    -

    Ajax's War Dogs—brutal patchwork soldiers—owe their new - lives to the Iron Saint, and fight for him fanatically. War - Dog minions are the freshest recruits, possessing minimal - patchwork qualities and generally treated as disposable. - Those who survive a battle are rewarded with gifts from the - Body Banks. Those who don't survive become material for those - Body Banks.

    -
    -

    WAR DOG LANGUAGES

    -

    Most war dogs speak Caelian and one Vaslorian human - language.

    -
    -
    -

    WAR DOG VILLAIN POWER

    -

    At the start of any war dog's turn, you can spend VP to - activate one of the following features:

    -
      -
    • -

      Reconstitut (3 VP): One war dog - acting this turn tears apart a nearby corpse of a - humanoid and incorporates its body parts into their - own. The war dog regains Stamina equal to 5 times their - level.

      -
    • -
    • -

      Fire for Effect (5 VP): A war dog - acting this turn can use the following maneuver.

      -
    • -
    -

    Fire for Effect (Maneuver) ◆ AGL RR ◆ - 12 VP Keywords: Area, Magic, Ranged, - Resistance Distance: 5 cube within 10 - Target: Each creature

    -
      -
    • -

      ✸ ≤11: 7 fire damage; slowed (MGT ends)

      -
    • -
    • -

      ★ 12–16: 6 fire damage; slowed (EoT)

      -
    • -
    • -

      ✦ 17+: 3 fire damage

      -
    • -
    • -

      Fodder Run (7 VP): Each war dog - minion in the battle can shift their speed, make a free - strike, and then die.

      -
    • -
    -
    -
    -

    Statblocks

    -
    -

    WAR DOG COMMANDO

    -

    Level 1 Ambusher Minion Humanoid, - War Dog EV 5 - Stamina: 8 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might: +0
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Daggers (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, - Ranged, Weapon Distance: Reach 1 or - Ranged 5 Target: One creature per - minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 4 damage
    • -
    • ✸ 17+: 5 damage Effect: The - commando can use the Hide maneuver, even if - observed.
    • -
    -

    Loyalty Collar When the commando - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG CONSCRIPT

    -

    Level 1 Harrier Minion Humanoid, - War Dog EV 4 - Stamina: 8 Speed: 7 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might: +1
    • -
    • Agility: +0
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Blade (Action) ◆ 2d10 + 1 ◆ Signature - Keywords: Attack, Charge, Melee, Ranged, - Weapon Distance: Reach 1 or Ranged 5 - Target: One creature per minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 3 damage
    • -
    • ✸ 17+: 4 damage Effect: If this - ability is used as part of the Charge action, the - conscript gains an edge on the power roll.
    • -
    -

    Loyalty Collar When the conscript - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG SHARPSHOOTER

    -

    Level 1 Artillery Minion - Humanoid, War Dog EV 4 - Stamina: 8 Speed: 7 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might: +0
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Bolt Launcher (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Ranged, - Weapon Distance: Ranged 5 - Target: One creature or object per - minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 3 damage
    • -
    • ✸ 17+: 4 damage Effect: This - ability ignores cover and concealment.
    • -
    -

    Loyalty Collar When the sharpshooter - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG TETHERITE

    -

    Level 1 Brute Minion Humanoid, - War Dog EV 6 - Stamina: 8 Speed: 5 - Size: 1M / Stability 0 Free - Strike: 2

    -
      -
    • Might: +1
    • -
    • Agility: +0
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Daggers (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, - Weapon Distance: Reach 2 - Target: One creature or object per - minion

    -
      -
    • ✦ ≤11: 2 damage
    • -
    • ★ 12–16: 4 damage
    • -
    • ✸ 17+: 5 damage
    • -
    -

    Tether A captain attached to a - tetherite squad has their Stability increased by the - number of tetherites within 2 squares of them.

    -

    Loyalty Collar When the tetherite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG COGNIVITE

    -

    Level 1 Defender Humanoid, War - Dog EV 11 Stamina: - 25 Speed: 5 (fly) Size: - 1M / Stability 0 Free Strike: 2

    -
      -
    • Might: +0
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +1
    • -
    -

    Synlirii Grafts (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Area, Psionic - Distance: 1 burst - Target: Each enemy

    -
      -
    • ✦ ≤11: 2 psychic damage; vertical slide 1
    • -
    • ★ 12–16: 4 psychic damage; vertical slide 2
    • -
    • ✸ 17+: 5 psychic damage; vertical slide 3
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    The Voice (Maneuver) ◆ 1 VP - Keywords: Psionic, Ranged - Distance: Ranged 10 - Target: Each enemy - Effect: The cognivite chooses an ally - within 10 squares, then chooses whether each target is - taunted by the ally (EoT) or has a double bane on attacks - against the ally (EoT). The same choice must be made for - all targets.

    -

    Loyalty Collar When the cognivite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG CRUCIBITE

    -

    Level 1 Artillery Humanoid, War - Dog EV 10 Stamina: - 15 Immunity: Psychic 3 - Speed: 5 Size: 1M / - Stability 0 Free Strike: 2

    -
      -
    • Might: +0
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Flamebelcher (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Area, Weapon - Distance: 5 × 1 line - Target: Each creature and object

    -
      -
    • ✦ ≤11: 2 fire damage
    • -
    • ★ 12–16: 5 fire damage
    • -
    • ✸ 17+: 6 fire damage Effect: The - area is covered in sticky fire until the start of the - crucibite's next turn. Whenever a creature enters the - area for the first time in a round or starts their turn - there, they take 2 fire damage. 2 VP: - The area increases to a 10 × 1 line, and if any ally of - the crucibite is in the area when it is created, the - crucibite gains an edge on the power roll.
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    Loyalty Collar When the crucibite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG EVISCERITE

    -

    Level 1 Harrier Humanoid, War - Dog EV 10 Stamina: - 20 Speed: 7 Size: 1M / - Stability 0 Free Strike: 3

    -
      -
    • Might: +1
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Chainsaw Whip (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, - Weapon Distance: Reach 3 - Target: One creature or object

    -
      -
    • ✦ ≤11: 3 damage
    • -
    • ★ 12–16: 5 damage; pull 1
    • -
    • ✸ 17+: 7 damage; pull 2 Effect: - The eviscerite can grab a target pulled adjacent to - them by this ability.
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    Loyalty Collar When the eviscerite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG PORTALITE

    -

    Level 1 Ambusher Humanoid, War - Dog EV 11 Stamina: - 20 Speed: 5 (teleport) - Size: 1M / Stability 0 Free - Strike: 3

    -
      -
    • Might: +0
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Corrupted Ash Daggers (Action) ◆ 2d10 - + 1 ◆ Signature Keywords: Attack, Melee, - Ranged, Weapon Distance: Reach 1 or - Ranged 5 Target: One creature or - object

    -
      -
    • ✦ ≤11: 3 damage; slide 1
    • -
    • ★ 12–16: 5 damage; slide 2
    • -
    • ✸ 17+: 7 damage; slide 3 Effect: - The power roll gains an edge if any of the portalite's - allies are adjacent to the target. 1 - VP: The portalite teleports the target up to 3 - squares before sliding them.
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    Corrupted Ash Teleport (Maneuver) ◆ 1 - VP Keywords: Magic - Distance: Self Target: - Self Effect: The portalite teleports up - to 5 squares and gains an edge on attacks this turn.

    -

    Loyalty Collar When the portalite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG AMALGAMITE

    -

    Level 2 Brute Humanoid, War - Dog EV 15 Stamina: - 35 Speed: 5 Size: 1M / - Stability 0 Free Strike: 4

    -
      -
    • Might: +2
    • -
    • Agility: +0
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Several Arms (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, Melee, - Weapon Distance: Reach 2 - Target: One creature or object

    -
      -
    • ✦ ≤11: 4 damage
    • -
    • ★ 12–16: 7 damage; grabbed
    • -
    • ✸ 17+: 10 damage; grabbed Special: - The amalgamite can grab up to four creatures. 5 - VP: The amalgamite deals 4 damage to each - creature they have grabbed, and regains Stamina equal - to the damage dealt.
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    Loyalty Collar When the amalgamite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG PHOSPHORITE

    -

    Level 2 Hexer Humanoid, War - Dog EV 10 Stamina: - 20 Immunity: Acid 3 - Speed: 5 Size: 1M / - Stability 0 Free Strike: 2

    -
      -
    • Might: +0
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Caustic Detonator (Action) ◆ MGT RR ◆ - Signature Keywords: Magic, - Ranged, Resistance Distance: Ranged 10 - Target: One creature or object - Effect: A detonator attaches to the - target. At the end of each round, roll a die. On an odd - result, the detonator explodes, triggering the resistance - roll.

    -
      -
    • ✸ ≤11: 7 acid damage; bleeding (MGT ends)
    • -
    • ★ 12–16: 5 acid damage; bleeding (EoT)
    • -
    • ✦ 17+: 3 acid damage Special: An - adjacent creature can attempt an easy Agility test to - remove the detonator as a maneuver. A failure does - nothing, a success disarms and destroys the detonator, - and a success with a reward allows the disarming - creature to throw the detonator onto another target - within 5 squares.
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    Loyalty Collar When the phosphorite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG SUBCOMMANDER

    -

    Level 2 Support Humanoid, War - Dog EV 12 Stamina: - 25 Speed: 5 Size: 1M / - Stability 0 Free Strike: 3

    -
      -
    • Might: +1
    • -
    • Agility: +0
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +0
    • -
    -

    Command Saber (Action) ◆ 2d10 + 1 ◆ - Signature Keywords: Attack, Melee, - Weapon Distance: Reach 1 - Target: One creature or object

    -
      -
    • ✦ ≤11: 3 damage
    • -
    • ★ 12–16: 5 damage
    • -
    • ✸ 17+: 7 damage Effect: One ally - of the subcommander within 5 squares of them can make a - free strike against the target.
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    The Iron Saint Does Not Recognize - Retreat Each ally within 5 squares of the - subcommander adds 3 to their stability.

    -

    Loyalty Collar When the subcommander - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG PESTILITE

    -

    Level 3 Controller Humanoid, War - Dog EV 13 Stamina: - 25 Immunity: Poison 3 - Speed: 5 Size: 1M / - Stability 0 Free Strike: 2

    -
      -
    • Might: +0
    • -
    • Agility: +1
    • -
    • Reason: +0
    • -
    • Intuition: +0
    • -
    • Presence: +1
    • -
    -

    Plaguecaster (Action) ◆ INU RR ◆ - Signature Keywords: Area, - Magic, Ranged, Resistance Distance: 3 - cube within 10 Target: Each creature

    -
      -
    • ✸ ≤11: 8 poison damage; frightened (INU ends)
    • -
    • ★ 12–16: 5 poison damage; frightened (EoT)
    • -
    • ✦ 17+: 2 poison damage Effect: The - area is covered in a cloud of pestilence that lasts - until the start of the pestilite's next turn. Any - creature who enters the area for the first time in a - round or starts their turn there takes 2 poison - damage.
    • -
    -

    Posthumous Promotion (Maneuver) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    Loyalty Collar When the pestilite - dies, they explode, dealing 1d6 damage to each adjacent - enemy.

    -
    -
    -

    WAR DOG GROUND COMMANDER

    -

    Level 3 Boss Humanoid, War - Dog EV 36 Stamina: - 90 Speed: 5 Size: 1M / - Stability 2 Free Strike: 5

    -
      -
    • Might: +2
    • -
    • Agility: +2
    • -
    • Reason: +2
    • -
    • Intuition: +2
    • -
    • Presence: +2
    • -
    -

    Conditioning Spear (Action) ◆ 2d10 + 2 ◆ - Signature Keywords: Attack, - Melee, Ranged, Weapon Distance: Reach 1 - or Ranged 5 Target: Two creatures or - objects

    -
      -
    • ✦ ≤11: 5 damage; pull 1
    • -
    • ★ 12–16: 8 damage; pull 2
    • -
    • ✸ 17+: 11 damage; pull 3 Effect: - One ally within 10 squares of the commander can make a - free strike. 1 VP: A target who is - adjacent to the ground commander after this ability is - resolved is grabbed (INU ends). This grab can't be - escaped using the Escape Grab maneuver. The ground - commander can grab up to two creatures at a time.
    • -
    -

    Highest Posthumous Promotion - (Maneuver) Keywords: Area, - Magic Distance: 10 burst - Target: Each war dog with a loyalty - collar Effect: The target's loyalty - collar detonates, killing them instantly.

    -

    Final Orders (Triggered Action) - Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One ally - Trigger: The target has a condition - imposed on them, is force moved, or is killed. - Effect: The target can move up to their - speed and make a free strike before the triggering effect - happens.

    -

    End Effect At the end of their turn, - the ground commander can take 5 damage to end one EoE - effect affecting them. This damage can't be reduced in - any way.

    -

    Loyalty Collar When the ground - commander dies, they explode, dealing 2d6 damage to each - adjacent enemy.

    -

    Combined Arms (Villain Action 1) - Keywords: Area - Distance: 10 burst - Target: Each ally - Effect: Each target can make a ranged - free strike, then immediately use the Charge action.

    -

    Make an Example of Them (Villain Action - 2) Keywords: Magic, Ranged - Distance: Ranged 10 - Target: One enemy - Effect: Each ally within 5 squares of - the target can move up to their speed and make a free - strike against the target. The target is then frightened - of the ground commander (INU ends).

    -

    Claim Them for the Body Banks (Villain Action - 3) Keywords: Area, Magic - Distance: 10 burst - Target: Each ally - Effect: Each target can shift up to 2 - squares and use the Grab maneuver. For the rest of the - encounter, any enemy takes a bane on the Escape Grab - maneuver.

    -
    -
    -
    -
    - - diff --git a/Bestiary/Draw Steel Bestiary.md b/Bestiary/Draw Steel Bestiary.md index ce1fa2a..5aeee93 100644 --- a/Bestiary/Draw Steel Bestiary.md +++ b/Bestiary/Draw Steel Bestiary.md @@ -21,7 +21,7 @@ know.Creatures who don’t know any languages don’t have this entry. ### KEYWORDS Each creature has one or more keywords. These keywords don’t necessarily mean anything on their own, but special -rulesmight apply to them. For instance, a creature with the Goblin keyword benefits from and can contribute to goblin +rules might apply to them. For instance, a creature with the Goblin keyword benefits from and can contribute to goblin VillainPower abilities (see below). ### ENCOUNTER VALUE @@ -74,7 +74,7 @@ an adventure or campaign. Because of this, they get special abilities called vil A creature with villain actions always has three. Each villain action can be used only once per encounter, and no more than one villain action can be used per round. A creature can use a villain action at the end of any other creature’s turn during combat. Villain actions are numbered and intended to be used in a specific order that creates a -logicalencounter flow and cinematic arc, but you can use them in any order you choose. +logical encounter flow and cinematic arc, but you can use them in any order you choose. The first villain action is an opener, which shows the heroes they’re not battling a typical creature. Openers generally deal some damage, summon a lackey or three, buff the boss, debuff the heroes, or move the creature into an @@ -362,8 +362,6 @@ To calculate a group’s ES, first determine each hero’s encounter worth. This for each level of the hero. For instance, a 3rd-level hero has an encounter worth of 21 (12 + 3 + 3 +3). Then add the encounter worth of all heroes together, and that’s your ES. For instance, a group of five 3rd-level heroes has an ES of -105. - #### FACTOR IN VICTORIES Victories make heroes more powerful on their way to the next level. For each 3 Victories the heroes earn, increase the @@ -687,7 +685,7 @@ Target: Each creature - ✦ ≤11: Slide 1 - ★ 12–16: Slide 2 - ✸ 17+: Slide 3 -Effect: The area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas’s next turn, the area is [[Difficult Terrain|difficult terrain]], and each creature who moves within the area takes 1 damage for each square moved. + Effect: The area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas’s next turn, the area is [[Difficult Terrain|difficult terrain]], and each creature who moves within the area takes 1 damage for each square moved. **Grasping Tendons (Maneuver)** Keywords: Magic, Ranged @@ -726,7 +724,7 @@ Target: One creature - ✸ ≤11: 7 psychic damage; [[Weakened|weakened]] (PRS ends) - ★ 12–16: 5 psychic damage; [[Weakened|weakened]] (EoT) - ✦ 17+: 3 psychic damage -Effect: If the target makes an attack while [[Weakened|weakened]] this way, the bendrak can choose a second target for the attack within the distance of the attack, then evenly divides any damage from the attack between the two targets. + Effect: If the target makes an attack while [[Weakened|weakened]] this way, the bendrak can choose a second target for the attack within the distance of the attack, then evenly divides any damage from the attack between the two targets. **Vanish (Maneuver)** ◆ 1 VP Keywords: Magic, Ranged @@ -842,7 +840,7 @@ Target: Each enemy - ✦ ≤11: 3 psychic damage - ★ 12–16: 5 psychic damage; [[Slowed|slowed]] (EoT) - ✸ 17+: 7 psychic damage; [[Slowed|slowed]] (INU ends) -Effect: An ally within 10 squares of the chorogaunt can shift up to their speed. + Effect: An ally within 10 squares of the chorogaunt can shift up to their speed. **Chaotic Entrancing Harmony (Maneuver)** Keywords: Area @@ -986,7 +984,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage - ✸ 17+: 5 damage -Effect: If the [[Sniper|sniper]] doesn’t use a maneuver or a move action this turn, the ability deals an extra 2 damage. + Effect: If the [[Sniper|sniper]] doesn’t use a maneuver or a move action this turn, the ability deals an extra 2 damage. **Crafty** The [[Sniper|sniper]] doesn’t provoke opportunity attacks by moving. @@ -1068,7 +1066,7 @@ Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage -Effect: If the assassin has an edge or a double edge on the power roll for this ability, the ability deals an additional 2 damage. + Effect: If the assassin has an edge or a double edge on the power roll for this ability, the ability deals an additional 2 damage. **[[Shadow]] Chains (Action)** ◆ AGL RR ◆ 3 VP Keywords: Magic, Ranged, Resistance @@ -1181,7 +1179,7 @@ Target: One creature or object - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: One ally of the underboss adjacent to the target can make a [[Free Strike|free strike]] against them. + Effect: One ally of the underboss adjacent to the target can make a [[Free Strike|free strike]] against them. **Get Reckless! (Maneuver)** Keywords: Ranged @@ -1255,7 +1253,7 @@ Target: Two creatures or objects - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage -Effect: An ally within 10 squares of the monarch can make a [[Free Strike|free strike]]. + Effect: An ally within 10 squares of the monarch can make a [[Free Strike|free strike]]. **Get in Here (Maneuver)** ◆ 1 VP Keywords: Ranged @@ -1492,7 +1490,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 corruption damage - ★ 12–16: 4 corruption damage - ✸ 17+: 5 corruption damage -Effect: A creature within 5 squares of the death acolyte regains 1 Stamina. + Effect: A creature within 5 squares of the death acolyte regains 1 Stamina. #### HUMAN GUARD @@ -1545,7 +1543,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage - ✸ 17+: 5 damage -Effect: If this ability is used as part of the [[Charge]] action, the [[Raider|raider]] can make a ranged [[Free Strike|free strike]] with a distance of 5 before using the ability. + Effect: If this ability is used as part of the [[Charge]] action, the [[Raider|raider]] can make a ranged [[Free Strike|free strike]] with a distance of 5 before using the ability. #### HUMAN APPRENTICE MAGE @@ -1572,7 +1570,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 lightning damage - ★ 12–16: 4 lightning damage - ✸ 17+: 5 lightning damage -Effect: If the apprentice mage doesn’t use a maneuver or a move action this turn, the target is [[Slowed|slowed]] (EoT). + Effect: If the apprentice mage doesn’t use a maneuver or a move action this turn, the target is [[Slowed|slowed]] (EoT). #### HUMAN BRAWLER @@ -1599,7 +1597,7 @@ Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Grabbed|grabbed]] - ✸ 17+: 10 damage; [[Grabbed|grabbed]] -Effect: The target takes a bane on attempts to escape the [[Grab|grab]], and the brawler gains an edge on attacks against the [[Grabbed|grabbed]] target. + Effect: The target takes a bane on attempts to escape the [[Grab|grab]], and the brawler gains an edge on attacks against the [[Grabbed|grabbed]] target. **Throw (Maneuver)** ◆ 1 VP Keywords: Melee @@ -1635,7 +1633,7 @@ Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage - ✸ 17+: 10 damage -Effect: If the scoundrel has an edge or a double edge on the power roll for this ability, the ability deals an extra 4 damage. + Effect: If the scoundrel has an edge or a double edge on the power roll for this ability, the ability deals an extra 4 damage. **Dagger Storm (Action)** ◆ 5 VP The scoundrel makes a Rapier & Dagger attack against three creatures or objects, and can shift 2 squares before or after each attack. @@ -1665,7 +1663,7 @@ Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage - ✸ 17+: 10 damage -Effect: The trickshot doesn’t take a bane when using this ability in melee or against a target with cover or concealment. + Effect: The trickshot doesn’t take a bane when using this ability in melee or against a target with cover or concealment. - **3 VP:** The trickshot can target two creatures or objects with this ability. #### HUMAN DEATH CULTIST @@ -1727,7 +1725,7 @@ Target: One creature or object - ✦ ≤11: 4 damage; [[Taunted|taunted]] (EoT) - ★ 12–16: 7 damage; [[Taunted|taunted]] (EoT) - ✸ 17+: 10 damage; [[Taunted|taunted]] (EoT) -Effect: If an adjacent target [[Taunted|taunted]] by this ability harms a creature other than the knave, the knave can make a [[Free Strike|free strike]] against the [[Taunted|taunted]] creature as a free triggered action. + Effect: If an adjacent target [[Taunted|taunted]] by this ability harms a creature other than the knave, the knave can make a [[Free Strike|free strike]] against the [[Taunted|taunted]] creature as a free triggered action. **Overwhelm** A creature who starts their turn adjacent to the knave can’t shift. @@ -1767,7 +1765,7 @@ Target: Each creature and object - ✸ ≤11: Slide 5; [[Slowed|slowed]] (MGT ends) - ★ 12–16: Slide 3; [[Slowed|slowed]] (EoT) - ✦ 17+: Slide 1 -Effect: The gust of wind disperses gas or vapor and extinguishes any flames, including persistent effects. + Effect: The gust of wind disperses gas or vapor and extinguishes any flames, including persistent effects. **Arcane Shield** Whenever the mage takes damage from an enemy adjacent to them, the damage is reduced by 3 (minimum 0), and the enemy takes 3 thunder damage and is pushed 2 squares. @@ -1797,7 +1795,7 @@ Target: Each adjacent enemy - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Slowed|slowed]] (EoT) - ✸ 17+: 10 damage; [[Slowed|slowed]] (MGT ends) -Effect: An ally within 10 squares of the blackguard can make a [[Free Strike|free strike]]. + Effect: An ally within 10 squares of the blackguard can make a [[Free Strike|free strike]]. - **1 VP:** The ally can use their signature action instead. **You! (Maneuver)** @@ -1859,7 +1857,7 @@ Target: Two enemies or objects - ✦ ≤11: 5 damage; pull 1 - ★ 12–16: 9 damage; pull 2 - ✸ 17+: 12 damage; pull 3 -Effect: A target who is adjacent to the bandit chief after the attack is resolved takes 9 corruption damage. + Effect: A target who is adjacent to the bandit chief after the attack is resolved takes 9 corruption damage. - **2 VP:** This ability targets three enemies or objects. **Kneel, Peasant! (Maneuver)** @@ -1924,7 +1922,7 @@ Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage -Effect: The target is [[Grabbed|grabbed]] by the [[Giant Hawk|giant hawk]]. + Effect: The target is [[Grabbed|grabbed]] by the [[Giant Hawk|giant hawk]]. **Dive (Maneuver)** The hawk moves up to their speed. @@ -1956,7 +1954,7 @@ Target: Two creatures or objects - ✦ ≤11: 4 damage - ★ 12–16: 7 damage - ✸ 17+: 10 damage -Effect: The target is [[Grabbed|grabbed]] by the [[Siege Hawk|siege hawk]]. The [[Siege Hawk|siege hawk]] can have two targets [[Grabbed|grabbed]] at a time. + Effect: The target is [[Grabbed|grabbed]] by the [[Siege Hawk|siege hawk]]. The [[Siege Hawk|siege hawk]] can have two targets [[Grabbed|grabbed]] at a time. **Bombs Away! (Action)** ◆ AGL RR ◆ 7 VP Keywords: Area, Magic, Ranged, Resistance @@ -1966,7 +1964,7 @@ Target: Each creature and object - ✸ ≤11: 7 fire damage; [[Restrained|restrained]] (EoT) - ★ 12–16: 6 fire damage; [[Slowed|slowed]] (EoT) - ✦ 17+: 3 fire damage -Special: The [[Siege Hawk|siege hawk]] must be flying to use this ability. + Special: The [[Siege Hawk|siege hawk]] must be flying to use this ability. **Dive (Maneuver)** The hawk moves up to their speed. @@ -2007,7 +2005,7 @@ Target: One creature - ✦ ≤11: 5 damage; push 3 - ★ 12–16: 10 damage; push 3; [[Taunted|taunted]] (EoT) - ✸ 17+: 12 damage; push 3; [[Taunted|taunted]] (REA ends) -Effect: If a target is wearing clothing covering the lower half of their body, they must use a maneuver to pull that clothing up before they can move. + Effect: If a target is wearing clothing covering the lower half of their body, they must use a maneuver to pull that clothing up before they can move. **Rat Race (5 VP)** Each radenwight shifts up to their speed. Wherever a radenwight ends this movement adjacent to at least one other radenwight, they can make a melee [[Free Strike|free strike]] against a target. @@ -2045,7 +2043,7 @@ Target: One creature per minion - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: If the mischiever is hidden when they use this ability, they can target two creatures. + Effect: If the mischiever is hidden when they use this ability, they can target two creatures. **Ready Rodent (Triggered Action)** Keywords: Melee, Weapon @@ -2142,7 +2140,7 @@ Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: An ally of the redeye within 2 squares of the target can shift up to 2 squares. + Effect: An ally of the redeye within 2 squares of the target can shift up to 2 squares. **Ready Rodent (Triggered Action)** Keywords: Melee, Weapon @@ -2175,7 +2173,7 @@ Target: One creature or object - ✦ ≤11: 5 damage - ★ 12–16: 9 damage; [[Grabbed|grabbed]] - ✸ 17+: 12 damage; [[Grabbed|grabbed]] -Effect: While the target is [[Grabbed|grabbed]], they take 2 damage at the start of each of the bruxer’s turns. + Effect: While the target is [[Grabbed|grabbed]], they take 2 damage at the start of each of the bruxer’s turns. **Flurry of Bites (Action)** ◆ 2d10 + 1 ◆ 3 VP Keywords: Area, Weapon @@ -2217,7 +2215,7 @@ Target: One creature or object - ✦ ≤11: 3 sonic damage; push 1 - ★ 12–16: 5 sonic damage; push 3 - ✸ 17+: 7 sonic damage; push 4 -Effect: The piper or an ally within distance regains stamina equal to half the damage dealt. + Effect: The piper or an ally within distance regains stamina equal to half the damage dealt. **Vivace Vivace! (Maneuver)** ◆ 3 VP Keywords: Area, Magic @@ -2256,7 +2254,7 @@ Target: Two creatures or objects - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -Effect: The ratcrobat can shift up to 2 squares after attacking the first target, then can shift 1 square after attacking the second target. + Effect: The ratcrobat can shift up to 2 squares after attacking the first target, then can shift 1 square after attacking the second target. **Over Here, Thanks (Maneuver)** Keywords: Melee @@ -2298,7 +2296,7 @@ Target: Each enemy - ✦ ≤11: 3 sonic damage; slide 1; the maestro can shift 1 square - ★ 12–16: 5 sonic damage; slide 3; the maestro can shift 3 squares - ✸ 17+: 7 sonic damage; slide 5; the maestro can shift 5 squares -Effect: Each of the maestro's allies can use Ready Rodent as a free triggered action once before the end of the round. + Effect: Each of the maestro's allies can use Ready Rodent as a free triggered action once before the end of the round. **Tempo Change (Maneuver)** ◆ PRS RR Keywords: Magic, Ranged, Resistance @@ -2353,7 +2351,7 @@ Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. ### PSI-TECH -Like their synlirii foes, [[Time Raider|time raiders]] travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but [[Time [[Raider]] Vertex|time [[Raider|raider]] vertexes]] also learn to pilot enormous suits of psionic armor that empower their allies. +Like their synlirii foes, [[Time Raider|time raiders]] travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but [[Raider]]\[\[Time [[Raider]] Vertex|time [[Raider|raider]] vertexes\]\] also learn to pilot enormous suits of psionic armor that empower their allies. ### GENRE RAIDERS @@ -2395,16 +2393,16 @@ At the start of any [[Time Raider|time raider]]’s turn, you can spend VP to ac **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +2 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +1 -- **Presence**: −1 +- **Might** +2 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +1 +- **Presence** −1 **Brutal Flail (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: One creature or object per minion +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage @@ -2424,15 +2422,15 @@ The archon doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +2 -- **Agility**: +1 -- **Reason**: +2 -- **Presence**: +1 +- **Might** +2 +- **Agility** +1 +- **Reason** +2 +- **Presence** +1 **Fifth Fist (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 2 -**Target**: One creature or object per minion +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 2 +Target: One creature or object per minion - ✦ ≤11: 2 damage; slide 1 - ★ 12–16: 5 damage; slide 2 @@ -2452,25 +2450,25 @@ The myriad doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Presence**: +0 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Presence** +0 **Serrated Saber (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: One creature or object +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: One creature or object - ✦ ≤11: 5 damage - ★ 12–16: 8 damage; [[Weakened|weakened]] (EoT) - ✸ 17+: 11 damage; [[Weakened|weakened]] (REA ends) - **Effect**: The target takes a bane on the next attack they make before the start of the armiger’s next turn. + Effect: The target takes a bane on the next attack they make before the start of the armiger’s next turn. **Shared Sickness (Triggered Action)** ◆ REA RR -**Keywords**: Psionic, Ranged, Resistance -**Distance**: Ranged 20 -**Target**: Triggering creature +Keywords: Psionic, Ranged, Resistance +Distance: Ranged 20 +Target: Triggering creature **Trigger**: A creature deals damage to any ally of the armiger to whom the armiger has line of effect. - ✸ ≤11: 11 poison damage @@ -2494,27 +2492,27 @@ While any [[Time Raider|time raider]] starts their turn with line of effect to t **Size**: 1L / Stability 3 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Presence**: +0 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Presence** +0 **Sunderbuss (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Area, Psionic, Ranged, Weapon -**Distance**: 3 cube within 10 -**Target**: Each enemy +Keywords: Area, Psionic, Ranged, Weapon +Distance: 3 cube within 10 +Target: Each enemy - ✦ ≤11: 4 sonic damage - ★ 12–16: 8 sonic damage; [[Slowed|slowed]] (EoT) - ✸ 17+: 10 sonic damage; [[Slowed|slowed]] (EoT); [[Prone|prone]] - **Effect**: A layer of ground or floor beneath the area that is 1 square deep is destroyed. + Effect: A layer of ground or floor beneath the area that is 1 square deep is destroyed. **Buss Buffer (Triggered Action)** -**Keywords**: Area, Psionic -**Distance**: 5 burst -**Target**: Each ally +Keywords: Area, Psionic +Distance: 5 burst +Target: Each ally **Trigger**: A creature damages the cannonfall with a ranged ability. -**Effect**: The damage is reduced by half for the cannonfall and each target also affected by the triggering ability. +Effect: The damage is reduced by half for the cannonfall and each target also affected by the triggering ability. **Foresight** The cannonfall doesn’t take a bane on attacks against concealed creatures. @@ -2530,26 +2528,26 @@ The cannonfall doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +2 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +2 **Blaster Volley (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Ranged, Psionic, Weapon -**Distance**: Ranged 10 -**Target**: Three creatures +Keywords: Attack, Ranged, Psionic, Weapon +Distance: Ranged 10 +Target: Three creatures - ✦ ≤11: 4 corruption damage; push 2 - ★ 12–16: 7 corruption damage; push 4 - ✸ 17+: 10 corruption damage; push 6; [[Prone|prone]] **Kinetic Lane (Maneuver)** -**Keywords**: Area, Psionic, Ranged -**Distance**: 4 × 2 line within 10 -**Target**: Special -**Effect**: Until the start of the helix’s next turn, the area becomes a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s choice. Any creature that moves into the area or starts their turn there is immediately slid 3 squares toward the square at the end of the area in the appropriate direction, starting with creatures closest to the helix. Any non-[[Time Raider|time raider]] standing in the area when it first appears takes 3 damage before they are moved. +Keywords: Area, Psionic, Ranged +Distance: 4 × 2 line within 10 +Target: Special +Effect: Until the start of the helix’s next turn, the area becomes a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s choice. Any creature that moves into the area or starts their turn there is immediately slid 3 squares toward the square at the end of the area in the appropriate direction, starting with creatures closest to the helix. Any non-[[Time Raider|time raider]] standing in the area when it first appears takes 3 damage before they are moved. **5 VP**: The helix creates a second kinetic lane. **Foresight** @@ -2566,27 +2564,27 @@ The helix doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +1 +- **Might** +0 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +1 **Golden Sickles (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: One creature +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: One creature - ✦ ≤11: 5 damage - ★ 12–16: 9 damage; [[Bleeding|bleeding]] (EoT) - ✸ 17+: 12 damage; [[Bleeding|bleeding]] (REA ends) - **Effect**: If the target is [[Bleeding|bleeding]] from this ability, the hijack is hidden from the target until that [[Bleeding|bleeding]] ends. + Effect: If the target is [[Bleeding|bleeding]] from this ability, the hijack is hidden from the target until that [[Bleeding|bleeding]] ends. **Psi-Sickle (Maneuver)** -**Keywords**: Psionic, Ranged, Weapon -**Distance**: Ranged 5 -**Target**: One creature or object -**Effect**: The hijack psychically latches their sickle onto the target and closes the distance between them. If the target has a weight of 4 or higher, the hijack moves adjacent to the target. Otherwise, the target is pulled 4 squares toward the hijack. +Keywords: Psionic, Ranged, Weapon +Distance: Ranged 5 +Target: One creature or object +Effect: The hijack psychically latches their sickle onto the target and closes the distance between them. If the target has a weight of 4 or higher, the hijack moves adjacent to the target. Otherwise, the target is pulled 4 squares toward the hijack. **Foresight** The hijack doesn’t take a bane on attacks against concealed creatures. @@ -2602,26 +2600,26 @@ The hijack doesn’t take a bane on attacks against concealed creatures. **Size**: 2 / Stability 2 **[[Free Strike]]**: 5 -- **Might**: +2 -- **Agility**: +0 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +1 +- **Might** +2 +- **Agility** +0 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +1 **Repelling Psihander (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 1 -**Target**: Two creatures adjacent to each other +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 1 +Target: Two creatures adjacent to each other - ✦ ≤11: 4 damage - ★ 12–16: 6 damage - ✸ 17+: 9 damage; [[Dazed|dazed]] (EoT) - **Effect**: A target who ends their next turn adjacent to the other target falls [[Prone|prone]]. + Effect: A target who ends their next turn adjacent to the other target falls [[Prone|prone]]. **Mindpunk (Action)** ◆ REA RR -**Keywords**: Area, Psionic, Resistance -**Distance**: 2 Burst -**Target**: All enemies +Keywords: Area, Psionic, Resistance +Distance: 2 Burst +Target: All enemies - ✸ ≤11: 7 psychic damage; push 2; [[Prone|prone]] and can’t stand (EoT) - ★ 12–16: 5 psychic damage; push 1 @@ -2642,26 +2640,26 @@ The mind punk doesn’t take a bane on attacks against concealed creatures. **Size**: 1M / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +1 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +1 -- **Presence**: +0 +- **Might** +1 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +1 +- **Presence** +0 **Golden Scythe (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic, Weapon -**Distance**: Reach 2 -**Target**: One creature or object +Keywords: Attack, Melee, Psionic, Weapon +Distance: Reach 2 +Target: One creature or object - ✦ ≤11: 5 damage - ★ 12–16: 8 damage; pull 1 - ✸ 17+: 11 damage; pull 2; [[Restrained|restrained]] (EoT) - **Effect**: This ability can affect creatures on parallel planes of existence and pull them onto the nemesis’s plane. + Effect: This ability can affect creatures on parallel planes of existence and pull them onto the nemesis’s plane. **Kinetic Crush (Action)** ◆ MGT RR ◆ 2 VP -**Keywords**: Psionic, Ranged, Resistance -**Distance**: Ranged 10 -**Target**: One creature +Keywords: Psionic, Ranged, Resistance +Distance: Ranged 10 +Target: One creature - ✸ ≤11: 11 psychic damage; [[Restrained|restrained]] (MGT ends) - ★ 12–16: 8 psychic damage; [[Slowed|slowed]] (EoT) @@ -2681,33 +2679,33 @@ The nemesis doesn’t take a bane on attacks against concealed creatures. **Size**: 2 / Stability 3 **[[Free Strike]]**: 5 -- **Might**: +1 -- **Agility**: +1 -- **Reason**: +2 -- **Intuition**: +1 -- **Presence**: +0 +- **Might** +1 +- **Agility** +1 +- **Reason** +2 +- **Intuition** +1 +- **Presence** +0 **Psionic Slam (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Psionic -**Distance**: Reach 2 -**Target**: One creature +Keywords: Attack, Melee, Psionic +Distance: Reach 2 +Target: One creature - ✦ ≤11: 3 damage; 2 psychic damage - ★ 12–16: 5 damage; 3 psychic damage - ✸ 17+: 7 damage; 4 psychic damage - **Effect**: Any ability used against the target gains an edge until the start of the vertex’s next turn. + Effect: Any ability used against the target gains an edge until the start of the vertex’s next turn. **Split Space (Action)** ◆ 5 VP -**Keywords**: Area, Psionic, Ranged -**Distance**: 2 cube within 10 -**Target**: Special -**Effect**: A portal fills the area, leading to a location the vertex has seen (in person or otherwise) on any plane of existence. Each creature who touches the portal is instantly teleported to the nearest unoccupied square at the chosen location. The portal lasts until the vertex dies, uses this ability again, dismisses the portal (no action required), or is transported by the portal. +Keywords: Area, Psionic, Ranged +Distance: 2 cube within 10 +Target: Special +Effect: A portal fills the area, leading to a location the vertex has seen (in person or otherwise) on any plane of existence. Each creature who touches the portal is instantly teleported to the nearest unoccupied square at the chosen location. The portal lasts until the vertex dies, uses this ability again, dismisses the portal (no action required), or is transported by the portal. **Invigorated March (Maneuver)** -**Keywords**: Area, Psionic -**Distance**: 4 burst -**Target**: Each ally -**Effect**: Each target can shift half their speed. +Keywords: Area, Psionic +Distance: 4 burst +Target: Each ally +Effect: Each target can shift half their speed. **Foresight** The vertex doesn’t take a bane on attacks against concealed creatures. @@ -2723,34 +2721,34 @@ The vertex doesn’t take a bane on attacks against concealed creatures. **Size**: 2 / Stability 0 **[[Free Strike]]**: 5 -- **Might**: +0 -- **Agility**: +3 -- **Reason**: +3 -- **Intuition**: +1 -- **Presence**: +0 +- **Might** +0 +- **Agility** +3 +- **Reason** +3 +- **Intuition** +1 +- **Presence** +0 **Gatling Blaster (Action)** ◆ 2d10 + 3 ◆ Signature -**Keywords**: Attack, Melee, Ranged, Psionic, Weapon -**Distance**: Reach 2 or Ranged 10 -**Target**: Three creatures or objects +Keywords: Attack, Melee, Ranged, Psionic, Weapon +Distance: Reach 2 or Ranged 10 +Target: Three creatures or objects - ✦ ≤11: 5 corruption damage - ★ 12–16: 9 corruption damage - ✸ 17+: 12 corruption damage - **Effect**: Each target’s speed is reduced by 2 (EoT). + Effect: Each target’s speed is reduced by 2 (EoT). **Air Raid! (Maneuver)** ◆ 3 VP -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: Three [[Time Raider|time raiders]] -**Effect**: Each target is psionically lifted into the air and can [[Fly|fly]] up to their speed. If a target doesn’t land in an unoccupied space, they fall. +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: Three [[Time Raider|time raiders]] +Effect: Each target is psionically lifted into the air and can [[Fly|fly]] up to their speed. If a target doesn’t land in an unoccupied space, they fall. **Precog Reflexes (Triggered Action)** -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: One creature +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: One creature **Trigger**: The target attacks the tyrannis. -**Effect**: The power roll for the attack takes a bane and the tyrannis makes a [[Free Strike|free strike]] against the target. +Effect: The power roll for the attack takes a bane and the tyrannis makes a [[Free Strike|free strike]] against the target. **End Effect** At the end of their turn, the tyrannis can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. @@ -2759,24 +2757,24 @@ At the end of their turn, the tyrannis can take 5 damage to end one EoE effect a The tyrannis doesn’t take a bane on attacks against concealed creatures. **We Will Won! (Villain Action 1)** -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: Three allies -**Effect**: Each target gains 15 temporary Stamina and has their speed doubled until the end of their turn. +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: Three allies +Effect: Each target gains 15 temporary Stamina and has their speed doubled until the end of their turn. **Stick To The Plan! (Villain Action 2)** -**Keywords**: Area -**Distance**: 10 burst -**Target**: Each ally -**Effect**: Each target can end one effect or condition affecting them or can move up to their speed. +Keywords: Area +Distance: 10 burst +Target: Each ally +Effect: Each target can end one effect or condition affecting them or can move up to their speed. **Armageddon (Villain Action 3)** -**Keywords**: Area -**Distance**: 5 burst -**Target**: Special -**Effect**: The tyrannis fires a sensor mine into each unoccupied square in the burst and a gravity well into one of their own squares. Whenever an enemy moves into a square with a sensor mine, the mine explodes, dealing 3 damage to the enemy. +Keywords: Area +Distance: 5 burst +Target: Special +Effect: The tyrannis fires a sensor mine into each unoccupied square in the burst and a gravity well into one of their own squares. Whenever an enemy moves into a square with a sensor mine, the mine explodes, dealing 3 damage to the enemy. ## WAR DOGS @@ -2799,9 +2797,9 @@ At the start of any war dog’s turn, you can spend VP to activate one of the fo - **Fire for Effect (5 VP):** A war dog acting this turn can use the following maneuver. **Fire for Effect (Maneuver)** ◆ AGL RR ◆ 12 VP -**Keywords**: Area, Magic, Ranged, Resistance -**Distance**: 5 cube within 10 -**Target**: Each creature +Keywords: Area, Magic, Ranged, Resistance +Distance: 5 cube within 10 +Target: Each creature - ✸ ≤11: 7 fire damage; [[Slowed|slowed]] (MGT ends) @@ -2823,21 +2821,21 @@ At the start of any war dog’s turn, you can spend VP to activate one of the fo **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Daggers (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: One creature per minion +Keywords: Attack, Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: One creature per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage - ✸ 17+: 5 damage - **Effect**: The commando can use the [[Hide]] maneuver, even if observed. + Effect: The commando can use the [[Hide]] maneuver, even if observed. **Loyalty Collar** When the commando dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2852,21 +2850,21 @@ When the commando dies, they explode, dealing 1d6 damage to each adjacent enemy. **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +1 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Blade (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, [[Charge]], Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: One creature per minion +Keywords: Attack, [[Charge]], Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: One creature per minion - ✦ ≤11: 2 damage - ★ 12–16: 3 damage - ✸ 17+: 4 damage - **Effect**: If this ability is used as part of the [[Charge]] action, the conscript gains an edge on the power roll. + Effect: If this ability is used as part of the [[Charge]] action, the conscript gains an edge on the power roll. **Loyalty Collar** When the conscript dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2881,21 +2879,21 @@ When the conscript dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Bolt Launcher (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Ranged, Weapon -**Distance**: Ranged 5 -**Target**: One creature or object per minion +Keywords: Attack, Ranged, Weapon +Distance: Ranged 5 +Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 3 damage - ✸ 17+: 4 damage - **Effect**: This ability ignores cover and concealment. + Effect: This ability ignores cover and concealment. **Loyalty Collar** When the sharpshooter dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2910,16 +2908,16 @@ When the sharpshooter dies, they explode, dealing 1d6 damage to each adjacent en **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +1 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Daggers (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 2 -**Target**: One creature or object per minion +Keywords: Attack, Melee, Weapon +Distance: Reach 2 +Target: One creature or object per minion - ✦ ≤11: 2 damage - ★ 12–16: 4 damage @@ -2941,32 +2939,32 @@ When the tetherite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +1 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +1 **Synlirii Grafts (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Area, Psionic -**Distance**: 1 burst -**Target**: Each enemy +Keywords: Area, Psionic +Distance: 1 burst +Target: Each enemy - ✦ ≤11: 2 psychic damage; vertical slide 1 - ★ 12–16: 4 psychic damage; vertical slide 2 - ✸ 17+: 5 psychic damage; vertical slide 3 **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **The Voice (Maneuver) ◆ 1 VP** -**Keywords**: Psionic, Ranged -**Distance**: Ranged 10 -**Target**: Each enemy -**Effect**: The cognivite chooses an ally within 10 squares, then chooses whether each target is [[Taunted|taunted]] by the ally (EoT) or has a double bane on attacks against the ally (EoT). The same choice must be made for all targets. +Keywords: Psionic, Ranged +Distance: Ranged 10 +Target: Each enemy +Effect: The cognivite chooses an ally within 10 squares, then chooses whether each target is [[Taunted|taunted]] by the ally (EoT) or has a double bane on attacks against the ally (EoT). The same choice must be made for all targets. **Loyalty Collar** When the cognivite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -2982,28 +2980,28 @@ When the cognivite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Flamebelcher (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Area, Weapon -**Distance**: 5 × 1 line -**Target**: Each creature and object +Keywords: Area, Weapon +Distance: 5 × 1 line +Target: Each creature and object - ✦ ≤11: 2 fire damage - ★ 12–16: 5 fire damage - ✸ 17+: 6 fire damage - **Effect**: The area is covered in sticky fire until the start of the crucibite’s next turn. Whenever a creature enters the area for the first time in a round or starts their turn there, they take 2 fire damage. + Effect: The area is covered in sticky fire until the start of the crucibite’s next turn. Whenever a creature enters the area for the first time in a round or starts their turn there, they take 2 fire damage. **2 VP**: The area increases to a 10 × 1 line, and if any ally of the crucibite is in the area when it is created, the crucibite gains an edge on the power roll. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the crucibite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3018,27 +3016,27 @@ When the crucibite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 3 -- **Might**: +1 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Chainsaw Whip (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 3 -**Target**: One creature or object +Keywords: Attack, Melee, Weapon +Distance: Reach 3 +Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage; pull 1 - ✸ 17+: 7 damage; pull 2 - **Effect**: The eviscerite can [[Grab|grab]] a target pulled adjacent to them by this ability. + Effect: The eviscerite can [[Grab|grab]] a target pulled adjacent to them by this ability. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the eviscerite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3053,34 +3051,34 @@ When the eviscerite dies, they explode, dealing 1d6 damage to each adjacent enem **Size**: 1M / Stability 0 **[[Free Strike]]**: 3 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Corrupted Ash Daggers (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: One creature or object +Keywords: Attack, Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: One creature or object - ✦ ≤11: 3 damage; slide 1 - ★ 12–16: 5 damage; slide 2 - ✸ 17+: 7 damage; slide 3 - **Effect**: The power roll gains an edge if any of the portalite’s allies are adjacent to the target. + Effect: The power roll gains an edge if any of the portalite’s allies are adjacent to the target. **1 VP**: The portalite [[Teleport|teleports]] the target up to 3 squares before sliding them. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Corrupted Ash [[Teleport]] (Maneuver) ◆ 1 VP** -**Keywords**: Magic -**Distance**: Self -**Target**: Self -**Effect**: The portalite [[Teleport|teleports]] up to 5 squares and gains an edge on attacks this turn. +Keywords: Magic +Distance: Self +Target: Self +Effect: The portalite [[Teleport|teleports]] up to 5 squares and gains an edge on attacks this turn. **Loyalty Collar** When the portalite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3095,16 +3093,16 @@ When the portalite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 0 **[[Free Strike]]**: 4 -- **Might**: +2 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +2 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Several Arms (Action)** ◆ 2d10 + 2 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 2 -**Target**: One creature or object +Keywords: Attack, Melee, Weapon +Distance: Reach 2 +Target: One creature or object - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Grabbed|grabbed]] @@ -3113,10 +3111,10 @@ When the portalite dies, they explode, dealing 1d6 damage to each adjacent enemy **5 VP**: The amalgamite deals 4 damage to each creature they have [[Grabbed|grabbed]], and regains Stamina equal to the damage dealt. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the amalgamite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3132,17 +3130,17 @@ When the amalgamite dies, they explode, dealing 1d6 damage to each adjacent enem **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Caustic Detonator (Action) ◆ MGT RR ◆ Signature** -**Keywords**: Magic, Ranged, Resistance -**Distance**: Ranged 10 -**Target**: One creature or object -**Effect**: A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the resistance roll. +Keywords: Magic, Ranged, Resistance +Distance: Ranged 10 +Target: One creature or object +Effect: A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the resistance roll. - ✸ ≤11: 7 acid damage; [[Bleeding|bleeding]] (MGT ends) - ★ 12–16: 5 acid damage; [[Bleeding|bleeding]] (EoT) @@ -3150,10 +3148,10 @@ When the amalgamite dies, they explode, dealing 1d6 damage to each adjacent enem **Special**: An adjacent creature can attempt an easy Agility test to remove the detonator as a maneuver. A failure does nothing, a success disarms and destroys the detonator, and a success with a reward allows the disarming creature to throw the detonator onto another target within 5 squares. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the phosphorite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3168,27 +3166,27 @@ When the phosphorite dies, they explode, dealing 1d6 damage to each adjacent ene **Size**: 1M / Stability 0 **[[Free Strike]]**: 3 -- **Might**: +1 -- **Agility**: +0 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +0 +- **Might** +1 +- **Agility** +0 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +0 **Command Saber (Action)** ◆ 2d10 + 1 ◆ Signature -**Keywords**: Attack, Melee, Weapon -**Distance**: Reach 1 -**Target**: One creature or object +Keywords: Attack, Melee, Weapon +Distance: Reach 1 +Target: One creature or object - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage - **Effect**: One ally of the subcommander within 5 squares of them can make a [[Free Strike|free strike]] against the target. + Effect: One ally of the subcommander within 5 squares of them can make a [[Free Strike|free strike]] against the target. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **The Iron Saint Does Not Recognize Retreat** Each ally within 5 squares of the subcommander adds 3 to their stability. @@ -3207,27 +3205,27 @@ When the subcommander dies, they explode, dealing 1d6 damage to each adjacent en **Size**: 1M / Stability 0 **[[Free Strike]]**: 2 -- **Might**: +0 -- **Agility**: +1 -- **Reason**: +0 -- **Intuition**: +0 -- **Presence**: +1 +- **Might** +0 +- **Agility** +1 +- **Reason** +0 +- **Intuition** +0 +- **Presence** +1 **Plaguecaster (Action) ◆ INU RR ◆ Signature** -**Keywords**: Area, Magic, Ranged, Resistance -**Distance**: 3 cube within 10 -**Target**: Each creature +Keywords: Area, Magic, Ranged, Resistance +Distance: 3 cube within 10 +Target: Each creature - ✸ ≤11: 8 poison damage; [[Frightened|frightened]] (INU ends) - ★ 12–16: 5 poison damage; [[Frightened|frightened]] (EoT) - ✦ 17+: 2 poison damage - **Effect**: The area is covered in a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage. + Effect: The area is covered in a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage. **Posthumous Promotion (Maneuver)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** When the pestilite dies, they explode, dealing 1d6 damage to each adjacent enemy. @@ -3242,35 +3240,35 @@ When the pestilite dies, they explode, dealing 1d6 damage to each adjacent enemy **Size**: 1M / Stability 2 **[[Free Strike]]**: 5 -- **Might**: +2 -- **Agility**: +2 -- **Reason**: +2 -- **Intuition**: +2 -- **Presence**: +2 +- **Might** +2 +- **Agility** +2 +- **Reason** +2 +- **Intuition** +2 +- **Presence** +2 **Conditioning Spear (Action) ◆ 2d10 + 2 ◆ Signature** -**Keywords**: Attack, Melee, Ranged, Weapon -**Distance**: Reach 1 or Ranged 5 -**Target**: Two creatures or objects +Keywords: Attack, Melee, Ranged, Weapon +Distance: Reach 1 or Ranged 5 +Target: Two creatures or objects - ✦ ≤11: 5 damage; pull 1 - ★ 12–16: 8 damage; pull 2 - ✸ 17+: 11 damage; pull 3 - **Effect**: One ally within 10 squares of the commander can make a [[Free Strike|free strike]]. + Effect: One ally within 10 squares of the commander can make a [[Free Strike|free strike]]. **1 VP**: A target who is adjacent to the ground commander after this ability is resolved is [[Grabbed|grabbed]] (INU ends). This [[Grab|grab]] can’t be escaped using the [[Escape Grab]] maneuver. The ground commander can [[Grab|grab]] up to two creatures at a time. **Highest Posthumous Promotion (Maneuver)** -**Keywords**: Area, Magic -**Distance**: 10 burst -**Target**: Each war dog with a loyalty collar -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Keywords: Area, Magic +Distance: 10 burst +Target: Each war dog with a loyalty collar +Effect: The target’s loyalty collar detonates, killing them instantly. **Final Orders (Triggered Action)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One ally +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One ally **Trigger**: The target has a condition imposed on them, is force moved, or is killed. -**Effect**: The target can move up to their speed and make a [[Free Strike|free strike]] before the triggering effect happens. +Effect: The target can move up to their speed and make a [[Free Strike|free strike]] before the triggering effect happens. **End Effect** At the end of their turn, the ground commander can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. @@ -3279,19 +3277,19 @@ At the end of their turn, the ground commander can take 5 damage to end one EoE When the ground commander dies, they explode, dealing 2d6 damage to each adjacent enemy. **Combined Arms (Villain Action 1)** -**Keywords**: Area -**Distance**: 10 burst -**Target**: Each ally -**Effect**: Each target can make a ranged [[Free Strike|free strike]], then immediately use the [[Charge]] action. +Keywords: Area +Distance: 10 burst +Target: Each ally +Effect: Each target can make a ranged [[Free Strike|free strike]], then immediately use the [[Charge]] action. **Make an Example of Them (Villain Action 2)** -**Keywords**: Magic, Ranged -**Distance**: Ranged 10 -**Target**: One enemy -**Effect**: Each ally within 5 squares of the target can move up to their speed and make a [[Free Strike|free strike]] against the target. The target is then [[Frightened|frightened]] of the ground commander (INU ends). +Keywords: Magic, Ranged +Distance: Ranged 10 +Target: One enemy +Effect: Each ally within 5 squares of the target can move up to their speed and make a [[Free Strike|free strike]] against the target. The target is then [[Frightened|frightened]] of the ground commander (INU ends). **Claim Them for the Body Banks (Villain Action 3)** -**Keywords**: Area, Magic -**Distance**: 10 burst -**Target**: Each ally -**Effect**: Each target can shift up to 2 squares and use the [[Grab]] maneuver. For the rest of the encounter, any enemy takes a bane on the [[Escape Grab]] maneuver. +Keywords: Area, Magic +Distance: 10 burst +Target: Each ally +Effect: Each target can shift up to 2 squares and use the [[Grab]] maneuver. For the rest of the encounter, any enemy takes a bane on the [[Escape Grab]] maneuver. diff --git a/Bestiary/Giant Hawk.md b/Bestiary/Giant Hawk.md index a6fbd2d..dbac276 100644 --- a/Bestiary/Giant Hawk.md +++ b/Bestiary/Giant Hawk.md @@ -1,20 +1,24 @@ #### GIANT HAWK -| GIANT HAWK | **Level 1 Mount** | -| :------------------------ | --------------------: | -| *Animal* | **EV 13** | -| **Stamina**: 20 | **Speed**: 7 (flying) | -| **Size**: 2 / Stability 0 | **[[Free Strike]]**: 3 | +| GIANT HAWK | **Level 1 Mount** | +| :-------------------- | ------------------------: | +| *Animal* | **EV 13** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 7 (flying) | **Size**: 2 / Stability 0 | +| | **[[Free Strike]]**: 3 | -| **Might** +1 | **Agility** +1 | **Reason** −3 | **Intuition** +0 | **Presence** −2 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** -3 | **Intuition** 0 | **Presence** -2 | +| ------------ | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Talons (Action)** ◆ 2d10 + 1 ◆ Signature +**Talons (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 3 damage - ★ 12–16: 5 damage @@ -22,9 +26,11 @@ Target: One creature or object Effect: The target is [[Grabbed|grabbed]] by the giant hawk. -**Dive (Maneuver)** +**Dive** -The hawk moves up to their speed. +| | | +| :-------- | :------------- | +| Keywords: | Type: Maneuver | **Mounted Platform** diff --git a/Bestiary/Goblin Assassin.md b/Bestiary/Goblin Assassin.md index 069e008..7661a9d 100644 --- a/Bestiary/Goblin Assassin.md +++ b/Bestiary/Goblin Assassin.md @@ -1,20 +1,24 @@ #### GOBLIN ASSASSIN -| GOBLIN ASSASSIN | **Level 1 Ambusher** | -| :------------------------- | -------------------: | -| *Goblin, Humanoid* | **EV 11** | -| **Stamina**: 20 | **Speed**: 6 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 3 | +| GOBLIN ASSASSIN | **Level 1 Ambusher** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 11** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 6 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 3 | -| **Might** −2 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** −2 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -2 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** -2 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Sword (Action)** ◆ 2d10 + 1 ◆ Signature +**Sword (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 3 damage - ★ 12–16: 5 damage @@ -22,15 +26,18 @@ Target: One creature or object Effect: If the assassin has an edge or a double edge on the power roll for this ability, the ability deals an additional 2 damage. -**[[Shadow]] Chains (Action)** ◆ AGL RR ◆ 3 VP +**[[Shadow]] Chains (3 VP)** + +| | | +| :---------------------------------- | :---------------------- | +| Keywords: Magic, Ranged, Resistance | Type: Action | +| Distance: Ranged 10 | Target: Three creatures | -Keywords: Magic, Ranged, Resistance -Distance: Ranged 10 -Target: Three creatures +**AGL RR** -- ✸ ≤11: 7 corruption damage; [[Restrained|restrained]] (AGL ends) +- ✦ ≤11: 7 corruption damage; [[Restrained|restrained]] (AGL ends) - ★ 12–16: 5 corruption damage; [[Restrained|restrained]] (EoT) -- ✦ 17+: 3 corruption damage +- ✸ 17+: 3 corruption damage **Crafty** diff --git a/Bestiary/Goblin Cursespitter.md b/Bestiary/Goblin Cursespitter.md index fc7c6c3..f013b95 100644 --- a/Bestiary/Goblin Cursespitter.md +++ b/Bestiary/Goblin Cursespitter.md @@ -1,34 +1,41 @@ #### GOBLIN CURSESPITTER -| GOBLIN CURSESPITTER | **Level 1 Hexer** | -| :------------------------- | -------------------: | -| *Goblin, Humanoid* | **EV 9** | -| **Stamina**: 15 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| GOBLIN CURSESPITTER | **Level 1 Hexer** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 9** | +| **Stamina**: 15 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −2 | **Agility** +1 | **Reason** +0 | **Intuition** +1 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -2 | **Agility** +1 | **Reason** 0 | **Intuition** +1 | **Presence** 0 | +| ------------ | -------------- | ------------ | ---------------- | -------------- | +| | | | | | -**Eye of Surlach (Action)** ◆ INU RR ◆ Signature +**Eye of Surlach (Signature)** -Keywords: Magic, Ranged, Resistance -Distance: Ranged 10 -Target: One creature +| | | +| :---------------------------------- | :------------------- | +| Keywords: Magic, Ranged, Resistance | Type: Action | +| Distance: Ranged 10 | Target: One creature | -- ✸ ≤11: 6 corruption damage; [[Weakened|weakened]] (INU ends) +**INU RR** + +- ✦ ≤11: 6 corruption damage; [[Weakened|weakened]] (INU ends) - ★ 12–16: 5 corruption damage; [[Weakened|weakened]] (EoT) -- ✦ 17+: 2 corruption damage +- ✸ 17+: 2 corruption damage + +**Dizzying Hex (1 VP)** -**Dizzying Hex (Maneuver)** ◆ INU RR ◆ 1 VP +| | | +| :---------------------------------- | :------------------- | +| Keywords: Magic, Ranged, Resistance | Type: Maneuver | +| Distance: Ranged 10 | Target: One creature | -Keywords: Magic, Ranged, Resistance -Distance: Ranged 10 -Target: One creature +**INU RR** -- ✸ ≤11: [[Prone]] and can’t stand (INU ends) +- ✦ ≤11: [[Prone]] and can’t stand (INU ends) - ★ 12–16: [[Prone]] and can’t stand (EoT) -- ✦ 17+: No effect +- ✸ 17+: No effect **Crafty** diff --git a/Bestiary/Goblin Monarch.md b/Bestiary/Goblin Monarch.md index d05c0d5..c30abfd 100644 --- a/Bestiary/Goblin Monarch.md +++ b/Bestiary/Goblin Monarch.md @@ -1,20 +1,24 @@ #### GOBLIN MONARCH -| GOBLIN MONARCH | **Level 1 Boss** | -| :------------------------- | -------------------: | -| *Goblin, Humanoid* | **EV 24** | -| **Stamina**: 50 | **Speed**: 6 (climb) | -| **Size**: 1S / Stability 1 | **[[Free Strike]]**: 3 | +| GOBLIN MONARCH | **Level 1 Boss** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 24** | +| **Stamina**: 50 | **Weakness**: | +| **Speed**: 6 (climb) | **Size**: 1S / Stability 1 | +| | **[[Free Strike]]**: 3 | -| **Might** +2 | **Agility** +1 | **Reason** −4 | **Intuition** +0 | **Presence** −3 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +2 | **Agility** +1 | **Reason** -4 | **Intuition** 0 | **Presence** -3 | +| ------------ | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Handaxe (Action)** ◆ 2d10 + 2 ◆ Signature +**Handaxe (Signature)** -Keywords: Attack, Melee, Ranged, Weapon -Distance: Reach 1 or Ranged 5 -Target: Two creatures or objects +| | | +| :-------------------------------------- | :------------------------------- | +| Keywords: Attack, Melee, Ranged, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 5 | Target: Two creatures or objects | + +**2d10 + 2** - ✦ ≤11: 3 damage - ★ 12–16: 5 damage @@ -22,51 +26,57 @@ Target: Two creatures or objects Effect: An ally within 10 squares of the monarch can make a [[Free Strike|free strike]]. -**Get in Here (Maneuver)** ◆ 1 VP +**Get in Here (1 VP)** -Keywords: Ranged -Distance: Ranged 20 -Target: Special +| | | +| :------------------ | :-------------- | +| Keywords: Ranged | Type: Maneuver | +| Distance: Ranged 20 | Target: Special | Effect: Two [[Goblin Runner|goblin runners]] appear in unoccupied spaces. -**Meat Shield (Triggered Action)** +**Meat Shield** + +| | | +| :---------------- | :--------------------- | +| Keywords: Melee | Type: Triggered Action | +| Distance: Reach 1 | Target: One ally | -Keywords: Melee -Distance: Reach 1 -Target: One ally Trigger: A creature targets the monarch with an attack. Effect: The ally becomes the target of the triggering attack instead. -**End Effect** +**What Are You Waiting For?** -At the end of their turn, the monarch can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 1 | +| Distance: 10 burst | Target: Each ally | -**Crafty** +Effect: Each target can move up to their speed or make a [[Free Strike|free strike]]. -The monarch doesn’t provoke opportunity attacks by moving. +**Focus Fire** -**What Are You Waiting For? (Villain Action 1)** +| | | +| :------------------ | :--------------------- | +| Keywords: Ranged | Type: Villain Action 2 | +| Distance: Ranged 10 | Target: One enemy | -Keywords: Area -Distance: 10 burst -Target: Each ally +Effect: Each ally within 10 squares of the enemy can move up to their speed toward the enemy. -Effect: Each target can move up to their speed or make a [[Free Strike|free strike]]. +**Kill!** -**Focus Fire (Villain Action 2)** +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 3 | +| Distance: 10 burst | Target: Each ally | -Keywords: Ranged -Distance: Ranged 10 -Target: One enemy +Effect: Each target can make a [[Free Strike|free strike]] that deals an extra 1 damage. -Effect: Each ally within 10 squares of the enemy can move up to their speed toward the enemy. +**End Effect** -**Kill! (Villain Action 3)** +At the end of their turn, the monarch can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. -Keywords: Area -Distance: 10 burst -Target: Each ally +**Crafty** -Effect: Each target can make a [[Free Strike|free strike]] that deals an extra 1 damage. +The monarch doesn’t provoke opportunity attacks by moving. diff --git a/Bestiary/Goblin Runner.md b/Bestiary/Goblin Runner.md index 639722c..ffde77f 100644 --- a/Bestiary/Goblin Runner.md +++ b/Bestiary/Goblin Runner.md @@ -1,20 +1,24 @@ #### GOBLIN RUNNER -| GOBLIN RUNNER | **Level 1 Harrier Minion** | -| :------------------------- | -------------------------: | -| *Goblin, Humanoid* | **EV 4** | -| **Stamina**: 8 | **Speed**: 6 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| GOBLIN RUNNER | **Level 1 Harrier Minion** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 4** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 6 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −2 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -2 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** -1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Club (Action)** ◆ 2d10 + 1 ◆ Signature +**Club (Signature)** -Keywords: Attack, [[Charge]], Melee, Weapon -Distance: Reach 1 -Target: One creature or object per minion +| | | +| :------------------------------------------ | :---------------------------------------- | +| Keywords: Attack, [[Charge]], Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 3 damage diff --git a/Bestiary/Goblin Sniper.md b/Bestiary/Goblin Sniper.md index 0ff5e4b..57198f7 100644 --- a/Bestiary/Goblin Sniper.md +++ b/Bestiary/Goblin Sniper.md @@ -1,20 +1,24 @@ #### GOBLIN SNIPER -| GOBLIN [[Sniper\|SNIPER]] | **Level 1 Artillery Minion** | -| :------------------------- | ---------------------------: | -| *Goblin, Humanoid* | **EV 4** | -| **Stamina**: 5 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| GOBLIN [[Sniper\|SNIPER]] | **Level 1 Artillery Minion** | +| :------------------------ | ---------------------------: | +| *Goblin, Humanoid* | **EV 4** | +| **Stamina**: 5 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −2 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -2 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** -1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Bow (Action)** ◆ 2d10 + 1 ◆ Signature +**Bow (Signature)** -Keywords: Attack, Ranged, Weapon -Distance: Ranged 10 -Target: One creature or object per minion +| | | +| :------------------------------- | :---------------------------------------- | +| Keywords: Attack, Ranged, Weapon | Type: Action | +| Distance: Ranged 10 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 4 damage diff --git a/Bestiary/Goblin Spinecleaver.md b/Bestiary/Goblin Spinecleaver.md index 6898a0d..bddb8cf 100644 --- a/Bestiary/Goblin Spinecleaver.md +++ b/Bestiary/Goblin Spinecleaver.md @@ -1,20 +1,24 @@ #### GOBLIN SPINECLEAVER -| GOBLIN SPINECLEAVER | **Level 1 Brute Minion** | -| :------------------------- | -----------------------: | -| *Goblin, Humanoid* | **EV 6** | -| **Stamina**: 10 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| GOBLIN SPINECLEAVER | **Level 1 Brute Minion** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 6** | +| **Stamina**: 10 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +1 | **Agility** +0 | **Reason** +0 | **Intuition** +0 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** -1 | +| ------------ | ------------- | ------------ | --------------- | --------------- | +| | | | | | -**Axe (Action)** ◆ 2d10 + 1 ◆ Signature +**Axe (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object per minion +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage; push 1 - ★ 12–16: 4 damage; push 3 diff --git a/Bestiary/Goblin Stinker.md b/Bestiary/Goblin Stinker.md index 05cad9b..fe97d44 100644 --- a/Bestiary/Goblin Stinker.md +++ b/Bestiary/Goblin Stinker.md @@ -1,31 +1,35 @@ #### GOBLIN STINKER -| GOBLIN STINKER | **Level 1 Controller** | -| :------------------------- | ---------------------: | -| *Goblin, Humanoid* | **EV 9** | -| **Stamina**: 15 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| GOBLIN STINKER | **Level 1 Controller** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 9** | +| **Stamina**: 15 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −2 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -2 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Toxic Winds (Action)** ◆ 2d10 + 1 ◆ Signature +**Toxic Winds (Signature)** -Keywords: Area, Magic, Ranged -Distance: 3 cube within 10 -Target: Each enemy +| | | +| :---------------------------- | :----------------- | +| Keywords: Area, Magic, Ranged | Type: Action | +| Distance: 3 cube within 10 | Target: Each enemy | + +**2d10 + 1** - ✦ ≤11: 1 poison damage; slide 1 - ★ 12–16: 2 poison damage; slide 2 - ✸ 17+: 3 poison damage; slide 3 -- **1 VP:** Increase the slide for one target by 2 squares. -**Swamp Gas (Maneuver)** +**Swamp Gas** -Keywords: Area, Magic, Ranged -Distance: 3 cube within 10 -Target: Special +| | | +| :---------------------------- | :-------------- | +| Keywords: Area, Magic, Ranged | Type: Maneuver | +| Distance: 3 cube within 10 | Target: Special | Effect: The area is filled with a green haze until the start of the stinker’s next turn or until the stinker is reduced to Stamina 0. The area is [[Difficult Terrain|difficult terrain]] for non-goblin creatures, and each such creature who moves within the area takes 2 poison damage for each square moved. The haze can’t be dispersed by wind. diff --git a/Bestiary/Goblin Underboss.md b/Bestiary/Goblin Underboss.md index c1e3522..215794c 100644 --- a/Bestiary/Goblin Underboss.md +++ b/Bestiary/Goblin Underboss.md @@ -1,20 +1,24 @@ #### GOBLIN UNDERBOSS -| GOBLIN UNDERBOSS | **Level 1 Support** | -| :------------------------- | -------------------: | -| *Goblin, Humanoid* | **EV 10** | -| **Stamina**: 20 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| GOBLIN UNDERBOSS | **Level 1 Support** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 10** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −1 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -1 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Sword (Action)** ◆ 2d10 + 1 ◆ Signature +**Sword (Signature)** -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :---------------------- | :----------------------------- | +| Keywords: Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage @@ -22,16 +26,15 @@ Target: One creature or object Effect: One ally of the underboss adjacent to the target can make a [[Free Strike|free strike]] against them. -**Get Reckless! (Maneuver)** +**Get Reckless!** -Keywords: Ranged -Distance: Ranged 10 -Target: Each ally +| | | +| :------------------ | :---------------- | +| Keywords: Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: Each ally | Effect: Until the start of the underboss’s next turn, each target gains an edge on attacks, and attacks against them gain an edge. -- **3 VP:** Attacks against targets of this maneuver don’t gain an edge. - **Crafty** The underboss doesn’t provoke opportunity attacks by moving. diff --git a/Bestiary/Goblin Warrior.md b/Bestiary/Goblin Warrior.md index bed0500..7a373db 100644 --- a/Bestiary/Goblin Warrior.md +++ b/Bestiary/Goblin Warrior.md @@ -1,30 +1,37 @@ #### GOBLIN WARRIOR -| GOBLIN WARRIOR | **Level 1 Harrier** | -| :------------------------- | -------------------: | -| *Goblin, Humanoid* | **EV 10** | -| **Stamina**: 20 | **Speed**: 6 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| GOBLIN WARRIOR | **Level 1 Harrier** | +| :------------------- | -------------------------: | +| *Goblin, Humanoid* | **EV 10** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 6 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −2 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -2 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** -1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Spear (Action)** ◆ 2d10 + 1 ◆ Signature +**Spear (Signature)** -Keywords: Attack, [[Charge]], Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------------------ | :----------------------------- | +| Keywords: Attack, [[Charge]], Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -**Bury the Point (Action)** ◆ 2d10 + 1 ◆ 2 VP +**Bury the Point (2 VP)** + +| | | +| :------------------------------ | :------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature +**2d10 + 1** - ✦ ≤11: 3 damage - ★ 12–16: 7 damage; [[Bleeding|bleeding]] (EoT) diff --git a/Bestiary/Human Apprentice Mage.md b/Bestiary/Human Apprentice Mage.md index b00691a..587a36a 100644 --- a/Bestiary/Human Apprentice Mage.md +++ b/Bestiary/Human Apprentice Mage.md @@ -1,21 +1,24 @@ #### HUMAN APPRENTICE MAGE -| [[Human\|HUMAN]] APPRENTICE MAGE | **Level 2 Controller Minion** | -| :-------------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 6** | -| **Stamina**: 10 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| [[Human\|HUMAN]] APPRENTICE MAGE | **Level 2 Controller Minion** | +| :------------------------------- | ----------------------------: | +| *[[Human]], Humanoid* | **EV 6** | +| **Stamina**: 10 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Lightning Strike (Action)** ◆ 2d10 + 1 ◆ Signature +**Lightning Strike (Signature)** -Keywords: Attack, Magic, Ranged -Distance: Ranged 10 -Target: One creature or object per minion +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Magic, Ranged | Type: Action | +| Distance: Ranged 10 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 lightning damage - ★ 12–16: 4 lightning damage diff --git a/Bestiary/Human Archer.md b/Bestiary/Human Archer.md index 1e07bea..79ff963 100644 --- a/Bestiary/Human Archer.md +++ b/Bestiary/Human Archer.md @@ -1,21 +1,24 @@ #### HUMAN ARCHER -| [[Human\|HUMAN]] ARCHER | **Level 1 Artillery Minion** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 6** | -| **Stamina**: 8 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| [[Human\|HUMAN]] ARCHER | **Level 1 Artillery Minion** | +| :---------------------- | ---------------------------: | +| *[[Human]], Humanoid* | **EV 6** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Crossbow (Action)** ◆ 2d10 + 1 ◆ Signature +**Crossbow (Signature)** -Keywords: Attack, Ranged, Weapon -Distance: Ranged 10 -Target: One creature or object per minion +| | | +| :------------------------------- | :---------------------------------------- | +| Keywords: Attack, Ranged, Weapon | Type: Action | +| Distance: Ranged 10 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage diff --git a/Bestiary/Human Bandit Chief.md b/Bestiary/Human Bandit Chief.md index afda71e..bc0a72e 100644 --- a/Bestiary/Human Bandit Chief.md +++ b/Bestiary/Human Bandit Chief.md @@ -1,21 +1,24 @@ #### HUMAN BANDIT CHIEF -| [[Human\|HUMAN]] BANDIT CHIEF | **Level 3 Boss** | -| :----------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 54** | -| **Stamina**: 120 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 2 | -| | **[[Free Strike]]**: 5 | +| [[Human\|HUMAN]] BANDIT CHIEF | **Level 3 Boss** | +| :---------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 54** | +| **Stamina**: 120 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 2 | +| | **[[Free Strike]]**: 5 | | **Might** +2 | **Agility** +2 | **Reason** +2 | **Intuition** +2 | **Presence** +2 | | ------------ | -------------- | ------------- | ---------------- | --------------- | | | | | | | -**Whip & Magic Longsword (Action)** ◆ 2d10 + 2 ◆ Signature +**Whip & Magic Longsword (Signature)** -Keywords: Attack, Magic, Melee, Weapon -Distance: Reach 1 -Target: Two enemies or objects +| | | +| :------------------------------------- | :----------------------------- | +| Keywords: Attack, Magic, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: Two enemies or objects | + +**2d10 + 2** - ✦ ≤11: 5 damage; pull 1 - ★ 12–16: 9 damage; pull 2 @@ -23,52 +26,51 @@ Target: Two enemies or objects Effect: A target who is adjacent to the bandit chief after the attack is resolved takes 9 corruption damage. -- **2 VP:** This ability targets three enemies or objects. - -**Kneel, Peasant! (Maneuver)** +**Kneel, Peasant!** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One enemy or object +| | | +| :------------------------------ | :-------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Maneuver | +| Distance: Reach 1 | Target: One enemy or object | -- ✦ ≤11: Push 1 -- ★ 12–16: Push 2; [[Prone|prone]] -- ✸ 17+: Push 3; [[Prone|prone]] -- **2 VP:** This ability targets each enemy adjacent to the bandit chief. +**Bloodstones** -**Bloodstones (Triggered Action)** +| | | +| :-------------- | :--------------------- | +| Keywords: Magic | Type: Triggered Action | +| Distance: Self | Target: Self | -Keywords: Magic -Distance: Self -Target: Self Trigger: The bandit chief makes a power roll for an attack. Effect: The bandit chief takes 4 corruption damage and increases the result of the power roll by one tier. -**End Effect** - -At the end of their turn, the bandit chief can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. - -**Shoot! (Villain Action 1)** +**Shoot!** -Keywords: Area -Distance: 10 burst -Target: Each ally +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 1 | +| Distance: 10 burst | Target: Each ally | Effect: Each target can make a ranged [[Free Strike|free strike]]. -**Form Up! (Villain Action 2)** +**Form Up!** -Keywords: Area -Distance: 10 burst -Target: Each ally +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 2 | +| Distance: 10 burst | Target: Each ally | Effect: Each target shifts up to their speed. Until the end of the encounter, any enemy takes a bane on attacks against the bandit chief or any of the bandit chief’s allies if they are adjacent to that target. -**Lead From the Front (Villain Action 3)** +**Lead From the Front** -Keywords: Attack, Weapon -Distance: Self -Target: Self +| | | +| :----------------------- | :--------------------- | +| Keywords: Attack, Weapon | Type: Villain Action 3 | +| Distance: Self | Target: Self | Effect: The bandit chief shifts twice their speed. During or after this movement, they can attack up to four targets with Whip & Magic Longsword. Any ally of the bandit chief adjacent to a target can make a [[Free Strike|free strike]] against that target. + +**End Effect** + +At the end of their turn, the bandit chief can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. diff --git a/Bestiary/Human Blackguard.md b/Bestiary/Human Blackguard.md index a1335a9..543d916 100644 --- a/Bestiary/Human Blackguard.md +++ b/Bestiary/Human Blackguard.md @@ -1,21 +1,24 @@ #### HUMAN BLACKGUARD -| [[Human\|HUMAN]] BLACKGUARD | **Level 1 Boss** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 38** | -| **Stamina**: 80 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 2 | -| | **[[Free Strike]]**: 4 | +| [[Human\|HUMAN]] BLACKGUARD | **Level 1 Boss** | +| :-------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 38** | +| **Stamina**: 80 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 2 | +| | **[[Free Strike]]**: 4 | -| **Might** +2 | **Agility** +2 | **Reason** +2 | **Intuition** +0 | **Presence** +2 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +2 | **Agility** +2 | **Reason** +2 | **Intuition** 0 | **Presence** +2 | +| ------------ | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Zweihander (Action)** ◆ 2d10 + 2 ◆ Signature +**Zweihander (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: Each adjacent enemy +| | | +| :------------------------------ | :-------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: Each adjacent enemy | + +**2d10 + 2** - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Slowed|slowed]] (EoT) @@ -23,49 +26,53 @@ Target: Each adjacent enemy Effect: An ally within 10 squares of the blackguard can make a [[Free Strike|free strike]]. -- **1 VP:** The ally can use their signature action instead. - -**You! (Maneuver)** +**You!** -Keywords: Ranged -Distance: Ranged 10 -Target: One enemy +| | | +| :------------------ | :---------------- | +| Keywords: Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One enemy | Effect: The target is marked until the start of the blackguard’s next turn. The blackguard and each of their allies gain an edge on attacks against any target marked by the blackguard, and such attacks deal an extra 2 damage. -**End Effect** - -At the end of their turn, the blackguard can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. +**[[Parry]]!** -**[[Parry]]! (Triggered Action)** +| | | +| :---------------------- | :----------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: Self or one ally | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: Self or one ally Trigger: A creature targets the blackguard or an ally adjacent to the blackguard with an attack. Effect: The triggering attack’s damage is halved. -**Advance! (Villain Action 1)** +**Advance!** -Keywords: Weapon -Distance: Self -Target: Self +| | | +| :--------------- | :--------------------- | +| Keywords: Weapon | Type: Villain Action 1 | +| Distance: Self | Target: Self | Effect: The blackguard shifts up to their speed. During or after this movement, they can make two Zweihander attacks. -**Back! (Villain Action 2)** +**Back!** -Keywords: Area, Magic -Distance: 5 burst -Target: Each enemy +| | | +| :-------------------- | :--------------------- | +| Keywords: Area, Magic | Type: Villain Action 2 | +| Distance: 5 burst | Target: Each enemy | Effect: The blackguard slides each target 5 squares. -**I Can Throw My Blade and So Should You! (Villain Action 3)** +**I Can Throw My Blade and So Should You!** -Keywords: Area, Magic, Ranged, Weapon -Distance: 3 cube within 5 -Target: Each enemy in the cube +| | | +| :------------------------------------ | :----------------------------- | +| Keywords: Area, Magic, Ranged, Weapon | Type: Villain Action 3 | +| Distance: 3 cube within 5 | Target: Each enemy in the cube | Effect: The blackguard makes a Zweihander attack against each enemy in the area, making one power roll against all targets. Additionally, each ally within 5 squares of the area can make a [[Free Strike|free strike]] against any enemy in the area. + +**End Effect** + +At the end of their turn, the blackguard can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. diff --git a/Bestiary/Human Brawler.md b/Bestiary/Human Brawler.md index c4d225d..1708178 100644 --- a/Bestiary/Human Brawler.md +++ b/Bestiary/Human Brawler.md @@ -1,21 +1,24 @@ #### HUMAN BRAWLER -| [[Human\|HUMAN]] BRAWLER | **Level 1 Brute** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 16** | -| **Stamina**: 40 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 4 | +| [[Human\|HUMAN]] BRAWLER | **Level 1 Brute** | +| :----------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 16** | +| **Stamina**: 40 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 4 | -| **Might** +1 | **Agility** +0 | **Reason** +0 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | ------------- | ------------ | --------------- | -------------- | +| | | | | | -**Haymaker (Action)** ◆ 2d10 + 1 ◆ Signature +**Haymaker (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Grabbed|grabbed]] @@ -23,11 +26,12 @@ Target: One creature or object Effect: The target takes a bane on attempts to escape the [[Grab|grab]], and the brawler gains an edge on attacks against the [[Grabbed|grabbed]] target. -**Throw (Maneuver)** ◆ 1 VP +**Throw (1 VP)** -Keywords: Melee -Distance: Reach 1 -Target: One creature [[Grabbed|grabbed]] by the brawler +| | | +| :---------------- | :------------------------------------------------------- | +| Keywords: Melee | Type: Maneuver | +| Distance: Reach 1 | Target: One creature [[Grabbed\|grabbed]] by the brawler | Effect: The brawler pushes the creature they have [[Grabbed|grabbed]] 5 squares. This breaks the [[Grab|grab]]. diff --git a/Bestiary/Human Death Acolyte.md b/Bestiary/Human Death Acolyte.md index f275909..2fc61e2 100644 --- a/Bestiary/Human Death Acolyte.md +++ b/Bestiary/Human Death Acolyte.md @@ -1,21 +1,24 @@ #### HUMAN DEATH ACOLYTE -| [[Human\|HUMAN]] DEATH ACOLYTE | **Level 1 Hexer Minion** | -| :------------------ | -------------------------------: | -| *[[Human]], Humanoid* | **EV 5** | -| **Stamina**: 8 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| [[Human\|HUMAN]] DEATH ACOLYTE | **Level 1 Hexer Minion** | +| :----------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 5** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Necrotic Bolt (Action)** ◆ 2d10 + 1 ◆ Signature +**Necrotic Bolt (Signature)** -Keywords: Attack, Magic, Ranged -Distance: Ranged 10 -Target: One creature or object per minion +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Magic, Ranged | Type: Action | +| Distance: Ranged 10 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 corruption damage - ★ 12–16: 4 corruption damage diff --git a/Bestiary/Human Death Cultist.md b/Bestiary/Human Death Cultist.md index ca35fd2..8153ffc 100644 --- a/Bestiary/Human Death Cultist.md +++ b/Bestiary/Human Death Cultist.md @@ -1,32 +1,37 @@ #### HUMAN DEATH CULTIST -| [[Human\|HUMAN]] DEATH CULTIST | **Level 2 Support** | -| :------------------ | -------------------------------: | -| *[[Human]], Humanoid* | **EV 16** | -| **Stamina**: 40 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 4 | +| [[Human\|HUMAN]] DEATH CULTIST | **Level 2 Support** | +| :----------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 16** | +| **Stamina**: 40 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 4 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Death Scythe (Action)** ◆ 2d10 + 1 ◆ Signature +**Death Scythe (Signature)** -Keywords: Attack, Magic, Melee, Ranged, Weapon -Distance: Reach 1 or Ranged 10 -Target: One creature or object +| | | +| :--------------------------------------------- | :----------------------------- | +| Keywords: Attack, Magic, Melee, Ranged, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 10 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 4 corruption damage - ★ 12–16: 7 corruption damage; [[Weakened|weakened]] (EoT) - ✸ 17+: 10 corruption damage; [[Weakened|weakened]] (INU ends) -- **2 VP:** The death cultist regains Stamina equal to half the damage dealt by this ability. -**Rise, My Minions (Maneuver)** ◆ 1 VP per minion +**Rise, My Minions (1 VP per minion)** + +| | | +| :---------------- | :------------------------------- | +| Keywords: Area | Type: Maneuver | +| Distance: 5 burst | Target: One or more dead minions | -Keywords: Area -Distance: 5 burst -Target: One or more dead minions -Special: Each target must have died during this encounter +**Special** +Each target must have died during this encounter Effect: Each target returns to life with their full Stamina, but they die at the end of the encounter or if the death cultist is killed. If the target dies a second time, they can be brought back to life by this ability again. diff --git a/Bestiary/Human Guard.md b/Bestiary/Human Guard.md index 697cab3..ad6e0cf 100644 --- a/Bestiary/Human Guard.md +++ b/Bestiary/Human Guard.md @@ -1,21 +1,24 @@ #### HUMAN GUARD -| [[Human\|HUMAN]] GUARD | **Level 1 Brute Minion** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 6** | -| **Stamina**: 12 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| [[Human\|HUMAN]] GUARD | **Level 1 Brute Minion** | +| :--------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 6** | +| **Stamina**: 12 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +1 | **Agility** +0 | **Reason** +0 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | ------------- | ------------ | --------------- | -------------- | +| | | | | | -**Halberd (Action)** ◆ 2d10 + 1 ◆ Signature +**Halberd (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 2 -Target: One creature or object per minion +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 2 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage diff --git a/Bestiary/Human Knave.md b/Bestiary/Human Knave.md index 09ee1fb..944a5fc 100644 --- a/Bestiary/Human Knave.md +++ b/Bestiary/Human Knave.md @@ -1,21 +1,24 @@ #### HUMAN KNAVE -| [[Human\|HUMAN]] KNAVE | **Level 2 Defender** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 18** | -| **Stamina**: 50 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 4 | - -| **Might** +1 | **Agility** +0 | **Reason** +0 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | - -**Morningstar & Javelin (Action)** ◆ 2d10 + 1 ◆ Signature - -Keywords: Attack, Melee, Ranged, Weapon -Distance: Reach 1 or Ranged 5 -Target: One creature or object +| [[Human\|HUMAN]] KNAVE | **Level 2 Defender** | +| :--------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 18** | +| **Stamina**: 50 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 4 | + +| **Might** +1 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | ------------- | ------------ | --------------- | -------------- | +| | | | | | + +**Morningstar & Javelin (Signature)** + +| | | +| :-------------------------------------- | :----------------------------- | +| Keywords: Attack, Melee, Ranged, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 5 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 4 damage; [[Taunted|taunted]] (EoT) - ★ 12–16: 7 damage; [[Taunted|taunted]] (EoT) diff --git a/Bestiary/Human Raider.md b/Bestiary/Human Raider.md index 99e1dfd..074c6f0 100644 --- a/Bestiary/Human Raider.md +++ b/Bestiary/Human Raider.md @@ -1,21 +1,24 @@ #### HUMAN RAIDER -| [[Human\|HUMAN]] [[Raider\|RAIDER]] | **Level 1 Harrier Minion** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 6** | -| **Stamina**: 10 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 7 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| [[Human\|HUMAN]] [[Raider\|RAIDER]] | **Level 1 Harrier Minion** | +| :---------------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 6** | +| **Stamina**: 10 | **Weakness**: | +| **Speed**: 7 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Handaxe (Action)** ◆ 2d10 + 1 ◆ Signature +**Handaxe (Signature)** -Keywords: Attack, [[Charge]], Melee, Ranged, Weapon -Distance: Reach 1 or Ranged 5 -Target: One creature or object per minion +| | | +| :-------------------------------------------------- | :---------------------------------------- | +| Keywords: Attack, [[Charge]], Melee, Ranged, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 5 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 4 damage diff --git a/Bestiary/Human Scoundrel.md b/Bestiary/Human Scoundrel.md index 1df3ef8..cca5dd1 100644 --- a/Bestiary/Human Scoundrel.md +++ b/Bestiary/Human Scoundrel.md @@ -1,21 +1,24 @@ #### HUMAN SCOUNDREL -| [[Human\|HUMAN]] SCOUNDREL | **Level 1 Ambusher** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 14** | -| **Stamina**: 30 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 4 | +| [[Human\|HUMAN]] SCOUNDREL | **Level 1 Ambusher** | +| :------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 14** | +| **Stamina**: 30 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 4 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Rapier & Dagger (Action)** ◆ 2d10 + 1 ◆ Signature +**Rapier & Dagger (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 4 damage - ★ 12–16: 7 damage @@ -23,6 +26,8 @@ Target: One creature or object Effect: If the scoundrel has an edge or a double edge on the power roll for this ability, the ability deals an extra 4 damage. -**Dagger Storm (Action)** ◆ 5 VP +**Dagger Storm (5 VP)** -The scoundrel makes a Rapier & Dagger attack against three creatures or objects, and can shift 2 squares before or after each attack. +| | | +| :-------- | :----------- | +| Keywords: | Type: Action | diff --git a/Bestiary/Human Storm Mage.md b/Bestiary/Human Storm Mage.md index 4562889..b509cb3 100644 --- a/Bestiary/Human Storm Mage.md +++ b/Bestiary/Human Storm Mage.md @@ -1,36 +1,41 @@ #### HUMAN STORM MAGE -| [[Human\|HUMAN]] STORM MAGE | **Level 3 Controller** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 17** | -| **Stamina**: 40 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 5 | +| [[Human\|HUMAN]] STORM MAGE | **Level 3 Controller** | +| :-------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 17** | +| **Stamina**: 40 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 5 | -| **Might** +0 | **Agility** +0 | **Reason** +2 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** 0 | **Reason** +2 | **Intuition** 0 | **Presence** 0 | +| ----------- | ------------- | ------------- | --------------- | -------------- | +| | | | | | -**Lightning Bolt (Action)** ◆ 2d10 + 2 ◆ Signature +**Lightning Bolt (Signature)** -Keywords: Attack, Magic, Ranged -Distance: Ranged 10 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Magic, Ranged | Type: Action | +| Distance: Ranged 10 | Target: One creature or object | + +**2d10 + 2** - ✦ ≤11: 5 lightning damage - ★ 12–16: 8 lightning damage - ✸ 17+: 11 lightning damage -- **5 VP:** The ability takes the Area keyword and becomes a 10 × 1 line that targets each creature in the area. -**Gust of Wind (Maneuver)** ◆ MGT RR ◆ 3 VP +**Gust of Wind (3 VP)** + +| | | +| :-------------------------------- | :------------------------------- | +| Keywords: Area, Magic, Resistance | Type: Maneuver | +| Distance: 5 cube within 1 | Target: Each creature and object | -Keywords: Area, Magic, Resistance -Distance: 5 cube within 1 -Target: Each creature and object +**MGT RR** -- ✸ ≤11: Slide 5; [[Slowed|slowed]] (MGT ends) +- ✦ ≤11: Slide 5; [[Slowed|slowed]] (MGT ends) - ★ 12–16: Slide 3; [[Slowed|slowed]] (EoT) -- ✦ 17+: Slide 1 +- ✸ 17+: Slide 1 Effect: The gust of wind disperses gas or vapor and extinguishes any flames, including persistent effects. diff --git a/Bestiary/Human Trickshot.md b/Bestiary/Human Trickshot.md index 4915a8b..39b73d7 100644 --- a/Bestiary/Human Trickshot.md +++ b/Bestiary/Human Trickshot.md @@ -1,26 +1,27 @@ #### HUMAN TRICKSHOT -| [[Human\|HUMAN]] TRICKSHOT | **Level 1 Artillery** | -| :---------------- | -------------------------------: | -| *[[Human]], Humanoid* | **EV 12** | -| **Stamina**: 20 | **Immunity**: Magic 2, Psionic 2 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 4 | +| [[Human\|HUMAN]] TRICKSHOT | **Level 1 Artillery** | +| :------------------------- | -------------------------: | +| *[[Human]], Humanoid* | **EV 12** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 4 | -| **Might** +0 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Crossbow (Action)** ◆ 2d10 + 1 ◆ Signature +**Crossbow (Signature)** -Keywords: Attack, Ranged, Weapon -Distance: Ranged 15 -Target: One creature or object +| | | +| :------------------------------- | :----------------------------- | +| Keywords: Attack, Ranged, Weapon | Type: Action | +| Distance: Ranged 15 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 4 damage - ★ 12–16: 7 damage - ✸ 17+: 10 damage Effect: The trickshot doesn’t take a bane when using this ability in melee or against a target with cover or concealment. - -- **3 VP:** The trickshot can target two creatures or objects with this ability. diff --git a/Bestiary/Radenwight Bruxer.md b/Bestiary/Radenwight Bruxer.md index 8c21767..dbad3f7 100644 --- a/Bestiary/Radenwight Bruxer.md +++ b/Bestiary/Radenwight Bruxer.md @@ -1,20 +1,24 @@ #### RADENWIGHT BRUXER -| RADENWIGHT BRUXER | **Level 1 Brute** | -| :------------------------- | -------------------: | -| *Humanoid, Radenwight* | **EV 16** | -| **Stamina**: 40 | **Speed**: 5 (climb) | -| **Size**: 1M / Stability 2 | **[[Free Strike]]**: 5 | +| RADENWIGHT BRUXER | **Level 1 Brute** | +| :--------------------- | -------------------------: | +| *Humanoid, Radenwight* | **EV 16** | +| **Stamina**: 40 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1M / Stability 2 | +| | **[[Free Strike]]**: 5 | -| **Might** +1 | **Agility** +1 | **Reason** −1 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** -1 | **Intuition** 0 | **Presence** 0 | +| ------------ | -------------- | ------------- | --------------- | -------------- | +| | | | | | -**Lockjaw (Action)** ◆ 2d10 + 1 ◆ Signature +**Lockjaw (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 5 damage - ★ 12–16: 9 damage; [[Grabbed|grabbed]] @@ -22,21 +26,26 @@ Target: One creature or object Effect: While the target is [[Grabbed|grabbed]], they take 2 damage at the start of each of the bruxer’s turns. -**Flurry of Bites (Action)** ◆ 2d10 + 1 ◆ 3 VP +**Flurry of Bites (3 VP)** + +| | | +| :--------------------- | :----------------- | +| Keywords: Area, Weapon | Type: Action | +| Distance: 1 burst | Target: Each enemy | -Keywords: Area, Weapon -Distance: 1 burst -Target: Each enemy +**2d10 + 1** - ✦ ≤11: 4 damage - ★ 12–16: 8 damage - ✸ 17+: 10 damage; [[Bleeding|bleeding]] (EoT) -**Ready Rodent (Triggered Action)** +**Ready Rodent** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature Trigger: An ally deals damage to the target. Effect: The bruxer makes a [[Free Strike|free strike]] against the target. diff --git a/Bestiary/Radenwight Maestro.md b/Bestiary/Radenwight Maestro.md index b8010ef..4642224 100644 --- a/Bestiary/Radenwight Maestro.md +++ b/Bestiary/Radenwight Maestro.md @@ -1,20 +1,24 @@ #### RADENWIGHT MAESTRO -| RADENWIGHT MAESTRO | **Level 1 Boss** | -| :------------------------- | -------------------: | -| *Humanoid, Radenwight* | **EV 38** | -| **Stamina**: 80 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 1 | **[[Free Strike]]**: 5 | +| RADENWIGHT MAESTRO | **Level 1 Boss** | +| :--------------------- | -------------------------: | +| *Humanoid, Radenwight* | **EV 38** | +| **Stamina**: 80 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 1 | +| | **[[Free Strike]]**: 5 | -| **Might** −2 | **Agility** +2 | **Reason** +0 | **Intuition** +0 | **Presence** +2 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -2 | **Agility** +2 | **Reason** 0 | **Intuition** 0 | **Presence** +2 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Cacophony (Action)** ◆ 2d10 + 2 ◆ Signature +**Cacophony (Signature)** -Keywords: Area, Magic -Distance: 5 burst -Target: Each enemy +| | | +| :-------------------- | :----------------- | +| Keywords: Area, Magic | Type: Action | +| Distance: 5 burst | Target: Each enemy | + +**2d10 + 2** - ✦ ≤11: 3 sonic damage; slide 1; the maestro can shift 1 square - ★ 12–16: 5 sonic damage; slide 3; the maestro can shift 3 squares @@ -22,50 +26,51 @@ Target: Each enemy Effect: Each of the maestro's allies can use Ready Rodent as a free triggered action once before the end of the round. -**Tempo Change (Maneuver)** ◆ PRS RR +**Tempo Change (PRS RR)** -Keywords: Magic, Ranged, Resistance -Distance: Ranged 10 -Target: Two enemies +| | | +| :---------------------------------- | :------------------ | +| Keywords: Magic, Ranged, Resistance | Type: Maneuver | +| Distance: Ranged 10 | Target: Two enemies | -- ✸ ≤11: [[Slowed]] (MGT ends) -- ★ 12–16: [[Slowed]] (EoT) -- ✦ 17+: No effect - 5 VP: Each ally of the maestro within distance has their speed increased by 2 until the end of their next turn. +**Ranged Ready Rodent** -**Ranged Ready Rodent (Triggered Action)** +| | | +| :---------------------- | :--------------------- | +| Keywords: Magic, Ranged | Type: Triggered Action | +| Distance: Ranged 10 | Target: One creature | -Keywords: Magic, Ranged -Distance: Ranged 10 -Target: One creature Trigger: An ally deals damage to the target. Effect: The maestro makes a [[Free Strike|free strike]] against the target. -**End Effect** - -At the end of their turn, the maestro can take 5 damage to end one EoE effect affecting them. This damage can't be reduced in any way. - -**Overture (Villain Action 1)** +**Overture** -Keywords: Area -Distance: 10 burst -Target: Each ally +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 1 | +| Distance: 10 burst | Target: Each ally | Effect: Each target shifts up to their speed or takes the [[Defend]] action. -**Solo Act (Villain Action 2)** +**Solo Act** -Keywords: Ranged -Distance: Ranged 15 -Target: One creature +| | | +| :------------------ | :--------------------- | +| Keywords: Ranged | Type: Villain Action 2 | +| Distance: Ranged 15 | Target: One creature | Effect: Until the end of their next turn, the target's stamina can't be reduced below 1, their speed is doubled, and their next power roll is automatically a tier 3 result. -**Rondo of Rat (Villain Action 3)** +**Rondo of Rat** -Keywords: Area -Distance: 10 burst -Target: Each dead ally +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 3 | +| Distance: 10 burst | Target: Each dead ally | Effect: Each target stands, makes a [[Free Strike|free strike]], then collapses again. Allies of the targets can use Ready Rodent as a free triggered action once in conjunction with these [[Free Strike|free strikes]]. + +**End Effect** + +At the end of their turn, the maestro can take 5 damage to end one EoE effect affecting them. This damage can't be reduced in any way. diff --git a/Bestiary/Radenwight Mischiever.md b/Bestiary/Radenwight Mischiever.md index 2c2ca60..16ebec8 100644 --- a/Bestiary/Radenwight Mischiever.md +++ b/Bestiary/Radenwight Mischiever.md @@ -1,20 +1,24 @@ #### RADENWIGHT MISCHIEVER -| RADENWIGHT MISCHIEVER | **Level 1 Ambusher Minion** | -| :------------------------- | --------------------------: | -| *Humanoid, Radenwight* | **EV 7** | -| **Stamina**: 10 | **Speed**: 7 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| RADENWIGHT MISCHIEVER | **Level 1 Ambusher Minion** | +| :--------------------- | --------------------------: | +| *Humanoid, Radenwight* | **EV 7** | +| **Stamina**: 10 | **Weakness**: | +| **Speed**: 7 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −1 | **Agility** +1 | **Reason** +0 | **Intuition** +1 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -1 | **Agility** +1 | **Reason** 0 | **Intuition** +1 | **Presence** 0 | +| ------------ | -------------- | ------------ | ---------------- | -------------- | +| | | | | | -**Dagger Dance (Action)** ◆ 2d10 + 1 ◆ Signature +**Dagger Dance (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 or Ranged 5 -Target: One creature per minion +| | | +| :------------------------------ | :------------------------------ | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 5 | Target: One creature per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage @@ -22,11 +26,13 @@ Target: One creature per minion Effect: If the mischiever is hidden when they use this ability, they can target two creatures. -**Ready Rodent (Triggered Action)** +**Ready Rodent** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature Trigger: An ally deals damage to the target. Effect: The mischiever makes a [[Free Strike|free strike]] against the target. diff --git a/Bestiary/Radenwight Piper.md b/Bestiary/Radenwight Piper.md index 7f45d81..acd6108 100644 --- a/Bestiary/Radenwight Piper.md +++ b/Bestiary/Radenwight Piper.md @@ -1,20 +1,24 @@ #### RADENWIGHT PIPER -| RADENWIGHT PIPER | **Level 1 Support** | -| :------------------------- | -------------------: | -| *Humanoid, Radenwight* | **EV 13** | -| **Stamina**: 30 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| RADENWIGHT PIPER | **Level 1 Support** | +| :--------------------- | -------------------------: | +| *Humanoid, Radenwight* | **EV 13** | +| **Stamina**: 30 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +0 | **Reason** +0 | **Intuition** +1 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** 0 | **Reason** 0 | **Intuition** +1 | **Presence** +1 | +| ----------- | ------------- | ------------ | ---------------- | --------------- | +| | | | | | -**Piercing Trill (Action)** ◆ 2d10 + 1 ◆ Signature +**Piercing Trill (Signature)** -Keywords: Attack, Magic, Melee, Ranged -Distance: Reach 1 or Ranged 10 -Target: One creature or object +| | | +| :------------------------------------- | :----------------------------- | +| Keywords: Attack, Magic, Melee, Ranged | Type: Action | +| Distance: Reach 1 or Ranged 10 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 3 sonic damage; push 1 - ★ 12–16: 5 sonic damage; push 3 @@ -22,19 +26,22 @@ Target: One creature or object Effect: The piper or an ally within distance regains stamina equal to half the damage dealt. -**Vivace Vivace! (Maneuver)** ◆ 3 VP +**Vivace Vivace! (3 VP)** -Keywords: Area, Magic -Distance: 5 burst -Target: Each ally +| | | +| :-------------------- | :---------------- | +| Keywords: Area, Magic | Type: Maneuver | +| Distance: 5 burst | Target: Each ally | Effect: Each target who has used their Ready Rodent ability since their last turn regains the use of their triggered action. -**Ready Rodent (Triggered Action)** +**Ready Rodent** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature Trigger: An ally deals damage to the target. Effect: The piper makes a [[Free Strike|free strike]] against the target. diff --git a/Bestiary/Radenwight Ratagast.md b/Bestiary/Radenwight Ratagast.md index fbdf858..2a3b46d 100644 --- a/Bestiary/Radenwight Ratagast.md +++ b/Bestiary/Radenwight Ratagast.md @@ -1,30 +1,36 @@ #### RADENWIGHT RATAGAST -| RADENWIGHT RATAGAST | **Level 1 Defender Minion** | -| :------------------------- | --------------------------: | -| *Humanoid, Radenwight* | **EV 7** | -| **Stamina**: 12 | **Speed**: 6 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| RADENWIGHT RATAGAST | **Level 1 Defender Minion** | +| :--------------------- | --------------------------: | +| *Humanoid, Radenwight* | **EV 7** | +| **Stamina**: 12 | **Weakness**: | +| **Speed**: 6 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −1 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -1 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Stinky Glissando (Action)** ◆ 2d10 + 1 ◆ Signature +**Stinky Glissando (Signature)** -Keywords: Attack, Magic, Melee -Distance: Reach 1 -Target: One creature or object per minion +| | | +| :----------------------------- | :---------------------------------------- | +| Keywords: Attack, Magic, Melee | Type: Action | +| Distance: Reach 1 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 poison damage - ★ 12–16: 4 poison damage; [[Taunted|taunted]] (EoT) - ✸ 17+: 5 poison damage; [[Taunted|taunted]] (EoT) -**Ready Rodent (Triggered Action)** +**Ready Rodent** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature Trigger: An ally deals damage to the target. Effect: The ratagast makes a [[Free Strike|free strike]] against the target. diff --git a/Bestiary/Radenwight Ratcrobat.md b/Bestiary/Radenwight Ratcrobat.md index 56e863a..693f8cc 100644 --- a/Bestiary/Radenwight Ratcrobat.md +++ b/Bestiary/Radenwight Ratcrobat.md @@ -1,20 +1,24 @@ #### RADENWIGHT RATCROBAT -| RADENWIGHT RATCROBAT | **Level 1 Harrier** | -| :------------------------- | -------------------: | -| *Humanoid, Radenwight* | **EV 13** | -| **Stamina**: 30 | **Speed**: 7 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 5 | +| RADENWIGHT RATCROBAT | **Level 1 Harrier** | +| :--------------------- | -------------------------: | +| *Humanoid, Radenwight* | **EV 13** | +| **Stamina**: 30 | **Weakness**: | +| **Speed**: 7 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 5 | -| **Might** −1 | **Agility** +1 | **Reason** +0 | **Intuition** +0 | **Presence** +1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -1 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ------------ | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**En Garde! (Action)** ◆ 2d10 + 1 ◆ Signature +**En Garde! (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: Two creatures or objects +| | | +| :------------------------------ | :------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: Two creatures or objects | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage @@ -22,19 +26,22 @@ Target: Two creatures or objects Effect: The ratcrobat can shift up to 2 squares after attacking the first target, then can shift 1 square after attacking the second target. -**Over Here, Thanks (Maneuver)** +**Over Here, Thanks** -Keywords: Melee -Distance: Reach 1 -Target: One enemy +| | | +| :---------------- | :---------------- | +| Keywords: Melee | Type: Maneuver | +| Distance: Reach 1 | Target: One enemy | Effect: Slide 1; the ratcrobat can then shift into the square the target left. -**Ready Rodent (Triggered Action)** +**Ready Rodent** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature Trigger: An ally deals damage to the target. Effect: The ratcrobat makes a [[Free Strike|free strike]] against the target. diff --git a/Bestiary/Radenwight Redeye.md b/Bestiary/Radenwight Redeye.md index c4a7397..97a0cd1 100644 --- a/Bestiary/Radenwight Redeye.md +++ b/Bestiary/Radenwight Redeye.md @@ -1,20 +1,24 @@ #### RADENWIGHT REDEYE -| RADENWIGHT REDEYE | **Level 1 Artillery Minion** | -| :------------------------- | ---------------------------: | -| *Humanoid, Radenwight* | **EV 6** | -| **Stamina**: 8 | **Speed**: 5 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| RADENWIGHT REDEYE | **Level 1 Artillery Minion** | +| :--------------------- | ---------------------------: | +| *Humanoid, Radenwight* | **EV 6** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 5 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +1 | **Agility** +1 | **Reason** −1 | **Intuition** +0 | **Presence** +0 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** -1 | **Intuition** 0 | **Presence** 0 | +| ------------ | -------------- | ------------- | --------------- | -------------- | +| | | | | | -**Eyes-On-Me Shot (Action)** ◆ 2d10 + 1 ◆ Signature +**Eyes-On-Me Shot (Signature)** -Keywords: Attack, Ranged, Weapon -Distance: Ranged 10 -Target: One creature or object per minion +| | | +| :------------------------------- | :---------------------------------------- | +| Keywords: Attack, Ranged, Weapon | Type: Action | +| Distance: Ranged 10 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage @@ -22,11 +26,13 @@ Target: One creature or object per minion Effect: An ally of the redeye within 2 squares of the target can shift up to 2 squares. -**Ready Rodent (Triggered Action)** +**Ready Rodent** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature Trigger: An ally deals damage to the target. Effect: The redeye makes a [[Free Strike|free strike]] against the target. diff --git a/Bestiary/Radenwight Swiftpaw.md b/Bestiary/Radenwight Swiftpaw.md index 8d0ff6b..536cbfe 100644 --- a/Bestiary/Radenwight Swiftpaw.md +++ b/Bestiary/Radenwight Swiftpaw.md @@ -1,30 +1,36 @@ #### RADENWIGHT SWIFTPAW -| RADENWIGHT SWIFTPAW | **Level 1 Harrier Minion** | -| :------------------------- | -------------------------: | -| *Humanoid, Radenwight* | **EV 6** | -| **Stamina**: 10 | **Speed**: 7 (climb) | -| **Size**: 1S / Stability 0 | **[[Free Strike]]**: 2 | +| RADENWIGHT SWIFTPAW | **Level 1 Harrier Minion** | +| :--------------------- | -------------------------: | +| *Humanoid, Radenwight* | **EV 6** | +| **Stamina**: 10 | **Weakness**: | +| **Speed**: 7 (climb) | **Size**: 1S / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** +0 | **Agility** +1 | **Reason** +1 | **Intuition** +0 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** +1 | **Intuition** 0 | **Presence** -1 | +| ----------- | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Rapier Flunge (Action)** ◆ 2d10 + 1 ◆ Signature +**Rapier Flunge (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object per minion +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage; slide 1; the swiftpaw can shift 1 square - ★ 12–16: 4 damage; slide 2; the swiftpaw can shift 2 squares - ✸ 17+: 5 damage; slide 3; the swiftpaw can shift 3 squares -**Ready Rodent (Triggered Action)** +**Ready Rodent** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Melee, Weapon | Type: Triggered Action | +| Distance: Reach 1 | Target: One creature | -Keywords: Melee, Weapon -Distance: Reach 1 -Target: One creature Trigger: An ally deals damage to the target. Effect: The swiftpaw makes a [[Free Strike|free strike]] against the target. diff --git a/Bestiary/Siege Hawk.md b/Bestiary/Siege Hawk.md index 5b305dc..bda1326 100644 --- a/Bestiary/Siege Hawk.md +++ b/Bestiary/Siege Hawk.md @@ -1,20 +1,24 @@ #### SIEGE HAWK -| SIEGE HAWK | **Level 1 Mount** | -| :------------------------ | --------------------: | -| *Animal* | **EV 28** | -| **Stamina**: 60 | **Speed**: 7 (flying) | -| **Size**: 3 / Stability 0 | **[[Free Strike]]**: 4 | +| SIEGE HAWK | **Level 1 Mount** | +| :-------------------- | ------------------------: | +| *Animal* | **EV 28** | +| **Stamina**: 60 | **Weakness**: | +| **Speed**: 7 (flying) | **Size**: 3 / Stability 0 | +| | **[[Free Strike]]**: 4 | -| **Might** +1 | **Agility** +1 | **Reason** −3 | **Intuition** +0 | **Presence** −2 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** -3 | **Intuition** 0 | **Presence** -2 | +| ------------ | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Talons (Action)** ◆ 2d10 + 1 ◆ Signature +**Talons (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: Two creatures or objects +| | | +| :------------------------------ | :------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: Two creatures or objects | + +**2d10 + 1** - ✦ ≤11: 4 damage - ★ 12–16: 7 damage @@ -22,20 +26,27 @@ Target: Two creatures or objects Effect: The target is [[Grabbed|grabbed]] by the siege hawk. The siege hawk can have two targets [[Grabbed|grabbed]] at a time. -**Bombs Away! (Action)** ◆ AGL RR ◆ 7 VP +**Bombs Away! (7 VP)** + +| | | +| :---------------------------------------- | :------------------------------- | +| Keywords: Area, Magic, Ranged, Resistance | Type: Action | +| Distance: 5 cube within 10 | Target: Each creature and object | -Keywords: Area, Magic, Ranged, Resistance -Distance: 5 cube within 10 -Target: Each creature and object +**AGL RR** -- ✸ ≤11: 7 fire damage; [[Restrained|restrained]] (EoT) +- ✦ ≤11: 7 fire damage; [[Restrained|restrained]] (EoT) - ★ 12–16: 6 fire damage; [[Slowed|slowed]] (EoT) -- ✦ 17+: 3 fire damage - Special: The siege hawk must be flying to use this ability. +- ✸ 17+: 3 fire damage + +**Special** +The siege hawk must be flying to use this ability. -**Dive (Maneuver)** +**Dive** -The hawk moves up to their speed. +| | | +| :-------- | :------------- | +| Keywords: | Type: Maneuver | **Mounted Platform** diff --git a/Bestiary/Skitterling.md b/Bestiary/Skitterling.md index f3a44fd..bde2259 100644 --- a/Bestiary/Skitterling.md +++ b/Bestiary/Skitterling.md @@ -1,20 +1,24 @@ #### SKITTERLING -| SKITTERLING | **Level 1 Hexer Minion** | -| :------------------------- | -----------------------: | -| *Animal, Goblin* | **EV 3** | -| **Stamina**: 5 | **Speed**: 5 ([[Fly\|fly]]) | -| **Size**: 1T / Stability 0 | **[[Free Strike]]**: 2 | +| SKITTERLING | **Level 1 Hexer Minion** | +| :-------------------------- | -------------------------: | +| *Animal, Goblin* | **EV 3** | +| **Stamina**: 5 | **Weakness**: | +| **Speed**: 5 ([[Fly\|fly]]) | **Size**: 1T / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might** −5 | **Agility** +1 | **Reason** −4 | **Intuition** +0 | **Presence** −2 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** -5 | **Agility** +1 | **Reason** -4 | **Intuition** 0 | **Presence** -2 | +| ------------ | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Claws (Action)** ◆ 2d10 + 1 ◆ Signature +**Claws (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object per minion +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 poison damage - ★ 12–16: 3 poison damage; [[Slowed|slowed]] (EoT) diff --git a/Bestiary/Time Raider Archon.md b/Bestiary/Time Raider Archon.md index adf3f02..8c3d311 100644 --- a/Bestiary/Time Raider Archon.md +++ b/Bestiary/Time Raider Archon.md @@ -1,22 +1,24 @@ #### TIME RAIDER ARCHON -| [[Time [[Raider]]\|TIME RAIDER]] ARCHON | **Level 3 Harrier Minion** | -| :---------------------- | -------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 8** | -| **Stamina**: 15 | **Immunity**: Psychic 3 | -| **Speed**: 7 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | - -| **Might**: +2 | **Agility**: +2 | **Reason**: +2 | **Intuition**: +1 | **Presence**: −1 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | - -**Brutal Flail (Action)** ◆ 2d10 + 2 ◆ Signature - -| | | -| :------------------------------------------- | :-------------------------------------------- | -| **Keywords:** Attack, Melee, Psionic, Weapon | **Type:** | -| **Distance:** Reach 1 | **Target:** One creature or object per minion | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] ARCHON | **Level 3 Harrier Minion** | +| :---------------------------------------------------- | -------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 8** | +| **Stamina**: 15 | **Weakness**: | +| **Speed**: 7 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | + +| **Might** +2 | **Agility** +2 | **Reason** +2 | **Intuition** +1 | **Presence** -1 | +| ------------ | -------------- | ------------- | ---------------- | --------------- | +| | | | | | + +**Brutal Flail (Signature)** + +| | | +| :--------------------------------------- | :---------------------------------------- | +| Keywords: Attack, Melee, Psionic, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object per minion | + +**2d10 + 2** - ✦ ≤11: 2 damage - ★ 12–16: 4 damage diff --git a/Bestiary/Time Raider Armiger.md b/Bestiary/Time Raider Armiger.md index 0a6fd0f..f35209f 100644 --- a/Bestiary/Time Raider Armiger.md +++ b/Bestiary/Time Raider Armiger.md @@ -1,33 +1,40 @@ #### TIME RAIDER ARMIGER -| [[Time [[Raider]]\|TIME RAIDER]] ARMIGER | **Level 3 Defender** | -| :---------------------- | -------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 21** | -| **Stamina**: 60 | **Immunity**: Psychic 5 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 5 | - -| **Might**: +0 | **Agility**: +2 | **Reason**: +2 | **Presence**: +0 | **Serrated Saber (Action)** ◆ 2d10 + 2 ◆ Signature | -| ---------------------------------------------- | --------------------------------- | -------------- | ---------------- | -------------------------------------------------- | -| | | | | | -| | | | | | -| :--------------------------------------------- | :-------------------------------- | | | | -| **Keywords:** Psionic, Ranged, Resistance | **Type:** | | | | -| **Distance:** Ranged 20 | **Target:** Triggering creature | | | | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] ARMIGER | **Level 3 Defender** | +| :----------------------------------------------------- | -------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 21** | +| **Stamina**: 60 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 5 | + +| **Might** 0 | **Agility** +2 | **Reason** +2 | **Intuition** | **Presence** 0 | +| ----------- | -------------- | ------------- | ------------- | -------------- | +| | | | | | + +**Serrated Saber (Signature)** + +| | | +| :--------------------------------------- | :----------------------------- | +| Keywords: Attack, Melee, Psionic, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 2** - ✦ ≤11: 5 damage - ★ 12–16: 8 damage; [[Weakened|weakened]] (EoT) - ✸ 17+: 11 damage; [[Weakened|weakened]] (REA ends) -**Effect**: The target takes a bane on the next attack they make before the start of the armiger’s next turn. +Effect: The target takes a bane on the next attack they make before the start of the armiger’s next turn. -**Shared Sickness (Triggered Action)** ◆ REA RR +**Shared Sickness (REA RR)** -**Trigger**: A creature deals damage to any ally of the armiger to whom the armiger has line of effect. +| | | +| :------------------------------------ | :-------------------------- | +| Keywords: Psionic, Ranged, Resistance | Type: Triggered Action | +| Distance: Ranged 20 | Target: Triggering creature | -- ✸ ≤11: 11 poison damage -- ★ 12–16: 8 poison damage -- ✦ 17+: 5 poison damage +****Trigger**** +A creature deals damage to any ally of the armiger to whom the armiger has line of effect. **Foresight** diff --git a/Bestiary/Time Raider Cannonfall.md b/Bestiary/Time Raider Cannonfall.md index aecd571..37fd2c1 100644 --- a/Bestiary/Time Raider Cannonfall.md +++ b/Bestiary/Time Raider Cannonfall.md @@ -1,31 +1,42 @@ #### TIME RAIDER CANNONFALL -| [[Time [[Raider]]\|TIME RAIDER]] CANNONFALL | **Level 3 Artillery** | -| :---------------------- | -------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 18** | -| **Stamina**: 40 | **Immunity**: Psychic 4 | -| **Speed**: 5 | **Size**: 1L / Stability 3 | -| | **[[Free Strike]]**: 5 | - -| **Might**: +0 | **Agility**: +2 | **Reason**: +2 | **Presence**: +0 | **Sunderbuss (Action)** ◆ 2d10 + 2 ◆ Signature | -| ------------------------------------ | --------------------------------- | -------------- | ---------------- | ---------------------------------------------- | -| | | | | | -| | | | | | -| :----------------------------------- | :-------------------------------- | | | | -| **Keywords:** Area, Psionic | **Type:** | | | | -| **Distance:** 5 burst | **Target:** Each ally | | | | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] CANNONFALL | **Level 3 Artillery** | +| :-------------------------------------------------------- | -------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 18** | +| **Stamina**: 40 | **Weakness**: | +| **Speed**: 5 | **Size**: 1L / Stability 3 | +| | **[[Free Strike]]**: 5 | + +| **Might** 0 | **Agility** +2 | **Reason** +2 | **Intuition** | **Presence** 0 | +| ----------- | -------------- | ------------- | ------------- | -------------- | +| | | | | | + +**Sunderbuss (Signature)** + +| | | +| :-------------------------------------- | :----------------- | +| Keywords: Area, Psionic, Ranged, Weapon | Type: Action | +| Distance: 3 cube within 10 | Target: Each enemy | + +**2d10 + 2** - ✦ ≤11: 4 sonic damage - ★ 12–16: 8 sonic damage; [[Slowed|slowed]] (EoT) - ✸ 17+: 10 sonic damage; [[Slowed|slowed]] (EoT); [[Prone|prone]] -**Effect**: A layer of ground or floor beneath the area that is 1 square deep is destroyed. +Effect: A layer of ground or floor beneath the area that is 1 square deep is destroyed. + +**Buss Buffer** -**Buss Buffer (Triggered Action)** +| | | +| :---------------------- | :--------------------- | +| Keywords: Area, Psionic | Type: Triggered Action | +| Distance: 5 burst | Target: Each ally | -**Trigger**: A creature damages the cannonfall with a ranged ability. +****Trigger**** +A creature damages the cannonfall with a ranged ability. -**Effect**: The damage is reduced by half for the cannonfall and each target also affected by the triggering ability. +Effect: The damage is reduced by half for the cannonfall and each target also affected by the triggering ability. **Foresight** diff --git a/Bestiary/Time Raider Helix.md b/Bestiary/Time Raider Helix.md index 57ddb10..64b9b15 100644 --- a/Bestiary/Time Raider Helix.md +++ b/Bestiary/Time Raider Helix.md @@ -1,32 +1,40 @@ #### TIME RAIDER HELIX -| [[Time [[Raider]]\|TIME RAIDER]] HELIX | **Level 3 Controller** | -| :---------------------- | -------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 17** | -| **Stamina**: 40 | **Immunity**: Psychic 4 | -| **Speed**: 5 ([[Fly\|fly]]) | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 5 | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] HELIX | **Level 3 Controller** | +| :--------------------------------------------------- | -------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 17** | +| **Stamina**: 40 | **Weakness**: | +| **Speed**: 5 ([[Fly\|fly]]) | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 5 | -| **Might**: +0 | **Agility**: +2 | **Reason**: +2 | **Intuition**: +2 | **Presence**: +2 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +2 | **Reason** +2 | **Intuition** +2 | **Presence** +2 | +| ----------- | -------------- | ------------- | ---------------- | --------------- | +| | | | | | -**Blaster Volley (Action)** ◆ 2d10 + 2 ◆ Signature +**Blaster Volley (Signature)** -| | | -| :---------------------------------- | :------------------ | -| **Keywords:** Area, Psionic, Ranged | **Type:** | -| **Distance:** 4 × 2 line within 10 | **Target:** Special | +| | | +| :---------------------------------------- | :---------------------- | +| Keywords: Attack, Ranged, Psionic, Weapon | Type: Action | +| Distance: Ranged 10 | Target: Three creatures | + +**2d10 + 2** - ✦ ≤11: 4 corruption damage; push 2 - ★ 12–16: 7 corruption damage; push 4 - ✸ 17+: 10 corruption damage; push 6; [[Prone|prone]] -**Kinetic Lane (Maneuver)** +**Kinetic Lane** + +| | | +| :------------------------------ | :-------------- | +| Keywords: Area, Psionic, Ranged | Type: Maneuver | +| Distance: 4 × 2 line within 10 | Target: Special | -**Effect**: Until the start of the helix’s next turn, the area becomes a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s choice. Any creature that moves into the area or starts their turn there is immediately slid 3 squares toward the square at the end of the area in the appropriate direction, starting with creatures closest to the helix. Any non-[[Time Raider|time raider]] standing in the area when it first appears takes 3 damage before they are moved. +Effect: Until the start of the helix’s next turn, the area becomes a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s choice. Any creature that moves into the area or starts their turn there is immediately slid 3 squares toward the square at the end of the area in the appropriate direction, starting with creatures closest to the helix. Any non-[[Time Raider|time raider]] standing in the area when it first appears takes 3 damage before they are moved. -**5 VP**: The helix creates a second kinetic lane. +****5 VP**** +The helix creates a second kinetic lane. **Foresight** diff --git a/Bestiary/Time Raider Hijack.md b/Bestiary/Time Raider Hijack.md index 9989ef2..bcf048c 100644 --- a/Bestiary/Time Raider Hijack.md +++ b/Bestiary/Time Raider Hijack.md @@ -1,32 +1,39 @@ #### TIME RAIDER HIJACK -| [[Time [[Raider]]\|TIME RAIDER]] HIJACK | **Level 3 Ambusher** | -| :---------------------- | -------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 20** | -| **Stamina**: 50 | **Immunity**: Psychic 5 | -| **Speed**: 6 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 5 | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] HIJACK | **Level 3 Ambusher** | +| :---------------------------------------------------- | -------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 20** | +| **Stamina**: 50 | **Weakness**: | +| **Speed**: 6 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 5 | -| **Might**: +0 | **Agility**: +2 | **Reason**: +2 | **Intuition**: +2 | **Presence**: +1 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +2 | **Reason** +2 | **Intuition** +2 | **Presence** +1 | +| ----------- | -------------- | ------------- | ---------------- | --------------- | +| | | | | | -**Golden Sickles (Action)** ◆ 2d10 + 2 ◆ Signature +**Golden Sickles (Signature)** -| | | -| :------------------------------------ | :--------------------------------- | -| **Keywords:** Psionic, Ranged, Weapon | **Type:** | -| **Distance:** Ranged 5 | **Target:** One creature or object | +| | | +| :--------------------------------------- | :------------------- | +| Keywords: Attack, Melee, Psionic, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature | + +**2d10 + 2** - ✦ ≤11: 5 damage - ★ 12–16: 9 damage; [[Bleeding|bleeding]] (EoT) - ✸ 17+: 12 damage; [[Bleeding|bleeding]] (REA ends) -**Effect**: If the target is [[Bleeding|bleeding]] from this ability, the hijack is hidden from the target until that [[Bleeding|bleeding]] ends. +Effect: If the target is [[Bleeding|bleeding]] from this ability, the hijack is hidden from the target until that [[Bleeding|bleeding]] ends. + +**Psi-Sickle** -**Psi-Sickle (Maneuver)** +| | | +| :-------------------------------- | :----------------------------- | +| Keywords: Psionic, Ranged, Weapon | Type: Maneuver | +| Distance: Ranged 5 | Target: One creature or object | -**Effect**: The hijack psychically latches their sickle onto the target and closes the distance between them. If the target has a weight of 4 or higher, the hijack moves adjacent to the target. Otherwise, the target is pulled 4 squares toward the hijack. +Effect: The hijack psychically latches their sickle onto the target and closes the distance between them. If the target has a weight of 4 or higher, the hijack moves adjacent to the target. Otherwise, the target is pulled 4 squares toward the hijack. **Foresight** diff --git a/Bestiary/Time Raider Mind Punk.md b/Bestiary/Time Raider Mind Punk.md index 3e135fa..b83ea6c 100644 --- a/Bestiary/Time Raider Mind Punk.md +++ b/Bestiary/Time Raider Mind Punk.md @@ -1,36 +1,40 @@ #### TIME RAIDER MIND PUNK -| [[Time [[Raider]]\|TIME RAIDER]] MIND PUNK | **Level 3 Hexer** | -| :---------------------- | ------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 17** | -| **Stamina**: 40 | **Immunity**: Psychic 4 | -| **Speed**: 5 | **Size**: 2 / Stability 2 | -| | **[[Free Strike]]**: 5 | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] MIND PUNK | **Level 3 Hexer** | +| :------------------------------------------------------- | ------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 17** | +| **Stamina**: 40 | **Weakness**: | +| **Speed**: 5 | **Size**: 2 / Stability 2 | +| | **[[Free Strike]]**: 5 | -| **Might**: +2 | **Agility**: +0 | **Reason**: +2 | **Intuition**: +2 | **Presence**: +1 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +2 | **Agility** 0 | **Reason** +2 | **Intuition** +2 | **Presence** +1 | +| ------------ | ------------- | ------------- | ---------------- | --------------- | +| | | | | | -**Repelling Psihander (Action)** ◆ 2d10 + 2 ◆ Signature +**Repelling Psihander (Signature)** -| | | -| :-------------------------------------- | :---------------------- | -| **Keywords:** Area, Psionic, Resistance | **Type:** | -| **Distance:** 2 Burst | **Target:** All enemies | +| | | +| :--------------------------------------- | :------------------------------------------- | +| Keywords: Attack, Melee, Psionic, Weapon | Type: Action | +| Distance: Reach 1 | Target: Two creatures adjacent to each other | + +**2d10 + 2** - ✦ ≤11: 4 damage - ★ 12–16: 6 damage - ✸ 17+: 9 damage; [[Dazed|dazed]] (EoT) -**Effect**: A target who ends their next turn adjacent to the other target falls [[Prone|prone]]. +Effect: A target who ends their next turn adjacent to the other target falls [[Prone|prone]]. -**Mindpunk (Action)** ◆ REA RR +**Mindpunk (REA RR)** -- ✸ ≤11: 7 psychic damage; push 2; [[Prone|prone]] and can’t stand (EoT) -- ★ 12–16: 5 psychic damage; push 1 -- ✦ 17+: 2 psychic damage +| | | +| :---------------------------------- | :------------------ | +| Keywords: Area, Psionic, Resistance | Type: Action | +| Distance: 2 Burst | Target: All enemies | -**3 VP**: The size of the burst increases by 1. +****3 VP**** +The size of the burst increases by 1. **Foresight** diff --git a/Bestiary/Time Raider Myriad.md b/Bestiary/Time Raider Myriad.md index 4d0129c..5cc8d2e 100644 --- a/Bestiary/Time Raider Myriad.md +++ b/Bestiary/Time Raider Myriad.md @@ -1,19 +1,24 @@ #### TIME RAIDER MYRIAD -| [[Time [[Raider]]\|TIME RAIDER]] MYRIAD | **Level 3 Brute Minion** | -| :---------------------- | -------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 10** | -| **Stamina**: 20 | **Immunity**: Psychic 3 | -| **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | - -| **Might**: +2 | **Agility**: +1 | **Reason**: +2 | **Presence**: +1 | **Fifth Fist (Action)** ◆ 2d10 + 2 ◆ Signature | -| ------------------------------------------------- | --------------------------------------------- | -------------- | ---------------- | ---------------------------------------------- | -| | | | | | -| | | | | | -| :------------------------------------------------ | :-------------------------------- | | | | -| **Keywords:** Attack, Melee, Psionic, Weapon | **Type:** | | | | -| **Distance:** Reach 2 | **Target:** One creature or object per minion | | | | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] MYRIAD | **Level 3 Brute Minion** | +| :---------------------------------------------------- | -------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 10** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | + +| **Might** +2 | **Agility** +1 | **Reason** +2 | **Intuition** | **Presence** +1 | +| ------------ | -------------- | ------------- | ------------- | --------------- | +| | | | | | + +**Fifth Fist (Signature)** + +| | | +| :--------------------------------------- | :---------------------------------------- | +| Keywords: Attack, Melee, Psionic, Weapon | Type: Action | +| Distance: Reach 2 | Target: One creature or object per minion | + +**2d10 + 2** - ✦ ≤11: 2 damage; slide 1 - ★ 12–16: 5 damage; slide 2 diff --git a/Bestiary/Time Raider Nemesis.md b/Bestiary/Time Raider Nemesis.md index b06dc85..f95ef9e 100644 --- a/Bestiary/Time Raider Nemesis.md +++ b/Bestiary/Time Raider Nemesis.md @@ -1,34 +1,43 @@ #### TIME RAIDER NEMESIS -| [[Time [[Raider]]\|TIME RAIDER]] NEMESIS | **Level 3 Harrier** | -| :---------------------- | -------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 19** | -| **Stamina**: 50 | **Immunity**: Psychic 5 | -| **Speed**: 7 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 5 | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] NEMESIS | **Level 3 Harrier** | +| :----------------------------------------------------- | -------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 19** | +| **Stamina**: 50 | **Weakness**: | +| **Speed**: 7 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 5 | -| **Might**: +1 | **Agility**: +2 | **Reason**: +2 | **Intuition**: +1 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +1 | **Agility** +2 | **Reason** +2 | **Intuition** +1 | **Presence** 0 | +| ------------ | -------------- | ------------- | ---------------- | -------------- | +| | | | | | -**Golden Scythe (Action)** ◆ 2d10 + 2 ◆ Signature +**Golden Scythe (Signature)** -| | | -| :---------------------------------------- | :----------------------- | -| **Keywords:** Psionic, Ranged, Resistance | **Type:** | -| **Distance:** Ranged 10 | **Target:** One creature | +| | | +| :--------------------------------------- | :----------------------------- | +| Keywords: Attack, Melee, Psionic, Weapon | Type: Action | +| Distance: Reach 2 | Target: One creature or object | + +**2d10 + 2** - ✦ ≤11: 5 damage - ★ 12–16: 8 damage; pull 1 - ✸ 17+: 11 damage; pull 2; [[Restrained|restrained]] (EoT) -**Effect**: This ability can affect creatures on parallel planes of existence and pull them onto the nemesis’s plane. +Effect: This ability can affect creatures on parallel planes of existence and pull them onto the nemesis’s plane. + +**Kinetic Crush (2 VP)** + +| | | +| :------------------------------------ | :------------------- | +| Keywords: Psionic, Ranged, Resistance | Type: Action | +| Distance: Ranged 10 | Target: One creature | -**Kinetic Crush (Action)** ◆ MGT RR ◆ 2 VP +**MGT RR** -- ✸ ≤11: 11 psychic damage; [[Restrained|restrained]] (MGT ends) +- ✦ ≤11: 11 psychic damage; [[Restrained|restrained]] (MGT ends) - ★ 12–16: 8 psychic damage; [[Slowed|slowed]] (EoT) -- ✦ 17+: 5 psychic damage +- ✸ 17+: 5 psychic damage **Foresight** diff --git a/Bestiary/Time Raider Tyrannis.md b/Bestiary/Time Raider Tyrannis.md index c96b4d2..ee796ff 100644 --- a/Bestiary/Time Raider Tyrannis.md +++ b/Bestiary/Time Raider Tyrannis.md @@ -1,55 +1,83 @@ #### TIME RAIDER TYRANNIS -| [[Time [[Raider]]\|TIME RAIDER]] TYRANNIS | **Level 3 Boss** | -| :---------------------------- | ------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 54** | -| **Stamina**: 120 | **Immunity**: Psychic 7 | -| **Speed**: 10 ([[Fly\|fly]], [[Teleport\|teleport]]) | **Size**: 2 / Stability 0 | -| | **[[Free Strike]]**: 5 | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] TYRANNIS | **Level 3 Boss** | +| :------------------------------------------------------ | ------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 54** | +| **Stamina**: 120 | **Weakness**: | +| **Speed**: 10 ([[Fly\|fly]], [[Teleport\|teleport]]) | **Size**: 2 / Stability 0 | +| | **[[Free Strike]]**: 5 | -| **Might**: +0 | **Agility**: +3 | **Reason**: +3 | **Intuition**: +1 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +3 | **Reason** +3 | **Intuition** +1 | **Presence** 0 | +| ----------- | -------------- | ------------- | ---------------- | -------------- | +| | | | | | -**Gatling Blaster (Action)** ◆ 2d10 + 3 ◆ Signature +**Gatling Blaster (Signature)** -| | | -| :-------------------- | :------------------ | -| **Keywords:** Area | **Type:** | -| **Distance:** 5 burst | **Target:** Special | +| | | +| :----------------------------------------------- | :--------------------------------- | +| Keywords: Attack, Melee, Ranged, Psionic, Weapon | Type: Action | +| Distance: Reach 2 or Ranged 10 | Target: Three creatures or objects | + +**2d10 + 3** - ✦ ≤11: 5 corruption damage - ★ 12–16: 9 corruption damage - ✸ 17+: 12 corruption damage -**Effect**: Each target’s speed is reduced by 2 (EoT). +Effect: Each target’s speed is reduced by 2 (EoT). -**Air Raid! (Maneuver)** ◆ 3 VP +**Air Raid! (3 VP)** -**Effect**: Each target is psionically lifted into the air and can [[Fly|fly]] up to their speed. If a target doesn’t land in an unoccupied space, they fall. +| | | +| :------------------------ | :------------------------------------------------------------ | +| Keywords: Psionic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: Three [[Raider]]\[\[Time [[Raider]]\|time raiders\]\] | -**Precog Reflexes (Triggered Action)** +Effect: Each target is psionically lifted into the air and can [[Fly|fly]] up to their speed. If a target doesn’t land in an unoccupied space, they fall. -**Trigger**: The target attacks the tyrannis. +**Precog Reflexes** -**Effect**: The power roll for the attack takes a bane and the tyrannis makes a [[Free Strike|free strike]] against the target. +| | | +| :------------------------ | :--------------------- | +| Keywords: Psionic, Ranged | Type: Triggered Action | +| Distance: Ranged 10 | Target: One creature | -**End Effect** +****Trigger**** +The target attacks the tyrannis. -At the end of their turn, the tyrannis can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. +Effect: The power roll for the attack takes a bane and the tyrannis makes a [[Free Strike|free strike]] against the target. -**Foresight** +**We Will Won!** -The tyrannis doesn’t take a bane on attacks against concealed creatures. +| | | +| :------------------------ | :--------------------- | +| Keywords: Psionic, Ranged | Type: Villain Action 1 | +| Distance: Ranged 10 | Target: Three allies | + +Effect: Each target gains 15 temporary Stamina and has their speed doubled until the end of their turn. + +**Stick To The Plan!** -**We Will Won! (Villain Action 1)** +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 2 | +| Distance: 10 burst | Target: Each ally | -**Effect**: Each target gains 15 temporary Stamina and has their speed doubled until the end of their turn. +Effect: Each target can end one effect or condition affecting them or can move up to their speed. -**Stick To The Plan! (Villain Action 2)** +**Armageddon** -**Effect**: Each target can end one effect or condition affecting them or can move up to their speed. +| | | +| :---------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 3 | +| Distance: 5 burst | Target: Special | -**Armageddon (Villain Action 3)** +Effect: The tyrannis fires a sensor mine into each unoccupied square in the burst and a gravity well into one of their own squares. Whenever an enemy moves into a square with a sensor mine, the mine explodes, dealing 3 damage to the enemy. -**Effect**: The tyrannis fires a sensor mine into each unoccupied square in the burst and a gravity well into one of their own squares. Whenever an enemy moves into a square with a sensor mine, the mine explodes, dealing 3 damage to the enemy. +**End Effect** + +At the end of their turn, the tyrannis can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. + +**Foresight** + +The tyrannis doesn’t take a bane on attacks against concealed creatures. diff --git a/Bestiary/Time Raider Vertex.md b/Bestiary/Time Raider Vertex.md index 00c2311..1020de6 100644 --- a/Bestiary/Time Raider Vertex.md +++ b/Bestiary/Time Raider Vertex.md @@ -1,36 +1,48 @@ #### TIME RAIDER VERTEX -| [[Time [[Raider]]\|TIME RAIDER]] VERTEX | **Level 3 Support** | -| :---------------------- | ------------------------: | -| *Humanoid, [[Time Raider]]* | **EV 19** | -| **Stamina**: 50 | **Immunity**: Psychic 5 | -| **Speed**: 5 ([[Fly\|fly]]) | **Size**: 2 / Stability 3 | -| | **[[Free Strike]]**: 5 | +| [[Raider]]\[\[Time [[Raider]]\|TIME RAIDER\]\] VERTEX | **Level 3 Support** | +| :---------------------------------------------------- | ------------------------: | +| *Humanoid, [[Time Raider]]* | **EV 19** | +| **Stamina**: 50 | **Weakness**: | +| **Speed**: 5 ([[Fly\|fly]]) | **Size**: 2 / Stability 3 | +| | **[[Free Strike]]**: 5 | -| **Might**: +1 | **Agility**: +1 | **Reason**: +2 | **Intuition**: +1 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** +2 | **Intuition** +1 | **Presence** 0 | +| ------------ | -------------- | ------------- | ---------------- | -------------- | +| | | | | | -**Psionic Slam (Action)** ◆ 2d10 + 2 ◆ Signature +**Psionic Slam (Signature)** -| | | -| :-------------------------- | :-------------------- | -| **Keywords:** Area, Psionic | **Type:** | -| **Distance:** 4 burst | **Target:** Each ally | +| | | +| :------------------------------- | :------------------- | +| Keywords: Attack, Melee, Psionic | Type: Action | +| Distance: Reach 2 | Target: One creature | + +**2d10 + 2** - ✦ ≤11: 3 damage; 2 psychic damage - ★ 12–16: 5 damage; 3 psychic damage - ✸ 17+: 7 damage; 4 psychic damage -**Effect**: Any ability used against the target gains an edge until the start of the vertex’s next turn. +Effect: Any ability used against the target gains an edge until the start of the vertex’s next turn. + +**Split Space (5 VP)** + +| | | +| :------------------------------ | :-------------- | +| Keywords: Area, Psionic, Ranged | Type: Action | +| Distance: 2 cube within 10 | Target: Special | -**Split Space (Action)** ◆ 5 VP +Effect: A portal fills the area, leading to a location the vertex has seen (in person or otherwise) on any plane of existence. Each creature who touches the portal is instantly teleported to the nearest unoccupied square at the chosen location. The portal lasts until the vertex dies, uses this ability again, dismisses the portal (no action required), or is transported by the portal. -**Effect**: A portal fills the area, leading to a location the vertex has seen (in person or otherwise) on any plane of existence. Each creature who touches the portal is instantly teleported to the nearest unoccupied square at the chosen location. The portal lasts until the vertex dies, uses this ability again, dismisses the portal (no action required), or is transported by the portal. +**Invigorated March** -**Invigorated March (Maneuver)** +| | | +| :---------------------- | :---------------- | +| Keywords: Area, Psionic | Type: Maneuver | +| Distance: 4 burst | Target: Each ally | -**Effect**: Each target can shift half their speed. +Effect: Each target can shift half their speed. **Foresight** diff --git a/Bestiary/War Dog Amalgamite.md b/Bestiary/War Dog Amalgamite.md index 55c1a64..f542fe9 100644 --- a/Bestiary/War Dog Amalgamite.md +++ b/Bestiary/War Dog Amalgamite.md @@ -1,33 +1,43 @@ #### WAR DOG AMALGAMITE -| WAR DOG AMALGAMITE | **Level 2 Brute** | -| :------------------------- | -----------------: | -| *Humanoid, War Dog* | **EV 15** | -| **Stamina**: 35 | **Speed**: 5 | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 4 | +| WAR DOG AMALGAMITE | **Level 2 Brute** | +| :------------------ | -------------------------: | +| *Humanoid, War Dog* | **EV 15** | +| **Stamina**: 35 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 4 | -| **Might**: +2 | **Agility**: +0 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +2 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | ------------- | ------------ | --------------- | -------------- | +| | | | | | -**Several Arms (Action)** ◆ 2d10 + 2 ◆ Signature +**Several Arms (Signature)** -| | | -| :-------------------------- | :-------------------------------------------- | -| **Keywords:** Magic, Ranged | **Type:** | -| **Distance:** Ranged 10 | **Target:** One war dog with a loyalty collar | +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 2 | Target: One creature or object | + +**2d10 + 2** - ✦ ≤11: 4 damage - ★ 12–16: 7 damage; [[Grabbed|grabbed]] - ✸ 17+: 10 damage; [[Grabbed|grabbed]] -**Special**: The amalgamite can [[Grab|grab]] up to four creatures. +****Special**** +The amalgamite can [[Grab|grab]] up to four creatures. + +****5 VP**** +The amalgamite deals 4 damage to each creature they have [[Grabbed|grabbed]], and regains Stamina equal to the damage dealt. -**5 VP**: The amalgamite deals 4 damage to each creature they have [[Grabbed|grabbed]], and regains Stamina equal to the damage dealt. +**Posthumous Promotion** -**Posthumous Promotion (Maneuver)** +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** diff --git a/Bestiary/War Dog Cognivite.md b/Bestiary/War Dog Cognivite.md index 0953236..55c3c2a 100644 --- a/Bestiary/War Dog Cognivite.md +++ b/Bestiary/War Dog Cognivite.md @@ -1,33 +1,46 @@ #### WAR DOG COGNIVITE -| WAR DOG COGNIVITE | **Level 1 Defender** | -| :------------------------- | -------------------: | -| *Humanoid, War Dog* | **EV 11** | -| **Stamina**: 25 | **Speed**: 5 ([[Fly\|fly]]) | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 2 | +| WAR DOG COGNIVITE | **Level 1 Defender** | +| :-------------------------- | -------------------------: | +| *Humanoid, War Dog* | **EV 11** | +| **Stamina**: 25 | **Weakness**: | +| **Speed**: 5 ([[Fly\|fly]]) | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might**: +0 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +1 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | -**Synlirii Grafts (Action)** ◆ 2d10 + 1 ◆ Signature +**Synlirii Grafts (Signature)** -| | | -| :---------------------------- | :--------------------- | -| **Keywords:** Psionic, Ranged | **Type:** | -| **Distance:** Ranged 10 | **Target:** Each enemy | +| | | +| :---------------------- | :----------------- | +| Keywords: Area, Psionic | Type: Action | +| Distance: 1 burst | Target: Each enemy | + +**2d10 + 1** - ✦ ≤11: 2 psychic damage; vertical slide 1 - ★ 12–16: 4 psychic damage; vertical slide 2 - ✸ 17+: 5 psychic damage; vertical slide 3 -**Posthumous Promotion (Maneuver)** +**Posthumous Promotion** + +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **The Voice (Maneuver) ◆ 1 VP** -**Effect**: The cognivite chooses an ally within 10 squares, then chooses whether each target is [[Taunted|taunted]] by the ally (EoT) or has a double bane on attacks against the ally (EoT). The same choice must be made for all targets. +| | | +| :------------------------ | :----------------- | +| Keywords: Psionic, Ranged | Type: | +| Distance: Ranged 10 | Target: Each enemy | + +Effect: The cognivite chooses an ally within 10 squares, then chooses whether each target is [[Taunted|taunted]] by the ally (EoT) or has a double bane on attacks against the ally (EoT). The same choice must be made for all targets. **Loyalty Collar** diff --git a/Bestiary/War Dog Commando.md b/Bestiary/War Dog Commando.md index 5a769c1..56828e3 100644 --- a/Bestiary/War Dog Commando.md +++ b/Bestiary/War Dog Commando.md @@ -1,27 +1,30 @@ #### WAR DOG COMMANDO -| WAR DOG COMMANDO | **Level 1 Ambusher Minion** | -| :------------------------- | --------------------------: | -| *Humanoid, War Dog* | **EV 5** | -| **Stamina**: 8 | **Speed**: 5 | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 2 | +| WAR DOG COMMANDO | **Level 1 Ambusher Minion** | +| :------------------ | --------------------------: | +| *Humanoid, War Dog* | **EV 5** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might**: +0 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Daggers (Action)** ◆ 2d10 + 1 ◆ Signature +**Daggers (Signature)** -| | | -| :------------------------------------------ | :---------------------------------- | -| **Keywords:** Attack, Melee, Ranged, Weapon | **Type:** | -| **Distance:** Reach 1 or Ranged 5 | **Target:** One creature per minion | +| | | +| :-------------------------------------- | :------------------------------ | +| Keywords: Attack, Melee, Ranged, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 5 | Target: One creature per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 4 damage - ✸ 17+: 5 damage -**Effect**: The commando can use the [[Hide]] maneuver, even if observed. +Effect: The commando can use the [[Hide]] maneuver, even if observed. **Loyalty Collar** diff --git a/Bestiary/War Dog Conscript.md b/Bestiary/War Dog Conscript.md index ba83a4d..8b6e5d0 100644 --- a/Bestiary/War Dog Conscript.md +++ b/Bestiary/War Dog Conscript.md @@ -1,27 +1,30 @@ #### WAR DOG CONSCRIPT -| WAR DOG CONSCRIPT | **Level 1 Harrier Minion** | -| :------------------------- | -------------------------: | -| *Humanoid, War Dog* | **EV 4** | -| **Stamina**: 8 | **Speed**: 7 | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 2 | +| WAR DOG CONSCRIPT | **Level 1 Harrier Minion** | +| :------------------ | -------------------------: | +| *Humanoid, War Dog* | **EV 4** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 7 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might**: +1 | **Agility**: +0 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +1 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | ------------- | ------------ | --------------- | -------------- | +| | | | | | -**Blade (Action)** ◆ 2d10 + 1 ◆ Signature +**Blade (Signature)** -| | | -| :-------------------------------------------------- | :---------------------------------- | -| **Keywords:** Attack, [[Charge]], Melee, Ranged, Weapon | **Type:** | -| **Distance:** Reach 1 or Ranged 5 | **Target:** One creature per minion | +| | | +| :-------------------------------------------------- | :------------------------------ | +| Keywords: Attack, [[Charge]], Melee, Ranged, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 5 | Target: One creature per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 3 damage - ✸ 17+: 4 damage -**Effect**: If this ability is used as part of the [[Charge]] action, the conscript gains an edge on the power roll. +Effect: If this ability is used as part of the [[Charge]] action, the conscript gains an edge on the power roll. **Loyalty Collar** diff --git a/Bestiary/War Dog Crucibite.md b/Bestiary/War Dog Crucibite.md index 682dd35..143fcf8 100644 --- a/Bestiary/War Dog Crucibite.md +++ b/Bestiary/War Dog Crucibite.md @@ -3,32 +3,40 @@ | WAR DOG CRUCIBITE | **Level 1 Artillery** | | :------------------ | -------------------------: | | *Humanoid, War Dog* | **EV 10** | -| **Stamina**: 15 | **Immunity**: Psychic 3 | +| **Stamina**: 15 | **Weakness**: | | **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might**: +0 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Flamebelcher (Action)** ◆ 2d10 + 1 ◆ Signature +**Flamebelcher (Signature)** -| | | -| :-------------------------- | :-------------------------------------------- | -| **Keywords:** Magic, Ranged | **Type:** | -| **Distance:** Ranged 10 | **Target:** One war dog with a loyalty collar | +| | | +| :--------------------- | :------------------------------- | +| Keywords: Area, Weapon | Type: Action | +| Distance: 5 × 1 line | Target: Each creature and object | + +**2d10 + 1** - ✦ ≤11: 2 fire damage - ★ 12–16: 5 fire damage - ✸ 17+: 6 fire damage -**Effect**: The area is covered in sticky fire until the start of the crucibite’s next turn. Whenever a creature enters the area for the first time in a round or starts their turn there, they take 2 fire damage. +Effect: The area is covered in sticky fire until the start of the crucibite’s next turn. Whenever a creature enters the area for the first time in a round or starts their turn there, they take 2 fire damage. + +****2 VP**** +The area increases to a 10 × 1 line, and if any ally of the crucibite is in the area when it is created, the crucibite gains an edge on the power roll. -**2 VP**: The area increases to a 10 × 1 line, and if any ally of the crucibite is in the area when it is created, the crucibite gains an edge on the power roll. +**Posthumous Promotion** -**Posthumous Promotion (Maneuver)** +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** diff --git a/Bestiary/War Dog Eviscerite.md b/Bestiary/War Dog Eviscerite.md index 81d65f5..9e44981 100644 --- a/Bestiary/War Dog Eviscerite.md +++ b/Bestiary/War Dog Eviscerite.md @@ -1,31 +1,39 @@ #### WAR DOG EVISCERITE -| WAR DOG EVISCERITE | **Level 1 Harrier** | -| :------------------------- | ------------------: | -| *Humanoid, War Dog* | **EV 10** | -| **Stamina**: 20 | **Speed**: 7 | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 3 | +| WAR DOG EVISCERITE | **Level 1 Harrier** | +| :------------------ | -------------------------: | +| *Humanoid, War Dog* | **EV 10** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 7 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 3 | -| **Might**: +1 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Chainsaw Whip (Action)** ◆ 2d10 + 1 ◆ Signature +**Chainsaw Whip (Signature)** -| | | -| :-------------------------- | :-------------------------------------------- | -| **Keywords:** Magic, Ranged | **Type:** | -| **Distance:** Ranged 10 | **Target:** One war dog with a loyalty collar | +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 3 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 3 damage - ★ 12–16: 5 damage; pull 1 - ✸ 17+: 7 damage; pull 2 -**Effect**: The eviscerite can [[Grab|grab]] a target pulled adjacent to them by this ability. +Effect: The eviscerite can [[Grab|grab]] a target pulled adjacent to them by this ability. + +**Posthumous Promotion** -**Posthumous Promotion (Maneuver)** +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** diff --git a/Bestiary/War Dog Ground Commander.md b/Bestiary/War Dog Ground Commander.md index 6b02d2a..a3da022 100644 --- a/Bestiary/War Dog Ground Commander.md +++ b/Bestiary/War Dog Ground Commander.md @@ -1,56 +1,80 @@ #### WAR DOG GROUND COMMANDER -| WAR DOG GROUND COMMANDER | **Level 3 Boss** | -| :------------------------- | -----------------: | -| *Humanoid, War Dog* | **EV 36** | -| **Stamina**: 90 | **Speed**: 5 | -| **Size**: 1M / Stability 2 | **[[Free Strike]]**: 5 | +| WAR DOG GROUND COMMANDER | **Level 3 Boss** | +| :----------------------- | -------------------------: | +| *Humanoid, War Dog* | **EV 36** | +| **Stamina**: 90 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 2 | +| | **[[Free Strike]]**: 5 | -| **Might**: +2 | **Agility**: +2 | **Reason**: +2 | **Intuition**: +2 | **Presence**: +2 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +2 | **Agility** +2 | **Reason** +2 | **Intuition** +2 | **Presence** +2 | +| ------------ | -------------- | ------------- | ---------------- | --------------- | +| | | | | | **Conditioning Spear (Action) ◆ 2d10 + 2 ◆ Signature** -| | | -| :------------------------ | :-------------------- | -| **Keywords:** Area, Magic | **Type:** | -| **Distance:** 10 burst | **Target:** Each ally | +| | | +| :-------------------------------------- | :------------------------------- | +| Keywords: Attack, Melee, Ranged, Weapon | Type: | +| Distance: Reach 1 or Ranged 5 | Target: Two creatures or objects | -- ✦ ≤11: 5 damage; pull 1 -- ★ 12–16: 8 damage; pull 2 -- ✸ 17+: 11 damage; pull 3 +Effect: One ally within 10 squares of the commander can make a [[Free Strike|free strike]]. -**Effect**: One ally within 10 squares of the commander can make a [[Free Strike|free strike]]. +****1 VP**** +A target who is adjacent to the ground commander after this ability is resolved is [[Grabbed|grabbed]] (INU ends). This [[Grab|grab]] can’t be escaped using the [[Escape Grab]] maneuver. The ground commander can [[Grab|grab]] up to two creatures at a time. -**1 VP**: A target who is adjacent to the ground commander after this ability is resolved is [[Grabbed|grabbed]] (INU ends). This [[Grab|grab]] can’t be escaped using the [[Escape Grab]] maneuver. The ground commander can [[Grab|grab]] up to two creatures at a time. +**Highest Posthumous Promotion** -**Highest Posthumous Promotion (Maneuver)** +| | | +| :-------------------- | :----------------------------------------- | +| Keywords: Area, Magic | Type: Maneuver | +| Distance: 10 burst | Target: Each war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. -**Final Orders (Triggered Action)** +**Final Orders** -**Trigger**: The target has a condition imposed on them, is force moved, or is killed. +| | | +| :---------------------- | :--------------------- | +| Keywords: Magic, Ranged | Type: Triggered Action | +| Distance: Ranged 10 | Target: One ally | -**Effect**: The target can move up to their speed and make a [[Free Strike|free strike]] before the triggering effect happens. +****Trigger**** +The target has a condition imposed on them, is force moved, or is killed. -**End Effect** +Effect: The target can move up to their speed and make a [[Free Strike|free strike]] before the triggering effect happens. -At the end of their turn, the ground commander can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. +**Combined Arms** -**Loyalty Collar** +| | | +| :----------------- | :--------------------- | +| Keywords: Area | Type: Villain Action 1 | +| Distance: 10 burst | Target: Each ally | -When the ground commander dies, they explode, dealing 2d6 damage to each adjacent enemy. +Effect: Each target can make a ranged [[Free Strike|free strike]], then immediately use the [[Charge]] action. + +**Make an Example of Them** + +| | | +| :---------------------- | :--------------------- | +| Keywords: Magic, Ranged | Type: Villain Action 2 | +| Distance: Ranged 10 | Target: One enemy | -**Combined Arms (Villain Action 1)** +Effect: Each ally within 5 squares of the target can move up to their speed and make a [[Free Strike|free strike]] against the target. The target is then [[Frightened|frightened]] of the ground commander (INU ends). -**Effect**: Each target can make a ranged [[Free Strike|free strike]], then immediately use the [[Charge]] action. +**Claim Them for the Body Banks** -**Make an Example of Them (Villain Action 2)** +| | | +| :-------------------- | :--------------------- | +| Keywords: Area, Magic | Type: Villain Action 3 | +| Distance: 10 burst | Target: Each ally | -**Effect**: Each ally within 5 squares of the target can move up to their speed and make a [[Free Strike|free strike]] against the target. The target is then [[Frightened|frightened]] of the ground commander (INU ends). +Effect: Each target can shift up to 2 squares and use the [[Grab]] maneuver. For the rest of the encounter, any enemy takes a bane on the [[Escape Grab]] maneuver. -**Claim Them for the Body Banks (Villain Action 3)** +**End Effect** + +At the end of their turn, the ground commander can take 5 damage to end one EoE effect affecting them. This damage can’t be reduced in any way. -**Effect**: Each target can shift up to 2 squares and use the [[Grab]] maneuver. For the rest of the encounter, any enemy takes a bane on the [[Escape Grab]] maneuver. +**Loyalty Collar** + +When the ground commander dies, they explode, dealing 2d6 damage to each adjacent enemy. diff --git a/Bestiary/War Dog Pestilite.md b/Bestiary/War Dog Pestilite.md index eb56af1..a35be49 100644 --- a/Bestiary/War Dog Pestilite.md +++ b/Bestiary/War Dog Pestilite.md @@ -3,30 +3,31 @@ | WAR DOG PESTILITE | **Level 3 Controller** | | :------------------ | -------------------------: | | *Humanoid, War Dog* | **EV 13** | -| **Stamina**: 25 | **Immunity**: Poison 3 | +| **Stamina**: 25 | **Weakness**: | | **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might**: +0 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +1 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** +1 | +| ----------- | -------------- | ------------ | --------------- | --------------- | +| | | | | | **Plaguecaster (Action) ◆ INU RR ◆ Signature** -| | | -| :-------------------------- | :-------------------------------------------- | -| **Keywords:** Magic, Ranged | **Type:** | -| **Distance:** Ranged 10 | **Target:** One war dog with a loyalty collar | +| | | +| :---------------------------------------- | :-------------------- | +| Keywords: Area, Magic, Ranged, Resistance | Type: | +| Distance: 3 cube within 10 | Target: Each creature | -- ✸ ≤11: 8 poison damage; [[Frightened|frightened]] (INU ends) -- ★ 12–16: 5 poison damage; [[Frightened|frightened]] (EoT) -- ✦ 17+: 2 poison damage +Effect: The area is covered in a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage. -**Effect**: The area is covered in a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage. +**Posthumous Promotion** -**Posthumous Promotion (Maneuver)** +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** diff --git a/Bestiary/War Dog Phosphorite.md b/Bestiary/War Dog Phosphorite.md index 01ccf70..b7bb0c2 100644 --- a/Bestiary/War Dog Phosphorite.md +++ b/Bestiary/War Dog Phosphorite.md @@ -3,32 +3,34 @@ | WAR DOG PHOSPHORITE | **Level 2 Hexer** | | :------------------ | -------------------------: | | *Humanoid, War Dog* | **EV 10** | -| **Stamina**: 20 | **Immunity**: Acid 3 | +| **Stamina**: 20 | **Weakness**: | | **Speed**: 5 | **Size**: 1M / Stability 0 | -| | **[[Free Strike]]**: 2 | +| | **[[Free Strike]]**: 2 | -| **Might**: +0 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | **Caustic Detonator (Action) ◆ MGT RR ◆ Signature** -| | | -| :-------------------------- | :-------------------------------------------- | -| **Keywords:** Magic, Ranged | **Type:** | -| **Distance:** Ranged 10 | **Target:** One war dog with a loyalty collar | +| | | +| :---------------------------------- | :----------------------------- | +| Keywords: Magic, Ranged, Resistance | Type: | +| Distance: Ranged 10 | Target: One creature or object | -**Effect**: A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the resistance roll. +Effect: A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the resistance roll. -- ✸ ≤11: 7 acid damage; [[Bleeding|bleeding]] (MGT ends) -- ★ 12–16: 5 acid damage; [[Bleeding|bleeding]] (EoT) -- ✦ 17+: 3 acid damage +****Special**** +An adjacent creature can attempt an easy Agility test to remove the detonator as a maneuver. A failure does nothing, a success disarms and destroys the detonator, and a success with a reward allows the disarming creature to throw the detonator onto another target within 5 squares. -**Special**: An adjacent creature can attempt an easy Agility test to remove the detonator as a maneuver. A failure does nothing, a success disarms and destroys the detonator, and a success with a reward allows the disarming creature to throw the detonator onto another target within 5 squares. +**Posthumous Promotion** -**Posthumous Promotion (Maneuver)** +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **Loyalty Collar** diff --git a/Bestiary/War Dog Portalite.md b/Bestiary/War Dog Portalite.md index 276bebc..c43c396 100644 --- a/Bestiary/War Dog Portalite.md +++ b/Bestiary/War Dog Portalite.md @@ -1,37 +1,51 @@ #### WAR DOG PORTALITE -| WAR DOG PORTALITE | **Level 1 Ambusher** | -| :------------------------- | ----------------------: | -| *Humanoid, War Dog* | **EV 11** | -| **Stamina**: 20 | **Speed**: 5 ([[Teleport\|teleport]]) | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 3 | +| WAR DOG PORTALITE | **Level 1 Ambusher** | +| :------------------------------------ | -------------------------: | +| *Humanoid, War Dog* | **EV 11** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 5 ([[Teleport\|teleport]]) | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 3 | -| **Might**: +0 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Corrupted Ash Daggers (Action)** ◆ 2d10 + 1 ◆ Signature +**Corrupted Ash Daggers (Signature)** -| | | -| :------------------ | :--------------- | -| **Keywords:** Magic | **Type:** | -| **Distance:** Self | **Target:** Self | +| | | +| :-------------------------------------- | :----------------------------- | +| Keywords: Attack, Melee, Ranged, Weapon | Type: Action | +| Distance: Reach 1 or Ranged 5 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 3 damage; slide 1 - ★ 12–16: 5 damage; slide 2 - ✸ 17+: 7 damage; slide 3 -**Effect**: The power roll gains an edge if any of the portalite’s allies are adjacent to the target. +Effect: The power roll gains an edge if any of the portalite’s allies are adjacent to the target. + +****1 VP**** +The portalite [[Teleport|teleports]] the target up to 3 squares before sliding them. -**1 VP**: The portalite [[Teleport|teleports]] the target up to 3 squares before sliding them. +**Posthumous Promotion** -**Posthumous Promotion (Maneuver)** +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **Corrupted Ash [[Teleport]] (Maneuver) ◆ 1 VP** -**Effect**: The portalite [[Teleport|teleports]] up to 5 squares and gains an edge on attacks this turn. +| | | +| :-------------- | :----------- | +| Keywords: Magic | Type: | +| Distance: Self | Target: Self | + +Effect: The portalite [[Teleport|teleports]] up to 5 squares and gains an edge on attacks this turn. **Loyalty Collar** diff --git a/Bestiary/War Dog Sharpshooter.md b/Bestiary/War Dog Sharpshooter.md index efab555..20b5169 100644 --- a/Bestiary/War Dog Sharpshooter.md +++ b/Bestiary/War Dog Sharpshooter.md @@ -1,27 +1,30 @@ #### WAR DOG SHARPSHOOTER -| WAR DOG SHARPSHOOTER | **Level 1 Artillery Minion** | -| :------------------------- | ---------------------------: | -| *Humanoid, War Dog* | **EV 4** | -| **Stamina**: 8 | **Speed**: 7 | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 2 | +| WAR DOG SHARPSHOOTER | **Level 1 Artillery Minion** | +| :------------------- | ---------------------------: | +| *Humanoid, War Dog* | **EV 4** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 7 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | -| **Might**: +0 | **Agility**: +1 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** 0 | **Agility** +1 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ----------- | -------------- | ------------ | --------------- | -------------- | +| | | | | | -**Bolt Launcher (Action)** ◆ 2d10 + 1 ◆ Signature +**Bolt Launcher (Signature)** -| | | -| :----------------------------------- | :-------------------------------------------- | -| **Keywords:** Attack, Ranged, Weapon | **Type:** | -| **Distance:** Ranged 5 | **Target:** One creature or object per minion | +| | | +| :------------------------------- | :---------------------------------------- | +| Keywords: Attack, Ranged, Weapon | Type: Action | +| Distance: Ranged 5 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 3 damage - ✸ 17+: 4 damage -**Effect**: This ability ignores cover and concealment. +Effect: This ability ignores cover and concealment. **Loyalty Collar** diff --git a/Bestiary/War Dog Subcommander.md b/Bestiary/War Dog Subcommander.md index 7197bce..a3cca8c 100644 --- a/Bestiary/War Dog Subcommander.md +++ b/Bestiary/War Dog Subcommander.md @@ -1,31 +1,39 @@ #### WAR DOG SUBCOMMANDER -| WAR DOG SUBCOMMANDER | **Level 2 Support** | -| :------------------------- | ------------------: | -| *Humanoid, War Dog* | **EV 12** | -| **Stamina**: 25 | **Speed**: 5 | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 3 | +| WAR DOG SUBCOMMANDER | **Level 2 Support** | +| :------------------- | -------------------------: | +| *Humanoid, War Dog* | **EV 12** | +| **Stamina**: 25 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 3 | -| **Might**: +1 | **Agility**: +0 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | +| **Might** +1 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | ------------- | ------------ | --------------- | -------------- | +| | | | | | -**Command Saber (Action)** ◆ 2d10 + 1 ◆ Signature +**Command Saber (Signature)** -| | | -| :-------------------------- | :-------------------------------------------- | -| **Keywords:** Magic, Ranged | **Type:** | -| **Distance:** Ranged 10 | **Target:** One war dog with a loyalty collar | +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 3 damage - ★ 12–16: 5 damage - ✸ 17+: 7 damage -**Effect**: One ally of the subcommander within 5 squares of them can make a [[Free Strike|free strike]] against the target. +Effect: One ally of the subcommander within 5 squares of them can make a [[Free Strike|free strike]] against the target. + +**Posthumous Promotion** -**Posthumous Promotion (Maneuver)** +| | | +| :---------------------- | :---------------------------------------- | +| Keywords: Magic, Ranged | Type: Maneuver | +| Distance: Ranged 10 | Target: One war dog with a loyalty collar | -**Effect**: The target’s loyalty collar detonates, killing them instantly. +Effect: The target’s loyalty collar detonates, killing them instantly. **The Iron Saint Does Not Recognize Retreat** diff --git a/Bestiary/War Dog Tetherite.md b/Bestiary/War Dog Tetherite.md index 04b1724..f69fa6f 100644 --- a/Bestiary/War Dog Tetherite.md +++ b/Bestiary/War Dog Tetherite.md @@ -1,21 +1,24 @@ #### WAR DOG TETHERITE -| WAR DOG TETHERITE | **Level 1 Brute Minion** | -| :------------------------- | -----------------------: | -| *Humanoid, War Dog* | **EV 6** | -| **Stamina**: 8 | **Speed**: 5 | -| **Size**: 1M / Stability 0 | **[[Free Strike]]**: 2 | - -| **Might**: +1 | **Agility**: +0 | **Reason**: +0 | **Intuition**: +0 | **Presence**: +0 | -| ------------- | --------------- | -------------- | ----------------- | ---------------- | -| | | | | | - -**Daggers (Action)** ◆ 2d10 + 1 ◆ Signature - -| | | -| :---------------------------------- | :-------------------------------------------- | -| **Keywords:** Attack, Melee, Weapon | **Type:** | -| **Distance:** Reach 2 | **Target:** One creature or object per minion | +| WAR DOG TETHERITE | **Level 1 Brute Minion** | +| :------------------ | -------------------------: | +| *Humanoid, War Dog* | **EV 6** | +| **Stamina**: 8 | **Weakness**: | +| **Speed**: 5 | **Size**: 1M / Stability 0 | +| | **[[Free Strike]]**: 2 | + +| **Might** +1 | **Agility** 0 | **Reason** 0 | **Intuition** 0 | **Presence** 0 | +| ------------ | ------------- | ------------ | --------------- | -------------- | +| | | | | | + +**Daggers (Signature)** + +| | | +| :------------------------------ | :---------------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 2 | Target: One creature or object per minion | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 4 damage diff --git a/Bestiary/War Dog Villain Power.md b/Bestiary/War Dog Villain Power.md index 0f4a25f..ef36d97 100644 --- a/Bestiary/War Dog Villain Power.md +++ b/Bestiary/War Dog Villain Power.md @@ -14,7 +14,7 @@ At the start of any war dog's turn, you can spend VP to activate one of the foll - **Fire for Effect (5 VP):** A war dog acting this turn can use the following maneuver. -**Fire for Effect (Maneuver)** ◆ AGL RR ◆ 12 VP **Keywords**: Area, Magic, Ranged, Resistance **Distance**: 5 cube within 10 **Target**: Each creature +**Fire for Effect (Maneuver)** ◆ AGL RR ◆ 12 VP Keywords: Area, Magic, Ranged, Resistance Distance: 5 cube within 10 Target: Each creature - ✸ ≤11: 7 fire damage; [[Slowed|slowed]] (MGT ends) diff --git a/Bestiary/War Spider.md b/Bestiary/War Spider.md index f4227e2..1e0be4f 100644 --- a/Bestiary/War Spider.md +++ b/Bestiary/War Spider.md @@ -1,52 +1,57 @@ #### WAR SPIDER -| WAR SPIDER | **Level 1 Mount** | -| :------------------------ | -------------------: | -| *Animal, Goblin* | **EV 28** | -| **Stamina**: 60 | **Speed**: 7 (climb) | -| **Size**: 3 / Stability 2 | **[[Free Strike]]**: 4 | +| WAR SPIDER | **Level 1 Mount** | +| :------------------- | ------------------------: | +| *Animal, Goblin* | **EV 28** | +| **Stamina**: 60 | **Weakness**: | +| **Speed**: 7 (climb) | **Size**: 3 / Stability 2 | +| | **[[Free Strike]]**: 4 | -| **Might** +2 | **Agility** +1 | **Reason** −4 | **Intuition** +0 | **Presence** −3 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +2 | **Agility** +1 | **Reason** -4 | **Intuition** 0 | **Presence** -3 | +| ------------ | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Bite (Action)** ◆ 2d10 + 2 ◆ Signature +**Bite (Signature)** -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------ | :----------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 2** - ✦ ≤11: 4 poison damage - ★ 12–16: 7 poison damage; [[Weakened|weakened]] (EoT) - ✸ 17+: 10 poison damage; [[Weakened|weakened]] (MGT ends) -**Leg Blade (Action)** ◆ 2d10 + 2 - -Keywords: Attack, Melee, Weapon -Distance: Reach 1 -Target: Two creatures or objects +**Leg Blade (2d10 + 2)** -- ✦ ≤11: 4 damage -- ★ 12–16: 7 damage -- ✸ 17+: 10 damage +| | | +| :------------------------------ | :------------------------------- | +| Keywords: Attack, Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: Two creatures or objects | -**Trample (Action)** ◆ 5 VP +**Trample (5 VP)** -Keywords: — -Distance: Self -Target: Self +| | | +| :------------- | :----------- | +| Keywords: — | Type: Action | +| Distance: Self | Target: Self | Effect: The spider shifts up to their speed and makes a Leg Blade attack against each creature who comes within their reach during the move. The spider makes one power roll against all targets. -**Web (Maneuver)** ◆ AGL RR ◆ 2 VP +**Web (2 VP)** + +| | | +| :------------------------- | :-------------------- | +| Keywords: Area, Resistance | Type: Maneuver | +| Distance: 3 cube within 1 | Target: Each creature | -Keywords: Area, Resistance -Distance: 3 cube within 1 -Target: Each creature +**AGL RR** -- ✸ ≤11: [[Restrained]] (AGL ends) +- ✦ ≤11: [[Restrained]] (AGL ends) - ★ 12–16: [[Restrained]] (EoT) -- ✦ 17+: No effect +- ✸ 17+: No effect **Ride Launcher** diff --git a/Bestiary/Warg.md b/Bestiary/Warg.md index bb7826d..0825bce 100644 --- a/Bestiary/Warg.md +++ b/Bestiary/Warg.md @@ -1,30 +1,35 @@ #### WARG -| WARG | **Level 1 Mount** | -| :------------------------- | -----------------: | -| *Animal, Goblin* | **EV 10** | -| **Stamina**: 20 | **Speed**: 7 | -| **Size**: 1L / Stability 1 | **[[Free Strike]]**: 2 | +| WARG | **Level 1 Mount** | +| :--------------- | -------------------------: | +| *Animal, Goblin* | **EV 10** | +| **Stamina**: 20 | **Weakness**: | +| **Speed**: 7 | **Size**: 1L / Stability 1 | +| | **[[Free Strike]]**: 2 | -| **Might** +1 | **Agility** +1 | **Reason** −1 | **Intuition** +0 | **Presence** −1 | -| ------------ | -------------- | ------------- | ---------------- | --------------- | -| | | | | | +| **Might** +1 | **Agility** +1 | **Reason** -1 | **Intuition** 0 | **Presence** -1 | +| ------------ | -------------- | ------------- | --------------- | --------------- | +| | | | | | -**Bite (Action)** ◆ 2d10 + 1 ◆ Signature +**Bite (Signature)** -Keywords: Attack, [[Charge]], Melee, Weapon -Distance: Reach 1 -Target: One creature or object +| | | +| :------------------------------------------ | :----------------------------- | +| Keywords: Attack, [[Charge]], Melee, Weapon | Type: Action | +| Distance: Reach 1 | Target: One creature or object | + +**2d10 + 1** - ✦ ≤11: 2 damage - ★ 12–16: 5 damage - ✸ 17+: 6 damage -**Sprint (Maneuver)** ◆ 1 VP +**Sprint (1 VP)** -Keywords: — -Distance: Self -Target: Self +| | | +| :------------- | :------------- | +| Keywords: — | Type: Maneuver | +| Distance: Self | Target: Self | Effect: The warg moves up to their speed. diff --git a/Careers/Artisan.md b/Careers/Artisan.md index 7a427eb..682aeab 100644 --- a/Careers/Artisan.md +++ b/Careers/Artisan.md @@ -28,4 +28,4 @@ You gain the following career benefits: | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Continue the Work**: A great hero was a fan of the things you created, and gave you a generous commission to create your best work for them. While working on this commission, you and the hero became close friends. The day you finished the work was the same day they disappeared. To honor their legacy, you took up the mantle of a hero with the intent of finishing your friend's work. | | 2 | **Inspired**: As you traveled the road selling your wares, troll bandits attacked you. One of the bandits claimed an item belonging to someone precious to you—or perhaps claimed that person's life—but the rest were driven off or slain by a group of heroes. Seeing the quick work these heroes made of the bandits inspired you to follow in their footsteps. | -| 3 | **Robbery**: A [[Criminal\|criminal]] gang stole your goods and harmed a number of people who worked for you. You became a hero to prevent such indignities from being visited upon others, to seek revenge for the assault, or to find the thieves and get your stuff back. | +| 3 | **Robbery**: A [[Criminal\|criminal]] gang stole your goods and harmed a number of people who worked for you. You became a hero to prevent such indignities from being visited upon others, to seek revenge for the assault, or to find the thieves and get your stuff back. | diff --git a/Careers/Mages Apprentice.md b/Careers/Mages Apprentice.md index e7d4bea..011619a 100644 --- a/Careers/Mages Apprentice.md +++ b/Careers/Mages Apprentice.md @@ -49,8 +49,8 @@ You cast an entertaining spell that creates a minor but impressive magical effec ## Mage's Apprentice Inciting Incidents -| d3 | Incident | -| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | **Oops**: While studying magic, you accidentally sent yourself from your original world to this one. Now you're stranded here, hoping to get back home by finding ancient texts or powerful magical treasures that might transport you there. A life of adventure it is! | +| d3 | Incident | +| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | **Oops**: While studying magic, you accidentally sent yourself from your original world to this one. Now you're stranded here, hoping to get back home by finding ancient texts or powerful magical treasures that might transport you there. A life of adventure it is! | | 2 | **Ultimate Power**: The mage you worked for was a kindly old soul, but the basic magic they taught you always seemed like a small part of something bigger. It wasn't until you met an adventuring [[Elementalist\|elementalist]] that you realized hitting the road as a hero was the only way to truly improve and hone your skills. You resigned your apprenticeship and found yourself walking the path of a hero the next day. | -| 3 | **Missing Mage**: One day you woke up and the mage you worked for was just gone. They didn't take any of their belongings, and there was no sign of any foul play—just the scent of sulfur in their bedchamber. You set out on your heroic journey in the aftermath, and have been looking for them ever since. | +| 3 | **Missing Mage**: One day you woke up and the mage you worked for was just gone. They didn't take any of their belongings, and there was no sign of any foul play—just the scent of sulfur in their bedchamber. You set out on your heroic journey in the aftermath, and have been looking for them ever since. | diff --git a/Classes/Elementalist/Elementalist.md b/Classes/Elementalist/Elementalist.md index ec697ff..4591f8b 100644 --- a/Classes/Elementalist/Elementalist.md +++ b/Classes/Elementalist/Elementalist.md @@ -188,12 +188,12 @@ Your specialization grants you a triggered action, as shown on the Elementalist ##### Elementalist Triggered Actions -| Specialization | Triggered Action | -| -------------- | -------------------- | -| Earth | [[Earthen Force]] | -| Fire | [[Explosive Assistance]] | -| Green | [[Mend The Soul\|Mend the Soul]] | -| Void | [[Void Embrace]] | +| Specialization | Triggered Action | +| -------------- | -------------------------------- | +| Earth | [[Earthen Force]] | +| Fire | [[Explosive Assistance]] | +| Green | [[Mend The Soul\|Mend the Soul]] | +| Void | [[Void Embrace]] | #### Earthen Force diff --git a/Classes/Fury/Fury.md b/Classes/Fury/Fury.md index ed030da..bb6dc3a 100644 --- a/Classes/Fury/Fury.md +++ b/Classes/Fury/Fury.md @@ -172,9 +172,9 @@ Your primordial aspect grants you a triggered action, as shown on the Fury Trigg | **Aspect** | **Triggered Action** | | ---------- | -------------------- | -| Berserker | [[Relentless Toss]] | -| Reaver | [[Uncanny Dodge]] | -| Stormwight | [[Regeneration]] | +| Berserker | [[Relentless Toss]] | +| Reaver | [[Uncanny Dodge]] | +| Stormwight | [[Regeneration]] | #### Regeneration diff --git a/Classes/Shadow/Shadow.md b/Classes/Shadow/Shadow.md index 34bc87f..2705e52 100644 --- a/Classes/Shadow/Shadow.md +++ b/Classes/Shadow/Shadow.md @@ -71,7 +71,7 @@ Your choice of college grants you one or two features, as shown on the 1st-Level | College | Feature | | --------------- | -------------------------- | -| Black Ash | Black Ash [[Teleport]] | +| Black Ash | Black Ash [[Teleport]] | | Caustic Alchemy | Coat the Blade, Smoke Bomb | | Harlequin Mask | I'm On Your Side | @@ -124,8 +124,8 @@ Your college grants you a triggered action, as shown on the Shadow Triggered Act #### Shadow Triggered Actions -| College | Triggered Action | -| --------------- | --------------------- | +| College | Triggered Action | +| --------------- | ------------------------- | | Black Ash | [[In All This Confusion]] | | Caustic Alchemy | [[Defensive Roll]] | | Harlequin Mask | [[Misdirection]] | diff --git a/Classes/Tactician/Tactician.md b/Classes/Tactician/Tactician.md index aa4b3f6..2b22182 100644 --- a/Classes/Tactician/Tactician.md +++ b/Classes/Tactician/Tactician.md @@ -136,11 +136,11 @@ Your doctrine grants you a triggered action, as shown on the Tactician Triggered #### Tactician Triggered Actions -| Doctrine | Triggered Action | -| ---------- | ---------------- | -| Vanguard | [[Parry]] | -| Mastermind | [[Overwatch]] | -| Insurgent | [[Flank Them Now!]] | +| Doctrine | Triggered Action | +| ---------- | ------------------- | +| Vanguard | [[Parry]] | +| Mastermind | [[Overwatch]] | +| Insurgent | [[Flank Them Now!]] | #### Flank Them Now! diff --git a/Rules/Draw Steel Rules (raw).md b/Draw Steel Rules (original).md similarity index 78% rename from Rules/Draw Steel Rules (raw).md rename to Draw Steel Rules (original).md index 8d2dcba..e5fa21a 100644 --- a/Rules/Draw Steel Rules (raw).md +++ b/Draw Steel Rules (original).md @@ -10,7 +10,7 @@ This game will absolutely feature dungeons. Ancient underground complexes filled You can fight monsters in a dungeon, but the game is not about dungeons. Lots of games focus on that gameplay and do it really well! Like Shadowdark. -It’s not a wilderness exploration game, aka a hex crawl. It’s not about surviving in extreme weather, getting lost, or trying to navigate your way back to safety. +It’s not a wilderness exploration game, aka a hex [[Crawl|crawl]]. It’s not about surviving in extreme weather, getting lost, or trying to navigate your way back to safety. You can fight monsters in the wilderness, even run a whole campaign in the wilderness, but this game is not about the wilderness. We love games that focus on that fantasy, like *Forbidden Lands*. @@ -32,7 +32,7 @@ Strategy is: “What are we trying to do?” Break a siege, free a prisoner, res Tactics is about: “How are we going to do that?” We’re going to … surround them! Sneak around them! Pick them off one by one! Kill their leader first. Kill their priest first! “No resurrections!” -In a tactical game, positioning matters. So our game is played on a grid. Effects and distances are measured in squares. This means everyone is looking at the same problem, and there is no ambiguity regarding where the heroes and villains are in relation to each other. The hobgoblin troopers are setting themselves up in a line to stop our tactician and fury from getting into melee with the hobgoblin war mage. We can all see that happening, and can talk about what we’re going to do to stop it. +In a tactical game, positioning matters. So our game is played on a grid. Effects and distances are measured in squares. This means everyone is looking at the same problem, and there is no ambiguity regarding where the heroes and villains are in relation to each other. The hobgoblin troopers are setting themselves up in a line to stop our [[Tactician|tactician]] and [[Fury|fury]] from getting into melee with the hobgoblin war mage. We can all see that happening, and can talk about what we’re going to do to stop it. That means teamwork matters. That’s why initiative works the way it does—to encourage the players to plan! “Okay, you use Concussive Slam on that trooper, it’ll push him back, and on my turn I can use Phalanx Forward to get us all into melee with the death captain.” @@ -42,7 +42,7 @@ In a tactical game, you have many choices each round. You are never reduced to j As you play with the same group of characters, you learn what they can all do. You discover synergies, “combos.” Some of them intended by the designers, some not! You start to learn these unique characters, and rely on them to do their cool things. It’s a great feeling when another player comes up with a cool plan that relies on your unique abilities. -You learn which characters are the “squishies” who need to be protected or healed. You learn which characters can push themselves right to the edge and keep fighting. “Don’t worry about healing Barlaca. She’s our fury. She’s happier with 3 Stamina.” +You learn which characters are the “squishies” who need to be protected or healed. You learn which characters can push themselves right to the edge and keep fighting. “Don’t worry about healing Barlaca. She’s our [[Fury|fury]]. She’s happier with 3 Stamina.” Our game is not about tactics. It’s not a war game. But it is tactical. @@ -58,21 +58,21 @@ So that’s one component of the heroic keyword. But another component, equally For instance, you never see Indiana Jones having to find a local sporting goods store because he needs to stock up on ammo. You never see Katniss Everdeen have to stop and take a shower because she stinks. -These things do happen. No one watching *Raiders of the Lost Ark* thinks that Indy’s gun is magical and doesn’t need bullets—but we just don’t need to see Indy doing that stuff. We don’t need to waste time on it. +These things do happen. No one watching *[[Raider|Raiders]] of the Lost Ark* thinks that Indy’s gun is magical and doesn’t need bullets—but we just don’t need to see Indy doing that stuff. We don’t need to waste time on it. ### CINEMATIC -Closely tied to the heroic keyword, the cinematic keyword is about how we like powers and abilities with a strong visual component. You can imagine your character doing or saying these things. “In All This Confusion” is a good name for the shadow’s ability to slip out of melee and retreat to safety. The text of the ability says how it works, but the name creates a visual that explains how it’s working. +Closely tied to the heroic keyword, the cinematic keyword is about how we like powers and abilities with a strong visual component. You can imagine your character doing or saying these things. “[[In All This Confusion]]” is a good name for the [[Shadow|shadow]]’s ability to slip out of melee and retreat to safety. The text of the ability says how it works, but the name creates a visual that explains how it’s working. -When Sir Vanazor the dragon knight fury leaps onto a goblin war spider, cleaving through the goblins riding the creature in a single turn, you can see it in your mind. It feels like a movie. It doesn’t feel simply as if you rolled well, but like an epic scene, complete with slow motion and a Carpenter Brut soundtrack. +When Sir Vanazor the [[Dragon Knight|dragon knight]] [[Fury|fury]] leaps onto a goblin [[War Spider|war spider]], cleaving through the goblins riding the creature in a single turn, you can see it in your mind. It feels like a movie. It doesn’t feel simply as if you rolled well, but like an epic scene, complete with slow motion and a Carpenter Brut soundtrack. -You should imagine your tactician character leading the battle, granting your allies free attacks, extra maneuvers. Coordinating the battle. That’s what the name implies. And if we’ve done a good job, when you read the character’s abilities, you think, “Yes! This is what I was imagining! I can’t wait to do this!” +You should imagine your [[Tactician|tactician]] character leading the battle, granting your allies free attacks, extra maneuvers. Coordinating the battle. That’s what the name implies. And if we’ve done a good job, when you read the character’s abilities, you think, “Yes! This is what I was imagining! I can’t wait to do this!” ### FANTASY Just … you know … it’s got dragons and stuff. :D -It’s worth mentioning—while everyone basically already knows what fantasy means in this context, we do imagine it a little more broadly than your average classical medieval fantasy. We like that stuff! Vasloria is our medieval European fantasy analog with knights on horseback and wizards in towers. But we also like high fantasy urban intrigue, and so we’re developing Capital, the City of the Great Game, the Greatest City In This or Any Age. Vasloria is mostly humans and elves and orcs and dwarves, but Capital has dozens, hundreds of different ancestries in it. +It’s worth mentioning—while everyone basically already knows what fantasy means in this context, we do imagine it a little more broadly than your average classical medieval fantasy. We like that stuff! Vasloria is our medieval European fantasy analog with knights on horseback and wizards in towers. But we also like high fantasy urban intrigue, and so we’re developing Capital, the City of the Great Game, the Greatest City In This or Any Age. Vasloria is mostly [[Human|humans]] and elves and [[Orc|orcs]] and [[Dwarf|dwarves]], but Capital has dozens, hundreds of different ancestries in it. Looking back at movies like Star Wars and the work of artists like Chris Foss, that ’70s stuff now seems explicitly fantastical. There’s nothing scientific or even plausible about a lightsaber or a John Berkey spaceship. But damn, they look cool! @@ -90,17 +90,17 @@ Here are a few key distinctions between this game and typical d20 fantasy that y - **Attacks automatically deal damage.** You can still have a bad turn! A tier one result is not awesome, but at least you’re making progress. The trick is: who’s making progress faster? You or the monsters? Since there’s no “I miss, next” in this game, fights tend to be short. 5 rounds is a long fight. Because everyone’s always doing damage! - **You don’t need to rest all the time.** Most d20 fantasy games are games of attrition. Your spell slots and other features dwindle as the adventuring day goes on. In Draw Steel, you need to rest to regain your Stamina and Recoveries (the stat that determine how robust you are in combat). But all characters earn the ability to use their magic and other awesome abilities as they adventure, encouraging you to press on heroically. -- **Character options are different.** We very strongly recommend you start by looking through the character creation section before you decide what you want to play. You can’t just assume the conduit is “basically a cleric.” In some ways it is! But in other ways it’s very different. You may have some cool character archetype you love to play in d20 Fantasy and you’re dying to see how it works in *Draw Steel*, but you’ll have a lot more fun if you start by browsing the Ancestries and Class sections and being inspired. Once you know how the game works, you’ll have a better handle on how to build your favorite character in here. +- **Character options are different.** We very strongly recommend you start by looking through the character creation section before you decide what you want to play. You can’t just assume the [[Conduit|conduit]] is “basically a cleric.” In some ways it is! But in other ways it’s very different. You may have some cool character archetype you love to play in d20 Fantasy and you’re dying to see how it works in *Draw Steel*, but you’ll have a lot more fun if you start by browsing the Ancestries and Class sections and being inspired. Once you know how the game works, you’ll have a better handle on how to build your favorite character in here. - **Smaller bonuses and penalties** *Draw Steel* is built around the roll of two ten-sided dice to produce three possible outcomes. On the surface, this might not seem that different from rolling a twenty-sided die and having two outcomes, but we’ve run the math. A lot. A bonus of +1 or penalty of −2 is significant in *Draw Steel*, much more so than in a typical d20 fantasy game. That means you should feel pretty good attempting most power rolls—the rolls you make to determine success out of combat—if you have a decent characteristic bonus on those rolls. And if you have a specific skill that applies to a power roll made as a test outside of combat, you’ll do even better. -- **Our game has a lot of skills** Your character can make use of a long list of skills, but we don’t expect you to memorize that list. We get into why there are so many skills in the *Tests* chapter, but the short version is that we think having a lot of skills allows you to create more distinct and specialized heroes, which supports the sort of gameplay we want to see in *Draw Steel*. And skills in *Draw Steel* aren’t tied to characteristics. If you’re trying to lose someone in a crowd? You can use Presence to Hide! Why not? +- **Our game has a lot of skills** Your character can make use of a long list of skills, but we don’t expect you to memorize that list. We get into why there are so many skills in the *Tests* chapter, but the short version is that we think having a lot of skills allows you to create more distinct and specialized heroes, which supports the sort of gameplay we want to see in *Draw Steel*. And skills in *Draw Steel* aren’t tied to characteristics. If you’re trying to lose someone in a crowd? You can use Presence to [[Hide]]! Why not? - **We won’t be able to point out every difference.** Beyond what’s noted here, don’t assume that these rules work like any d20 fantasy game you’ve played. We don’t have the space to point out every exception. So if you’re in doubt about how something works, put d20 fantasy out of your mind and read our rules without those assumptions, and you’ll find that things make better sense. If you’re still confused, stop by the MCDM Discord and ask. We’ve got tons of awesome community members ready to help! -- **We don’t expect you to do everything to the letter.** This is actually one thing *Draw Steel* does have in common with d20 fantasy. This is a big book of rules! Don’t stress if you need to look something up or make a ruling about an edge case on the fly. If everyone’s having fun, you’re doing it right. +- **We don’t expect you to do everything to the letter.** This is actually one thing *Draw Steel* does have in common with d20 fantasy. This is a big book of rules! Don’t stress if you need to look something up or make a ruling about an edge case on the [[Fly|fly]]. If everyone’s having fun, you’re doing it right. ## THE BASICS The flow of playing Draw Steel is like playing any other tabletop roleplaying game with a Director (also called a Game Master or GM in other games). Play is a conversation between the Director and the heroes that describes the story. The Director sets the scene, describing the important elements of the environment that the heroes would notice. -**Director**: You stand in the doorway of the top level of the ruined necromancer’s tower. The air is stale and reeks of death. A pale full moon shines through a broken ceiling, illuminating six sarcophagi upon a raised dais, each with a lid carved in the likeness of a devil. Broken flasks, beakers, and other laboratory glass covers the floor. +**Director**: You stand in the doorway of the top level of the ruined necromancer’s tower. The air is stale and reeks of death. A pale full moon shines through a broken ceiling, illuminating six sarcophagi upon a raised dais, each with a lid carved in the likeness of a [[Devil|devil]]. Broken flasks, beakers, and other laboratory glass covers the floor. After the Director sets the scene, each player describes how their character interacts with the area. The Director then describes how the environment and any creatures in it respond to the heroes’ actions. @@ -134,7 +134,7 @@ At some point, a player will have their hero attempt a task that has a risk of f **Grace**: Yeah. Should have warned you. -**Director**: The whole tower starts to sway as the sarcophagus lids slide to the floor and clawed undead hands emerge from within. Six decaying devils, each tattooed with glowing green runes, rise. They’re eager for violence. +**Director**: The whole tower starts to sway as the sarcophagus lids slide to the floor and clawed undead hands emerge from within. Six decaying [[Devil|devils]], each tattooed with glowing green runes, rise. They’re eager for violence. **James**: I think we found the Rotting Lords of Hell. @@ -146,7 +146,7 @@ Each creature in the game has five characteristics that represent their capacity #### MIGHT -Might (MGT) represents strength and brawn. A creature’s ability to break down doors, swing an axe, stand up during an earthquake, or hurl an ally across a chasm is determined by Might. +Might (MGT) represents strength and brawn. A creature’s ability to break down doors, swing an axe, [[Stand Up|stand up]] during an earthquake, or hurl an ally across a chasm is determined by Might. #### AGILITY @@ -166,7 +166,7 @@ Presence (PRS) represents force of personality. A creature’s ability to lie to #### CHARACTERISTIC SCORES -Each characteristic has a score that runs from −5 to +5. The higher a score, the more impact the creature has with that characteristic. A baby bunny rabbit would have a Might score of −5, while an ancient dragon would have a Might score of 5. The average human has a score of 0 in all their characteristics. Characteristic scores are added to power rolls—the dice rolls you make whenever your character attempts a task with an uncertain outcome (see Power Rolls). +Each characteristic has a score that runs from −5 to +5. The higher a score, the more impact the creature has with that characteristic. A baby bunny rabbit would have a Might score of −5, while an ancient dragon would have a Might score of 5. The average [[Human|human]] has a score of 0 in all their characteristics. Characteristic scores are added to power rolls—the dice rolls you make whenever your character attempts a task with an uncertain outcome (see Power Rolls). ### DICE @@ -204,7 +204,7 @@ The result of a power roll determines your outcome tier—three levels that dete ##### DOWNGRADE A POWER ROLL -Whenever you make a power roll, you can downgrade it to select the result of a lower tier. For instance, if an ability has a tier 3 result that lets you impose the restrained condition on a creature, but the tier 2 result for that ability lets you impose the slowed condition, you can use the tier 2 result if you would rather have the creature slowed than restrained. +Whenever you make a power roll, you can downgrade it to select the result of a lower tier. For instance, if an ability has a tier 3 result that lets you impose the [[Restrained|restrained]] condition on a creature, but the tier 2 result for that ability lets you impose the [[Slowed|slowed]] condition, you can use the tier 2 result if you would rather have the creature [[Slowed|slowed]] than [[Restrained|restrained]]. If you downgrade a critical hit, you still get the extra action benefit of the critical hit (see Critical Hit in Abilities). @@ -216,23 +216,23 @@ Whenever you roll a natural 19 or 20 on a power roll, you always achieve the tie #### EDGES AND BANES -An archer standing on a castle wall fires down into a throng of enemies, hitting the mark each time thanks to their high ground. A drunken bandit struggles to land blows on sober opponents as alcohol clouds their senses. Under certain circumstances, you need more than just a characteristic to represent the advantages and disadvantages that heroes, their enemies, and their allies might have. +An archer standing on a castle wall fires down into a throng of enemies, hitting the mark each time thanks to their [[High Ground|high ground]]. A drunken bandit struggles to land blows on sober opponents as alcohol clouds their senses. Under certain circumstances, you need more than just a characteristic to represent the advantages and disadvantages that heroes, their enemies, and their allies might have. ##### EDGE -An edge represents a situational advantage a hero or an enemy has when making a power roll. For example, a standing hero who makes a melee attack against a prone creature gains an edge on the power roll for their attack. A pair of magic gloves that makes your hands sticky might grant you an edge when making a power roll to climb walls! +An edge represents a situational advantage a hero or an enemy has when making a power roll. For example, a standing hero who makes a melee attack against a [[Prone|prone]] creature gains an edge on the power roll for their attack. A pair of magic gloves that makes your hands sticky might grant you an edge when making a power roll to climb walls! When you make a power roll with a single edge, you add 2 to the roll. If you make a power roll with two or more edges, you have a double edge. This means you don’t add anything to the power roll, but the result of the roll automatically improves one tier (to a maximum of tier 3). ##### BANE -A bane represents a situational disadvantage a hero or an enemy has when making a power roll. For example, if you make an attack while prone, the power roll for the attack takes a bane. A rainstorm might give you a bane on a power roll made to climb an outdoor wall because the weather makes the stone surface extra slick. +A bane represents a situational disadvantage a hero or an enemy has when making a power roll. For example, if you make an attack while [[Prone|prone]], the power roll for the attack takes a bane. A rainstorm might give you a bane on a power roll made to climb an outdoor wall because the weather makes the stone surface extra slick. When you make a power roll with a single bane, you subtract 2 from the roll. If you make a power roll with two or more banes, you have a double bane. This means you don’t subtract anything from the power roll, but the result of the roll automatically decreases one tier (to a minimum of tier 1). ##### ROLLING WITH EDGES AND BANES -Under certain circumstances, you might have one or more edges and banes on the same roll. For instance, you might take a bane when weakened by poison, even as you gain an edge for attacking a prone creature. In general, edges and banes cancel each other out, resolving as follows: +Under certain circumstances, you might have one or more edges and banes on the same roll. For instance, you might take a bane when [[Weakened|weakened]] by poison, even as you gain an edge for attacking a [[Prone|prone]] creature. In general, edges and banes cancel each other out, resolving as follows: - If you have an edge and a bane, or if you have a double edge and a double bane, the roll is made as usual without any edges or banes. - If you have a double edge and just one bane, the roll is made with one edge, regardless of how many single edge instances contribute to the double edge. @@ -244,7 +244,7 @@ The rules tell you when to modify a roll with an edge or a bane. The Director ca ##### WHY CAP? -> We capped edges and banes at a maximum of two each for several reasons, including thinking about the narrative of those penalties. Every little advantage or disadvantage in a heroic story has diminishing returns, acknowledging that a creature can only benefit or be hindered by short-term circumstances so much. For example, a character who is prone and weakened by poison already finds it difficult to attack—so that becoming restrained by a net can’t really make it harder. +> We capped edges and banes at a maximum of two each for several reasons, including thinking about the narrative of those penalties. Every little advantage or disadvantage in a heroic story has diminishing returns, acknowledging that a creature can only benefit or be hindered by short-term circumstances so much. For example, a character who is [[Prone|prone]] and [[Weakened|weakened]] by poison already finds it difficult to attack—so that becoming [[Restrained|restrained]] by a net can’t really make it harder. > > We also liked capping edges and banes at two because it keeps play quick. It’s nice to not need to count beyond two positive or negative circumstances in a battle with a lot of effects flying around. @@ -267,7 +267,7 @@ Players can also be awarded hero tokens as part of a test’s outcome when they > You can award hero tokens to the players for taking risks with their heroes beyond what the game typically expects of them. For instance, battling a group of monsters is part of the game and doesn’t earn a hero token. However, the following sorts of activities might: > > - A hero stands alone against a group of enemies to allow their comrades to escape. -> - A hero willingly jumps into quicksand, into lava, off a cliff, or into some other hazard to save another character. +> - A hero willingly [[Jump|jumps]] into quicksand, into lava, off a cliff, or into some other hazard to save another character. > - The group is presented with an easy way out of a difficult situation that involves lying, cheating, stealing, or the like, but they take the more arduous and honorable path. > - A hero gives away an important resource, such as a Healing Potion, to help another creature in need. @@ -279,11 +279,11 @@ If you’re not sure what to do when two rules come into conflict with each othe ### ALWAYS ROUND DOWN -There are times when the rules tell you to divide a number in half. Whenever you divide an odd number in half and it results in a decimal, round the result down to the nearest whole number. For instance, if you have a speed of 7 and become slowed (a condition that halves your speed), then your speed becomes 3. +There are times when the rules tell you to divide a number in half. Whenever you divide an odd number in half and it results in a decimal, round the result down to the nearest whole number. For instance, if you have a speed of 7 and become [[Slowed|slowed]] (a condition that halves your speed), then your speed becomes 3. ### CREATURES AND OBJECTS -This game uses the terms “creature” and “object.” Creatures are living or unliving beings such as animals, elves, humans, dragons, giants, zombies, and valok. Objects are inanimate matter such as walls, carriages, cups, swords, ropes, coins, paintings, columns, and buildings. Creatures always have stat blocks that relay their statistics, but objects do not. +This game uses the terms “creature” and “object.” Creatures are living or unliving beings such as animals, elves, [[Human|humans]], dragons, giants, zombies, and valok. Objects are inanimate matter such as walls, carriages, cups, swords, ropes, coins, paintings, columns, and buildings. Creatures always have stat blocks that relay their statistics, but objects do not. When a creature dies, their body becomes an object, and can be affected by abilities and other effects that target objects. For example, a talent can’t use their Telekinesis power to slide an unwilling enemy cult leader into an evil temple’s pit of hellfire. But if that boss dies, the talent can slide their body into the pit to prevent the boss from being raised as a powerful undead by the temple’s magic. @@ -341,9 +341,9 @@ For more information on how XP increases your hero’s power, see Heroic Advance #### HEROIC RESOURCES -Your hero has a Heroic Resource (sometimes two Heroic Resources) determined by your class, and which you manage during play. For many classes, earning Resources can increase your hero’s power, and Resources are spent to activate your most powerful abilities. Other classes, like the talent, earn a negative resource that gives them a penalty during battle, and they gain the resource to activate their most powerful abilities. Each class gains and uses its Heroic Resource differently, and resources aren’t equivalent across classes. For example, 1 piety for the conduit isn’t worth as much as 1 focus for the tactician. +Your hero has a Heroic Resource (sometimes two Heroic Resources) determined by your class, and which you manage during play. For many classes, earning Resources can increase your hero’s power, and Resources are spent to activate your most powerful abilities. Other classes, like the talent, earn a negative resource that gives them a penalty during battle, and they gain the resource to activate their most powerful abilities. Each class gains and uses its Heroic Resource differently, and resources aren’t equivalent across classes. For example, 1 piety for the [[Conduit|conduit]] isn’t worth as much as 1 focus for the [[Tactician|tactician]]. -Some classes, such as the tactician and the fury, generate and use Heroic Resources only during combat encounters. Others, such as the shadow and the talent, can use their Heroic Resources both in and out of combat. +Some classes, such as the [[Tactician|tactician]] and the [[Fury|fury]], generate and use Heroic Resources only during combat encounters. Others, such as the [[Shadow|shadow]] and the talent, can use their Heroic Resources both in and out of combat. Your hero’s class description has more information about how to use your Heroic Resource. @@ -353,13 +353,13 @@ Your hero’s class description has more information about how to use your Heroi #### RECOVERIES -Each hero has a limited number of Recoveries that they can use to heal themself. Recoveries are a way to rally and get back some of the energy you lose in battle by taking a breather, accepting a little magical help from a conduit or troubadour, getting an allied tactician to inspire you with a rush of adrenaline, and so forth. Of course, your body can only rally so many times before your energy reserves are completely shot, so you have a limited number of recoveries as a result. +Each hero has a limited number of Recoveries that they can use to [[Heal|heal]] themself. Recoveries are a way to rally and get back some of the energy you lose in battle by taking a breather, accepting a little magical help from a [[Conduit|conduit]] or troubadour, getting an allied [[Tactician|tactician]] to inspire you with a rush of adrenaline, and so forth. Of course, your body can only rally so many times before your energy reserves are completely shot, so you have a limited number of recoveries as a result. When you spend a Recovery, you regain Stamina equal to your recovery value, which is one-third your Stamina maximum. ##### SPENDING RECOVERIES -During combat encounters and similarly dangerous situations when time is tracked in rounds (see Combat), you can use the Catch Breath action to regain Stamina. See Catch Breath in Actions for more information. Some heroes have abilities that allow them or their allies to spend more Recoveries without using the Catch Breath action. +During combat encounters and similarly dangerous situations when time is tracked in rounds (see Combat), you can use the [[Catch Breath]] action to regain Stamina. See [[Catch Breath]] in Actions for more information. Some heroes have abilities that allow them or their allies to spend more Recoveries without using the [[Catch Breath]] action. Outside of combat and other dangerous situations, you can spend Recoveries freely. @@ -379,7 +379,7 @@ The standard eightish hours of sleep one gets at night doesn’t count as a resp A new game demands new worlds! Welcome to the timescape—a collection of worlds spanning high fantasy, dark fantasy, and even space fantasy! We sincerely hope you take these rules and adapt them to your own world, or adapt your world to these rules, or something in between! -Our tour begins on the world of Orden, the Prime Manifold—a realm of elves, dwarves, humans, orcs, dragons, and more. But human civilization and politics dominate here, especially in the great city of Capital, a hotbed of urban fantasy intrigue. +Our tour begins on the world of Orden, the Prime Manifold—a realm of elves, [[Dwarf|dwarves]], [[Human|humans]], [[Orc|orcs]], dragons, and more. But [[Human|human]] civilization and politics dominate here, especially in the great city of Capital, a hotbed of urban fantasy intrigue. Orden contains seven major regions, the largest of which is Vasloria. @@ -389,23 +389,23 @@ A forested medieval and feudal land, Vasloria holds few cities—just towns and When Omund was betrayed by Mandrake, a captain of the Dragon Phalanx, his castle fell to Ajax the Invincible—now called the Overlord and the Iron Saint. Ajax’s wizard Mortum unlocked the secret of the ancient flying cities of the sky elves to raise the Chrysopolis, Ajax’s city-fortress in the sky. -Ajax abolished all faiths and temples in Vasloria. He executed the dukes who served King Omund loyally, leaving only the three surviving baronies of Dalrath, Bedegar, and Tor to hold human civilization together. Once, the people of all the lands of Vasloria were loose allies. There was trade between humans, elves, dwarves, and orcs. +Ajax abolished all faiths and temples in Vasloria. He executed the dukes who served King Omund loyally, leaving only the three surviving baronies of Dalrath, Bedegar, and Tor to hold [[Human|human]] civilization together. Once, the people of all the lands of Vasloria were loose allies. There was trade between [[Human|humans]], elves, [[Dwarf|dwarves]], and [[Orc|orcs]]. Now there is only suspicion. The high elves of the Fallen City, once the sky elf city of Irranys, pay tribute to Ajax with ancient artifacts they plunder from their ruined home. The wode elves of the Orchid Court, lacking any centralized government or cities, refuse to bow to the Iron Saint. -The dwarves of Kal Kalavar pay tribute in prisoners they abduct from among those foolish enough to travel the roads unescorted—prisoners who serve Ajax as forced labor or are fed into the Body Banks. Brooding under the mountains in their fabled Hanging City of Kal Kalavar, the stone dwarves do not like this deal with the Overlord, but they lack the power—or perhaps the will—to rebel. +The [[Dwarf|dwarves]] of Kal Kalavar pay tribute in prisoners they abduct from among those foolish enough to travel the roads unescorted—prisoners who serve Ajax as forced labor or are fed into the Body Banks. Brooding under the [[Mountain|mountains]] in their fabled Hanging City of Kal Kalavar, the stone [[Dwarf|dwarves]] do not like this deal with the Overlord, but they lack the power—or perhaps the will—to rebel. -The Hawklords of the High Aerie now act as Ajax’s royal guard. Mounted on their giant hawks, these human warriors project Ajax’s power, enforce his tyrannical order, and extend his influence into every corner of the wilderness. Their mastery of the air means that any revolt or rebellion is seen and crushed quickly. +The Hawklords of the High Aerie now act as Ajax’s royal guard. Mounted on their [[Giant Hawk|giant hawks]], these [[Human|human]] warriors project Ajax’s power, enforce his tyrannical order, and extend his influence into every corner of the wilderness. Their mastery of the air means that any revolt or rebellion is seen and crushed quickly. -The Dragon Phalanx is broken now, its knights scattered. Ajax has placed a high bounty on their heads. Some folk still see Omund’s knights as symbols of justice, heroes of a lost age before might made right. But in every town, every village, there are always desperate people willing to collect the bounty, summoning the Hawklords to pluck any dragon knight foolish enough to travel without a disguise away to the Chrysopolis. +The Dragon Phalanx is broken now, its knights scattered. Ajax has placed a high bounty on their heads. Some folk still see Omund’s knights as symbols of justice, heroes of a lost age before might made right. But in every town, every village, there are always desperate people willing to collect the bounty, summoning the Hawklords to pluck any [[Dragon Knight|dragon knight]] foolish enough to travel without a disguise away to the Chrysopolis. The peoples of Dalrath, Bedegar, and Tor, isolated and outnumbered, desperately fight a losing battle against the encroaching wilderness. Law dies. Chaos thrives. #### CAPITAL -The Greatest City in This or Any Age! City of the Great Game! Located west across the Bale Sea from Vasloria on the eastern coast of Rioja, Capital is not only the largest city in Orden. It’s the largest city there has ever been—larger than the fabled steel dwarf capital of Kalas Valiar, larger even than Alloy, the City at the Center of the Timescape. Capital is the exception to many rules. +The Greatest City in This or Any Age! City of the Great Game! Located west across the Bale Sea from Vasloria on the eastern coast of Rioja, Capital is not only the largest city in Orden. It’s the largest city there has ever been—larger than the fabled steel [[Dwarf|dwarf]] capital of Kalas Valiar, larger even than Alloy, the City at the Center of the Timescape. Capital is the exception to many rules. It is a city of playwrights and opera, of spies and sorcery. Famed throughout the world as a city of high magic where flying tapestries act as taxis. But the reality of living in Capital is somewhat more mundane, for only the very wealthy can afford such luxuries. @@ -439,19 +439,19 @@ Orden is only one world in the timescape! Each star in the night sky is another The lower worlds lack the energy necessary for such extraordinary technology to function, and so rely on magic to break the rules. -On Axiom, the Plane of Uttermost Law, the memonek live on a world teeming with complex, inorganic life. UNISOL, the Universal Solar League, ensures and protects trade across the upper worlds, defending the star freighters from pirates such as the time raiders and the infamous Sunrunners on their legendary ship the K.R.A.D Fearless. +On Axiom, the Plane of Uttermost Law, the [[Memonek|memonek]] live on a world teeming with complex, inorganic life. UNISOL, the Universal Solar League, ensures and protects trade across the upper worlds, defending the star freighters from pirates such as the [[Time Raider|time raiders]] and the infamous Sunrunners on their legendary ship the K.R.A.D Fearless. Meanwhile, on Proteus, the Sea of Eternal Change, the formless proteans rebelled against the synlirii who once ruled the plane of uttermost chaos, exiling the voiceless talkers to the World Below. Now the masters of their world, the proteans take to the stars in their living change-ships, hurling their small fleet against what they perceive as the tyrannical might of UNISOL. -On Quintessence, the lowest of the upper worlds, proteans and memonek alike rub shoulders with devils, fire dwarves, and even humans in Quintessence’s capital city of Alloy, the City at the Center of the Timescape. The Free City of Alloy, also known as the City of Brass, is the gateway to the timescape. People traveling to or from the upper and lower worlds meet here to trade goods and information, free from the inflexible laws of UNISOL. +On Quintessence, the lowest of the upper worlds, proteans and [[Memonek|memonek]] alike rub shoulders with [[Devil|devils]], fire [[Dwarf|dwarves]], and even [[Human|humans]] in Quintessence’s capital city of Alloy, the City at the Center of the Timescape. The Free City of Alloy, also known as the City of Brass, is the gateway to the timescape. People traveling to or from the upper and lower worlds meet here to trade goods and information, free from the inflexible laws of UNISOL. Traveling downward from Quintessence, one arrives on Orden, the Plane of Gods and Sorcery, highest of the lower worlds where magic rules. The gods, forbidden from interfering directly in a world with such a low energy state, rely on saints to enact their will. The technology from the upper worlds does not function down here, unless powered by a strong psionic mind, or the miracle mineral prismacore. Almost coterminous with Orden is its sister-plane, the World Below, and the Dark Under All. This plane of exiles is ruled by A Lie Cloaked In Star’s Silver—the Queen of Night, and the first of the Three Sisters Below. The World Below is a land of vast caves and sunless seas. There are no stars here, no sky, but only endless caves and warrens. Some of those are vast enough to hold entire cities, including Or-Mazaar, the City of the Black Star, from where the Queen of Night rules. -The power of the World Below wanes, even as the power of Equinox rises. Also known as Dusk, this smaller parasitic manifold is home to the exiled shadow elves and ruled by the Queen of Shadows, third of the Three Sisters Below. She plots to return her people to their homeland in Orden, and to escape the twisted shadow world. +The power of the World Below wanes, even as the power of Equinox rises. Also known as Dusk, this smaller parasitic manifold is home to the exiled [[Shadow|shadow]] elves and ruled by the Queen of [[Shadow|Shadows]], third of the Three Sisters Below. She plots to return her people to their homeland in Orden, and to escape the twisted [[Shadow|shadow]] world. -The last plane of law, the Seven Cities of Hell, is among the lowest of the lower planes. A realm of devils proud of their civilization, the Seven Cities are each ruled by an archduke who schemes to ascend to the Throne of Hell. Living in a world of bureaucratic law, the devil denizens of Hell have little interest in the other planes. Life is so much more interesting down here. The seven dukes of Hell conspired together once, agreeing to create the Order of Desolation, also known as the illriggers. Doing so was meant to extend their power into the timescape, and to defend the Seven Cities from the demon hordes below. +The last plane of law, the Seven Cities of Hell, is among the lowest of the lower planes. A realm of [[Devil|devils]] proud of their civilization, the Seven Cities are each ruled by an archduke who schemes to ascend to the Throne of Hell. Living in a world of bureaucratic law, the [[Devil|devil]] denizens of Hell have little interest in the other planes. Life is so much more interesting down here. The seven dukes of Hell conspired together once, agreeing to create the Order of Desolation, also known as the illriggers. Doing so was meant to extend their power into the timescape, and to [[Defend|defend]] the Seven Cities from the demon hordes below. The demons of the Abyssal Waste, the lowest plane, claw and scramble over each other, competing for souls in this heat-blasted desert under a baleful, giant orange sun. Mindless collections of organs, claws, and teeth, demons collect souls until they reach sentience, gaining identity and the blessing of memory. These demons will do anything to escape upward out of the wasteland, lest they lose their collected souls, lose their identities, and fall into that mindless state called lethe. @@ -461,9 +461,9 @@ At the center of the Abyssal Waste lies the Necropolitan Ruin, the Last City. A > We use the timescape and its medieval fantasy land Orden as the default setting presented in these books. Doing so makes it easier for us as designers to marry our design with real examples from a real (imaginary) fantasy world. We also think it’s easier for you to take the names for places, languages, and gods, and replace them with your own. We might reference some hero or villain, saint or god, whose name makes you think, “Well, I don’t have that in my setting.” If we do a good job, though, you might be inspired to say, “But that makes me think …” And being inspired is part of the fun! > -> If you’re the Director, you can use as many or as few of the details of the timescape as you like. You might wish to create your own world within the timescape, or use a setting you’ve created that exists outside of the official MCDM manifolds. You can use details from settings published by other companies. There are no rules when it comes to world-building. Feel free to take what you like from this book and change the rest. For example, you might not care for our dwarves having literal stone skin. That’s fine. You can make them fleshy, stout, bearded folk, or mohawked, barrel-chested punk rockers, or anything else you wish. As long as you’re running a heroic fantasy campaign about fighting monsters, then the game’s rules are still likely to serve your narrative even if that narrative deviates from ours. +> If you’re the Director, you can use as many or as few of the details of the timescape as you like. You might wish to create your own world within the timescape, or use a setting you’ve created that exists outside of the official MCDM manifolds. You can use details from settings published by other companies. There are no rules when it comes to world-building. Feel free to take what you like from this book and change the rest. For example, you might not care for our [[Dwarf|dwarves]] having literal stone skin. That’s fine. You can make them fleshy, stout, bearded folk, or mohawked, barrel-chested punk rockers, or anything else you wish. As long as you’re running a heroic fantasy campaign about fighting monsters, then the game’s rules are still likely to serve your narrative even if that narrative deviates from ours. > -> If you’re a player, ask your Director about the setting where the game takes place and discuss with them the sort of hero you want to create. Maybe you want to play a more traditional gruff and bearded dwarf rather than go all short and stony. An open dialogue and honest discussion with your Director can lead to everyone getting what they want out of the game. +> If you’re a player, ask your Director about the setting where the game takes place and discuss with them the sort of hero you want to create. Maybe you want to play a more traditional gruff and bearded [[Dwarf|dwarf]] rather than go all short and stony. An open dialogue and honest discussion with your Director can lead to everyone getting what they want out of the game. ## MAKING A HERO @@ -507,7 +507,7 @@ The first thing you should do is think about the kind of hero you want to make. #### 2. ANCESTRY -Choose your hero’s humanoid ancestry from among the range of ancestries available in the game—devil, dragon knight, dwarf, hakaan, high elf, human, memonek, orc, polder, revenant, time raider, or wode elf. Future supplements will introduce additional ancestries you can choose from. See *Ancestries* for more information. +Choose your hero’s humanoid ancestry from among the range of ancestries available in the game—[[Devil|devil]], [[Dragon Knight|dragon knight]], [[Dwarf|dwarf]], [[Hakaan|hakaan]], high elf, [[Human|human]], [[Memonek|memonek]], [[Orc|orc]], [[Polder|polder]], [[Revenant|revenant]], [[Time Raider|time raider]], or wode elf. Future supplements will introduce additional ancestries you can choose from. See *Ancestries* for more information. *(Playtest note: A selection of the game’s full range of ancestries are currently available, some of which feature lore entries.)* @@ -521,9 +521,9 @@ Choose your hero’s career, which describes what you did for a living before yo #### 5. CLASS -Choose your hero’s class. This choice has the biggest impact on how your hero interacts with the rules of the game, especially the rules for combat. Your class provides your characteristic scores and Stamina, in addition to skills, several abilities, and other benefits. You can be a censor, conduit, elementalist, fury, null, shadow, tactician, talent, or troubadour. See *Classes* for more information. +Choose your hero’s class. This choice has the biggest impact on how your hero interacts with the rules of the game, especially the rules for combat. Your class provides your characteristic scores and Stamina, in addition to skills, several abilities, and other benefits. You can be a censor, [[Conduit|conduit]], [[Elementalist|elementalist]], [[Fury|fury]], null, [[Shadow|shadow]], [[Tactician|tactician]], talent, or troubadour. See *Classes* for more information. -*(Playtest note: The currently available classes are the conduit, elementalist, fury, shadow, and tactician, each of which includes only 1st-level features.)* +*(Playtest note: The currently available classes are the [[Conduit|conduit]], [[Elementalist|elementalist]], [[Fury|fury]], [[Shadow|shadow]], and [[Tactician|tactician]], each of which includes only 1st-level features.)* #### 6. KIT @@ -531,9 +531,9 @@ Choose your hero’s kit. Your kit provides you with equipment and a fighting st #### 7. ADD FREE STRIKES -Every hero has the ability to make free strikes under certain circumstances—extra attacks that don’t require your action. (You can also make a free strike as an action on your turn, though you’ll usually have better options for your action.) Your class might grant you free strike options, but each character also has two standard free strikes. +Every hero has the ability to make [[Free Strike|free strikes]] under certain circumstances—extra attacks that don’t require your action. (You can also make a [[Free Strike|free strike]] as an action on your turn, though you’ll usually have better options for your action.) Your class might grant you [[Free Strike|free strike]] options, but each character also has two standard [[Free Strike|free strikes]]. -A melee weapon free strike is a melee attack made with an unarmed strike or improvised weapon. A ranged weapon free strike is a ranged attack made with an improvised weapon. +A melee weapon [[Free Strike|free strike]] is a melee attack made with an unarmed strike or improvised weapon. A ranged weapon [[Free Strike|free strike]] is a ranged attack made with an improvised weapon. ###### MELEE WEAPON FREE STRIKE @@ -561,7 +561,7 @@ A melee weapon free strike is a melee attack made with an unarmed strike or impr - 12–16: 5 damage - 17+: 8 damage -See *Free Strikes* for more information on using free strikes, and see *Abilities* for information on the ability format. +See *[[Free Strike|Free Strikes]]* for more information on using [[Free Strike|free strikes]], and see *Abilities* for information on the ability format. #### 8. COMPLICATION @@ -652,19 +652,19 @@ Some games don’t track XP or goals at all. The heroes simply gain a level when ## ANCESTRIES -Fantastic peoples inhabit the worlds of *Draw Steel*. Among them are devils, dwarves, elves, time raiders—even humans with their ability to sense the supernatural. +Fantastic peoples inhabit the worlds of *Draw Steel*. Among them are [[Devil|devils]], [[Dwarf|dwarves]], elves, [[Time Raider|time raiders]]—even [[Human|humans]] with their ability to sense the supernatural. Your hero is one of these folks! The fantastic ancestry you choose bestows benefits that come from your anatomy and physiology. This choice doesn’t grant you cultural benefits, like crafting or lore skills. While many game settings have cultures made of mostly one ancestry, other cultures and worlds have a cosmopolitan mix of peoples. -Ancestry describes how you were born. Culture (in the next chapter) describes how you grew up. If you want to be a wode elf who was raised in a forest among other wode elves, you can do that! If you want to play a wode elf who was raised in an underground city of dwarves, humans, and orcs, you can do that too! +Ancestry describes how you were born. Culture (in the next chapter) describes how you grew up. If you want to be a wode elf who was raised in a forest among other wode elves, you can do that! If you want to play a wode elf who was raised in an underground city of [[Dwarf|dwarves]], [[Human|humans]], and [[Orc|orcs]], you can do that too! ### ON THE ORIGIN OF SPECIES Orden is a fantasy world. It works on principles similar to those many people throughout history believed governed the real world. "I dunno, a god did it probably." -Humans, elves, orcs, dwarves, dragons—all have creator gods—the elder gods, four of whom made the world for some reason. Maybe they were bored. +[[Human|Humans]], elves, [[Orc|orcs]], [[Dwarf|dwarves]], dragons—all have creator gods—the elder gods, four of whom made the world for some reason. Maybe they were bored. -The fashion among those gods for creating new, intelligent species petered after the orcs. Once humans came along and invented war, it stopped being fun. +The fashion among those gods for creating new, intelligent species petered after the [[Orc|orcs]]. Once [[Human|humans]] came along and invented war, it stopped being fun. It may be all species were created by gods. That’s certainly what a lot of people throughout our own history assumed. Orden has no Darwin and probably won’t ever. There’s still inheritance. People expect children to look like their parents, but there aren’t evolutionary pressures except on a very local scale. @@ -672,13 +672,13 @@ And in a world where powerful, world-altering magics are available, mortals some However, mortals are not gods and lack their ineffable wisdom. They are, in fact, very effable. Many have sought the power to create. It is available to any sorcerer of near-godlike power with the right rituals, though these days that power is very obscure. Creating new intelligent species was easier for mortal wizards back in the youth of the world when magic was friskier. -In every instance in recorded history, attempts by mortals to make obedient servitor species backfire. The steel dwarves worked marvels with valiar, the truemetal, and the miracle mineral prismacore that grants objects a semblance of life. Eventually, their science and magics produced the omnivok, machines that were self-aware. Perhaps uniquely, when the dwarves realized they had created beings equal to themselves, they stopped their work and gave their creation full rights and independence, preferring to work with them rather than attempt, and inevitably fail, to be their masters. +In every instance in recorded history, attempts by mortals to make obedient servitor species backfire. The steel [[Dwarf|dwarves]] worked marvels with valiar, the truemetal, and the miracle mineral prismacore that grants objects a semblance of life. Eventually, their science and magics produced the omnivok, machines that were self-aware. Perhaps uniquely, when the [[Dwarf|dwarves]] realized they had created beings equal to themselves, they stopped their work and gave their creation full rights and independence, preferring to work with them rather than attempt, and inevitably fail, to be their masters. -Normally, it doesn’t work out that nicely. Even with the best of intentions, things go awry. The Dragon Phalanx were created by Good King Omund’s wizard Vitae to be the perfect knights, dispensing justice throughout the lands. But the same sorceries that grant self-awareness also grant independence. Agency. And though they enjoyed thirty years of peace and justice, eventually the dragon knights were betrayed by one of their own, seduced by the power offered by Ajax. +Normally, it doesn’t work out that nicely. Even with the best of intentions, things go awry. The Dragon Phalanx were created by Good King Omund’s wizard Vitae to be the perfect knights, dispensing justice throughout the lands. But the same sorceries that grant self-awareness also grant independence. Agency. And though they enjoyed thirty years of peace and justice, eventually the [[Dragon Knight|dragon knights]] were betrayed by one of their own, seduced by the power offered by Ajax. The law of unintended consequences applies to the just and the unjust alike. -Usually when some powerful being tries to create an intelligent people, it’s for less than virtuous reasons. The synliroi are responsible for several intelligent species in the timescape, each an attempt to create a perfectly obedient servitor species. The most notorious example are the kuran’zoi, the time raiders who rebelled almost immediately and carry a burning hate for the voiceless talkers to this day. +Usually when some powerful being tries to create an intelligent people, it’s for less than virtuous reasons. The synliroi are responsible for several intelligent species in the timescape, each an attempt to create a perfectly obedient servitor species. The most notorious example are the kuran’zoi, the [[Time Raider|time raiders]] who rebelled almost immediately and carry a burning hate for the voiceless talkers to this day. A perhaps less egregious use of this power is called quickening. Used when a powerful mage lives in and amongst some clever species just on the cusp of self-awareness. These instances, which are much more numerous than creating a new species from whole cloth, are more like the concept of uplifting found in science fiction. The mage or witch or shaman didn’t create anything. They just gave these cute, clever, frog-things a little boost. A little nudge. And suddenly there are angualotls walking around having conversations with each other, wondering when someone will invent a fabric that doesn’t get moldy in the swamp. @@ -700,15 +700,15 @@ Where an ancestry provides you with an ability, see *Abilities* for details of t “You know, I have a rather interesting story about that…” -The native ancestry of the Seven Cities of Hell, devils are humanoids with red or blue skin expressed in a wide variety of hues, from bright crimson to deep purple. Each devil is born with some hellmark—horns, a tail, cloven hooves, a forked tongue, fanged incisors, or even wings. +The native ancestry of the Seven Cities of Hell, [[Devil|devils]] are humanoids with red or blue skin expressed in a wide variety of hues, from bright crimson to deep purple. Each [[Devil|devil]] is born with some hellmark—horns, a tail, cloven hooves, a forked tongue, fanged incisors, or even wings. Hell is dominated by the Seven Cities of Hell, each ruled by a different archdevil who constantly plots and schemes against the others in the hope of ascending to the Throne of Hell. -Those devils who join “the trade,” as their civil service is called, spend their days in bureaucratic service, hoping or scheming for promotion. Devils looking for a quick path up the bureaucratic ladder sign up for the Exchange, whereby mortals in the mundane world who perform the right rituals can summon a devil, who bargains with the supplicant on behalf of their archdevil. Archdevils can grant temporary worldly power in exchange for a supplicant’s soul, with the summoned devil acting as the broker. +Those [[Devil|devils]] who join “the trade,” as their civil service is called, spend their days in bureaucratic service, hoping or scheming for promotion. [[Devil|Devils]] looking for a quick path up the bureaucratic ladder sign up for the Exchange, whereby mortals in the mundane world who perform the right rituals can summon a [[Devil|devil]], who bargains with the supplicant on behalf of their archdevil. Archdevils can grant temporary worldly power in exchange for a supplicant’s soul, with the summoned [[Devil|devil]] acting as the broker. -On rare occasions, the summoning goes wrong and the supplicant dies before the deal can be struck, stranding the summoned devil on Orden permanently. Some stranded devils seek to return to Hell, but most prefer life in Orden, where the phrase “stabbed in the back by a colleague” is usually a metaphor. +On rare occasions, the summoning goes wrong and the supplicant dies before the deal can be struck, stranding the summoned [[Devil|devil]] on Orden permanently. Some stranded [[Devil|devils]] seek to return to Hell, but most prefer life in Orden, where the phrase “stabbed in the back by a colleague” is usually a metaphor. -The majority of devils in Orden are not from, nor have ever been to, the Seven Cities. They are descendants of devils who were stranded in the mundane world decades, centuries, even millennia ago. +The majority of [[Devil|devils]] in Orden are not from, nor have ever been to, the Seven Cities. They are descendants of [[Devil|devils]] who were stranded in the mundane world decades, centuries, even millennia ago. #### ON DEVILS @@ -716,11 +716,11 @@ Adelard scuttled across the floor of his basement, a heavy tome clutched in one One of the red candles suddenly guttered out, making the small room noticeably darker. “Damn and blast!” he hissed. Then he relit it from another candle. -Stepping back to admire his handiwork, Adelard crossed his arms and nodded. He’d spent his last coppers on the candles—they weren’t cheap. And he feared the skull might be fake, but did it matter? The book just said *a skull*—it didn’t even specify a human skull! Did it matter if it was real? It was probably real. What kind of market was there for replica skulls? But it was awfully cheap. Anyway, did it matter? How would the ritual know if the skull was real? +Stepping back to admire his handiwork, Adelard crossed his arms and nodded. He’d spent his last coppers on the candles—they weren’t cheap. And he feared the skull might be fake, but did it matter? The book just said *a skull*—it didn’t even specify a [[Human|human]] skull! Did it matter if it was real? It was probably real. What kind of market was there for replica skulls? But it was awfully cheap. Anyway, did it matter? How would the ritual know if the skull was real? He was wittering, putting off the inevitable. He pulled himself together. It was either going to work, or it wasn’t, and wittering wasn’t going to help. He opened the book and turned the page—then began to speak the ritual. -Moments later, the candles flared, there was a burst of flame, and acrid brimstone filled his nostrils. When the smoke cleared… there was a devil standing in his basement—dark purple skin, horns, even a twitching tail. +Moments later, the candles flared, there was a burst of flame, and acrid brimstone filled his nostrils. When the smoke cleared… there was a [[Devil|devil]] standing in his basement—dark purple skin, horns, even a twitching tail. “Aha! Yes, finally.” It rubbed its hands together. “It’s about time,” the creature said, pulling on the bottom of his waistcoat to straighten it. “Now then! How does it go? Oh, yes.” He cleared his throat. “On behalf of my lord, his grace Archduke Dispater, Lord of Dis, I am empowered to offer you…” @@ -730,25 +730,25 @@ But his speech fell on deaf ears. He stopped cavorting and capering, and his eyes went wide. “Until they… until…” He clutched his chest. -“Uh-oh,” the devil said, genuinely worried. +“Uh-oh,” the [[Devil|devil]] said, genuinely worried. “HNNG!” Adelard grunted. Then he collapsed to the ground, curled into a fetal position, obviously in immense pain. -“Nono. Nurse!” the devil called out. “Doctor!? Is anyone… you should lie down. Well, you are lying down. Do some… some deep-breathing exercises. Have a cup of tea! That always…” +“Nono. Nurse!” the [[Devil|devil]] called out. “Doctor!? Is anyone… you should lie down. Well, you are lying down. Do some… some deep-breathing exercises. Have a cup of tea! That always…” Adelard gasped one last time and uncurled, muscles relaxed. Eyes open but unseeing. -“…calms me down,” the devil said quietly. +“…calms me down,” the [[Devil|devil]] said quietly. -Suddenly, the candles were extinguished as one, plunging the room into pitch-blackness. The devil’s hellsight meant this was only a minor inconvenience for him. “Um,” he said to the empty room. “Uh-oh.” +Suddenly, the candles were extinguished as one, plunging the room into pitch-blackness. The [[Devil|devil]]’s hellsight meant this was only a minor inconvenience for him. “Um,” he said to the empty room. “Uh-oh.” He poked the tip of his boot at the chalk symbol surrounding him on the floor. Nothing happened. He stepped on it. Nothing happened. He put his weight on that foot. No alarms went off. He walked out of the circle. Nothing happened. No one, it seemed, cared. -A few moments later, the door to a small home, little more than a wooden shack on the outskirts of a small village, opened. A well-dressed devil peeked out and then slowly emerged, stepping onto the dirt road that led through the center of the village. A keep stood atop a hill in the distance. +A few moments later, the door to a small home, little more than a wooden shack on the outskirts of a small village, opened. A well-dressed [[Devil|devil]] peeked out and then slowly emerged, stepping onto the dirt road that led through the center of the village. A keep stood atop a hill in the distance. -“Ah,” the devil said. +“Ah,” the [[Devil|devil]] said. A wide woman dressed in wool, carrying a pile of clean clothes, saw him and stopped in her tracks, her mouth open. @@ -758,15 +758,15 @@ A wide woman dressed in wool, carrying a pile of clean clothes, saw him and stop “Ah. Um. Hmm.” -A young man in a low, stone building saw this exchange, grabbed what looked like a long iron poker, and ran out to confront the new arrival. +A young man in a low, stone building saw this exchange, [[Grabbed|grabbed]] what looked like a long iron poker, and ran out to confront the new arrival. -“Have at you, devil!” he said, assuming something like a dueling pose. +“Have at you, [[Devil|devil]]!” he said, assuming something like a dueling pose. -“I say! Steady on!” The devil raised his hands. +“I say! Steady on!” The [[Devil|devil]] raised his hands. The two of them stood there, frozen in the middle of the street for a few moments. -Then the devil turned and ran away as quickly as he could. +Then the [[Devil|devil]] turned and ran away as quickly as he could. “And that’s how I ended up here!” Riyalkin toasted his dinner companion. “Now, after years of obscurity, a legendary hero!” @@ -780,7 +780,7 @@ She laughed. “Riyalkin the Red Pen is every bit as advertised.” “Not all actors are vain.” She took offense beautifully. “Just the good ones.” She sipped her drink. -“Well then, you must be very vain indeed,” the devil said. +“Well then, you must be very vain indeed,” the [[Devil|devil]] said. “Anyway, does that answer your question?” @@ -810,18 +810,18 @@ Riyalkin shrugged. “It’s what I did before. I’m moderately good at it.” She blushed in spite of herself and raised her own glass in a toast. -“You silver-tongued devil.” +“You silver-tongued [[Devil|devil]].” #### DEVIL BENEFITS -As a devil character, you have the following benefits: +As a [[Devil|devil]] character, you have the following benefits: ##### FIENDISH FEATURES -When you create a devil character, you have 3 fiend points, which you use to select a number of the following features. +When you create a [[Devil|devil]] character, you have 3 fiend points, which you use to select a number of the following features. - **BARBED TAIL (1 FIEND POINT):** - Your pointy tail allows you to punctuate all your actions. Once per round, you can deal 1 extra damage on a melee attack or free strike. + Your pointy tail allows you to punctuate all your actions. Once per round, you can deal 1 extra damage on a melee attack or [[Free Strike|free strike]]. - **BEAST LEGS (2 FIEND POINTS):** Your powerful legs improve your speed by 1. @@ -842,22 +842,22 @@ When you create a devil character, you have 3 fiend points, which you use to sel Your prehensile tail allows you to challenge foes on all sides. You can’t be flanked. - **WINGS (2 FIEND POINTS):** - You possess wings powerful enough to take you airborne. As a maneuver, you can switch between walking and flying when you are touching the ground, or vice versa when you are within 1 square of the ground. While flying, your stability drops to 0 and you have damage weakness 5. While using your wings to fly, you can stay aloft for a number of rounds equal to your Might (minimum of 1 round) before you fall prone. + You possess wings powerful enough to take you airborne. As a maneuver, you can switch between walking and flying when you are touching the ground, or vice versa when you are within 1 square of the ground. While flying, your stability drops to 0 and you have damage weakness 5. While using your wings to [[Fly|fly]], you can stay aloft for a number of rounds equal to your Might (minimum of 1 round) before you fall [[Prone|prone]]. - **SILVER TONGUE:** You can twist how your words are perceived to get a better read on people. You gain an edge when attempting to discover an NPC’s motivations and pitfalls during negotiations (see *Negotiation*). ### DRAGON KNIGHT -“I thought the dragon knights would save us, but even they couldn’t stop Ajax. Now the roads aren’t safe. People are taken from their homes without cause or warning, never to return. I don’t know what’s going to happen now, except everyone’s afraid all the time.” +“I thought the [[Dragon Knight|dragon knights]] would save us, but even they couldn’t stop Ajax. Now the roads aren’t safe. People are taken from their homes without cause or warning, never to return. I don’t know what’s going to happen now, except everyone’s afraid all the time.” “I think things are going to get a lot worse before they get better.” -The **Ritual of Dracogenesis** that grants the power to create a generation of dragon knights—also known as draconians or wyrmwights—is obscure and supremely difficult for even an experienced sorcerer to master. Small populations of draconians in Khemhara, Higara, and Khorshir attest to this. Descendants of original generations created millennia ago by powerful wizards, they have never been numerous. A typical clutch yields only a single egg. After only a few generations, these draconians begin to show new adaptations like feathers or frilled ridges. +The **Ritual of Dracogenesis** that grants the power to create a generation of [[Dragon Knight|dragon knights]]—also known as draconians or wyrmwights—is obscure and supremely difficult for even an experienced sorcerer to master. Small populations of draconians in Khemhara, Higara, and Khorshir attest to this. Descendants of original generations created millennia ago by powerful wizards, they have never been numerous. A typical clutch yields only a single egg. After only a few generations, these draconians begin to show new adaptations like feathers or frilled ridges. The largest extant population of draconians is the remnants of the Dragon Phalanx in Vasloria. Created by Good King Omund’s wizard Vitae, the Dragon Phalanx once numbered several thousand of the king’s greatest knights, ensuring the rule of law across the land. -Knighthood was a title carried by every member of that first generation of dragon knights. Within the Dragon Phalanx were shadows, censors, tacticians, and elementalists. Members of virtually every heroic vocation could be found in one of the eight dragonflights that made up the phalanx. For over thirty years, these heroes were symbols of justice, protecting the weak from the strong, and standing between the common folk and those who sought power over others. Those who grew up in that place and time could never have imagined any other way of life. +Knighthood was a title carried by every member of that first generation of [[Dragon Knight|dragon knights]]. Within the Dragon Phalanx were [[Shadow|shadows]], censors, [[Tactician|tacticians]], and [[Elementalist|elementalists]]. Members of virtually every heroic vocation could be found in one of the eight dragonflights that made up the phalanx. For over thirty years, these heroes were symbols of justice, protecting the weak from the strong, and standing between the common folk and those who sought power over others. Those who grew up in that place and time could never have imagined any other way of life. Then Ajax came. @@ -867,39 +867,39 @@ The cloaked figure at the back of the inn stood up. As they did so, their hood s A tall, broad draconian stepped into the light. He was old, his scales battle-scarred. He rested one clawed hand on the pommel of a mace that hung from a loop on his belt, while the other carried his shield by a strap. His flat, expressionless look was more terrifying than any threatening glower. -The three human bandits took a step back. One of the dwarves just sneered—then, sensing his human compatriot’s reluctance, turned to look at them. “What’s this?” the lead dwarf growled. +The three [[Human|human]] bandits took a step back. One of the [[Dwarf|dwarves]] just sneered—then, sensing his [[Human|human]] compatriot’s reluctance, turned to look at them. “What’s this?” the lead [[Dwarf|dwarf]] growled. -“Don’t be cowards now!” the other dwarf said, a hint of joy in his voice. “Look what a prize we have caught!” +“Don’t be cowards [[Now!|now!]]” the other [[Dwarf|dwarf]] said, a hint of joy in his voice. “Look what a prize we have caught!” “We didn’t…” one bandit said, shaking. “We didn’t know…” -Looking at the dragon knight, the other bandit added quickly, “We didn’t know there was one of you here.” +Looking at the [[Dragon Knight|dragon knight]], the other bandit added quickly, “We didn’t know there was one of you here.” -The draconian didn’t move. Didn’t give any indication he heard the man. Just stared unblinking at the lead dwarf. +The draconian didn’t move. Didn’t give any indication he heard the man. Just stared unblinking at the lead [[Dwarf|dwarf]]. -“Think of the bounty,” the dwarf hissed to the humans, but he kept his eye on the draconian. “We’ll all be rich.” +“Think of the bounty,” the [[Dwarf|dwarf]] hissed to the [[Human|humans]], but he kept his eye on the draconian. “We’ll all be rich.” -“I don’t…” One of the bandits dropped her sword and held her hands up as she backed away from the group toward the exit. “I don’t need it that bad,” she said. Then she turned and ran out the door. Her human compatriots followed. +“I don’t…” One of the bandits dropped her sword and held her hands up as she backed away from the group toward the exit. “I don’t need it that bad,” she said. Then she turned and ran out the door. Her [[Human|human]] compatriots followed. -The two dwarves surveyed the tavern. The people were now all facing them. A few had stood up. They weren’t afraid anymore. +The two [[Dwarf|dwarves]] surveyed the tavern. The people were now all facing them. A few had stood up. They weren’t afraid anymore. -“We’ll be back,” the lead dwarf said, and the two of them backed out of the inn, sheathing their shortswords before they turned and left. +“We’ll be back,” the lead [[Dwarf|dwarf]] said, and the two of them backed out of the inn, sheathing their shortswords before they turned and left. -As one, the people in the tavern turned to look with undisguised awe at the dragon knight. He noticed this, ducked his head to avoid their gaze. “Show’s over,” he growled, then he turned to go back to his seat in the rear. +As one, the people in the tavern turned to look with undisguised awe at the [[Dragon Knight|dragon knight]]. He noticed this, ducked his head to avoid their gaze. “Show’s over,” he growled, then he turned to go back to his seat in the rear. “Thank you,” the woman behind the bar said. “Thank you for…” She stopped when she saw the draconian was ignoring her. -A short, doughty, middle-aged man stood up, and two equally doughty women at the same table stood up with him. “Excuse me, sir knight,” the man said as the dragon knight walked past their table. +A short, doughty, middle-aged man stood up, and two equally doughty women at the same table stood up with him. “Excuse me, sir knight,” the man said as the [[Dragon Knight|dragon knight]] walked past their table. -The knight moved on, ignoring them. The man reached out and grabbed the massive draconian’s arm. The knight wheeled on the peasant, looming over him. +The knight moved on, ignoring them. The man reached out and [[Grabbed|grabbed]] the massive draconian’s arm. The knight wheeled on the peasant, looming over him. The man bowed his head and touched his forelock. The two women with him curtseyed and tried to avoid making eye contact. “Begging your pardon, sir, but we been lookin’ for you.” -The dragon knight sneered and bared a set of sharp teeth. “Look for someone else,” he growled as he pulled his arm away. +The [[Dragon Knight|dragon knight]] sneered and bared a set of sharp teeth. “Look for someone else,” he growled as he pulled his arm away. The man scurried around to stand in front of the draconian, blocking his way. He took off his worn cap and held it over his breast. “I’m sorry sir, but there ain’t no one else. And there’s this new tax, you see, from the new baron. And a priest says he’s of Saint Ajax.” @@ -907,7 +907,7 @@ The knight bared his impressive teeth, ready to scare Jago and the other two awa “You might want to hear ’em out, Vaant,” said a voice from the table the three peasants had been sitting at. -The dragon knight turned sharply to look at the man who’d spoken. His back was to the draconian, but the voice gave him away. +The [[Dragon Knight|dragon knight]] turned sharply to look at the man who’d spoken. His back was to the draconian, but the voice gave him away. “John?” @@ -915,7 +915,7 @@ The man turned to look up. “Hi Vaant,” he said, smiling. He rose from the table. He was middle-aged, fit. Black hair hung down to his shoulders. He was armed with many weapons, looked like a captain of the guard. “Folks,” he said, “this is Vaantikalisax, Knight of King Omund in the Thunder Phalanx. He may be the last of the Storm Knights.” -The man held out his hand. The dragon knight looked at it for a moment before reaching out slowly to grasp it. “What are you doing out here?” Vaantikalisax asked. +The man held out his hand. The [[Dragon Knight|dragon knight]] looked at it for a moment before reaching out slowly to grasp it. “What are you doing out here?” Vaantikalisax asked. “These people need help. I said I’d find it. Heard a rumor someone matching your description was holed up here having a drinking contest with Mr. John Barleycorn.” @@ -935,7 +935,7 @@ The draconian sniffed, released John’s hand, and looked at the three peasants. “Yeah.” Sir John smiled. “The hero game.” -Vaantikalisax said nothing. The inn had mostly gone back to its business but the three peasants watched intently. Eventually, the dragon knight spoke again, his voice low. +Vaantikalisax said nothing. The inn had mostly gone back to its business but the three peasants watched intently. Eventually, the [[Dragon Knight|dragon knight]] spoke again, his voice low. “I owe you a lot, John—but not everything.” @@ -945,25 +945,25 @@ Vaantikalisax said nothing. The inn had mostly gone back to its business but the “What does your oath say? ‘Even should the sun stop in the sky, even should the night—’ ” -“John,” the dragon knight said, his voice suddenly sad. Exasperated. “You don’t want to quote my oath to me. You really don’t. I liked serving with you. I have fond memories of that time—of you. Don’t spoil it.” He looked at his friend, the three peasants, then shook his head and turned to leave the inn. +“John,” the [[Dragon Knight|dragon knight]] said, his voice suddenly sad. Exasperated. “You don’t want to quote my oath to me. You really don’t. I liked serving with you. I have fond memories of that time—of you. Don’t spoil it.” He looked at his friend, the three peasants, then shook his head and turned to leave the inn. “Vaant,” Sir John said, following. “Sir Vaantikalisax, by your oath!” -The dragon knight stopped and spun around. Everyone in the inn was watching the show again. Act two. +The [[Dragon Knight|dragon knight]] stopped and spun around. Everyone in the inn was watching the show again. Act two. “The people need leadership,” John said as he looked at all the folk watching. -Vaantikalisax’s reptile eyes flashed in anger. “They had it. Thirty years, and what did it amount to?! I watched Ajax… I watched him…” The dragon knight’s eyes flinched. His clawed hands tightened on his mace and shield. “I watched the oath… fail.” +Vaantikalisax’s reptile eyes flashed in anger. “They had it. Thirty years, and what did it amount to?! I watched Ajax… I watched him…” The [[Dragon Knight|dragon knight]]’s eyes flinched. His clawed hands tightened on his mace and shield. “I watched the oath… fail.” “Vaant… Vaant, the Dragon Phalanx didn’t fail. You were betrayed. It was Mandrake! One of your own, don’t you get it? You’re just as fallible as the rest of us. You were never ‘incorruptible.’ It’s just what we wanted to believe. You’re just people—like the rest of us.” -The dragon knight looked at the people around him, at the three peasants desperate for someone, anyone, to help them. Then he looked back to his friend. +The [[Dragon Knight|dragon knight]] looked at the people around him, at the three peasants desperate for someone, anyone, to help them. Then he looked back to his friend. “Exactly,” Vaantikalisax said. Then he turned and left the inn. #### DRAGON KNIGHT BENEFITS -As a dragon knight character, you have the following benefits: +As a [[Dragon Knight|dragon knight]] character, you have the following benefits: ##### WYRMPLATE @@ -974,7 +974,7 @@ Your hardened scales grant you immunity 5 to one of the following damage types: The legacy of the Dragon Phalanx lives in you. Choose one of the following benefits. - **DRACONIAN RUSH:** - As a maneuver, you can fly in a straight line up to your speed. Until you reach level 6, you must end your turn on a solid surface or fall, then fall prone. + As a maneuver, you can [[Fly|fly]] in a straight line up to your speed. Until you reach level 6, you must end your turn on a solid surface or fall, then fall [[Prone|prone]]. - **DRACONIAN GUARD:** When you or a creature adjacent to you is attacked, you can use a triggered action to swing your wings around and guard against the blow, reducing any damage from the attack by an amount equal to your level + your Victories. @@ -997,54 +997,56 @@ You let loose a mighty roar to repel your foes and shake their spirits. **Power Roll + Might or Presence:** - 11 or lower: 2 damage; push 1 + - 12–16: 4 damage; push 3 -- 17+: 7 damage; push 5; frightened (EoT) + +- 17+: 7 damage; push 5; [[Frightened|frightened]] (EoT) **Effect:** You have a bane on the power roll for this ability when you use it in consecutive rounds of the same encounter. ### DWARF -“Remember, we are dwarves. Our strength is the strength of the earth. The strength of the marble column that rises to the heavens. The strength of the granite foundation that reaches deep into the ground. But what is the value of strength if it is not used in service of justice?” +“Remember, we are [[Dwarf|dwarves]]. Our strength is the strength of the earth. The strength of the marble column that rises to the heavens. The strength of the granite foundation that reaches deep into the ground. But what is the value of strength if it is not used in service of justice?” -—Zarok the Lawgiver, Hero, Dwarves 232 +—Zarok the Lawgiver, Hero, [[Dwarf|Dwarves]] 232 -Possessed of a strength that belies their size, dwarves have flesh infused with stone—a silico-organic hybrid making them physically denser than other humanoids. They enjoy a reputation in Orden as savvy engineers and technologists thanks to the lore they inherited from their elder siblings, the long-extinct steel dwarves. +Possessed of a strength that belies their size, [[Dwarf|dwarves]] have flesh infused with stone—a silico-organic hybrid making them physically denser than other humanoids. They enjoy a reputation in Orden as savvy engineers and technologists thanks to the lore they inherited from their elder siblings, the long-extinct steel [[Dwarf|dwarves]]. -Dwarves are the children of the elder god Ord, and a common phrase among dwarves is “Ord made the world”—their way of saying, “What will be, will be.” They take great pride in knowing that along with Aan, Eth, and Kul, their god created the mundane world, and many dwarves leave their homes to see the world and seek glory in Ord’s name. +[[Dwarf|Dwarves]] are the children of the elder god Ord, and a common phrase among [[Dwarf|dwarves]] is “Ord made the world”—their way of saying, “What will be, will be.” They take great pride in knowing that along with Aan, Eth, and Kul, their god created the mundane world, and many [[Dwarf|dwarves]] leave their homes to see the world and seek glory in Ord’s name. #### ON DWARVES -There’s nothing a team of dwarves can’t do! Five dwarves alone can easily kill a dragon. Ten dragons![^1] Why, Vorka the Fell-Handed alone slew five dragons at the Siege of Var Loska before succumbing to her wounds. One dwarf! Think what a small, dedicated party of dwarves could do! +There’s nothing a team of [[Dwarf|dwarves]] can’t do! Five [[Dwarf|dwarves]] alone can easily kill a dragon. Ten dragons!\[^1\] Why, Vorka the Fell-Handed alone slew five dragons at the Siege of Var Loska before succumbing to her wounds. One [[Dwarf|dwarf]]! Think what a small, dedicated party of [[Dwarf|dwarves]] could do! -There aren’t many of the great dragons left, alas, so we must … I mean, dwarves must content themselves with fighting lesser evils. Necromancers, tyrants. Folks who cheat at dice. +There aren’t many of the great dragons left, alas, so we must … I mean, [[Dwarf|dwarves]] must content themselves with fighting lesser evils. Necromancers, tyrants. Folks who cheat at dice. -Dwarves take the long view. Well, so do elves, but elves seem more interested in preserving things. Dwarves want to make things! Improve the world! “The world is fine the way it is …” Shut up! No it’s not! The world is full of pain, misery, injustice. We cannot make a perfect world, but we can strive to improve the one we’ve got! +[[Dwarf|Dwarves]] take the long view. Well, so do elves, but elves seem more interested in preserving things. [[Dwarf|Dwarves]] want to make things! Improve the world! “The world is fine the way it is …” Shut up! No it’s not! The world is full of pain, misery, injustice. We cannot make a perfect world, but we can strive to improve the one we’ve got! -Anyway. Humans make too much of this so-called rivalry between dwarves and elves. Yes, it was an elf army that slew the last steel dwarves in the War Against Night, but that was tens of thousands of years ago. And anyway, those were the shadow elves, long banished to the World Below. And none now live who remember those days. +Anyway. [[Human|Humans]] make too much of this so-called rivalry between [[Dwarf|dwarves]] and elves. Yes, it was an elf army that slew the last steel [[Dwarf|dwarves]] in the War Against Night, but that was tens of thousands of years ago. And anyway, those were the [[Shadow|shadow]] elves, long banished to the World Below. And none now live who remember those days. -The steel dwarves—the greatest of us—are dead now, and our cousins the fire dwarves left this world for Quintessence long ago. There they built Alloy, the City of Brass, the City at the Center of the Timescape. A marvel! Not so large as Capital, perhaps, but not so … fragrant either. +The steel [[Dwarf|dwarves]]—the greatest of us—are dead now, and our cousins the fire [[Dwarf|dwarves]] left this world for Quintessence long ago. There they built Alloy, the City of Brass, the City at the Center of the Timescape. A marvel! Not so large as Capital, perhaps, but not so … fragrant either. -It is left to us, the stone dwarves, the Last Children of Ord, to work stone, create great marvels with it. Our greatest days are not behind us! Who speaks thus?! Have we not been to the Hanging City of Kal Kalavar together? Will you ever forget that place? I will not should I live to be a thousand, and neither will you. And it was finished in my lifetime. Only three hundred years ago! It’s brand new! +It is left to us, the stone [[Dwarf|dwarves]], the Last Children of Ord, to work stone, create great marvels with it. Our greatest days are not behind us! Who speaks thus?! Have we not been to the Hanging City of Kal Kalavar together? Will you ever forget that place? I will not should I live to be a thousand, and neither will you. And it was finished in my lifetime. Only three hundred years ago! It’s brand new! -Elven rivalry. Pagh! Did we not name the most precious metal in the earth "valiar" after their god Val? Val is a noble god, a worthy patron of the elves. He seeks justice and glory in his own way, we deem. Were one to choose the path of the conduit, you could pick worse gods than Val to serve. +Elven rivalry. Pagh! Did we not name the most precious metal in the earth "valiar" after their god Val? Val is a noble god, a worthy patron of the elves. He seeks justice and glory in his own way, we deem. Were one to choose the path of the [[Conduit|conduit]], you could pick worse gods than Val to serve. -It is the humans who make so much of rivalries between the ancestries. It was the humans who called us “dwarves.” We do not know the significance of this word in their tongue, but we accept it. Their speech is crude, true, but they are a young species after all. We must not judge them too harshly. “Elemental” would be a faithful translation of our word for ourselves into the Caelian tongue. +It is the [[Human|humans]] who make so much of rivalries between the ancestries. It was the [[Human|humans]] who called us “[[Dwarf|dwarves]].” We do not know the significance of this word in their tongue, but we accept it. Their speech is crude, true, but they are a young species after all. We must not judge them too harshly. “Elemental” would be a faithful translation of our word for ourselves into the Caelian tongue. -Ah, the record of dwarven achievement is long … too long to tell in so short a space. And it is not seemly to compare ourselves so. This entry spends many words on elves and men as though we were competitors, but who says it? Why should it be thus? Was it a dwarf who slew Baalorak the Griefbringer? No! It was the Crown of Nine Stars! That legendary company of heroes who counted three dwarves among their number, but also elves and orcs and humans. Like the great cosmopolitan city of Alloy, we are stronger together. +Ah, the record of dwarven achievement is long … too long to tell in so short a space. And it is not seemly to compare ourselves so. This entry spends many words on elves and men as though we were competitors, but who says it? Why should it be thus? Was it a [[Dwarf|dwarf]] who slew Baalorak the Griefbringer? No! It was the Crown of Nine Stars! That legendary company of heroes who counted three [[Dwarf|dwarves]] among their number, but also elves and [[Orc|orcs]] and [[Human|humans]]. Like the great cosmopolitan city of Alloy, we are stronger together. -Look you again at the Hanging City. Yes, your eyes well with tears from the magnificence of it, but see it clearly. Is it a dwarven city? Everyone calls it thus, but do you know how many humans live there? Thousands. And orcs. And elves! Of course! How else should it be? +Look you again at the Hanging City. Yes, your eyes well with tears from the magnificence of it, but see it clearly. Is it a dwarven city? Everyone calls it thus, but do you know how many [[Human|humans]] live there? Thousands. And [[Orc|orcs]]. And elves! Of course! How else should it be? -Some say the greatest ages of the world are behind us, but this is not so. Not so. While there is yet will in the world, there is greatness. You will see. The elves, the orcs. Humans and dwarves. All the speaking peoples have wonder in them yet. Our greatest days are ahead. Did not Ord make the world? +Some say the greatest ages of the world are behind us, but this is not so. Not so. While there is yet will in the world, there is greatness. You will see. The elves, the [[Orc|orcs]]. [[Human|Humans]] and [[Dwarf|dwarves]]. All the speaking peoples have wonder in them yet. Our greatest days are ahead. Did not Ord make the world? -None of us ask to come into this world, and apart from the Hakaan, none of us know how we will leave it. But remember, you are a dwarf. You have it in you to work marvels. To change the world, be you a holy conduit of Valak-koth the Peacebringer, one of the talented Mind Masters of the White Gem, a beastheart of the Darkdivers seeking through the World Below for deep knowledge, or a master tactician of the Imperial War College in Capital. You will make a better world. +None of us ask to come into this world, and apart from the [[Hakaan]], none of us know how we will leave it. But remember, you are a [[Dwarf|dwarf]]. You have it in you to work marvels. To change the world, be you a holy [[Conduit|conduit]] of Valak-koth the Peacebringer, one of the talented Mind Masters of the White Gem, a beastheart of the Darkdivers seeking through the World Below for deep knowledge, or a master [[Tactician|tactician]] of the Imperial War College in Capital. You will make a better world. -You are young yet, but already those who work evil deeds should fear you. You are a dwarf. You have a great destiny ahead. +You are young yet, but already those who work evil deeds should fear you. You are a [[Dwarf|dwarf]]. You have a great destiny ahead. -[^1]: This is what happens when you let a dwarven troubadour write the dwarf entry. +\[^1\]: This is what happens when you let a dwarven troubadour write the [[Dwarf|dwarf]] entry. #### DWARF BENEFITS -As a dwarf character, you have the following benefits: +As a [[Dwarf|dwarf]] character, you have the following benefits: ##### GROUNDED @@ -1054,7 +1056,7 @@ Your heavy stone body and connection to the earth makes it difficult for others You can carve a magic rune onto your skin. The rune you carve determines the benefit you receive. You can change or remove this rune with 10 minutes of work while not engaged in combat. -- **Detection:** Pick a specific type of creature, such as “goblins” or “humans” or an object, such as “magic swords” or “potions.” Your rune glows softly when you are within 20 squares of a chosen creature or object, regardless of line of effect. You can change the type of creature as a maneuver. +- **Detection:** Pick a specific type of creature, such as “goblins” or “[[Human|humans]]” or an object, such as “magic swords” or “potions.” Your rune glows softly when you are within 20 squares of a chosen creature or object, regardless of line of effect. You can change the type of creature as a maneuver. - **Light:** Your skin sheds light for 10 squares. You can turn this on and off as a maneuver. - **Voice:** As a maneuver, you can communicate telepathically with another willing creature you have met before whose name you name, who can speak and understand a language you know, and is within 1 mile of you. You and the creature can respond to one another as if having a normal conversation. You can change the person you communicate with by changing the rune. @@ -1074,7 +1076,7 @@ So beautiful and fair? Follow it in and you may meet The Queen of Dark and Air. -Children of the sylvan celestials and masters of the elf-haunted forests called wodes, wode elves see all forests as their domain by birthright. They know and enjoy their reputation among humans for snatching children who wander too far into the woods. Humans should fear the trees. +Children of the sylvan celestials and masters of the elf-haunted forests called wodes, wode elves see all forests as their domain by birthright. They know and enjoy their reputation among [[Human|humans]] for snatching children who wander too far into the woods. [[Human|Humans]] should fear the trees. The wode elves’ natural ability to mask their presence, called glamor, complements their guerilla style of fighting, letting them strike quickly from cover and then meld back into the underbrush. These traits also make the relatively few wode elves who dwell in cities naturally adept at urban warfare. @@ -1094,7 +1096,7 @@ Then, only a few feet from them, a half-dozen figures melded out of the backgrou “Black gods!” Meliora gasped. Credan frowned, and Wenna hushed her for swearing. Dade was ushered back toward them by two more wode elves, his bow in hand. The children huddled together, Credan’s hand on the symbol of Saint Gryffyn around his neck, and Jeremy’s hand on the hilt of his sword. -The elves were tall, taller than an adult human, but seemed always to crouch as soon as they stopped moving. Their eyes were unsettling, widely spaced and huge. But it was their ears, long and tall and twisting and set with great scoops to catch all sound, that marked them as elves of the wode. +The elves were tall, taller than an adult [[Human|human]], but seemed always to crouch as soon as they stopped moving. Their eyes were unsettling, widely spaced and huge. But it was their ears, long and tall and twisting and set with great scoops to catch all sound, that marked them as elves of the wode. “Admittedly, though, most terrans regret the experience.” @@ -1152,7 +1154,7 @@ Llyander turned and marched off. “Come!” they called. The children ran to ca The elf stopped suddenly and spun toward them, serious but kindly. They pointed to each of the children in turn. -“I will instruct you on the proper etiquette, but remember this: Lord Tear will test us. Some tests for you and some for me. The high elves and the wode elves are but distant cousins. You will hear much that is polite, much that is flattering, but it is all another kind of glamor. It hides deep tensions, recently exacerbated by the treaty with Ajax.” +“I will instruct you on the proper etiquette, but remember this: Lord Tear will test us. Some tests for you and some for me. The high elves and the wode elves are but distant cousins. You will hear much that is polite, much that is flattering, but it is all another kind of glamor. It [[Hide|hides]] deep tensions, recently exacerbated by the treaty with Ajax.” The children nodded. The elf, satisfied, marched off and they followed. @@ -1174,13 +1176,13 @@ Your speed is 6. ##### WODE ELF GLAMOR -You can magically alter your appearance to better blend in with your surroundings. You gain an edge on Agility tests made to hide and sneak, and tests made to find you while you are hidden take a bane. +You can magically alter your appearance to better blend in with your surroundings. You gain an edge on Agility tests made to [[Hide|hide]] and sneak, and tests made to find you while you are hidden take a bane. ### ELF, HIGH “Ajax has a kind of crude style, perhaps, but no taste. I have no objection to a villain, you understand. The world is a tale, but a tale is only as good as its villain. And Ajax is so … artless. We deserve a better villain.” -Children of the solar celestials created to tend their libraries and attend to the true elves as heralds, the high elves remember a better age, before the coming of humans and war. A time when the celestials were still in the world, and all that mattered was art and beauty. +Children of the solar celestials created to tend their libraries and attend to the true elves as heralds, the high elves remember a better age, before the coming of [[Human|humans]] and war. A time when the celestials were still in the world, and all that mattered was art and beauty. In the millennia since their creators retired to Arcadia, the high elves built a civilization for themselves, primarily living in and among the fallen celestial sky cities. With no creators left to please, the elves continue as they did before—collecting lore and knowledge, worshiping art, and turning more inward and distrusting of outsiders with each generation. @@ -1190,7 +1192,7 @@ In the millennia since their creators retired to Arcadia, the high elves built a “It’s not that hard,” Dade said darkly. -The five children stood alone in the center of a large circular courtyard open to the sky, their wode elf escort Llyander at their side. Lord Tear, King of the High Elves, sat on a marble throne, holding the scroll of the Codex Dryadalis in his lap. He had not spoken since Llyander made their speech and handed the codex over. The members of the court, nobles and courtiers and learned sages, gathered to watch. Implacable warriors in golden plate with fine filigree etched into the metal stood guard around the perimeter. They bristled with weapons. +The five children stood alone in the center of a large circular courtyard open to the sky, their wode elf escort Llyander at their side. Lord Tear, King of the High Elves, sat on a marble throne, holding the scroll of the Codex Dryadalis in his lap. He had not spoken since Llyander made their speech and handed the codex over. The members of the court, nobles and courtiers and learned [[Sage|sages]], gathered to watch. Implacable warriors in golden plate with fine filigree etched into the metal stood guard around the perimeter. They bristled with weapons. “They seem like …” Meliora said, searching for the words. @@ -1202,15 +1204,15 @@ The five children stood alone in the center of a large circular courtyard open t “Yes,” Jeremy said, looking at the nearest guards with their longspears and swords. “We feel very safe.” -“Who are you kidding?” Dade said. “Everyone knows how much elves hate humans.” +“Who are you kidding?” Dade said. “Everyone knows how much elves hate [[Human|humans]].” At this, Lord Tear exchanged a look with Llyander, consort to Queen Imyrr. It was a knowing look, full of sadness and melancholy. Then he broke his silence. -“Show me an elf who hates humans,” he said, his voice deep and sonorous, “and I will show you an elf who loved a human and watched them grow old and die.” He looked at the children for the first time and smiled a melancholy smile. “Love is like sunlight for us, you see. We love completely but rarely. The loss of it means an eternity of grief for us.” +“Show me an elf who hates [[Human|humans]],” he said, his voice deep and sonorous, “and I will show you an elf who loved a [[Human|human]] and watched them grow old and die.” He looked at the children for the first time and smiled a melancholy smile. “Love is like sunlight for us, you see. We love completely but rarely. The loss of it means an eternity of grief for us.” The king tapped the scroll against his lap, seeming to have reached a decision. -“Well done, consort. Young humans, your escort here seeks to shame me. For they know well they could have taken this prize to their queen and earned her favor. Instead, Llyander brought it to me in the hopes that by doing so, they deliver me the power necessary to throw off the yoke of Ajax’s rule. Long has Llyander resented the decision I made and sought to change it …” He looked at Llyander. “… by changing my mind.” +“Well done, consort. Young [[Human|humans]], your escort here seeks to shame me. For they know well they could have taken this prize to their queen and earned her favor. Instead, Llyander brought it to me in the hopes that by doing so, they deliver me the power necessary to throw off the yoke of Ajax’s rule. Long has Llyander resented the decision I made and sought to change it …” He looked at Llyander. “… by changing my mind.” Llyander nodded deferentially, silently congratulating the king on his insight. @@ -1224,7 +1226,7 @@ Lord Tear glided down the steps until he was standing, as tall as Llyander, befo “You have heard many things about my people, but this above all you should know. We do not value lore for lore’s sake, but beauty first and above all other things. And the truth, to us, is a kind of beauty. Thus do we find knowledge beautiful. -“You have returned something not only of enormous worldpower, but at the same time, a work of art my mother labored over for many of your centuries. It is something of a miracle that it is returned to me now. I will not forget this. You have made an ally of the lord of the high elves. And though you lead brief lives, while you live, you shall have the favor of the elves.” He turned to hand the scroll over to a sage and confer with his herald. +“You have returned something not only of enormous worldpower, but at the same time, a work of art my mother labored over for many of your centuries. It is something of a miracle that it is returned to me now. I will not forget this. You have made an ally of the lord of the high elves. And though you lead brief lives, while you live, you shall have the favor of the elves.” He turned to hand the scroll over to a [[Sage|sage]] and confer with his herald. “He seems wise,” Credan said. @@ -1236,9 +1238,9 @@ Llyander chuckled. Wenna noticed. She didn’t say anything at first, but eventu Llyander raised an eyebrow, then walked in front of the children so that as the wode elf spoke, their back was to the king. -“Do you remember when my cousin’s soldiers hid in the wode?” they said, their voice low. “How astonished you were?” +“Do you remember when my cousin’s [[Soldier|soldiers]] hid in the wode?” they said, their voice low. “How astonished you were?” -Wenna and Meliora nodded. Llyander nodded to the guards and guests. “This is their glamor. Whatever you find pleasant and attractive in another? That is what you see in them. If you value good humor, they are jesters. If you value beauty, they are breathtaking. If you find intelligence attractive, they are sages. It is not just an effect of appearance, though it is also that. It is one of demeanor.” +Wenna and Meliora nodded. Llyander nodded to the guards and guests. “This is their glamor. Whatever you find pleasant and attractive in another? That is what you see in them. If you value good humor, they are jesters. If you value beauty, they are breathtaking. If you find intelligence attractive, they are [[Sage|sages]]. It is not just an effect of appearance, though it is also that. It is one of demeanor.” “But how do they do …” Meliora started. @@ -1250,7 +1252,7 @@ Llyander put a finger to their lips, silencing young Meliora. “It is not a thi Llyander shrugged. “What does anyone really look like?” And while the other children chalked this up to their escort’s normally abstruse mode of communication, Meliora caught a glimpse of understanding somewhere in her mind. -The king turned back to them. “Should any of you seek hidden lore or deep wisdom, please allow me to serve you first. But you, young woman, the human child who learned our language, I name thee elf friend. And my naming carries power. You will find the learning of our lore will come more quickly to you, and all those who still revere the elves will give you safe passage in their lands.” +The king turned back to them. “Should any of you seek hidden lore or deep wisdom, please allow me to serve you first. But you, young woman, the [[Human|human]] child who learned our language, I name thee elf friend. And my naming carries power. You will find the learning of our lore will come more quickly to you, and all those who still revere the elves will give you safe passage in their lands.” Llyander put their hands on their hips and regarded the children. “Not bad for your second quest. What shall you do for an encore?” @@ -1268,23 +1270,23 @@ Your elven body and mind can’t be contained for long, and accessing memories i ##### UNSTOPPABLE MIND -Your mind allows you to maintain your cool in any situation. You can’t be dazed. +Your mind allows you to maintain your cool in any situation. You can’t be [[Dazed|dazed]]. ### HAKAAN -“COME FORTH, SONS OF ORD!” the hakaan metamorph bellowed as Ajax’s dwarven legion advanced. “AND MEET A BETTER WOMAN THAN THEE!!” +“COME FORTH, SONS OF ORD!” the [[Hakaan|hakaan]] metamorph bellowed as Ajax’s dwarven legion advanced. “AND MEET A BETTER WOMAN THAN THEE!!” -In spite of their friendly, outgoing nature, the rare presence of a hakaan in human society is considered a harbinger—an omen of dark times. +In spite of their friendly, outgoing nature, the rare presence of a [[Hakaan|hakaan]] in [[Human|human]] society is considered a harbinger—an omen of dark times. Descended from a tribe of giants in upper Vanigar, the original Haka’an tribe made a bargain with Holkatja, the Vanigar trickster god. They traded some of their gigantic size and strength for the ability to see the future. -But Holkatja betrayed them, and the only future they are allowed to see is the moment and nature of their own death. These visions are never of some mundane tragedy. No hakaan ever received a vision of dying from choking on a grape. The doomsight is always momentous—always dramatic. +But Holkatja betrayed them, and the only future they are allowed to see is the moment and nature of their own death. These visions are never of some mundane tragedy. No [[Hakaan|hakaan]] ever received a vision of dying from choking on a grape. The doomsight is always momentous—always dramatic. -This doomsight can happen at any moment. It does not come for all or even most hakaan, but when it comes, it is considered an act of overwhelming hubris to ignore it. Trying to escape the doomsight means a painful, tragic death, and cursing your family to live with shame. +This doomsight can happen at any moment. It does not come for all or even most [[Hakaan|hakaan]], but when it comes, it is considered an act of overwhelming hubris to ignore it. Trying to escape the doomsight means a painful, tragic death, and cursing your family to live with shame. -For this reason, the only hakaan the average human meets is one trying to fulfill their doom. The human superstition—that the arrival of one or more hakaan in human lands is a sign of great forces acting in the world, auspicious times—is literally true. In dark times, many hakaan experience the doomsight and leave their communities to venture out into the mundane world, in search of their destiny. +For this reason, the only [[Hakaan|hakaan]] the average [[Human|human]] meets is one trying to fulfill their doom. The [[Human|human]] superstition—that the arrival of one or more [[Hakaan|hakaan]] in [[Human|human]] lands is a sign of great forces acting in the world, auspicious times—is literally true. In dark times, many [[Hakaan|hakaan]] experience the doomsight and leave their communities to venture out into the mundane world, in search of their destiny. -Humans in Vanigar have their own word for this concept of a personal fate, “wyrd.” Traditional hakaan sometimes refer to the doomsight as wyrdken. +[[Human|Humans]] in Vanigar have their own word for this concept of a personal fate, “wyrd.” Traditional [[Hakaan|hakaan]] sometimes refer to the doomsight as wyrdken. #### ON HAKAAN @@ -1310,7 +1312,7 @@ The Arrow had seen it, and enthusiastically agreed. “You’re not from the Barrow Hills,” he said. -The Pillar shook her head. “No, I do not wot of your hills. I am from the hills north of the Blue Cloud Mountains in far Vanigar.” She turned and looked down at the Arrow with some pride. “My people are descended from the original Haka’an tribe.” She went back to work. “Though I am sure the Barrow Men, as you call them, are a fine people. We’re all related, you see.” +The Pillar shook her head. “No, I do not wot of your hills. I am from the hills north of the Blue Cloud [[Mountain|Mountains]] in far Vanigar.” She turned and looked down at the Arrow with some pride. “My people are descended from the original Haka’an tribe.” She went back to work. “Though I am sure the Barrow Men, as you call them, are a fine people. We’re all related, you see.” “Is that why you joined the Society?” @@ -1318,7 +1320,7 @@ The Pillar shook her head. “No, I do not wot of your hills. I am from the hill “Did she look like herself?” the Arrow asked, smiling, enjoying a moment of shared experience with the giant woman. -The Pillar chuckled, and the Arrow’s chest vibrated with the force of it. “No, she looked like an agéd wise woman of Vanigar. I think only in fabled Alloy could the Memory of a Sunset at Dawn walk the streets without ‘scaring the horses,’ as they say.” +The Pillar chuckled, and the Arrow’s chest vibrated with the force of it. “No, she looked like an agéd wise woman of Vanigar. I think only in fabled Alloy could the Memory of a Sunset at Dawn [[Walk|walk]] the streets without ‘scaring the horses,’ as they say.” “Alloy?” @@ -1338,7 +1340,7 @@ The Pillar looked at the Arrow out of the corner of her eye. “You’ll see,” “Is it like a dream or a nightmare?” The Arrow wasn’t sure how much it was okay to ask. -“No, it was not a dream, it was a thing that happened.” She turned to face the Arrow and leaned her massive arms on her legs. “I know not how it is for other doomseekers, but this is how it was for me. I was collecting flecks of jasper, a … a mineral we add to our food. I was picking flakes of rock up off the ground when I saw a bee that could not fly and a horde of ants all around, one with wings. In that moment, that was all that I could see. It was like the rest of the world fell away, and the bee and the ants filled my sight. Though the bee was surrounded and the ants seemed to go on forever, I could see the ants were afraid. There were dozens of dead ants on the ground.” +“No, it was not a dream, it was a thing that happened.” She turned to face the Arrow and leaned her massive arms on her legs. “I know not how it is for other doomseekers, but this is how it was for me. I was collecting flecks of jasper, a … a mineral we add to our food. I was picking flakes of rock up off the ground when I saw a bee that could not [[Fly|fly]] and a horde of ants all around, one with wings. In that moment, that was all that I could see. It was like the rest of the world fell away, and the bee and the ants filled my sight. Though the bee was surrounded and the ants seemed to go on forever, I could see the ants were afraid. There were dozens of dead ants on the ground.” “What did you do?” @@ -1360,15 +1362,15 @@ The Pillar shrugged, giant muscles in her shoulders rippling. “That was the en “Oh, feeling sorry for it, I placed my finger gently on the ground, and you must see,” she held up her pinky, “even my little finger is like a mighty wall for the bee. I sought only to protect it from the ants, but it quickly scrambled onto my finger, and after I stood up, it cleaned itself and flew away.” -“It could fly!” the Arrow said, suddenly full of youthful exuberance. “It could fly the entire time! It was just waiting … for someone else to come along.” +“It could [[Fly|fly]]!” the Arrow said, suddenly full of youthful exuberance. “It could [[Fly|fly]] the entire time! It was just waiting … for someone else to come along.” -The Arrow stared, wide-eyed at the Pillar. Even before the young man spoke, the hakaan talent’s eyes widened in realization. “My vision …” she said. +The Arrow stared, wide-eyed at the Pillar. Even before the young man spoke, the [[Hakaan|hakaan]] talent’s eyes widened in realization. “My vision …” she said. -“Wasn’t over!” the Arrow said, his joy impossible to hide. +“Wasn’t over!” the Arrow said, his joy impossible to [[Hide|hide]]. #### HAKAAN BENEFITS -As a hakaan character, your size is 1L, and you have the following benefits: +As a [[Hakaan|hakaan]] character, your size is 1L, and you have the following benefits: ##### DOOMSIGHT @@ -1382,49 +1384,49 @@ When you force move a creature or object, you can increase the distance moved by ##### UNDAUNTED -You can’t be weakened. Additionally, when your Stamina equals the negative of your winded value, you turn to rubble instead of dying. You are unaware of your surroundings in this state. After 12 hours, you regain Stamina equal to your recovery value. +You can’t be [[Weakened|weakened]]. Additionally, when your Stamina equals the negative of your winded value, you turn to rubble instead of dying. You are unaware of your surroundings in this state. After 12 hours, you regain Stamina equal to your recovery value. ### HUMAN -“Humans,” the dwarf said with a combination of exasperation and awe. “Their only virtue seems to be believing in impossible things.” +“[[Human|Humans]],” the [[Dwarf|dwarf]] said with a combination of exasperation and awe. “Their only virtue seems to be believing in impossible things.” -“Humans belong to the world in a way the other speaking peoples do not. You can sense the presence of magic—that… oily smell in the air, as I’ve heard it described. And the presence of deathless causes the hairs on the back of your neck to stand up. Or why do you think graveyards affect you so? Whatever magic is, its grip on you is light. Whatever drives the deathless, your nature rebels against it. +“[[Human|Humans]] belong to the world in a way the other speaking peoples do not. You can sense the presence of magic—that… oily smell in the air, as I’ve heard it described. And the presence of deathless causes the hairs on the back of your neck to [[Stand Up|stand up]]. Or why do you think graveyards affect you so? Whatever magic is, its grip on you is light. Whatever drives the deathless, your nature rebels against it. -“No one knows why this should be. We elves have no such senses. Nor do the elementals or the kanin … the dwarves and the orcs as you say. What is it that sets humans apart? I am an historian, not a physician. I cannot say. Perhaps some of you will one day find out and teach us all the reason.” +“No one knows why this should be. We elves have no such senses. Nor do the elementals or the kanin … the [[Dwarf|dwarves]] and the [[Orc|orcs]] as you say. What is it that sets [[Human|humans]] apart? I am an historian, not a physician. I cannot say. Perhaps some of you will one day find out and teach us all the reason.” #### ON HUMANS -So, we arrive here at the end of your first semester of Human Culture. I hope to see you next year in the Caelian Empire course, and though it may be hard to believe now, I often see former students’ names in our textbooks years later. Perhaps that will be some of you. +So, we arrive here at the end of your first semester of [[Human]] Culture. I hope to see you next year in the Caelian Empire course, and though it may be hard to believe now, I often see former students’ names in our textbooks years later. Perhaps that will be some of you. -I will now answer the one question I am asked most often, and which I save answering until the last day of class: What do I think of humans? +I will now answer the one question I am asked most often, and which I save answering until the last day of class: What do I think of [[Human|humans]]? -I am a high elf, as you deem it in your tongue. A child of the solar celestials. And I have taught this class, mostly to young humans, since the Caelian emperors founded this city. I was asked to join the faculty by the first chancellor. I have seen generations of your people come through this classroom, and that alone would well qualify me to answer this question. +I am a high elf, as you deem it in your tongue. A child of the solar celestials. And I have taught this class, mostly to young [[Human|humans]], since the Caelian emperors founded this city. I was asked to join the faculty by the first chancellor. I have seen generations of your people come through this classroom, and that alone would well qualify me to answer this question. -What do I think of humans? Well, I will tell you. +What do I think of [[Human|humans]]? Well, I will tell you. I was here, teaching this class during the fire of Enlightenment 373. The fire leveled this city. Can you imagine that? Can you imagine the heat, the death, destruction that such a thing causes? Six months after the Great Fire, your ancestors had rebuilt… everything. I have seen many miracles in my life. Witnessing that feat might be chief among them. -Liches are almost always humans. Did you know that? I think I know why. Your lives are so short—almost as soon as you’re born, you’re thinking about dying, and you refuse to yield. +Liches are almost always [[Human|humans]]. Did you know that? I think I know why. Your lives are so short—almost as soon as you’re born, you’re thinking about dying, and you refuse to yield. That refusal to yield to death… to death… is what drives you, I think. Drives you to leave the world better than you found it. Causes ruined people to rebuild great city. -We studied human history in this room. Did you feel that those great ancestors of yours were perhaps made of finer stuff than you? Do not think thus. I knew them, and I know you, and your future is greater. I sometimes think each human generation greater than the last—more courageous, more generous. Quicker to forgive. +We studied [[Human|human]] history in this room. Did you feel that those great ancestors of yours were perhaps made of finer stuff than you? Do not think thus. I knew them, and I know you, and your future is greater. I sometimes think each [[Human|human]] generation greater than the last—more courageous, more generous. Quicker to forgive. Today, Ajax’s name is on everyone’s tongue, but I have seen many great evils arise in the world. I was teaching in this classroom when the Pharaoh Khorsekef, desperate, his power failing, opened the Great Tet and drank of the time stored there, becoming the Ultralich. He was defeated, and now rules the Necropolitan Ruin in the Abyssal Waste. I was alive, though not yet a professor, when Cthrion Uroniziir tried to reduce the timescape into one singular universe, wiping out reality as we know it. She was defeated, and we see her cage every day. -Each of these great evils was defeated by a coalition. The armies and heroes of many speaking peoples. And all of them—all of them—were led… by humans. That’s a fact. That’s history. You can look it up. +Each of these great evils was defeated by a coalition. The armies and heroes of many speaking peoples. And all of them—all of them—were led… by [[Human|humans]]. That’s a fact. That’s history. You can look it up. Is there some rare trait that makes you uniquely qualified to lead disparate peoples, bring them together to achieve great things? I think… there must be. -Those great humans, your ancestors, did not focus on differences. They did not weigh different people and grade them based on arbitrary traits deemed virtues and flaws. That is what Ajax does. No, those humans focused on the future. On making a better world… for all of us. A world many of them knew they would not live to see. That is a sacrifice… I can scarcely imagine. +Those great [[Human|humans]], your ancestors, did not focus on differences. They did not weigh different people and grade them based on arbitrary traits deemed virtues and flaws. That is what Ajax does. No, those [[Human|humans]] focused on the future. On making a better world… for all of us. A world many of them knew they would not live to see. That is a sacrifice… I can scarcely imagine. The people who stand against Ajax and tyrants like him will be just like you—normal people. Priests and scholars and merchants and farmers. Maybe even teachers. -Stopping Ajax will require you to become something else. You must become heroes. Conduits of saints, warmasters of great armies. Censors and shadows. That may seem unlikely now, but the future has a way of surprising us. +Stopping Ajax will require you to become something else. You must become heroes. [[Conduit|Conduits]] of saints, warmasters of great armies. Censors and [[Shadow|shadows]]. That may seem unlikely now, but the future has a way of surprising us. Some of your names, I will see written in future textbooks. @@ -1434,7 +1436,7 @@ But some of your names, I will see written in the stars. #### HUMAN BENEFITS -As a human character, you have the following benefits: +As a [[Human|human]] character, you have the following benefits: ##### DETECT THE SUPERNATURAL @@ -1446,7 +1448,7 @@ Your connection to the natural world protects you from supernatural forces. You ##### STAYING POWER -Your human anatomy allows you to fight, run, and stay awake longer than others. Increase your number of Recoveries by 2. +Your [[Human|human]] anatomy allows you to fight, run, and stay awake longer than others. Increase your number of Recoveries by 2. ### MEMONEK @@ -1456,9 +1458,9 @@ Your human anatomy allows you to fight, run, and stay awake longer than others. “We have them.” Lady Urusistra cast a hand across the sky. “You see those stars? That is my home—the timescape. Our ships are great star freighters that ply the space lanes. And among those stars, light hits as hard as steel.” -The native denizens of Axiom, the Plane of Uttermost Law, memonek dwell in a land with lakes and trees and birds and flowers. But on this alien world, the lakes are seas of mercury, the birds glitter with wings of glass stretched gossamer thin, and the flowers’ petals are iridescent metal as flexible and fragile as any earthly rose. +The native denizens of Axiom, the Plane of Uttermost Law, [[Memonek|memonek]] dwell in a land with lakes and trees and birds and flowers. But on this alien world, the lakes are seas of mercury, the birds glitter with wings of glass stretched gossamer thin, and the flowers’ petals are iridescent metal as flexible and fragile as any earthly rose. -The minds of memonek are highly ordered. Their reason is their great pride. But when descending to the lower planes, including a manifold like Orden where law and chaos mix, a sickness comes over them—an uncontrollable sensation called … emotion. +The minds of [[Memonek|memonek]] are highly ordered. Their reason is their great pride. But when descending to the lower planes, including a manifold like Orden where law and chaos mix, a sickness comes over them—an uncontrollable sensation called … emotion. #### ON MEMONEK @@ -1468,15 +1470,15 @@ Count Revile avoided his gaze, then turned and stamped away across the bloody ba “I’m fine!” Revile shouted, all evidence to the contrary. -“I know what I saw,” John said as he followed his friend. “You went into a bloodlust. And it’s not the first time. Whether you like it or not, whether I like it or not, I’m in charge of this mission. Either you tell me what’s going on, or I have no choice. I have to conclude you’re a danger to the team and cut you loose.” +“I know what I saw,” John said as he followed his friend. “You went into a bloodlust. And it’s not the first time. Whether you like it or not, whether I like it or not, I’m in [[Charge|charge]] of this mission. Either you tell me what’s going on, or I have no choice. I have to conclude you’re a danger to the team and cut you loose.” -Revile stopped and turned to look at the rest of the party, recovering from their wounds. The memonek’s white porcelain chest heaved as he tried to calm himself. His ceramic skin looked as strong as plate, but John knew it was brittle, fragile. +Revile stopped and turned to look at the rest of the party, recovering from their wounds. The [[Memonek|memonek]]’s white porcelain chest heaved as he tried to calm himself. His ceramic skin looked as strong as plate, but John knew it was brittle, fragile. Count Revile took a deep breath. “We call it velloparatha,” he said. “In your tongue it would be … world-sick … or world-sickness? It is a thing that happens … to my people … when they come to your world. It is an illness of … of feeling. Emotion.” “Are you going mad?” John asked in a whisper. -The memonek smiled ruefully. “It feels that way sometimes. I spent an hour this morning staring at an insect that landed on my finger—a grasshopper, the polder called it. I thought I had never seen a thing so perfect and beautiful. That was awe. As powerful as I have ever felt. In the battle today, anger—just as powerful. +The [[Memonek|memonek]] smiled ruefully. “It feels that way sometimes. I spent an hour this morning staring at an insect that landed on my finger—a grasshopper, the [[Polder|polder]] called it. I thought I had never seen a thing so perfect and beautiful. That was awe. As powerful as I have ever felt. In the battle today, anger—just as powerful. “I thought I could resist it. When I arrived here and felt no different, I thought perhaps world-sickness was a legend. But it is a slow process, this illness, these insidious emotions.” @@ -1488,7 +1490,7 @@ Count Revile shook his head. “Not like this. We are creatures of reason, we of “At yourself? Why? What did you—” -“John,” the memonek said, and now it was his turn to whisper. “I was afraid. Afraid of … of being wounded, of failing you, failing my friends … of dying. And out of that fear came … enormous anger—at myself. Anger that I was so weak, so … useless. Anger so … strong, so powerful … I forgot who I was.” +“John,” the [[Memonek|memonek]] said, and now it was his turn to whisper. “I was afraid. Afraid of … of being wounded, of failing you, failing my friends … of dying. And out of that fear came … enormous anger—at myself. Anger that I was so weak, so … useless. Anger so … strong, so powerful … I forgot who I was.” John chuckled. “That’s just …” He smiled broadly. “That’s normal, man. That’s just normal. We all feel that way.” @@ -1516,11 +1518,11 @@ Count Revile did not like being reminded of that. He looked to the sky and shook “Don’t be so hard on yourself. If you’re trying to seduce our void mage, you made a good start of it. She’s three thousand years old, I’ve known her since I was fifteen. I don’t think I’ve ever seen her blush. Anyway, now that I know what’s going on, now that I know you’re basically a giant teenager with overactive glands, I can relax a little.” -Sir John and Count Revile, both tacticians, stood together on the bloody battlefield, looking at each other. +Sir John and Count Revile, both [[Tactician|tacticians]], stood together on the bloody battlefield, looking at each other. “John, I fear this may get worse before it gets better.” -“So, just like everything else?” He clapped the memonek on the shoulder. “Don’t worry, we’ll help you get through it. I’ll let the others know. Once they understand, they’ll help too. They’ll probably just take the piss out of you. That’ll help, you’ll love that.” +“So, just like everything else?” He clapped the [[Memonek|memonek]] on the shoulder. “Don’t worry, we’ll help you get through it. I’ll let the others know. Once they understand, they’ll help too. They’ll probably just take the piss out of you. That’ll help, you’ll love that.” “You’re a good friend, John.” @@ -1532,7 +1534,7 @@ John laughed and put his arm around his friend as they headed back to the party. #### MEMONEK BENEFITS -As a memonek character, you have the following benefits: +As a [[Memonek|memonek]] character, you have the following benefits: #### LIGHTWEIGHT @@ -1546,13 +1548,13 @@ When you or a creature adjacent to you makes a power roll, you can remove an edg “Even should an arrow pierce their heart, each kanin warrior has within them one last act of revenge.” -An anger that cannot be hidden. A fury that drives them in battle. Orcs are famed throughout the world as consummate warriors—a reputation that the peace-loving orcs find distasteful. +An anger that cannot be hidden. A [[Fury|fury]] that drives them in battle. [[Orc|Orcs]] are famed throughout the world as consummate warriors—a reputation that the peace-loving [[Orc|orcs]] find distasteful. -The fifth of the speaking peoples, orcs arrived on Orden after humans and elves. They made their homes in the borderlands between those two cultures, preferring the natural forests and avoiding the elf-haunted wodes. For generations, this put them directly in the path of humans who cut down the trees and built roads and farms. +The fifth of the speaking peoples, [[Orc|orcs]] arrived on Orden after [[Human|humans]] and elves. They made their homes in the borderlands between those two cultures, preferring the natural forests and avoiding the elf-haunted wodes. For generations, this put them directly in the path of [[Human|humans]] who cut down the trees and built roads and farms. -Each orc has within them a fire that causes their veins to glow once blood is drawn. This anger propels them right to the edge of death. The dichotomy between their desire to be left alone and their zeal in battle is summarized in a dwarven proverb: +Each [[Orc|orc]] has within them a fire that causes their veins to glow once blood is drawn. This anger propels them right to the edge of death. The dichotomy between their desire to be left alone and their zeal in battle is summarized in a dwarven proverb: -“Be thankful orcs do not hold grudges.” +“Be thankful [[Orc|orcs]] do not hold grudges.” #### ON ORCS @@ -1626,7 +1628,7 @@ Ahem. #### ORC BENEFITS -As an orc character, you have the following benefits. +As an [[Orc|orc]] character, you have the following benefits. ##### BLOODFIRE RUSH @@ -1634,37 +1636,37 @@ When you take damage, your speed increases by 2 until the end of your next turn. ##### RELENTLESS -When a creature deals damage to you that leaves you dying, you can make a free strike against any creature. If the creature is reduced to 0 Stamina by your attack, you can spend a Recovery. +When a creature deals damage to you that leaves you dying, you can make a [[Free Strike|free strike]] against any creature. If the creature is reduced to 0 Stamina by your attack, you can spend a Recovery. ### POLDER “Wait, where’d he go? Where’d that little son of a bitch go? AAAAGGH!” -After humans, polders are the most numerous and diverse ancestry in Orden. They are not humans, but they live in and among humans, sharing their gods and culture. Almost every human culture in Orden has a polder saint or a human saint venerated by polder. +After [[Human|humans]], [[Polder|polders]] are the most numerous and diverse ancestry in Orden. They are not [[Human|humans]], but they live in and among [[Human|humans]], sharing their gods and culture. Almost every [[Human|human]] culture in Orden has a [[Polder|polder]] saint or a [[Human|human]] saint venerated by [[Polder|polder]]. -Short creatures averaging three-and-a-half feet tall, polders have obscure origins. They are a young species who, like humans, have no single patron god. Their natural ability to blend in with shadows makes them excellent spies and thieves. However, many polders consider this stereotype a base slander, pointing out that they’re also famed as chefs—though polders can be found in virtually every profession, especially in cities. +Short creatures averaging three-and-a-half feet tall, [[Polder|polders]] have obscure origins. They are a young species who, like [[Human|humans]], have no single patron god. Their natural ability to blend in with [[Shadow|shadows]] makes them excellent spies and thieves. However, many [[Polder|polders]] consider this stereotype a base slander, pointing out that they’re also famed as chefs—though [[Polder|polders]] can be found in virtually every profession, especially in cities. #### ON POLDERS The three peasants—Jago, his wife Sarah, and his sister Beth—sat together watching the three heroes talk in the crowded common room of the inn. Well, Jackson Bootblack seemed to be doing most of the talking. -“This kind of shit doesn’t work if it’s just a bunch of ratcatchers like us,” the polder said. “You need the people to rise up. Been fifteen years since Omund died—fifteen years of fighting wolves and bandits and worse. The people welcome a tyrant after that. They like order, you know? They adapt.” +“This kind of shit doesn’t work if it’s just a bunch of ratcatchers like us,” the [[Polder|polder]] said. “You need the people to rise up. Been fifteen years since Omund died—fifteen years of fighting wolves and bandits and worse. The people welcome a tyrant after that. They like order, you know? They adapt.” “If you stand on the grass long enough, it learns to lie flat,” A Mist Coils Around Dying Embers said. “But what do you say?” -“Eh?” the polder asked her. But he glanced at Sir John staring at him. +“Eh?” the [[Polder|polder]] asked her. But he glanced at Sir John staring at him. “You say the people have no stomach for rebellion,” Embers said. “But what about you?” -“Oh,” the polder said, “I say it doesn’t matter much what I say. Why’s he looking at me like that?” the polder asked the high elf and pointed at Sir John. Realizing he was being rude, John shook his head to clear it. “Sorry, I just … I never met a polder before,” he said. +“Oh,” the [[Polder|polder]] said, “I say it doesn’t matter much what I say. Why’s he looking at me like that?” the [[Polder|polder]] asked the high elf and pointed at Sir John. Realizing he was being rude, John shook his head to clear it. “Sorry, I just … I never met a [[Polder|polder]] before,” he said. “Are you kidding me?” Jackson said. “No! Sorry, I just …” -“What are you, from the moon? Where you from that you never met a polder before? There’s polder in every fucking village and town from here to the sea.” +“What are you, from the moon? Where you from that you never met a [[Polder|polder]] before? There’s [[Polder|polder]] in every fucking village and town from here to the sea.” -“Really? That’s weird. I’m from Tor, I’ve been all over—just never met a polder before.” +“Really? That’s weird. I’m from Tor, I’ve been all over—just never met a [[Polder|polder]] before.” Jackson looked at his friend, the high elf void mage. “Am I crazy?” @@ -1672,23 +1674,23 @@ Jackson looked at his friend, the high elf void mage. “Am I crazy?” “John’s just never run into one, it seems.” -“Well, we’re adorable,” the polder said, and drank some ale. +“Well, we’re adorable,” the [[Polder|polder]] said, and drank some ale. “They must have been around I guess,” John said. “I probably just never noticed.” -The polder put his drink down. “Oh, thank you. Thank you very much. You know, it’s funny. I never have any problem noticing you big assholes. One of you makes about as much noise as a cow, which … I don’t even know how you manage that.” +The [[Polder|polder]] put his drink down. “Oh, thank you. Thank you very much. You know, it’s funny. I never have any problem noticing you big assholes. One of you makes about as much noise as a cow, which … I don’t even know how you manage that.” “You’re talking just … my voice is just as loud as yours!” -“I mean the way you walk around. Just the way you move, the way you stand up and sit down. You make so much goddamn noise.” +“I mean the way you [[Walk|walk]] around. Just the way you move, the way you [[Stand Up|stand up]] and sit down. You make so much goddamn noise.” Jago, Sarah, and Beth all smiled at the exchange. -“Humans are loud, yes,” Embers agreed. +“[[Human|Humans]] are loud, yes,” Embers agreed. “Do we have to … can we talk about something else, please?” -“I just …” The polder wouldn’t let it go. “You seriously never … you never been to an inn? Cavall’s teeth, I can’t count how many inns and taverns I’ve been to run by polders, got polders in the kitchen or waiting tables. One of the only two things we’re good at, I think.” +“I just …” The [[Polder|polder]] wouldn’t let it go. “You seriously never … you never been to an inn? Cavall’s teeth, I can’t count how many inns and taverns I’ve been to run by [[Polder|polders]], got [[Polder|polders]] in the kitchen or waiting tables. One of the only two things we’re good at, I think.” “Yeah?” John asked. “What’s the other one?” @@ -1696,7 +1698,7 @@ The little man smiled. “Getting into places we ain’t supposed to be.” “Now we’re talking,” Sir John said. “You were saying we need the people behind us. I agree.” -“Yeah, okay. To business: How to rally the people.” The polder took the question seriously. “It’s not hard. First, we need someone they’ll rally around. I could make someone up, invent a local folk hero, but if we can find the real thing? They just need to look the part, that’s all. I’ll take care of the rest.” +“Yeah, okay. To business: How to rally the people.” The [[Polder|polder]] took the question seriously. “It’s not hard. First, we need someone they’ll rally around. I could make someone up, invent a local folk hero, but if we can find the real thing? They just need to look the part, that’s all. I’ll take care of the rest.” “I’m working on that,” John said. “But it’s … slower going than I thought. I’m betting on a long shot.” @@ -1710,13 +1712,13 @@ He looked at his drink, at the expensive clear glass the innkeep had given him b John took a deep breath and came back to reality. “Well. If we could be picky, we wouldn’t need a hero,” he said. -The polder looked at the high elf and nodded, impressed. Test passed. +The [[Polder|polder]] looked at the high elf and nodded, impressed. Test passed. “Okay. Well, if you’ve already got a candidate, I could get things started. The other half is: we need a good story—short, punchy. Something that’ll catch on, needs to be easy to relate to, but bigger than life. A tax. A toll! Bridge toll, classic. An ogre … no, three ogres. Yeah, three is better. Three ogres in Ajax’s livery. A lone figure standing against them. See? Easy.” “Where are we going to find three ogres?” John asked. -“What do you mean?” Now it was the polder’s turn to be confused. +“What do you mean?” Now it was the [[Polder|polder]]’s turn to be confused. “What do you mean, ‘What do I mean?’” John said. @@ -1726,23 +1728,23 @@ The polder looked at the high elf and nodded, impressed. Test passed. “You mean you’re going to make it up?!” John exclaimed. -“I…” Jackson looked with incredulity at the high elf void mage, then back at the human. “Yes, I do mean that. Does he know what I do?” he asked the elf. +“I…” Jackson looked with incredulity at the high elf void mage, then back at the [[Human|human]]. “Yes, I do mean that. Does he know what I do?” he asked the elf. “He’ll learn,” Embers smiled. -The polder turned back to Sir John. “Hello. I lie for a living. And I’m really good at it. Sometimes also kill people, but only if lying or running away doesn’t work.” +The [[Polder|polder]] turned back to Sir John. “Hello. I lie for a living. And I’m really good at it. Sometimes also kill people, but only if lying or running away doesn’t work.” John turned to Embers. “I thought he was a thief.” -“I was a thief,” the polder said. +“I was a thief,” the [[Polder|polder]] said. “You were a thief.” -“Yeah, I was with the Clock. Probably still am—they don’t exactly let you just walk away. We sort of have an agreement. I agree to do what they tell me and they agree not to tell me to do anything.” +“Yeah, I was with the Clock. Probably still am—they don’t exactly let you just [[Walk|walk]] away. We sort of have an agreement. I agree to do what they tell me and they agree not to tell me to do anything.” “Did they kick you out, or did you quit?” -“Depends on who you ask. I don’t like being told what to do. It’s sort of a polder thing. Hereditary or ancestral or whatever. Everybody wants a polder chef until they start trying to tell us what to cook.” +“Depends on who you ask. I don’t like being told what to do. It’s sort of a [[Polder|polder]] thing. Hereditary or ancestral or whatever. Everybody wants a [[Polder|polder]] chef until they start trying to tell us what to cook.” “So what are you now?” @@ -1752,11 +1754,11 @@ The elf smiled. “He’s a troubadour—one of the best.” Sir John looked at him, nodded. “No lute, I notice. And you don’t seem the type to sit by the hearth telling stories.” -The polder grinned. “I ain’t that kind of troubadour. I’m the other kind. I think the best story is the one people tell each other.” +The [[Polder|polder]] grinned. “I ain’t that kind of troubadour. I’m the other kind. I think the best story is the one people tell each other.” -“Propaganda,” Sir John said, a grin spreading across his face. The polder pointed a finger at him and smiled. John heard the door to the inn open behind him. This wasn’t notable, but the gasp from the customers was. +“Propaganda,” Sir John said, a grin spreading across his face. The [[Polder|polder]] pointed a finger at him and smiled. John heard the door to the inn open behind him. This wasn’t notable, but the gasp from the customers was. -“Hey,” the polder said, looking past John to the doorway. “Hey, I think our folk hero just showed up. Damn, he looks the part all right. Or she, I can never tell with these guys.” +“Hey,” the [[Polder|polder]] said, looking past John to the doorway. “Hey, I think our folk hero just showed up. Damn, he looks the part all right. Or she, I can never tell with these guys.” John turned to see. Sir Vaantikalisax loomed just inside the doorway, his scales and armor glowing in the light of the hearth fire. Sir John shot up out of his chair, a huge smile on his face. @@ -1764,11 +1766,11 @@ John turned to see. Sir Vaantikalisax loomed just inside the doorway, his scales The knight stared at them for a moment, then turned back to his friend. -“Maybe you’re right,” the dragon knight said. +“Maybe you’re right,” the [[Dragon Knight|dragon knight]] said. #### POLDER BENEFITS -As a polder character, your size is 1S and you have the following benefits. +As a [[Polder|polder]] character, your size is 1S and you have the following benefits. ##### POLDER GEIST @@ -1780,28 +1782,28 @@ You gain the following ability: ###### SHADOWMELD -You become an actual shadow. +You become an actual [[Shadow|shadow]]. - **Keywords**: Magic - **Type**: Maneuver - **Distance**: Self - **Target**: Self -**Effect**: You flatten yourself into a shadow against a wall or floor you are touching, and become hidden from any creature you have cover or concealment from or who isn’t observing you. While in shadow form, you have full awareness of your surroundings, attacks against you and tests made to find you take a bane, and you can’t move or take actions or maneuvers except to exit this form. Any ability or effect that targets more than 1 square affects you in this form only if it explicitly affects the surface you are flattened against. You can exit this form as a maneuver. +**Effect**: You flatten yourself into a [[Shadow|shadow]] against a wall or floor you are touching, and become hidden from any creature you have cover or concealment from or who isn’t observing you. While in [[Shadow|shadow]] form, you have full awareness of your surroundings, attacks against you and tests made to find you take a bane, and you can’t move or take actions or maneuvers except to exit this form. Any ability or effect that targets more than 1 square affects you in this form only if it explicitly affects the surface you are flattened against. You can exit this form as a maneuver. ### REVENANT “I will suck the life from your flesh and leave you a withered corpse!” -The revenant null flexed his arms and assumed a fighting pose. He smiled. +The [[Revenant|revenant]] null flexed his arms and assumed a fighting pose. He smiled. “Little late for that.” -The dead walk among us. Some of them are happier about it than others. +The dead [[Walk|walk]] among us. Some of them are happier about it than others. -Unlike the necromantic rituals that produce wights and wraiths and zombies, revenants rise from the grave through a combination of an unjust death and a burning desire for vengeance. Creatures sustained on pure will, they have no need of food or water or air—and, unlike their zombified cousins, they retain all their memories and personality from life. +Unlike the necromantic rituals that produce wights and wraiths and zombies, [[Revenant|revenants]] rise from the grave through a combination of an unjust death and a burning desire for vengeance. Creatures sustained on pure will, they have no need of food or water or air—and, unlike their zombified cousins, they retain all their memories and personality from life. -These revenants are rare. Many are hunted by ignorant villagers who see only their dead flesh and assume the worst. Those who survive the pitchfork brigade either choose a solitary life, often as a wandering soul seeking out living company yet constantly in fear of it, or they migrate to a metropolis such as Blackbottom or Capital, where lost souls gather to make a home. +These [[Revenant|revenants]] are rare. Many are hunted by ignorant villagers who see only their dead flesh and assume the worst. Those who survive the pitchfork brigade either choose a solitary life, often as a wandering soul seeking out living company yet constantly in fear of it, or they migrate to a metropolis such as Blackbottom or Capital, where lost souls gather to make a home. #### ON REVENANTS @@ -1825,7 +1827,7 @@ There was a firm knock at the door to the safe house. A door which, from the out “Nonono! How could she … Capital was nine months ago!” -“She’s a revenant, idiot! She doesn’t even need air. She could have walked here! Just … into the water and across the bottom of the sea! Black gods, why didn’t you say anything?” +“She’s a [[Revenant|revenant]], idiot! She doesn’t even need air. She could have walked here! Just … into the water and across the bottom of the sea! Black gods, why didn’t you say anything?” “I did! You asshole, I just did! I been trying to tell you for—” @@ -1835,7 +1837,7 @@ One of the four thieves opened a vial and dipped his dirk into the red oil withi “What is that gonna do? She’s already dead!” -Another knock at the hidden door. “Forget it. Let her knock. Grab as many as you can, and we’ll go out the back.” +Another knock at the hidden door. “Forget it. Let her knock. [[Grab]] as many as you can, and we’ll go out the back.” The head thief ran for the door out the back of the safe house. He jerked it open—and the other thieves watched as a silver flash silently flared across his forehead. @@ -1869,7 +1871,7 @@ Lady Filliamo shrugged. “I’m a knight of the church. Jurisdiction’s for th #### REVENANT BENEFITS -As a revenant character, you have the following benefits. +As a [[Revenant|revenant]] character, you have the following benefits. ##### FORMER LIFE @@ -1906,7 +1908,7 @@ You can have an active number of sigils equal to your level. You can remove a si Your undead body grants you cold, corruption, lightning immunity, and poison immunity equal to your level. You also have fire weakness 5. You can’t suffocate, and you don’t need to eat or drink to stay alive. -Additionally, when your Stamina equals the negative of your winded value, you become inert instead of dying. You can continue to observe your surroundings, but you can’t speak, take actions, maneuvers, or triggered actions, or move and you fall prone. If you take any fire damage while in this state, your body is destroyed and you die. Otherwise, after 12 hours, you regain Stamina equal to your recovery value. +Additionally, when your Stamina equals the negative of your winded value, you become inert instead of dying. You can continue to observe your surroundings, but you can’t speak, take actions, maneuvers, or triggered actions, or move and you fall [[Prone|prone]]. If you take any fire damage while in this state, your body is destroyed and you die. Otherwise, after 12 hours, you regain Stamina equal to your recovery value. ##### UNDEAD INFLUENCE @@ -1914,17 +1916,17 @@ Your supernatural gifts allow you to influence other undead. You gain an edge on ### TIME RAIDER -“I fear no living thing, but the time raiders.” +“I fear no living thing, but the [[Time Raider|time raiders]].” —Chief Executive Admiral Lithiri Aswandala -Commander of the HOV First Get Behind Them Memonek +Commander of the HOV First Get Behind Them [[Memonek]] -The original servitor species of the synliiroi—evil psions with near god-like power—the kuran’zoi liberated themselves during the First Psychic War. In the centuries since, they built their own culture and civilization as nomads of the timescape. The exonym “time raiders” was given to them by denizens of the lower worlds who, seeing the advanced technology they wield, concluded they must be from the future. +The original servitor species of the synliiroi—evil psions with near god-like power—the kuran’zoi liberated themselves during the First Psychic War. In the centuries since, they built their own culture and civilization as nomads of the timescape. The exonym “[[Time Raider|time raiders]]” was given to them by denizens of the lower worlds who, seeing the advanced technology they wield, concluded they must be from the future. -Extraordinarily rare in Orden, the time raiders thrive on the Sea of Stars, the Sea Between Worlds, where the winds of limbo roar. +Extraordinarily rare in Orden, the [[Time Raider|time raiders]] thrive on the Sea of Stars, the Sea Between Worlds, where the winds of limbo roar. -In place of eyes, kuran’zoi possess crystalline ocular sensors that grant them high-spectral vision hardened against the extreme radiations encountered in the Sea of Stars, permitting them to operate freely outside their vessels with only their portable rebreathers. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. +In place of eyes, kuran’zoi possess crystalline ocular sensors that grant them high-spectral vision hardened against the extreme radiations encountered in the Sea of Stars, permitting them to operate freely outside their vessels with only their portable rebreathers. [[Time Raider|Time raiders]] also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. #### ON TIME RAIDERS @@ -1934,7 +1936,7 @@ Taxiarch Lycaon paced outside the ruined church. The four-armed woman with cryst “Is it that your brain is so small you must talk in order to think?” The woman’s smile was a sneer. -Lycaon strode toward the alien, grabbed a length of chain around her waist, and yanked on it, pulling it taut so the chain around her neck tightened. “You are going to die in any event,” he said. “If you wish to deny me the pleasure of hearing you howl and scream for mercy, tell me what I want to know now and my dogs will kill you quickly.” +Lycaon strode toward the alien, [[Grabbed|grabbed]] a length of chain around her waist, and yanked on it, pulling it taut so the chain around her neck tightened. “You are going to die in any event,” he said. “If you wish to deny me the pleasure of hearing you howl and scream for mercy, tell me what I want to know now and my dogs will kill you quickly.” Up close she could see the fine stitching along Lycaon’s cheeks and forehead, the very slight differences in skin tone that showed his skin was not his own. @@ -1946,19 +1948,19 @@ He struck a casual, jaunty pose. “Where is your worldship?” he said in a mor “You see?” The Taxiarch said, impressed with himself. “I am not a primitive like these peasants, who hounded you because you are alien,” he nodded at the folk of the small town watching from the stables some distance away. “I am Ajax’s elite. Better than his chosen. I was made for victory.” -Indeed, Taxiarch Lycaon looked almost fully human. Handsome and fit like a statue from Phaedros, which his model had almost certainly been inspired by. Unless you looked closely, there was no sign he was a product of the body banks. “If you agree to lead me to your vessel, I will let you go free.” +Indeed, Taxiarch Lycaon looked almost fully [[Human|human]]. Handsome and fit like a statue from Phaedros, which his model had almost certainly been inspired by. Unless you looked closely, there was no sign he was a product of the body banks. “If you agree to lead me to your vessel, I will let you go free.” The alien sighed. “‘Blaap blaap blaap,’” she said. “You should hear yourself. Like barking thrazz, you sound to me. Who holds your leash I wonder? For surely a microbrain such as you could not command any more than these rabble,” she nodded her head at the other twenty or so war dogs. -Her taunts worked. Lycaon hauled back and punched the alien in the jaw. Her head smashed into the ruined column. She was dazed but she shook it off and laughed. +Her taunts worked. Lycaon hauled back and punched the alien in the jaw. Her head smashed into the ruined column. She was [[Dazed|dazed]] but she shook it off and laughed. “Look how easily this one is goaded!” she said. She spat out dark blue blood and turned to the peasants gathered. “You people! Why do you let yourselves be cowed by these … bits? Bits of people kludged together? Even the least of you is worth more than these.” -“Perhaps from the air,” Flight Captain Lyria offered, and she stroked the feathers of her giant hawk mount to calm it. “I could scout the forest around the …” +“Perhaps from the air,” Flight Captain Lyria offered, and she stroked the feathers of her [[Giant Hawk|giant hawk]] mount to calm it. “I could scout the forest around the …” “No!” Taxiarch Lycaon pointed a finger at the hawklord and strode toward her. “You are the elite of Ajax’s winged harriers, I am his chosen brigade commander. We are not scavengers! This one,” he stabbed a gloved finger at the alien, “will come to heel, or I will give her to my war dogs.” He turned to face the chained alien, who yawned. Lycaon seethed. -“They may pull you apart,” he said to her, and at this, his squadron of soldiers, all in black leather and golden pauldrons, started making barking sounds. Then they laughed at each other. +“They may pull you apart,” he said to her, and at this, his squadron of [[Soldier|soldiers]], all in black leather and golden pauldrons, started making barking sounds. Then they laughed at each other. “Or I may let my crucibite melt the skin from your bones.” @@ -1972,21 +1974,21 @@ Slowly everyone assembled could make out the sounds of a conversation, quiet wit “Oh, thank you for the brilliant tactical advice,” another voice, high pitched, piped up. -Suddenly, the images became three dimensional, solid, and four heroes stood among them. A human in working battle plate. A polder with twin rapiers in his hands. A tall willowy high elf with night-black skin and golden hair. And a Dragon Knight. The people of the town gasped when they saw him. Even at a distance, even with the war dogs between them, they recognized the device of Good King Omund on the knight’s shield. +Suddenly, the images became three dimensional, solid, and four heroes stood among them. A [[Human|human]] in working battle plate. A [[Polder|polder]] with twin rapiers in his hands. A tall willowy high elf with night-black skin and golden hair. And a [[Dragon Knight]]. The people of the town gasped when they saw him. Even at a distance, even with the war dogs between them, they recognized the device of Good King Omund on the knight’s shield. The war dogs scrambled. For a moment, it seemed they might flee at this sudden intrusion, but the Taxiarch bellowed “Hold fast!” and they held their ground, uncertainty over the unknown threat of a band of heroes battling in each of them with the certain fear of their commander. John immediately read the situation. It was a clear enough picture. -There was something about the war dogs. They loved Ajax’s cruelty—reveled in it. John had crossed swords with other commanders in Ajax’s army before. Ground Commander Vordokov was a professional—could be reasoned with, but he was an orc. +There was something about the war dogs. They loved Ajax’s cruelty—reveled in it. John had crossed swords with other commanders in Ajax’s army before. Ground Commander Vordokov was a professional—could be reasoned with, but he was an [[Orc|orc]]. Not the war dogs—they were fanatics. -“What’s this?” the Taxiarch called out with a hungry grin. “Allies of the alien?” He was projecting confidence. Trying to muster his wary soldiers. +“What’s this?” the Taxiarch called out with a hungry grin. “Allies of the alien?” He was projecting confidence. Trying to muster his wary [[Soldier|soldiers]]. Sir John ignored the war dog, tilted his head toward the alien. “Embers?” -“A kuran’zoi,” the high elf said, and the alien held her head up with pride. “A time raider from the upper worlds. What the truth is I cannot say, and no people are all one thing. But by reputation? They’re intractable, ungovernable, they loathe authority, hate tyranny and are totally, utterly without fear.” +“A kuran’zoi,” the high elf said, and the alien held her head up with pride. “A [[Time Raider|time raider]] from the upper worlds. What the truth is I cannot say, and no people are all one thing. But by reputation? They’re intractable, ungovernable, they loathe authority, hate tyranny and are totally, utterly without fear.” John watched the alien. They sneered their approval at Ember’s summary. That was enough for Sir John, they could work out the details later. After everything they’d been through before, he trusted Embers implicitly. @@ -1996,17 +1998,17 @@ John knew what came next, but he wasn’t an assassin. He had his own part to pl “She goes free,” John commanded, his voice steel, “or you die here.” He could feel the muscles tightening in his comrades, the whole company like a steel spring wound tight. -Lycaon cocked his head at Sir John and took a few foolish steps toward the tactician. He was just out of reach. But close enough. +Lycaon cocked his head at Sir John and took a few foolish steps toward the [[Tactician|tactician]]. He was just out of reach. But close enough. -“I see you are a man, like Ajax. Why do you lower yourself with these … creatures?” the war dog Taxiarch looked at the elf, polder, and dragon knight. “Little more than slimy things crawled out of the sea? Join us. Join me. Join Ajax. It’ll be nice for you,” his voice lowered almost to a whisper, “to be on the winning side for a change.” +“I see you are a man, like Ajax. Why do you lower yourself with these … creatures?” the war dog Taxiarch looked at the elf, [[Polder|polder]], and [[Dragon Knight|dragon knight]]. “Little more than slimy things crawled out of the sea? Join us. Join me. Join Ajax. It’ll be nice for you,” his voice lowered almost to a whisper, “to be on the winning side for a change.” Sir John took a deep breath, his body language changed and that was enough. Several things then happened at once, so quickly no one would later be able to say who acted first. -Ember’s eyes flashed into a starfield. The time raider’s chains dissolved into starspace and reappeared around Flight Captain Lyria pinning her arms to her side. She was giving the hawklord an excuse to sit this one out. Gods, John was glad she was with them. +Ember’s eyes flashed into a starfield. The [[Time Raider|time raider]]’s chains dissolved into starspace and reappeared around Flight Captain Lyria pinning her arms to her side. She was giving the hawklord an excuse to sit this one out. Gods, John was glad she was with them. -The time raider’s right upper hand shot out, as though she’d been waiting for the void mage to do exactly what she just did, and her meson blaster leapt out of the hands of the war dog who’d chained her. The pistol made of glass and bronze slammed into her hand and its tip flared with prismatic light. +The [[Time Raider|time raider]]’s right upper hand shot out, as though she’d been waiting for the void mage to do exactly what she just did, and her meson blaster leapt out of the hands of the war dog who’d chained her. The pistol made of glass and bronze slammed into her hand and its tip flared with prismatic light. -From the sun’s shadow cast by Taxiarch Lycaon, the polder Jackson Bootblack emerged, a rapier in each hand, and no one had seen him move from where he’d been a moment before. +From the sun’s [[Shadow|shadow]] cast by Taxiarch Lycaon, the [[Polder|polder]] Jackson Bootblack emerged, a rapier in each hand, and no one had seen him move from where he’d been a moment before. At the same instant, a call—a horn. From directly behind John a blast of sound like a chord played by a dozen trumpets, and hope sang in John’s heart—the Clarion Call of the last Storm Knight! @@ -2018,7 +2020,7 @@ John hadn’t hesitated, he’d already drawn his sword. #### TIME RAIDER BENEFITS -As a time raider character, you have the following benefits. +As a [[Time Raider|time raider]] character, you have the following benefits. ##### FORESIGHT @@ -2026,7 +2028,7 @@ Your senses extend past mundane obscuration and the veil of the future alike. Yo ##### FOUR ARMS -Your multiple arms let you take on multiple tasks at the same time. Whenever you use the Grab or Knockback maneuver against an adjacent creature, you can target an additional adjacent creature, using the same power roll for both targets. You can grab up to two creatures at a time. +Your multiple arms let you take on multiple tasks at the same time. Whenever you use the [[Grab]] or [[Knockback]] maneuver against an adjacent creature, you can target an additional adjacent creature, using the same power roll for both targets. You can [[Grab|grab]] up to two creatures at a time. ##### PSIONIC GIFT @@ -2034,7 +2036,7 @@ Your mind is a formidable layer of defense, granting you psionic immunity 5. ## CULTURE -What makes a hero? Is their desire to stand up for the innocent and protect others somehow innate? Are they born knowing that tyrants must fall? Does a higher power instill the idea that sometimes those least deserving of compassion are those who need it most? +What makes a hero? Is their desire to [[Stand Up|stand up]] for the innocent and protect others somehow innate? Are they born knowing that tyrants must fall? Does a higher power instill the idea that sometimes those least deserving of compassion are those who need it most? No. A hero’s life experience teaches them right from wrong—and that experience starts with the culture that raised them. @@ -2054,7 +2056,7 @@ Directors can use the rules in this section to build cultures that players can c You can use the table for a campaign that takes place in Vasloria, or pillage from it liberally for a custom setting. -In many worlds, at least some cultures have a majority ancestry. The people of Bedegar, a duchy in Vasloria, are mostly humans. The folk dwelling in the Great Wode, a forest realm north of Bedegar, are primarily wode elves. However, you can always choose to be from one of these cultures and take a different ancestry. A dwarf raised in the culture of the Great Wode speaks Yllyric and probably knows a lot about nature, while a dwarf raised in the dwarven thanedom of Kal Kalavar speaks Zaliac and might know a good deal about smithing. +In many worlds, at least some cultures have a majority ancestry. The people of Bedegar, a duchy in Vasloria, are mostly [[Human|humans]]. The folk dwelling in the Great Wode, a forest realm north of Bedegar, are primarily wode elves. However, you can always choose to be from one of these cultures and take a different ancestry. A [[Dwarf|dwarf]] raised in the culture of the Great Wode speaks Yllyric and probably knows a lot about nature, while a [[Dwarf|dwarf]] raised in the dwarven thanedom of Kal Kalavar speaks Zaliac and might know a good deal about smithing. #### WHY BUILD A CULTURE? @@ -2108,13 +2110,13 @@ An urban culture is always centered in a city. Such a culture might arise within ###### WILDERNESS -A wilderness culture doesn’t attempt to tame the terrain in which its people live, whether desert, forest, swamp, tundra, ocean, or more exotic climes. Instead, the folk of such a culture thrive amid nature, taking their sustenance and shelter from the land itself. A wilderness culture might be a circle of druids protecting a great wode, a band of brigands hiding out in desert caves, or a camp of orc mercenaries who call the trackless mountains home. People in a wilderness culture learn how to use the land for all they need to live, typically crafting their own tools, clothing, and more. +A wilderness culture doesn’t attempt to tame the terrain in which its people live, whether desert, forest, swamp, tundra, ocean, or more exotic climes. Instead, the folk of such a culture thrive amid nature, taking their sustenance and shelter from the land itself. A wilderness culture might be a circle of druids protecting a great wode, a band of brigands hiding out in desert caves, or a camp of [[Orc|orc]] mercenaries who call the trackless [[Mountain|mountains]] home. People in a wilderness culture learn how to use the land for all they need to live, typically crafting their own tools, clothing, and more. **Skill Options:** One skill from the crafting or exploration skill groups. #### ORGANIZATION -Your culture’s organization aspect determines the functioning and leadership of your community. You might come from a place with an officially recognized government and a system of laws. Or your culture might have enjoyed a less formal organization, with the people in charge having naturally gravitated toward their positions without any official offices or oaths. +Your culture’s organization aspect determines the functioning and leadership of your community. You might come from a place with an officially recognized government and a system of laws. Or your culture might have enjoyed a less formal organization, with the people in [[Charge|charge]] having naturally gravitated toward their positions without any official offices or oaths. When you build a culture, select its organization aspect from the following options: anarchic, bureaucratic, or communal. You then gain skill options from your chosen system of organization. @@ -2122,7 +2124,7 @@ When you build a culture, select its organization aspect from the following opti In an anarchic culture, there are no rules and no one person leads the others. This might sound like complete chaos—people taking what they want when they want it—and some cultures that practice anarchy are. Other anarchic cultures are peaceful places where people mostly work for themselves, their friends, or their family, but rely on the whole group when times get tough. -Many anarchic cultures come together when the need arises, but they leave day-to-day responsibilities up to the individual. If an informal leader appears, it’s because each member of the culture has decided to follow that person for a time, and the leader enjoys their power only as long as they keep everyone happy. A group of rangers who protect a vast forest, a gang of rebels fighting against a tyrannical despot leader, and a bandit group roving the wilds without a leader are all anarchic cultures. +Many anarchic cultures come together when the need arises, but they leave day-to-day responsibilities up to the individual. If an informal leader appears, it’s because each member of the culture has decided to follow that person for a time, and the leader enjoys their power only as long as they keep everyone happy. A group of [[Ranger|rangers]] who protect a vast forest, a gang of rebels fighting against a tyrannical despot leader, and a bandit group roving the wilds without a leader are all anarchic cultures. Most anarchic cultures operate outside of settled lands, sticking to the wilds, city sewers, or other secret places. For even when such cultures are harmless, their members know that outsiders might try to impose rules upon them if they live in the same place. As such, many folks in anarchic cultures learn how to navigate the wilds and fend for themselves while avoiding the danger that other folks can represent. @@ -2146,7 +2148,7 @@ Some communal cultures have one or more people who serve as leaders, but the way #### UPBRINGING -Your culture’s upbringing aspect is a more specific and personal part of your hero’s story, describing how you were individually raised within your culture. Were you trained to become the newest archmage in a secret order of wizards, or to be a sword-wielding bodyguard who protected that arcane organization? Did you learn to delve deep into mines looking for ore in a mountain kingdom, or did you build machines meant to dig faster and deeper than any person could alone? Whatever your culture, your upbringing makes you special within that culture. +Your culture’s upbringing aspect is a more specific and personal part of your hero’s story, describing how you were individually raised within your culture. Were you trained to become the newest archmage in a secret order of wizards, or to be a sword-wielding bodyguard who protected that arcane organization? Did you learn to delve deep into mines looking for ore in a [[Mountain|mountain]] kingdom, or did you build machines meant to dig faster and deeper than any person could alone? Whatever your culture, your upbringing makes you special within that culture. Pick your upbringing aspect from the following list: academic, creative, illegal, labor, martial, or noble. You then gain skill options from your chosen aspect. @@ -2176,9 +2178,9 @@ People who labor for a living survive through cultivation, typically raising cro ##### MARTIAL -Heroes who have a martial upbringing are raised by warriors. These might be the soldiers of an established army, a band of mercenaries, a guild of monster-slaying adventurers, or any other folk whose lives revolve around combat. Heroes with a martial upbringing are always ready for a fight—and they know how to finish that fight. +Heroes who have a martial upbringing are raised by warriors. These might be the [[Soldier|soldiers]] of an established army, a band of mercenaries, a guild of monster-slaying adventurers, or any other folk whose lives revolve around combat. Heroes with a martial upbringing are always ready for a fight—and they know how to finish that fight. -**Skill Options**: One of the Alertness, Blacksmithing, Climb, Endurance, Fletching, Intimidate, Jump, Monsters, Ride, or Track skills. +**Skill Options**: One of the Alertness, Blacksmithing, Climb, Endurance, Fletching, Intimidate, [[Jump]], Monsters, Ride, or Track skills. ##### NOBLE @@ -2198,7 +2200,7 @@ Hero isn’t a job. It’s a calling. But before you answered that call, you had ### CAREER QUESTIONS -The careers in this section don’t go into great detail about the actual jobs they represent. We assume that you know the basics of what an artisan, a criminal, or a gladiator does for a living. However, each career does include a list of questions that you should think about to help you define the specific details of your hero’s career. For instance, if you pick the Artisan career, one of the questions is, “What did you create?” You don’t need to answer these questions, but doing so helps shape a more complete picture of your hero. +The careers in this section don’t go into great detail about the actual jobs they represent. We assume that you know the basics of what an [[Artisan|artisan]], a [[Criminal|criminal]], or a [[Gladiator|gladiator]] does for a living. However, each career does include a list of questions that you should think about to help you define the specific details of your hero’s career. For instance, if you pick the [[Artisan]] career, one of the questions is, “What did you create?” You don’t need to answer these questions, but doing so helps shape a more complete picture of your hero. ### CAREER BENEFITS @@ -2254,7 +2256,7 @@ You gain the following career benefits: - **Skills**: Two skills from the crafting skill group - **Languages**: One language - **Project Points**: 100 -- **Title**—Expert Artisan: Whenever you make a test as part of a research or crafting project that uses a skill you have from the crafting skill group, you can roll the test twice and use either roll. +- **Title**—Expert [[Artisan]]: Whenever you make a test as part of a research or crafting project that uses a skill you have from the crafting skill group, you can roll the test twice and use either roll. #### ARTISAN INCITING INCIDENTS @@ -2262,7 +2264,7 @@ You gain the following career benefits: | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Continue the Work**: A great hero was a fan of the things you created, and gave you a generous commission to create your best work for them. While working on this commission, you and the hero became close friends. The day you finished the work was the same day they disappeared. To honor their legacy, you took up the mantle of a hero with the intent of finishing your friend's work. | | 2 | **Inspired**: As you traveled the road selling your wares, troll bandits attacked you. One of the bandits claimed an item belonging to someone precious to you—or perhaps claimed that person’s life—but the rest were driven off or slain by a group of heroes. Seeing the quick work these heroes made of the bandits inspired you to follow in their footsteps. | -| 3 | **Robbery**: A criminal gang stole your goods and harmed a number of people who worked for you. You became a hero to prevent such indignities from being visited upon others, to seek revenge for the assault, or to find the thieves and get your stuff back. | +| 3 | **Robbery**: A [[Criminal\|criminal]] gang stole your goods and harmed a number of people who worked for you. You became a hero to prevent such indignities from being visited upon others, to seek revenge for the assault, or to find the thieves and get your stuff back. | ### CRIMINAL @@ -2271,29 +2273,29 @@ You once worked as a bandit, insurgent, smuggler, outlaw, or even as an assassin - What sorts of crimes did you commit, and why? - Did anyone help you perform your illicit activities? - What’s one crime that you botched? -- Who was your nemesis while you were a criminal? +- Who was your nemesis while you were a [[Criminal|criminal]]? You gain the following career benefits: -- **Skills**: The Criminal Underworld skill, plus two skills from the intrigue skill group +- **Skills**: The [[Criminal]] Underworld skill, plus two skills from the intrigue skill group - **Languages**: One language - **Project Points**: 50 - **Title**—Lucky Dog: When you fail a test using any skill from the intrigue skill group, you can roll a d6. You lose Stamina equal to the roll and improve the result of your test by one tier. You can make this roll only once per test. #### CRIMINAL INCITING INCIDENTS -| d3 | Incident | -| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | **Atonement**: The last criminal job you pulled led to the death of someone or the destruction of something you love. In order to make up for the loss you caused, you left your criminal ways behind and became a hero. | -| 2 | **Friendly Priest**: You went to prison for your crimes and eventually escaped. An elderly priest took you in and shielded you from the law, convinced that your soul wasn’t corrupt. They never judged you for your past, speaking only of the future. Eventually, the priest died, imparting final words that inspired you to become a hero. | -| 3 | **Stand Against Tyranny**: When a tyrant rose to power in your homeland, they began cracking down on all criminals with deadly raids and public executions. The nature of the crime didn’t matter—pickpockets and beggars were made to kneel before the axe alongside murderers. After losing enough friends, you stood up and joined the resistance—not just against this tyrant, but against authoritarians anywhere. | +| d3 | Incident | +| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | **Atonement**: The last [[Criminal\|criminal]] job you pulled led to the death of someone or the destruction of something you love. In order to make up for the loss you caused, you left your [[Criminal\|criminal]] ways behind and became a hero. | +| 2 | **Friendly Priest**: You went to prison for your crimes and eventually escaped. An elderly priest took you in and shielded you from the law, convinced that your soul wasn’t corrupt. They never judged you for your past, speaking only of the future. Eventually, the priest died, imparting final words that inspired you to become a hero. | +| 3 | **Stand Against Tyranny**: When a tyrant rose to power in your homeland, they began cracking down on all [[Criminal\|criminals]] with deadly raids and public executions. The nature of the crime didn’t matter—pickpockets and beggars were made to kneel before the axe alongside murderers. After losing enough friends, you stood up and joined the resistance—not just against this tyrant, but against authoritarians anywhere. | ### GLADIATOR In the past, you entertained the masses with flashy displays of violence in the arena. In defining your career, think about the following questions: - What led you to this life of violent entertainment? -- What was your gladiator name and persona? +- What was your [[Gladiator|gladiator]] name and persona? - Who was your biggest rival? - What happened during your most famous match? @@ -2366,7 +2368,7 @@ You cast an entertaining spell that creates a minor but impressive magical effec **Effect**: Choose one of the following effects: -- You teleport an unattended size 1T or 1S object within 1 square of you to an unoccupied space within 1 square of you. +- You [[Teleport|teleport]] an unattended size 1T or 1S object within 1 square of you to an unoccupied space within 1 square of you. - Until the start of your next turn, a part of your body shoots a shower of harmless noisy sparks that give off light within 1 square of you. - You ignite or snuff out (your choice) every mundane light source within 1 square of you. - You make up to 1 pound of edible food you can touch taste delicious or disgusting. @@ -2376,11 +2378,11 @@ You cast an entertaining spell that creates a minor but impressive magical effec #### MAGE'S APPRENTICE INCITING INCIDENTS -| d3 | Incident | -| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | **Oops**: While studying magic, you accidentally sent yourself from your original world to this one. Now you’re stranded here, hoping to get back home by finding ancient texts or powerful magical treasures that might transport you there. A life of adventure it is! | -| 2 | **Ultimate Power**: The mage you worked for was a kindly old soul, but the basic magic they taught you always seemed like a small part of something bigger. It wasn’t until you met an adventuring elementalist that you realized hitting the road as a hero was the only way to truly improve and hone your skills. You resigned your apprenticeship and found yourself walking the path of a hero the next day. | -| 3 | **Missing Mage**: One day you woke up and the mage you worked for was just gone. They didn’t take any of their belongings, and there was no sign of any foul play—just the scent of sulfur in their bedchamber. You set out on your heroic journey in the aftermath, and have been looking for them ever since. | +| d3 | Incident | +| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | **Oops**: While studying magic, you accidentally sent yourself from your original world to this one. Now you’re stranded here, hoping to get back home by finding ancient texts or powerful magical treasures that might transport you there. A life of adventure it is! | +| 2 | **Ultimate Power**: The mage you worked for was a kindly old soul, but the basic magic they taught you always seemed like a small part of something bigger. It wasn’t until you met an adventuring [[Elementalist\|elementalist]] that you realized hitting the road as a hero was the only way to truly improve and hone your skills. You resigned your apprenticeship and found yourself walking the path of a hero the next day. | +| 3 | **Missing Mage**: One day you woke up and the mage you worked for was just gone. They didn’t take any of their belongings, and there was no sign of any foul play—just the scent of sulfur in their bedchamber. You set out on your heroic journey in the aftermath, and have been looking for them ever since. | ### PERFORMER @@ -2419,7 +2421,7 @@ You gain the following career benefits: - **Skills**: Two skills from the lore skill group - **Languages**: One language - **Project Points**: 100 -- **Title**—Expert Sage: Whenever you make a test as part of a research or crafting project that uses a skill you have from the lore skill group, you can roll the test twice and use either roll. +- **Title**—Expert [[Sage]]: Whenever you make a test as part of a research or crafting project that uses a skill you have from the lore skill group, you can roll the test twice and use either roll. #### SAGE INCITING INCIDENTS @@ -2447,11 +2449,11 @@ You gain the following career benefits: #### SOLDIER INCITING INCIDENTS -| d3 | Incident | -| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | **Dishonorable Discharge**: You enlisted in the military to protect others, but your commander ordered you to beat and kill civilians. When you refused, things got violent. You barely escaped the brawl that ensued, but now you vow to help people on your own terms. | -| 2 | **Out of Retirement**: You had a long and storied career as a soldier before deciding to retire to a simpler life. But when you returned to your old home, you found that your enemies had laid waste to it. Now the skills you earned on the battlefield are helping you as you become a different kind of warrior, seeking to save others from the fate you suffered. | -| 3 | **Sole Survivor**: You were the last surviving member of your unit after an arduous battle or monstrous assault, surviving only because of your luck. You turned away from the life of a soldier then, seeking to become a hero who could stand against such threats. | +| d3 | Incident | +| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 1 | **Dishonorable Discharge**: You enlisted in the military to protect others, but your commander ordered you to beat and kill civilians. When you refused, things got violent. You barely escaped the brawl that ensued, but now you vow to help people on your own terms. | +| 2 | **Out of Retirement**: You had a long and storied career as a [[Soldier\|soldier]] before deciding to retire to a simpler life. But when you returned to your old home, you found that your enemies had laid waste to it. Now the skills you earned on the battlefield are helping you as you become a different kind of warrior, seeking to save others from the fate you suffered. | +| 3 | **Sole Survivor**: You were the last surviving member of your unit after an arduous battle or monstrous assault, surviving only because of your luck. You turned away from the life of a [[Soldier\|soldier]] then, seeking to become a hero who could stand against such threats. | ## CLASSES @@ -2459,13 +2461,13 @@ You gain the following career benefits: Your class provides you with most of your abilities. For details on the ability format, see Abilities. -(Playtest note: The currently available classes are the conduit, elementalist, fury, shadow, and tactician, each of which includes only 1st-level features.) +(Playtest note: The currently available classes are the [[Conduit|conduit]], [[Elementalist|elementalist]], [[Fury|fury]], [[Shadow|shadow]], and [[Tactician|tactician]], each of which includes only 1st-level features.) ## CONDUIT The power of the gods flows through you! As a vessel for divine magic, you don’t just keep your allies in the fight. You make those allies more effective, even as you rain divine energy down upon your foes. While the deity or saint you serve might have other faithful and clergy, you are special among worshippers, receiving your abilities from the highest source. -As a conduit, you heal and buff your allies, and debuff your foes while smiting them with divine magic. The spark of divinity within you shines, aweing your enemies and granting you increased empathy. +As a [[Conduit|conduit]], you [[Heal|heal]] and buff your allies, and debuff your foes while smiting them with divine magic. The spark of divinity within you shines, aweing your enemies and granting you increased empathy. ### BASICS @@ -2480,19 +2482,19 @@ As a conduit, you heal and buff your allies, and debuff your foes while smiting #### CONDUIT ADVANCEMENT -| Level | Features | -| ----- | ------------------------------------------------------------------------------------------------------------------------ | -| 1st | Deity and Domains, Piety, Domain Feature, Healing Grace, Pious Force, Triggered Action, Conduit Abilities Signature, 3,5 | -| 2nd | Gift of the Gods, Domain Feature, Domain Ability Signature, 3, 5, 5 (Domain) | -| 3rd | Restore Life, 7-Piety, Ability Signature, 3, 5, 5 (Domain), 7 | +| Level | Features | +| ----- | ---------------------------------------------------------------------------------------------------------------------------- | +| 1st | Deity and Domains, Piety, Domain Feature, Healing Grace, Pious Force, Triggered Action, [[Conduit]] Abilities Signature, 3,5 | +| 2nd | Gift of the Gods, Domain Feature, Domain Ability Signature, 3, 5, 5 (Domain) | +| 3rd | Restore Life, 7-Piety, Ability Signature, 3, 5, 5 (Domain), 7 | ### 1ST-LEVEL FEATURES -As a conduit, you gain the following features. +As a [[Conduit|conduit]], you gain the following features. #### DEITY AND DOMAINS -Choose a god or saint who you revere from the Conduit Deities table, or ask your Director about the deities in your campaign world. With the Director’s permission, you can also create your own deity, and can choose four domains to be part of their portfolio. +Choose a god or saint who you revere from the [[Conduit]] Deities table, or ask your Director about the deities in your campaign world. With the Director’s permission, you can also create your own deity, and can choose four domains to be part of their portfolio. After choosing your deity, pick two domains from their portfolio. Your choice of domains determines many of the features you’ll gain from this class. @@ -2511,7 +2513,7 @@ After choosing your deity, pick two domains from their portfolio. Your choice of #### PIETY -Your deity grants you a Heroic Resource called piety to fuel your abilities. You use piety to heal and empower your allies, and to unleash your deity’s power upon your foes. +Your deity grants you a Heroic Resource called piety to fuel your abilities. You use piety to [[Heal|heal]] and empower your allies, and to unleash your deity’s power upon your foes. Outside of combat and other dangerous situations tracked in turns and rounds, you have piety equal to your Victories. If you lose some or all of this piety outside of combat, it takes you 1 minute to regain it. @@ -2531,7 +2533,7 @@ When a combat encounter begins, you keep any piety you had outside of combat. At **Power Roll + Intuition**: -- 11 or lower: 1d6 damage; bleeding (EoT) +- 11 or lower: 1d6 damage; [[Bleeding|bleeding]] (EoT) - 12–16: Gain 1 piety - 17+: Gain 2 piety and choose and use a domain effect @@ -2547,7 +2549,7 @@ You create a 5 wall of stone within 10 squares of you. ###### DEATH DOMAIN EFFECT -Two enemies of your choice within 10 squares of you take corruption damage equal to 5 + your conduit level. +Two enemies of your choice within 10 squares of you take corruption damage equal to 5 + your [[Conduit|conduit]] level. ###### FATE DOMAIN EFFECT @@ -2559,7 +2561,7 @@ Choose up to three allies within 10 squares of you. Each ally has a double edge ###### LIFE DOMAIN EFFECT -You or an ally within 10 squares of you can spend 2 Recoveries, can end any effects on them that have a duration of EoT or are ended by a resistance roll, and can stand up if they are prone. Alternatively, you or an ally within 10 squares of you gains 20 temporary Stamina. +You or an ally within 10 squares of you can spend 2 Recoveries, can end any effects on them that have a duration of EoT or are ended by a resistance roll, and can [[Stand Up|stand up]] if they are [[Prone|prone]]. Alternatively, you or an ally within 10 squares of you gains 20 temporary Stamina. ###### LOVE DOMAIN EFFECT @@ -2575,15 +2577,15 @@ An ally of your choice within 10 squares of you gains damage immunity equal to y ###### STORM DOMAIN EFFECT -Each enemy in a 3-cube area within 10 squares of you takes lightning damage equal to 5 + your conduit level. +Each enemy in a 3-cube area within 10 squares of you takes lightning damage equal to 5 + your [[Conduit|conduit]] level. ###### SUN DOMAIN EFFECT -An enemy of your choice within 10 squares of you takes fire damage equal to 10 + your conduit level. +An enemy of your choice within 10 squares of you takes fire damage equal to 10 + your [[Conduit|conduit]] level. ###### TRICKERY DOMAIN EFFECT -Choose a creature within 10 squares of you. You can slide that creature a number of squares equal to 5 + your conduit level. If you choose a willing ally, this movement can ignore their stability. +Choose a creature within 10 squares of you. You can slide that creature a number of squares equal to 5 + your [[Conduit|conduit]] level. If you choose a willing ally, this movement can ignore their stability. ###### WAR DOMAIN EFFECT @@ -2591,7 +2593,7 @@ Your attacks deal extra damage equal to twice your Intuition score until the end #### 1ST-LEVEL DOMAIN FEATURE -You gain a domain feature from one of your domains, as shown on the 1st-Level Conduit Domain Features table. Additionally, you gain a skill from the chosen domain, selected from the skill group indicated on the table. +You gain a domain feature from one of your domains, as shown on the 1st-Level [[Conduit]] Domain Features table. Additionally, you gain a skill from the chosen domain, selected from the skill group indicated on the table. ##### 1ST-LEVEL CONDUIT DOMAIN FEATURES @@ -2616,7 +2618,7 @@ You exude a magic aura of awareness, granting you and each ally within 2 squares ##### ANIMAL SPIRIT -As an action, you conjure an animal spirit that takes the form of any animal you have seen. The incorporeal animal can’t physically interact with the world, but they have a speed of 5 (fly) and can move through mundane objects. While you are within 20 squares of the spirit, you can sense everything an animal of their form could sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). +As an action, you conjure an animal spirit that takes the form of any animal you have seen. The incorporeal animal can’t physically interact with the world, but they have a speed of 5 ([[Fly|fly]]) and can move through mundane objects. While you are within 20 squares of the spirit, you can sense everything an animal of their form could sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). ##### COMPASSIONATE AURA @@ -2627,7 +2629,7 @@ You exude a magic aura that can soothe those willing to socially engage with you When you finish a respite, you can decide the weather conditions in the local area. Those weather conditions follow you through any mundane outdoors locations where you travel until the end of your next respite. Choose one of the following types of weather: - **Clear**: You and your allies each gain an edge on tests that use the Search or Navigate skills. -- **Foggy**: You and your allies each gain an edge on tests that use the Hide skill. +- **Foggy**: You and your allies each gain an edge on tests that use the [[Hide]] skill. - **Overcast**: You and your allies each gain an edge on tests that use the Endurance skill. - **Precipitation**: When the ground is muddy or snowy, you and your allies each gain an edge on tests that use the Track skill. @@ -2704,12 +2706,12 @@ Your divine energy restores the righteous. - You can target one additional ally within distance. - You can end one effect on a target that has a duration of EoT or is ended by a resistance roll. -- A prone target can stand up. +- A [[Prone|prone]] target can [[Stand Up|stand up]]. - A target can spend 1 additional Recovery. #### PIOUS FORCE -You gain the following ability, which can be used as a ranged free strike. +You gain the following ability, which can be used as a ranged [[Free Strike|free strike]]. ##### PIOUS FORCE @@ -2798,7 +2800,7 @@ Holy light scours your foes and sets your allies into perfect attack position. - 12–16: 3 holy damage - 17+: 4 holy damage -**Effect**: You can teleport each ally in the area and yourself (if you’re in the area) to an unoccupied space within the area. +**Effect**: You can [[Teleport|teleport]] each ally in the area and yourself (if you’re in the area) to an unoccupied space within the area. ###### SACRIFICIAL OFFER @@ -2851,7 +2853,7 @@ You conjure an angelic spirit who lashes your foes with burning radiance. ###### PUNISHING SMITE (3 PIETY) -Your divine fury is a hammer that crashes down upon the unrighteous. +Your divine [[Fury|fury]] is a hammer that crashes down upon the unrighteous. - **Keywords**: Attack, Magic, Ranged - **Type**: Action @@ -2861,8 +2863,8 @@ Your divine fury is a hammer that crashes down upon the unrighteous. **Power Roll + Intuition**: - 11 or lower: 6 holy damage -- 12–16: 8 holy damage; prone -- 17+: 13 holy damage; prone and can’t stand (EoT) +- 12–16: 8 holy damage; [[Prone|prone]] +- 17+: 13 holy damage; [[Prone|prone]] and can’t stand (EoT) ###### RIGHTEOUS REBUKE (3 PIETY) @@ -2896,7 +2898,7 @@ A resounding clap of thunder disrupts your foes. - 12–16: 5 sonic damage; push 3 - 17+: 8 sonic damage; push 5 -**Effect**: You can also push each willing ally in the area, and their stability doesn’t count against this forced movement. +**Effect**: You can also push each willing ally in the area, and their stability doesn’t count against this [[Forced Movement|forced movement]]. ##### 5-PIETY ABILITIES @@ -2946,8 +2948,8 @@ A mote of holy light racks your foe with their greatest fear. **Power Roll + Intuition**: - 11 or lower: 7 holy damage -- 12–16: 10 holy damage; frightened (EoT) -- 17+: 16 holy damage; frightened (EoE) +- 12–16: 10 holy damage; [[Frightened|frightened]] (EoT) +- 17+: 16 holy damage; [[Frightened|frightened]] (EoE) ###### WAVE OF VIRTUE (5 PIETY) @@ -2964,7 +2966,7 @@ A pulse of divine magic lets your comrades draw on their reserves of inner stren Air for movement. Earth for permanence. Fire for destruction. Water for change. Green for growth. Rot for death. Void for the unknown. Years of study and practice and poring over tomes brought you the revelations that allow you to manipulate these building blocks of reality. Now you use your mastery of the seven elements to destroy, create, and warp the world with magic. -As an elementalist, you can unleash your wrath across a field of foes, put an enemy exactly where you want them, debilitate foes with harmful effects, ward yourself and allies against danger, manipulate terrain, warp space, and more. Your choice of elemental specialization determines which of these things you do best. +As an [[Elementalist|elementalist]], you can unleash your wrath across a field of foes, put an enemy exactly where you want them, debilitate foes with harmful effects, ward yourself and allies against danger, manipulate terrain, warp space, and more. Your choice of elemental specialization determines which of these things you do best. ### BASICS @@ -2979,26 +2981,26 @@ As an elementalist, you can unleash your wrath across a field of foes, put an en #### ELEMENTALIST ADVANCEMENT -| Level | Features | -| ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1st | Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, Elementalist Abilities Signature, 1, 3, 5 | -| 2nd | Specialization Feature, New 5-Essence Ability Signature, 1, 3, 5, 5 | -| 3rd | Specialization Feature, 7-Essence Ability Signature, 1, 3, 5, 5, 7 | +| Level | Features | +| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 1st | Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, [[Elementalist]] Abilities Signature, 1, 3, 5 | +| 2nd | Specialization Feature, New 5-Essence Ability Signature, 1, 3, 5, 5 | +| 3rd | Specialization Feature, 7-Essence Ability Signature, 1, 3, 5, 5, 7 | ### 1ST-LEVEL FEATURES -As an elementalist, you gain the following features. +As an [[Elementalist|elementalist]], you gain the following features. #### ELEMENTAL SPECIALIZATION Through your studies, you know and can manipulate the seven primal elements of the timescape: -- **Air** is the element of movement. Air abilities allow you to manipulate speed, quickness, flight, and breath. +- **Air** is the element of movement. Air abilities allow you to manipulate speed, [[Quickness|quickness]], flight, and breath. - **Earth** is the element of permanence. Earth abilities create and shape physical terrain in a permanent way, and bolster the strength and hardiness of allies. - **Fire** is the element of destruction. Fire abilities harm enemies and objects. - **Green** is the element of creation and growth. Green abilities make and manipulate plants, fungi, and other forms of life to hamper foes and nourish your allies. - **Rot** is the element of death. Rot abilities decay and debuff enemies. -- **Void** is the element of the unknown. Void abilities warp space and reality, allowing you to teleport, create illusions, and make things incorporeal. +- **Void** is the element of the unknown. Void abilities warp space and reality, allowing you to [[Teleport|teleport]], create illusions, and make things incorporeal. - **Water** is the element of change. Water abilities enhance what your allies can do, and alter the abilities of your enemies for the worse. Heroic abilities that include your specialization’s keyword have their initial essence cost reduced by 1 (to a minimum of 1). This reduced cost doesn’t apply to abilities you gain because of your specialization, such as Manipulate Earth or Void Sight. @@ -3015,7 +3017,7 @@ When combat begins, you keep any essence you had outside of combat. At the start #### HURL ELEMENT -You gain the following ability, which can be used as a ranged free strike: +You gain the following ability, which can be used as a ranged [[Free Strike|free strike]]: ##### HURL ELEMENT @@ -3067,13 +3069,13 @@ Your mastery of elemental power lets you customize your magic. **Effect**: Choose one of the following effects: -- You use the Knockback maneuver, but you make a Reason test instead of a Might test. For this use of the maneuver, you can target a creature at a distance equal to the distance of your Hurl Element ability. +- You use the [[Knockback]] maneuver, but you make a Reason test instead of a Might test. For this use of the maneuver, you can target a creature at a distance equal to the distance of your Hurl Element ability. - You choose a creature within the distance of your Hurl Element ability and deal damage to that creature equal to your Reason score. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic. -- You teleport a number of squares equal to your Reason score. +- You [[Teleport|teleport]] a number of squares equal to your Reason score. #### 1ST-LEVEL SPECIALIZATION FEATURE -Your elementalist specialization grants you a feature, as shown on the 1st-Level Elementalist Specialization Features table. +Your [[Elementalist|elementalist]] specialization grants you a feature, as shown on the 1st-Level [[Elementalist]] Specialization Features table. ##### 1ST-LEVEL ELEMENTALIST SPECIALIZATION FEATURES @@ -3147,16 +3149,16 @@ You share your special senses with others. #### SPECIALIZATION TRIGGERED ACTION -Your specialization grants you a triggered action, as shown on the Elementalist Triggered Actions table. +Your specialization grants you a triggered action, as shown on the [[Elementalist]] Triggered Actions table. ###### ELEMENTALIST TRIGGERED ACTIONS -| Specialization | Triggered Action | -| -------------- | -------------------- | -| Earth | Earthen Force | -| Fire | Explosive Assistance | -| Green | Mend the Soul | -| Void | Void Embrace | +| Specialization | Triggered Action | +| -------------- | -------------------------------- | +| Earth | [[Earthen Force]] | +| Fire | [[Explosive Assistance]] | +| Green | [[Mend The Soul\|Mend the Soul]] | +| Void | [[Void Embrace]] | ##### EARTHEN FORCE @@ -3182,9 +3184,9 @@ You add a little magic to an ally’s aggression at just the right time. - **Target**: Self or 1 ally - **Trigger**: The target force moves a creature or object. -**Effect**: The distance of the forced movement is increased by a number of squares equal to your Reason score. +**Effect**: The distance of the [[Forced Movement|forced movement]] is increased by a number of squares equal to your Reason score. -**Spend 1 Essence**: The distance of the forced movement is increased by a number of squares equal to twice your Reason score instead. +**Spend 1 Essence**: The distance of the [[Forced Movement|forced movement]] is increased by a number of squares equal to twice your Reason score instead. ##### MEND THE SOUL @@ -3208,9 +3210,9 @@ You call on the void to swallow and spit out an ally. - **Target**: Self or 1 ally - **Trigger**: The target starts their turn or moves. -**Effect**: At any point during the move, you teleport the target a number of squares equal to your Reason. +**Effect**: At any point during the move, you [[Teleport|teleport]] the target a number of squares equal to your Reason. -**Spend 1 Essence**: You teleport the target a number of squares equal to twice your Reason score instead. +**Spend 1 Essence**: You [[Teleport|teleport]] the target a number of squares equal to twice your Reason score instead. #### ELEMENTALIST ABILITIES @@ -3235,11 +3237,11 @@ A sudden storm of detritus assaults your foes and leaves them struggling to move - 12–16: 3 damage - 17+: 4 damage -**Effect**: The ground beneath the area becomes difficult terrain for your enemies. +**Effect**: The ground beneath the area becomes [[Difficult Terrain|difficult terrain]] for your enemies. ###### FIRE LANCE -A jet of fire erupts with elemental fury where it strikes. +A jet of fire erupts with elemental [[Fury|fury]] where it strikes. - **Keywords**: Attack, Fire, Magic, Ranged - **Type**: Action @@ -3281,8 +3283,8 @@ A beam of energy corrupts and hinders whatever it touches. **Power Roll + Reason**: - 11 or lower: 2 corruption damage -- 12–16: 6 corruption damage; slowed (EoT) -- 17+: 9 corruption damage; slowed (EoT) +- 12–16: 6 corruption damage; [[Slowed|slowed]] (EoT) +- 17+: 9 corruption damage; [[Slowed|slowed]] (EoT) ##### HEROIC ABILITIES @@ -3339,9 +3341,9 @@ You slam the ground, which buckles out from you in every direction. - 11 or lower: 4 damage - 12–16: 5 damage -- 17+: 8 damage; prone +- 17+: 8 damage; [[Prone|prone]] -**Effect**: You must be touching the ground or floor to use this ability. The surface beneath the area becomes difficult terrain for your enemies. +**Effect**: You must be touching the ground or floor to use this ability. The surface beneath the area becomes [[Difficult Terrain|difficult terrain]] for your enemies. ###### STARE INTO THE ABYSS (3 ESSENCE) @@ -3432,9 +3434,9 @@ The surface of the world around you opens up at your command. ## FURY -You do not temper the heat of battle within you, you unleash it! Like a raptor, a panther, a wolf, your experience in the wild taught you the secret of channeling unfettered anger into martial prowess. Primordial chaos is your ally. Leave it to others to use finesse to clean up the pieces you leave behind. +You do not temper the heat of battle within you, you unleash it! Like a raptor, a [[Panther|panther]], a wolf, your experience in the wild taught you the secret of channeling unfettered anger into martial prowess. Primordial chaos is your ally. Leave it to others to use finesse to clean up the pieces you leave behind. -As a fury, you have abilities that deal a lot of damage, move you around the battlefield, and grow in strength as your rage increases. Nature has no concept of fairness—and neither do you. +As a [[Fury|fury]], you have abilities that deal a lot of damage, move you around the battlefield, and grow in strength as your rage increases. Nature has no concept of fairness—and neither do you. ### BASICS @@ -3449,22 +3451,22 @@ As a fury, you have abilities that deal a lot of damage, move you around the bat ### FURY ADVANCEMENT -| Level | Features | Abilities | -| ----- | ------------------------------------------------------------------------------------------------------------- | ------------------------------ | -| 1st | Primordial Aspect, Rage, Growing Rage, Mighty Leaps, Aspect Features, Aspect Triggered Action, Fury Abilities | Signature, 3, 5 | -| 2nd | Aspect Feature, Aspect Ability | Signature, 3, 5, 5 (Aspect) | -| 3rd | Aspect Feature, 7-Rage Ability | Signature, 3, 5, 5 (Aspect), 7 | +| Level | Features | Abilities | +| ----- | ----------------------------------------------------------------------------------------------------------------- | ------------------------------ | +| 1st | Primordial Aspect, Rage, Growing Rage, Mighty Leaps, Aspect Features, Aspect Triggered Action, [[Fury]] Abilities | Signature, 3, 5 | +| 2nd | Aspect Feature, Aspect Ability | Signature, 3, 5, 5 (Aspect) | +| 3rd | Aspect Feature, 7-Rage Ability | Signature, 3, 5, 5 (Aspect), 7 | ### 1ST-LEVEL FEATURES -As a fury, you gain the following features. +As a [[Fury|fury]], you gain the following features. #### PRIMORDIAL ASPECT You come from a tradition older than civilization, older than warfare, older than most of the world. You have undergone a rite of passage that revealed the building blocks of the timescape—the Primordial Chaos—and which left an aspect of the Primordial Chaos inside you. As you channel the rage that shapes you, you can choose a primordial aspect from the following: - **Berserker:** You channel your rage into expressions of physical might, acting as a living version of the forces that reshape the world. You gain the Lift skill. -- **Reaver:** You channel your rage into instinct and cunning, challenging the false order of civilization. You gain the Hide skill. +- **Reaver:** You channel your rage into instinct and cunning, challenging the false order of civilization. You gain the [[Hide]] skill. - **Stormwight:** You channel your rage into the form of animals and primordial storms. You gain the Track skill. Your choice of primordial aspect determines many of the features you’ll gain from this class. @@ -3473,7 +3475,7 @@ Your choice of primordial aspect determines many of the features you’ll gain f As the battle intensifies around you, your determination and anger grow, fueling a Heroic Resource called rage. -Outside of combat and other dangerous situations tracked in turns and rounds, you have fury equal to your Victories. If you lose some or all of this rage outside of combat, it takes you 1 minute to regain it. +Outside of combat and other dangerous situations tracked in turns and rounds, you have [[Fury|fury]] equal to your Victories. If you lose some or all of this rage outside of combat, it takes you 1 minute to regain it. When a combat encounter begins, you keep any rage you had outside of combat. At the start of each of your turns during combat, you gain 1d3 rage. When combat ends, you once again have rage equal to your Victories. @@ -3483,7 +3485,7 @@ You gain certain benefits in combat based on the amount of rage you have. See As #### MIGHTY LEAPS -You always succeed on Might tests made to jump. You can still roll to see if you get a reward result. +You always succeed on Might tests made to [[Jump|jump]]. You can still roll to see if you get a reward result. #### 1ST-LEVEL ASPECT FEATURES @@ -3499,7 +3501,7 @@ Your chosen primordial aspect grants you features as shown on the 1st-Level Prim ##### PRIMORDIAL CUNNING -You are never surprised. Additionally, whenever you would push a target with forced movement, you can slide them instead. +You are never surprised. Additionally, whenever you would push a target with [[Forced Movement|forced movement]], you can slide them instead. As your rage grows, your primordial cunning intensifies. These benefits are cumulative. @@ -3535,15 +3537,15 @@ You gain an edge on tests that use the Track skill. #### ASPECT TRIGGERED ACTION -Your primordial aspect grants you a triggered action, as shown on the Fury Triggered Actions table. +Your primordial aspect grants you a triggered action, as shown on the [[Fury]] Triggered Actions table. ##### FURY TRIGGERED ACTIONS | **Aspect** | **Triggered Action** | | ---------- | -------------------- | -| Berserker | Relentless Toss | -| Reaver | Uncanny Dodge | -| Stormwight | Regeneration | +| Berserker | [[Relentless Toss]] | +| Reaver | [[Uncanny Dodge]] | +| Stormwight | [[Regeneration]] | ##### REGENERATION @@ -3569,7 +3571,7 @@ The Primordial Chaos allows you to redirect kinetic energy for a monstrous smash - **Target:** Self or 1 creature - **Trigger:** The target is force moved. -**Effect:** You can select a new target of the same size or smaller within distance to be force moved instead. Additionally, you can increase the forced move distance by a number of squares equal to your Might score. You can use your Primordial Strength benefit to make this forced movement vertical. +**Effect:** You can select a new target of the same size or smaller within distance to be force moved instead. Additionally, you can increase the forced move distance by a number of squares equal to your Might score. You can use your Primordial Strength benefit to make this [[Forced Movement|forced movement]] vertical. **Spend 1 Rage:** You can increase the forced move distance by a number of squares equal to twice your Might score instead. @@ -3623,7 +3625,7 @@ Keeping in constant motion helps you slip out of reach after a brutal assault. - 11 or lower: 3 damage - 12–16: 8 damage -- 17+: 12 damage; slowed (EoT) +- 17+: 12 damage; [[Slowed|slowed]] (EoT) **Effect:** You can shift 1 square after the attack is resolved. @@ -3655,11 +3657,11 @@ Fighting up close lets you keep your foe exactly where you want them. **Power Roll + Might:** -- 11 or lower: 3 damage; slowed (EoT) -- 12–16: 8 damage; grabbed -- 17+: 12 damage; grabbed +- 11 or lower: 3 damage; [[Slowed|slowed]] (EoT) +- 12–16: 8 damage; [[Grabbed|grabbed]] +- 17+: 12 damage; [[Grabbed|grabbed]] -**Effect:** If the target is grabbed, they take a bane on attempts to escape the grab. If you move while you have the target grabbed, they take 1 damage for each square you move. +**Effect:** If the target is [[Grabbed|grabbed]], they take a bane on attempts to escape the [[Grab|grab]]. If you move while you have the target [[Grabbed|grabbed]], they take 1 damage for each square you move. ##### HEROIC ABILITIES @@ -3684,7 +3686,7 @@ Your enemies will get out of your way—whether they want to or not. - 12–16: 5 damage; slide 3 - 17+: 8 damage; slide 5 -**Effect:** When you force move the target, you can move into squares they leave. The target takes the damage from any free strikes you provoke with this movement. +**Effect:** When you force move the target, you can move into squares they leave. The target takes the damage from any [[Free Strike|free strikes]] you provoke with this movement. ###### STAB ME SO I CAN PULL MYSELF CLOSER TO YOU (3 RAGE) @@ -3695,8 +3697,7 @@ When you barrel through your foes, they feel your wrath. - **Distance:** Self - **Target:** Self -**Effect:** Move up to your speed in a straight line toward a creature or object. You don’t treat enemy creatures as difficult terrain for this move. If the target is a creature, you can end your movement in the target’s square, moving them to an adjacent open square. Make a power roll against the target and every enemy you moved through. - +**Effect:** Move up to your speed in a straight line toward a creature or object. You don’t treat enemy creatures as [[Difficult Terrain|difficult terrain]] for this move. If the target is a creature, you can end your movement in the target’s square, moving them to an adjacent open square. Make a power roll against the target and every enemy you moved through. **Power Roll + Might:** @@ -3704,7 +3705,7 @@ When you barrel through your foes, they feel your wrath. - 12–16: 6 damage - 17+: 9 damage -**Effect:** The target takes an extra 1d6 damage for every free strike you triggered from your move. +**Effect:** The target takes an extra 1d6 damage for every [[Free Strike|free strike]] you triggered from your move. ###### WHIRLWIND STRIKE (3 RAGE) @@ -3732,11 +3733,11 @@ Unless they get some help, your foe is finished. **Power Roll + Might:** -- 11 or lower: 6 damage; slowed (EoT) -- 12–16: 9 damage; slowed (EoT) -- 17+: 14 damage; slowed (EoE) +- 11 or lower: 6 damage; [[Slowed|slowed]] (EoT) +- 12–16: 9 damage; [[Slowed|slowed]] (EoT) +- 17+: 14 damage; [[Slowed|slowed]] (EoE) -**Effect:** While slowed in this way, the target takes an extra 3 damage at the start of each of your turns. +**Effect:** While [[Slowed|slowed]] in this way, the target takes an extra 3 damage at the start of each of your turns. ##### 5-RAGE ABILITIES @@ -3753,9 +3754,9 @@ A mighty strike leaves your foe reeling. **Power Roll + Might:** -- 11 or lower: 7 damage; weakened and bleeding (EoT) -- 12–16: 11 damage; weakened and bleeding (EoT) -- 17+: 17 damage; weakened and bleeding (EoE) +- 11 or lower: 7 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoT) +- 12–16: 11 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoT) +- 17+: 17 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoE) **Effect:** You can choose to deal 1d6 damage to yourself to deal an extra 2d6 damage to the target. @@ -3851,7 +3852,7 @@ These bonuses apply in your true form, your animal form, and your hybrid form if ##### GROWING RAGE -Each stormwight gains a specific set of benefits for their fury Growing Rage feature, as noted in the table for each stormwight kit. These benefits are cumulative. +Each stormwight gains a specific set of benefits for their [[Fury|fury]] Growing Rage feature, as noted in the table for each stormwight kit. These benefits are cumulative. #### BOREN @@ -3859,7 +3860,7 @@ With this stormwight kit, you channel your primordial rage into the form of a be ##### ASPECT BENEFITS -Whenever you use forced movement to push a creature, you can pull that creature instead. Whenever an attack pulls a creature adjacent to you, you can attempt to grab that creature as a free triggered action. +Whenever you use [[Forced Movement|forced movement]] to push a creature, you can pull that creature instead. Whenever an attack pulls a creature adjacent to you, you can attempt to [[Grab|grab]] that creature as a free triggered action. ##### ANIMAL FORM: BEAR @@ -3894,23 +3895,23 @@ Attacks with your sharp and deadly claws send your foes staggering back. ####### BEAR GROWING RAGE -| **Rage** | **Benefit** | -| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 2 | • You gain an edge on Might tests, resistance rolls, and power rolls made to grab.
    • While in bear form, your attacks deal extra damage equal to your Might score, and any target you have grabbed at the start of your turn takes damage equal to your Might score. | -| 4 | While in bear form, you can use all your abilities, your attacks deal extra damage equal to twice your Might score, and any target you have grabbed at the start of your turn takes damage equal to twice your Might score, instead of once your Might score. | -| 6 | You have a double edge on Might tests, resistance rolls, and power rolls made with the Grab ability. | +| **Rage** | **Benefit** | +| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 2 | • You gain an edge on Might tests, resistance rolls, and power rolls made to [[Grab\|grab]].
    • While in bear form, your attacks deal extra damage equal to your Might score, and any target you have [[Grabbed\|grabbed]] at the start of your turn takes damage equal to your Might score. | +| 4 | While in bear form, you can use all your abilities, your attacks deal extra damage equal to twice your Might score, and any target you have [[Grabbed\|grabbed]] at the start of your turn takes damage equal to twice your Might score, instead of once your Might score. | +| 6 | You have a double edge on Might tests, resistance rolls, and power rolls made with the [[Grab]] ability. | #### CORVEN -With this stormwight kit, you channel your primordial rage into the form of a crow. Corven are tied to the mountain passes and the hot winds that flow through them. This aspect is associated with the katabatic wind. +With this stormwight kit, you channel your primordial rage into the form of a crow. Corven are tied to the [[Mountain|mountain]] passes and the hot winds that flow through them. This aspect is associated with the katabatic wind. ##### ASPECT BENEFITS -You gain an edge on tests made to hide and sneak. Whenever you are falling, you can use your Animal Form ability as a free triggered action. +You gain an edge on tests made to [[Hide|hide]] and sneak. Whenever you are falling, you can use your Animal Form ability as a free triggered action. ##### ANIMAL FORM: CROW -When you are in your crow form, your movement gains the Fly keyword, and your size becomes 1T. You can use the Hide maneuver as a free maneuver, and you can use your allies as cover when you hide. +When you are in your crow form, your movement gains the [[Fly]] keyword, and your size becomes 1T. You can use the [[Hide]] maneuver as a free maneuver, and you can use your allies as cover when you [[Hide|hide]]. Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal crow of your true form’s size. You gain 10 temporary Stamina the first time you shapeshift into hybrid crow form during an encounter. @@ -3958,11 +3959,11 @@ With this stormwight kit, you channel your primordial rage into the form of a ra ##### ASPECT BENEFITS -You gain an edge on tests made to hide and sneak. Additionally, you ignore difficult terrain, and you gain an edge on tests made to climb other creatures. If you are hidden, you automatically achieve a tier 3 result on attempts to climb and remain hidden. +You gain an edge on tests made to [[Hide|hide]] and sneak. Additionally, you ignore [[Difficult Terrain|difficult terrain]], and you gain an edge on tests made to climb other creatures. If you are hidden, you automatically achieve a tier 3 result on attempts to climb and remain hidden. ##### ANIMAL FORM: RAT -When you are in your rat form, your movement gains the Climb keyword, and your size becomes 1T. You can use the Hide maneuver as a free maneuver, and you can use your allies as cover when hiding. You can stay hidden while moving through squares occupied by a creature. +When you are in your rat form, your movement gains the Climb keyword, and your size becomes 1T. You can use the [[Hide]] maneuver as a free maneuver, and you can use your allies as cover when hiding. You can stay hidden while moving through squares occupied by a creature. Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal rat of your true form’s size. You gain 10 temporary Stamina the first time you shapeshift into hybrid rat form during an encounter. @@ -3998,11 +3999,11 @@ Your enemies try in vain to fall back from your pouncing attack. ###### RAT GROWING RAGE -| **Rage** | **Benefit** | -| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 2 | • You have Weapon immunity 2.
    • While in rat form, your attacks deal extra damage equal to your Agility score.
    • While in rat form, if you attack a creature you are climbing, that creature is bleeding (EoT). | -| 4 | While in rat or hybrid rat form, you can use all your abilities, and your attacks deal extra damage equal to twice your Agility score, instead of once your Agility score. | -| 6 | You have Weapon immunity 2. Any damage you ignore because of this immunity is dealt to each enemy adjacent to you when you are attacked. | +| **Rage** | **Benefit** | +| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 2 | • You have Weapon immunity 2.
    • While in rat form, your attacks deal extra damage equal to your Agility score.
    • While in rat form, if you attack a creature you are climbing, that creature is [[Bleeding\|bleeding]] (EoT). | +| 4 | While in rat or hybrid rat form, you can use all your abilities, and your attacks deal extra damage equal to twice your Agility score, instead of once your Agility score. | +| 6 | You have Weapon immunity 2. Any damage you ignore because of this immunity is dealt to each enemy adjacent to you when you are attacked. | #### VUKEN @@ -4014,7 +4015,7 @@ You and an ally gain the benefits of flanking whenever you are both adjacent to ##### ANIMAL FORM: WOLF -When you are in your wolf form, your speed increases by 2, you ignore difficult terrain, and your size becomes 1M. +When you are in your wolf form, your speed increases by 2, you ignore [[Difficult Terrain|difficult terrain]], and your size becomes 1M. Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal wolf of your true form’s size. You gain 10 temporary Stamina the first time you shapeshift into hybrid wolf form during an encounter. @@ -4044,7 +4045,7 @@ A savage assault forces your foes back. - 11 or lower: 5 damage - 12–16: 9 damage; push 1 -- 17+: 12 damage; push 2; prone if the target is your size or smaller +- 17+: 12 damage; push 2; [[Prone|prone]] if the target is your size or smaller **Effect:** You can shift up to 2 squares as long as you end the shift adjacent to the target. @@ -4058,9 +4059,9 @@ A savage assault forces your foes back. ## SHADOW -Subtlety is your art, the tip of the blade your brush. You studied at a secret college, specializing in alchemy, illusion, or shadow-magics. Your training and knowledge places you among the elite assassins, spies, and commandos. But more powerful than any weapon or sorcery is your insight into your enemy’s weakness. +Subtlety is your art, the tip of the blade your brush. You studied at a secret college, specializing in alchemy, illusion, or [[Shadow|shadow]]-magics. Your training and knowledge places you among the elite assassins, spies, and commandos. But more powerful than any weapon or sorcery is your insight into your enemy’s weakness. -As a shadow, you have abilities that deal a lot of damage, let you move swiftly across the battlefield and away from hazards, and allow you to fade from notice even in the middle of the most heated combat encounter. You also possess more skills than any other hero. +As a [[Shadow|shadow]], you have abilities that deal a lot of damage, let you move swiftly across the battlefield and away from hazards, and allow you to fade from notice even in the middle of the most heated combat encounter. You also possess more skills than any other hero. ### BASICS @@ -4071,31 +4072,31 @@ As a shadow, you have abilities that deal a lot of damage, let you move swiftly - **Starting Stamina at 1st Level:** 18 - **Stamina Gained at 2nd and Higher Levels:** 8 - **Recoveries:** 10 -- **Skills:** Hide and Sneak, plus choose any five skills from Criminal Underworld or the skills of the exploration, interpersonal, or intrigue skill groups. +- **Skills:** [[Hide]] and Sneak, plus choose any five skills from [[Criminal]] Underworld or the skills of the exploration, interpersonal, or intrigue skill groups. #### SHADOW ADVANCEMENT -| Level | Features | Abilities | -| ----- | ------------------------------------------------------------------------------------------------------------ | ------------------------------- | -| 1st | Shadow College, Insight, College Feature, College Triggered Action, Hesitation is Weakness, Shadow Abilities | Signature, 3, 5 | -| 2nd | College Feature, College Ability | Signature, 3, 5, 5 (College) | -| 3rd | Assess and Aim, 7-Insight Ability | Signature, 3, 5, 5 (College), 7 | +| Level | Features | Abilities | +| ----- | -------------------------------------------------------------------------------------------------------------------- | ------------------------------- | +| 1st | [[Shadow]] College, Insight, College Feature, College Triggered Action, Hesitation is Weakness, [[Shadow]] Abilities | Signature, 3, 5 | +| 2nd | College Feature, College Ability | Signature, 3, 5, 5 (College) | +| 3rd | Assess and Aim, 7-Insight Ability | Signature, 3, 5, 5 (College), 7 | ### 1ST-LEVEL FEATURES -As a shadow, you gain the following features. +As a [[Shadow|shadow]], you gain the following features. #### SHADOW COLLEGE -Shadow colleges are secret institutions that turn ordinary folk into something else. Finding a college is the first step in a rigorous initiation process that tests the mettle of an applicant. Even those who make the cut often wash out—or are kicked out—as the master shadows who teach stealth, magic, and assassination to their students are often less than gentle in their approach. +[[Shadow]] colleges are secret institutions that turn ordinary folk into something else. Finding a college is the first step in a rigorous initiation process that tests the mettle of an applicant. Even those who make the cut often wash out—or are kicked out—as the master [[Shadow|shadows]] who teach stealth, magic, and assassination to their students are often less than gentle in their approach. -You are one of the few who has graduated from a shadow college, chosen from the following options: +You are one of the few who has graduated from a [[Shadow|shadow]] college, chosen from the following options: -- **College of Black Ash:** The College of Black Ash founded the art of being a shadow. Its graduates use Black Ash sorcery to teleport around the battlefield in clouds of soot, and to manipulate and create darkness. Graduates of the college are unmatched in mobility. You gain the Magic skill. +- **College of Black Ash:** The College of Black Ash founded the art of being a [[Shadow|shadow]]. Its graduates use Black Ash sorcery to [[Teleport|teleport]] around the battlefield in clouds of soot, and to manipulate and create darkness. Graduates of the college are unmatched in mobility. You gain the Magic skill. - **College of Caustic Alchemy:** The College of Caustic Alchemy teaches its students recipes for the acids, bombs, and poisons used in their grim work. Graduates of the college are exceptional assassins. You gain the Alchemy skill. - **College of the Harlequin Mask:** Graduates of the College of the Harlequin Mask learn illusion magic, which they use to infiltrate enemy strongholds and create orchestrated chaos in combat. You gain the Lie skill. -Your choice of shadow college determines many of the features you’ll gain from this class. +Your choice of [[Shadow|shadow]] college determines many of the features you’ll gain from this class. #### INSIGHT @@ -4107,15 +4108,15 @@ When a combat encounter begins, you keep any insight you had outside of combat. #### 1ST-LEVEL COLLEGE FEATURES -Your choice of college grants you one or two features, as shown on the 1st-Level Shadow College Features table. +Your choice of college grants you one or two features, as shown on the 1st-Level [[Shadow]] College Features table. ##### 1ST-LEVEL SHADOW COLLEGE FEATURES -| College | Feature | -|---------|------------------------| -| Black Ash | Black Ash Teleport | +| College | Feature | +| --------------- | -------------------------- | +| Black Ash | Black Ash [[Teleport]] | | Caustic Alchemy | Coat the Blade, Smoke Bomb | -| Harlequin Mask | I’m On Your Side | +| Harlequin Mask | I’m On Your Side | ##### BLACK ASH TELEPORT @@ -4130,9 +4131,9 @@ In a swirl of black ash, you step from one place to another. - **Distance:** Self - **Target:** Self -**Effect:** You teleport up to 5 squares. If you end this movement in concealment or cover, you can use the Hide maneuver even if you are observed. +**Effect:** You [[Teleport|teleport]] up to 5 squares. If you end this movement in concealment or cover, you can use the [[Hide]] maneuver even if you are observed. -**Spend Insight:** You teleport 1 additional square for each insight spent. +**Spend Insight:** You [[Teleport|teleport]] 1 additional square for each insight spent. ##### COAT THE BLADE @@ -4147,9 +4148,9 @@ Just a little poison goes a long way. - **Distance:** Self - **Target:** Self -**Effect:** You coat one of your weapons with a harmful poison. The next creature you damage with an ability that uses that weapon takes extra poison damage equal to twice your Presence score or the target is weakened (EoT). You choose the effect when you apply the poison. The poison loses its potency after you damage the creature or at the end of the encounter. +**Effect:** You coat one of your weapons with a harmful poison. The next creature you damage with an ability that uses that weapon takes extra poison damage equal to twice your Presence score or the target is [[Weakened|weakened]] (EoT). You choose the effect when you apply the poison. The poison loses its potency after you damage the creature or at the end of the encounter. -**Spend Insight:** For each insight you spend, the damage dealt by the poison increases by a number equal to your Presence score. You can’t spend more Insight than your shadow level on this ability. +**Spend Insight:** For each insight you spend, the damage dealt by the poison increases by a number equal to your Presence score. You can’t spend more Insight than your [[Shadow|shadow]] level on this ability. ##### I'M ON YOUR SIDE @@ -4168,19 +4169,19 @@ Taking on the illusory countenance of another creature gives you an advantage on ##### SMOKE BOMB -You always carry a supply of smoke bombs to make it easy for you to distract and get away from foes. You can use the Hide maneuver even if you are observed and don’t start in cover or concealment. If you do, you can shift a number of squares equal to your Agility. If you end this movement in cover or concealment, you are hidden. +You always carry a supply of smoke bombs to make it easy for you to distract and get away from foes. You can use the [[Hide]] maneuver even if you are observed and don’t start in cover or concealment. If you do, you can shift a number of squares equal to your Agility. If you end this movement in cover or concealment, you are hidden. #### COLLEGE TRIGGERED ACTION -Your college grants you a triggered action, as shown on the Shadow Triggered Actions table. +Your college grants you a triggered action, as shown on the [[Shadow]] Triggered Actions table. ##### SHADOW TRIGGERED ACTIONS -| College | Triggered Action | -| --------------- | --------------------- | -| Black Ash | In All This Confusion | -| Caustic Alchemy | Defensive Roll | -| Harlequin Mask | Misdirection | +| College | Triggered Action | +| --------------- | ------------------------- | +| Black Ash | [[In All This Confusion]] | +| Caustic Alchemy | [[Defensive Roll]] | +| Harlequin Mask | [[Misdirection]] | ##### DEFENSIVE ROLL @@ -4192,13 +4193,13 @@ When an enemy attacks, you roll with the impact to reduce the harm. - **Target:** Self - **Trigger:** Another creature damages you. -**Effect:** You shift up to 2 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. If you end this movement with concealment or cover, you can use the Hide maneuver even if you are observed. +**Effect:** You shift up to 2 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. If you end this movement with concealment or cover, you can use the [[Hide]] maneuver even if you are observed. **Spend 1 Insight:** If the triggering damage was from an attack, you also reduce the attack’s damage by one tier. ##### IN ALL THIS CONFUSION -You teleport away in a plume of black smoke to avoid danger. +You [[Teleport|teleport]] away in a plume of black smoke to avoid danger. - **Keywords:** Magic - **Type:** Triggered @@ -4206,9 +4207,9 @@ You teleport away in a plume of black smoke to avoid danger. - **Target:** Self - **Trigger:** You take damage. -**Effect:** You teleport up to 4 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. +**Effect:** You [[Teleport|teleport]] up to 4 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. -**Spend Insight:** You teleport 1 additional square for each insight spent. +**Spend Insight:** You [[Teleport|teleport]] 1 additional square for each insight spent. ##### MISDIRECTION (1 INSIGHT) @@ -4259,7 +4260,7 @@ Your precise strikes let your allies take advantage of a target’s agony. - 11 or lower: 3 damage - 12–16: 8 damage; the next attack against the target gains an edge -- 17+: 12 damage; the target falls prone +- 17+: 12 damage; the target falls [[Prone|prone]] ###### I WORK BETTER ALONE @@ -4371,7 +4372,7 @@ Striking two foes at once is second nature to you. ###### WOUNDING STRIKE (3 INSIGHT) -You leave your foe bleeding out after a devastating attack. +You leave your foe [[Bleeding|bleeding]] out after a devastating attack. - **Keywords:** Attack, Melee, Ranged, Weapon - **Type:** Action @@ -4381,10 +4382,10 @@ You leave your foe bleeding out after a devastating attack. **Power Roll + Agility:** - 11 or lower: 6 damage -- 12–16: 9 damage; bleeding until a creature uses a maneuver to staunch the wound -- 17+: 14 damage; bleeding until a creature uses an action to staunch the wound +- 12–16: 9 damage; [[Bleeding|bleeding]] until a creature uses a maneuver to staunch the wound +- 17+: 14 damage; [[Bleeding|bleeding]] until a creature uses an action to staunch the wound -**Effect:** While bleeding, the target takes 4 damage at the start of each of your turns. +**Effect:** While [[Bleeding|bleeding]], the target takes 4 damage at the start of each of your turns. ##### 5-INSIGHT ABILITIES @@ -4452,7 +4453,7 @@ You put on a burst of magical speed to get the job done. Strategist. Defender. Leader. With sword in hand, you lead allies into the maw of battle, barking out commands that inspire your fellow heroes to move faster and strike more precisely. All the while, you stand between your compatriots and death, taunting the followers of evil to best you if they can. -As a tactician, you have abilities that heal your allies and grant them extra damage, movement, and attacks. You can taunt your enemies into attacking you instead of targeting your allies, and can help soak up damage when those allies stand alone. +As a [[Tactician|tactician]], you have abilities that [[Heal|heal]] your allies and grant them extra damage, movement, and attacks. You can taunt your enemies into attacking you instead of targeting your allies, and can help soak up damage when those allies stand alone. ### BASICS @@ -4475,7 +4476,7 @@ As a tactician, you have abilities that heal your allies and grant them extra da ### 1ST-LEVEL FEATURES -As a tactician, you gain the following features. +As a [[Tactician|tactician]], you gain the following features. #### TACTICAL DOCTRINE @@ -4549,7 +4550,7 @@ While in your presence or working according to your plans, each of your allies g ##### IMPOSING ATTITUDE -You command any room you walk into. While you are present, each hero with you is treated as having a Renown 2 higher than usual for the purpose of negotiations and influencing tests. Additionally, each hero with you has a double edge on tests made to stop combat and start a negotiation with the other side. +You command any room you [[Walk|walk]] into. While you are present, each hero with you is treated as having a Renown 2 higher than usual for the purpose of negotiations and influencing tests. Additionally, each hero with you has a double edge on tests made to stop combat and start a negotiation with the other side. ##### I READ YOUR BOOK! @@ -4571,15 +4572,15 @@ You can only make this test once for each encounter and negotiation. #### DOCTRINE TRIGGERED ACTION -Your doctrine grants you a triggered action, as shown on the Tactician Triggered Actions table. +Your doctrine grants you a triggered action, as shown on the [[Tactician]] Triggered Actions table. ##### TACTICIAN TRIGGERED ACTIONS -| Doctrine | Triggered Action | -| ---------- | ---------------- | -| Vanguard | Parry | -| Mastermind | Overwatch | -| Insurgent | Flank Them Now! | +| Doctrine | Triggered Action | +| ---------- | ------------------- | +| Vanguard | [[Parry]] | +| Mastermind | [[Overwatch]] | +| Insurgent | [[Flank Them Now!]] | ##### FLANK THEM NOW! @@ -4619,7 +4620,7 @@ Under your direction, an ally waits for just the right moment to strike. - **Target:** 1 enemy - **Trigger:** The target moves. -**Effect:** At any point during the target’s movement, one ally can make a free strike against the target. +**Effect:** At any point during the target’s movement, one ally can make a [[Free Strike|free strike]] against the target. **Spend 1 Focus:** The target’s speed becomes 0 (EoT). @@ -4629,7 +4630,7 @@ You have drilled with a broad array of weapons and have developed techniques to If both kits grant you the same benefit, you take one or the other and can’t change your choice until you finish a Respite. (This usually means taking the higher of two bonuses.) You also gain access to the signature abilities of both kits. -For example, if you take the Shining Armor and Sniper kits, you gain the following benefits overall: +For example, if you take the [[Shining Armor]] and [[Sniper]] kits, you gain the following benefits overall: - **Stamina Bonus:** +12 - **Stability Bonus:** +1 @@ -4640,7 +4641,7 @@ For example, if you take the Shining Armor and Sniper kits, you gain the followi - **Mobility:** When an enemy ends their turn adjacent to you, you can shift up to 2 squares as a free triggered action. - **You also gain the use of the Protective Attack and Patient Shot signature abilities.** -Kit signature abilities already have their bonuses applied. For example, you might take the Martial Artist kit, which gives a melee weapon damage bonus of +2/+2/+2, and the Mountain kit, which gives a melee weapon damage bonus of +0/+0/+4. If you choose to use the Mountain kit’s damage bonus, then the Battle Grace signature ability from the Martial Artist kit would reduce its damage by −2/−2/−2, as it loses the bonus from the Martial Artist kit. It then gains the +0/+0/+4 of the Mountain kit, to deal damage of 3/7/14 for its tier 1, tier 2, and tier 3 results. +Kit signature abilities already have their bonuses applied. For example, you might take the [[Martial Artist]] kit, which gives a melee weapon damage bonus of +2/+2/+2, and the [[Mountain]] kit, which gives a melee weapon damage bonus of +0/+0/+4. If you choose to use the [[Mountain]] kit’s damage bonus, then the Battle Grace signature ability from the [[Martial Artist]] kit would reduce its damage by −2/−2/−2, as it loses the bonus from the [[Martial Artist]] kit. It then gains the +0/+0/+4 of the [[Mountain]] kit, to deal damage of 3/7/14 for its tier 1, tier 2, and tier 3 results. #### TACTICIAN ABILITIES @@ -4680,9 +4681,9 @@ Your precise strike leaves your foe struggling to respond. **Power Roll + Might:** -- 11 or lower: 6 damage; slowed (EoT) -- 12–16: 8 damage; dazed (EoT) -- 17+: 13 damage; dazed (EoE) +- 11 or lower: 6 damage; [[Slowed|slowed]] (EoT) +- 12–16: 8 damage; [[Dazed|dazed]] (EoT) +- 17+: 13 damage; [[Dazed|dazed]] (EoE) ###### INSPIRING STRIKE (3 FOCUS) @@ -4740,7 +4741,7 @@ Your allies wait for your command—then unleash death! - **Distance:** Ranged 5 - **Target:** All allies -**Effect:** Each target can make a free strike. +**Effect:** Each target can make a [[Free Strike|free strike]]. ###### THEIR WEAKNESS IS OUR STRENGTH (5 FOCUS) @@ -4753,9 +4754,9 @@ Leaving your foe struggling gives your allies a strategic opening. **Power Roll + Might:** -- 11 or lower: 7 damage; weakened (EoT) -- 12–16: 10 damage; weakened (EoT) -- 17+: 16 damage; weakened (EoE) +- 11 or lower: 7 damage; [[Weakened|weakened]] (EoT) +- 12–16: 10 damage; [[Weakened|weakened]] (EoT) +- 17+: 16 damage; [[Weakened|weakened]] (EoE) **Effect:** The target is marked (EoE). Each of your allies can spend a Recovery the first time they attack any target you’ve marked before the start of your next turn. @@ -4774,12 +4775,12 @@ A quick signal from you gives your allies a chance to turn the tide of battle. (Playtest note: This is not all the kits we imagine will be available in the game, but just a sampling. There might be more implement and weapon categories too.) -The knight in shining armor. The warrior priest. The hermit mage. As you build your character, you can tap into these and many more archetypal concepts using kits. A kit is a combination of weapons, armor, implements, and fighting and spellcasting techniques that lets you personalize your character for battle. +The knight in [[Shining Armor|shining armor]]. The warrior priest. The hermit mage. As you build your character, you can tap into these and many more archetypal concepts using kits. A kit is a combination of weapons, armor, implements, and fighting and spellcasting techniques that lets you personalize your character for battle. The game features two types of kits. A hero can take any kit, but some kits are better suited to specific classes. -- **Martial kits** are collections of weapons, armor, and related combat training. They are meant for heroes who primarily fight with weapons, such as furies, shadows, and tacticians. -- **Caster kits** often include equipment, but are primarily methods of using magic that you meditate on. They are meant for heroes who primarily fight with magic abilities, including conduits and elementalists. +- **Martial kits** are collections of weapons, armor, and related combat training. They are meant for heroes who primarily fight with weapons, such as furies, [[Shadow|shadows]], and [[Tactician|tacticians]]. +- **Caster kits** often include equipment, but are primarily methods of using magic that you meditate on. They are meant for heroes who primarily fight with magic abilities, including [[Conduit|conduits]] and [[Elementalist|elementalists]]. ### CHANGING YOUR KIT @@ -4789,7 +4790,7 @@ Your choice of kit is always flexible, and your character is never locked into a Each kit includes an armor entry. Martial kits also have a weapons entry, and caster kits have an implement entry. It’s important to know what equipment a kit uses, because that informs your hero’s appearance and story. It also determines the type of treasures they can wield. -The description of gear in your kit is limited to broad categories, leaving you free to decide the specifics that best align with your vision of the character. For instance, the Guisarmier kit provides medium armor and a polearm. One player using this kit could wear heavy layers of hide and wield a longspear, while another might wear a shining breastplate and carry a halberd into battle. +The description of gear in your kit is limited to broad categories, leaving you free to decide the specifics that best align with your vision of the character. For instance, the [[Guisarmier]] kit provides medium armor and a polearm. One player using this kit could wear heavy layers of [[Hide|hide]] and wield a longspear, while another might wear a shining breastplate and carry a halberd into battle. The equipment categories your kit gives you are part of what affects the math behind your kit’s benefits, alongside the fighting techniques each kit provides. @@ -4803,7 +4804,7 @@ Each kit has an armor category that indicates the kind of protection you have wh - **None:** If a kit has no armor, you can wear whatever clothing you like! Robes, a fashionable tunic and pants, or just a loincloth—it’s totally up to you. - **Light Armor:** If a kit features light armor, you might wear padded cloth, leather armor, or even a chain shirt. -- **Medium Armor:** If a kit has medium armor, you might wear layers of thick hides, a breastplate, or armor made of metal scales. +- **Medium Armor:** If a kit has medium armor, you might wear layers of thick [[Hide|hides]], a breastplate, or armor made of metal scales. - **Heavy Armor:** If a kit has heavy armor, then you’re likely wearing metal from head to toe. Chain mail, ring mail, and suits of plate armor protect you better than any other mundane protection. - **Shield:** If a kit has a shield, then you wield a shield that can be any shape and made of any mundane material you like. The best shields have a sweet insignia on them, so start thinking about yours! @@ -4853,13 +4854,13 @@ Whip weapons include the standard whip, but also include spiked chains, flails, > Improvised weapons include rocks, bottles, plates, furniture, and anything else you pick up that can be bashed, hurled, or stabbed into an enemy. As well, any weapons that aren’t part of your kit count as improvised weapons for you. If you’re not using a kit with unarmed strikes, then your feet and fists are improvised weapons. > -> Improvised weapons can be used to make attacks with the Weapon keyword that you gain from your class, though not from your kit. They add no special bonuses from your kit to the attack. Many melee-focused heroes choose a kit that maximizes their melee capabilities, then make ranged free strikes with improvised weapons. +> Improvised weapons can be used to make attacks with the Weapon keyword that you gain from your class, though not from your kit. They add no special bonuses from your kit to the attack. Many melee-focused heroes choose a kit that maximizes their melee capabilities, then make ranged [[Free Strike|free strikes]] with improvised weapons. #### KIT IMPLEMENT MATERIALS Caster kits have an implement that enhances and focuses a hero’s magic abilities. Even a creature who doesn’t use magic abilities can eke a bit of power from an implement by using the proper spellcasting style and techniques. Each material can boost some of a caster’s magic abilities, but also focuses on improving a specific aspect of their magic. Your implement might be an amulet or a book of incantations, a holy symbol, orb, rod, staff, or wand, or any other similar item that you touch while using your abilities. The exact look of an implement is for you to decide. -Each material that can be used to create an implement (such as bone, crystal, or metal) enhances a different aspect of your fighting style and magical abilities. The materials used to create your implement are determined by your kit, but you choose how much they factor into the implement’s visual design. For example, a hero with the Frigid kit wields an implement made of crystal. This could be a crystal-tipped cane, rod, staff, or wand, or it could be a tome with a large crystal embedded in the cover. You can also include other materials in your implement, though they have no effect on your kit’s bonuses. +Each material that can be used to create an implement (such as bone, crystal, or metal) enhances a different aspect of your fighting style and magical abilities. The materials used to create your implement are determined by your kit, but you choose how much they factor into the implement’s visual design. For example, a hero with the [[Frigid]] kit wields an implement made of crystal. This could be a crystal-tipped cane, rod, staff, or wand, or it could be a tome with a large crystal embedded in the cover. You can also include other materials in your implement, though they have no effect on your kit’s bonuses. You can use any ability with the Magic keyword even if your kit doesn’t have an implement, but you don’t get to apply your kit’s bonuses to that ability. @@ -4890,13 +4891,13 @@ Wood implements catapult magic energy that travels through them, increasing the #### KITS AND TREASURES -When you find a supernatural item such as a magic sword, you can use the item as long as it matches one of your kit’s equipment categories. A Blade of Quintessence is a medium weapon, so you can use it with the Ranger or Shining Armor kits. However, you can’t use it with the Cloak and Dagger or Spellslinger kits because those kits don’t use medium weapons, meaning you haven’t done the necessary preparations to use the weapon effectively. You can still swing a Blade of Quintessence around, but you don’t get any of its bonuses or benefits. +When you find a supernatural item such as a magic sword, you can use the item as long as it matches one of your kit’s equipment categories. A Blade of Quintessence is a medium weapon, so you can use it with the [[Ranger]] or [[Shining Armor]] kits. However, you can’t use it with the [[Cloak And Dagger|Cloak and Dagger]] or [[Spellslinger]] kits because those kits don’t use medium weapons, meaning you haven’t done the necessary preparations to use the weapon effectively. You can still swing a Blade of Quintessence around, but you don’t get any of its bonuses or benefits. If you find a piece of equipment you really want to use that isn’t part of your kit, you can always change your kit as a respite activity. ### KIT BONUSES AND TRAITS -Taking a martial kit can increase your Stamina, speed, and stability, as well as the damage, distance, and reach of your weapon abilities. Caster kits can increase your Stamina, speed, and stability, as well as the damage, distance, and area of your magical abilities. Kit bonuses are applied to free strikes. +Taking a martial kit can increase your Stamina, speed, and stability, as well as the damage, distance, and reach of your weapon abilities. Caster kits can increase your Stamina, speed, and stability, as well as the damage, distance, and area of your magical abilities. Kit bonuses are applied to [[Free Strike|free strikes]]. #### STAMINA BONUS @@ -4930,7 +4931,7 @@ Caster kits can have a magical damage bonus. This bonus is added to magic abilit Kit damage bonuses are presented as “+X/+Y/+Z.” The X bonus is added to qualifying tier 1 power roll results, the Y bonus is added to qualifying tier 2 power roll results, and the Z bonus is added to qualifying tier 3 power roll results. -For example, the Shining Armor Kit has a +2/+2/+2 melee weapon damage bonus, increasing the damage of your abilities with the Melee and Weapon keywords across all tier results. The Dancer kit has a +0/+1/+2 magic damage bonus, having no effect on tier 1 results, increasing the damage of tier 2 results by 1, and increasing the damage of tier 3 results by 2 for your magic abilities. +For example, the [[Shining Armor]] Kit has a +2/+2/+2 melee weapon damage bonus, increasing the damage of your abilities with the Melee and Weapon keywords across all tier results. The [[Dancer]] kit has a +0/+1/+2 magic damage bonus, having no effect on tier 1 results, increasing the damage of tier 2 results by 1, and increasing the damage of tier 3 results by 2 for your magic abilities. #### DISTANCE BONUS @@ -4948,7 +4949,7 @@ Your kit’s reach bonus is added to the reach of your melee weapon attacks. Some caster kits have an area bonus. For all areas except walls, the bonus is added to all dimensions of any area of effect created by your magic abilities. For walls, the bonus is added to the number of squares the wall can create. -For example, the conduit’s Thunder of the Divine ability has a 4-cube area of effect, so an area bonus of +1 increases the ability’s area of effect to a 5-cube. +For example, the [[Conduit|conduit]]’s [[Thunder Of The Divine|Thunder of the Divine]] ability has a 4-cube area of effect, so an area bonus of +1 increases the ability’s area of effect to a 5-cube. #### MOBILITY @@ -4975,11 +4976,11 @@ Each caster kit grants you a ward that is active as long as you are alive and no ### MARTIAL KITS -This section details a number of martial kits, whose bonuses and benefits are summarized in the Martial Kits table. +This section details a number of martial kits, whose bonuses and benefits are summarized in the [[Martial Kits Table|Martial Kits table]]. #### CLOAK AND DAGGER -Providing throwable light weapons and light armor easily concealed by a cloak to confuse your enemies, the Cloak and Dagger kit makes you more mobile while providing a boost to your effectiveness at range and to your damage. This kit is good for a hero who wants to be able to move all over the battlefield while keeping their options open for using short-range attacks. +Providing throwable light weapons and light armor easily concealed by a cloak to confuse your enemies, the [[Cloak And Dagger|Cloak and Dagger]] kit makes you more mobile while providing a boost to your effectiveness at range and to your damage. This kit is good for a hero who wants to be able to move all over the battlefield while keeping their options open for using short-range attacks. ##### EQUIPMENT @@ -5015,7 +5016,7 @@ A stab, and a few quick, careful steps back. #### GUISARMIER -The Guisarmier kit is for those who want to use a polearm for extended reach and still gain the extra protection of armor. This is the kit that allows you to become the ultimate halberd, longspear, or glaive fighter. +The [[Guisarmier]] kit is for those who want to use a polearm for extended reach and still gain the extra protection of armor. This is the kit that allows you to become the ultimate halberd, longspear, or glaive fighter. ##### EQUIPMENT @@ -5049,7 +5050,7 @@ In your hands, the haft is as good as the head. #### MARTIAL ARTIST -If you want to be fast in a fight, then Martial Artist is the kit for you. Unencumbered by weapons or armor, this fighting style rewards quick, focused unarmed strikes to opponents, and allows you to be the ultimate skirmisher. +If you want to be fast in a fight, then [[Martial Artist]] is the kit for you. Unencumbered by weapons or armor, this fighting style rewards quick, focused unarmed strikes to opponents, and allows you to be the ultimate skirmisher. ##### EQUIPMENT @@ -5085,7 +5086,7 @@ You feint to move your enemies into perfect position. #### MOUNTAIN -The Mountain kit does exactly what it says on the tin. You don heavy armor and a heavy weapon to stand strong against your foes, quickly demolishing them when it’s your turn to attack. +The [[Mountain]] kit does exactly what it says on the tin. You don heavy armor and a heavy weapon to stand strong against your foes, quickly demolishing them when it’s your turn to attack. ##### EQUIPMENT @@ -5120,7 +5121,7 @@ An enemy who tagged you will pay for that. #### PANTHER -If you want a good balance of protection, speed, and damage, the Panther kit is for you. This kit increases your Stamina not by wearing armor, but through the focused battle preparation of body and mind, letting you be fast and mobile while swinging a heavy weapon at your foes. +If you want a good balance of protection, speed, and damage, the [[Panther]] kit is for you. This kit increases your Stamina not by wearing armor, but through the focused battle preparation of body and mind, letting you be fast and mobile while swinging a heavy weapon at your foes. ##### EQUIPMENT @@ -5156,7 +5157,7 @@ The faster you move, the harder you hit. #### PUGILIST -Meant for brawlers and boxers, the Pugilist kit gives you access to a melee fighting style that boosts your Stamina and damage while allowing you to float like a butterfly. If you want to be a tough, strong hero who doles out punishment with your fists, then this kit is for you. +Meant for brawlers and boxers, the [[Pugilist]] kit gives you access to a melee fighting style that boosts your Stamina and damage while allowing you to float like a butterfly. If you want to be a tough, strong hero who doles out punishment with your fists, then this kit is for you. ##### EQUIPMENT @@ -5192,7 +5193,7 @@ Keeping your enemies stumbling around the battlefield is second nature to you. #### RAIDER -The Raider kit keeps you protected while granting you full mobility, providing a boost to speed and distance that lets you run around the battlefield like a Viking warrior. +The [[Raider]] kit keeps you protected while granting you full mobility, providing a boost to speed and distance that lets you run around the battlefield like a Viking warrior. ##### EQUIPMENT @@ -5223,11 +5224,11 @@ In your hands, a shield isn’t just for protection. - 11 or lower: 4 damage; push 1 - 12–16: 8 damage; push 2 -- 17+: 11 damage; push 3; prone if the target is your size or smaller +- 17+: 11 damage; push 3; [[Prone|prone]] if the target is your size or smaller #### RANGER -The Ranger kit outfits you with light armor and several weapons, letting you easily switch between using a melee weapon and a bow. This kit provides a good balance of bonuses to Stamina, speed, damage, and range to create a hero who is a jack-of-all-trades. +The [[Ranger]] kit outfits you with light armor and several weapons, letting you easily switch between using a melee weapon and a bow. This kit provides a good balance of bonuses to Stamina, speed, damage, and range to create a hero who is a jack-of-all-trades. ##### EQUIPMENT @@ -5258,12 +5259,12 @@ A well-placed shot leaves your enemy struggling to move. **Power Roll + Might or Agility:** - 11 or lower: 3 damage -- 12–16: 7 damage; slowed (EoT) -- 17+: 10 damage; slowed (EoE) +- 12–16: 7 damage; [[Slowed|slowed]] (EoT) +- 17+: 10 damage; [[Slowed|slowed]] (EoE) #### RAPID-FIRE -The Rapid-Fire kit is for archers who want to deal maximum damage by shooting as many arrows as possible into nearby enemies. With this kit, your fighting technique focuses on peppering foes at medium range. +The [[Rapid-fire|Rapid-Fire]] kit is for archers who want to deal maximum damage by shooting as many arrows as possible into nearby enemies. With this kit, your fighting technique focuses on peppering foes at medium range. ##### EQUIPMENT @@ -5298,7 +5299,7 @@ When you fire two arrows back to back, both hit their mark. #### RETIARIUS -The retiarius is often depicted as a lightly armored warrior with a net in one hand and a trident in the other, and this kit gives you the equipment and fighting technique to make that happen. Tie up your foe with a net and then poke them to death! +The [[Retiarius|retiarius]] is often depicted as a lightly armored warrior with a net in one hand and a trident in the other, and this kit gives you the equipment and fighting technique to make that happen. Tie up your foe with a net and then poke them to death! ##### EQUIPMENT @@ -5328,12 +5329,12 @@ The well-thrown net that follows your main attack leaves your foes right where y **Power Roll + Might or Agility:** - 11 or lower: 4 damage -- 12–16: 7 damage; slowed (EoT) -- 17+: 10 damage; restrained (EoT) +- 12–16: 7 damage; [[Slowed|slowed]] (EoT) +- 17+: 10 damage; [[Restrained|restrained]] (EoT) #### SHINING ARMOR -The Shining Armor kit provides the most protection a kit can afford, providing you with the sword, shield, and armor necessary to play the prototypical knight. +The [[Shining Armor]] kit provides the most protection a kit can afford, providing you with the sword, shield, and armor necessary to play the prototypical knight. ##### EQUIPMENT @@ -5360,13 +5361,13 @@ The strength of your assault makes it impossible for your foe to ignore you. **Power Roll + Might or Agility:** -- 11 or lower: 5 damage; taunted (EoT) -- 12–16: 9 damage; taunted (EoT) -- 17+: 12 damage; taunted (EoT) +- 11 or lower: 5 damage; [[Taunted|taunted]] (EoT) +- 12–16: 9 damage; [[Taunted|taunted]] (EoT) +- 17+: 12 damage; [[Taunted|taunted]] (EoT) #### SNIPER -The Sniper kit gives you the tools and techniques to take down enemies from afar. This kit can help you become the archer who lurks behind trees or down tunnels, picking off enemies with a bow or crossbow as they approach. +The [[Sniper]] kit gives you the tools and techniques to take down enemies from afar. This kit can help you become the archer who lurks behind trees or down tunnels, picking off enemies with a bow or crossbow as they approach. ##### EQUIPMENT @@ -5402,7 +5403,7 @@ Breathe… aim… wait… then strike! #### STICK AND ROBE -Armed with a simple reach weapon, often a quarterstaff, heroes using the Stick and Robe kit are highly mobile thanks to their light armor. This allows them to make maximum use of their weapon’s length. +Armed with a simple reach weapon, often a quarterstaff, heroes using the [[Stick And Robe|Stick and Robe]] kit are highly mobile thanks to their light armor. This allows them to make maximum use of their weapon’s length. ##### EQUIPMENT @@ -5437,7 +5438,7 @@ When your stick speaks, your enemy moves. #### SWASHBUCKLER -If you want to be mobile and deal a lot of damage with melee attacks, then you should reach for the Swashbuckler kit. This is a great kit for heroes who want to be master duelists. +If you want to be mobile and deal a lot of damage with melee attacks, then you should reach for the [[Swashbuckler]] kit. This is a great kit for heroes who want to be master duelists. ##### EQUIPMENT @@ -5473,7 +5474,7 @@ All combat is a dance—and you’ll be the one leading. #### WHIRLWIND -The Whirlwind kit makes effective use of whips, granting you mobility, damage, and reach. If you want to be a mobile warrior who uses a chain or whip, then this is the kit for you. +The [[Whirlwind]] kit makes effective use of whips, granting you mobility, damage, and reach. If you want to be a mobile warrior who uses a chain or whip, then this is the kit for you. ##### EQUIPMENT @@ -5507,23 +5508,23 @@ When you draw your whip back after an attack, your enemy comes ever closer. #### MARTIAL KITS TABLE -| Kit | Armor | Weapon | Stamina | Speed | Stability | Melee Damage | Ranged Damage | Weapon Distance | Reach | Mobility | -| ---------------- | -------------- | ------------------ | ------- | ----- | --------- | ------------ | ------------- | --------------- | ----- | -------- | -| Cloak and Dagger | Light | Light | +3 | +2 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | -| Guisarmier | Medium | Polearm | +6 | — | +1 | +2/+2/+2 | — | — | +1 | — | -| Martial Artist | None | Unarmed Strike | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | -| Mountain | Heavy | Heavy | +9 | — | +2 | +0/+0/+4 | — | — | — | — | -| Panther | None | Heavy | +6 | +1 | +1 | +0/+0/+4 | — | — | — | — | -| Pugilist | None | Unarmed Strike | +6 | +2 | +1 | +1/+1/+1 | — | — | — | — | -| Raider | Medium, Shield | Light | +9 | +1 | — | +1/+1/+1 | — | +5 | — | Yes | -| Ranger | Medium | Medium, Bow | +6 | +1 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | -| Rapid-Fire | Light | Bow | +3 | +1 | — | — | +2/+2/+2 | +7 | — | Yes | -| Retiarius | Light | Polearm, Ensnaring | +3 | +1 | — | +2/+2/+2 | — | — | +1 | Yes | -| Shining Armor | Heavy, Shield | Medium | +12 | — | +1 | +2/+2/+2 | — | — | — | — | -| Sniper | None | Bow | — | +1 | — | — | +0/+0/+4 | +10 | — | Yes | -| Stick and Robe | Light | Polearm | +3 | +2 | — | +1/+1/+1 | — | — | +1 | Yes | -| Swashbuckler | Light | Medium | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | -| Whirlwind | None | Whip | — | +3 | — | +1/+1/+1 | — | — | +1 | Yes | +| Kit | Armor | Weapon | Stamina | Speed | Stability | Melee Damage | Ranged Damage | Weapon Distance | Reach | Mobility | +| -------------------------------------- | -------------- | ------------------ | ------- | ----- | --------- | ------------ | ------------- | --------------- | ----- | -------- | +| [[Cloak And Dagger\|Cloak and Dagger]] | Light | Light | +3 | +2 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | +| [[Guisarmier]] | Medium | Polearm | +6 | — | +1 | +2/+2/+2 | — | — | +1 | — | +| [[Martial Artist]] | None | Unarmed Strike | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | +| [[Mountain]] | Heavy | Heavy | +9 | — | +2 | +0/+0/+4 | — | — | — | — | +| [[Panther]] | None | Heavy | +6 | +1 | +1 | +0/+0/+4 | — | — | — | — | +| [[Pugilist]] | None | Unarmed Strike | +6 | +2 | +1 | +1/+1/+1 | — | — | — | — | +| [[Raider]] | Medium, Shield | Light | +9 | +1 | — | +1/+1/+1 | — | +5 | — | Yes | +| [[Ranger]] | Medium | Medium, Bow | +6 | +1 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | +| [[Rapid-fire\|Rapid-Fire]] | Light | Bow | +3 | +1 | — | — | +2/+2/+2 | +7 | — | Yes | +| [[Retiarius]] | Light | Polearm, Ensnaring | +3 | +1 | — | +2/+2/+2 | — | — | +1 | Yes | +| [[Shining Armor]] | Heavy, Shield | Medium | +12 | — | +1 | +2/+2/+2 | — | — | — | — | +| [[Sniper]] | None | Bow | — | +1 | — | — | +0/+0/+4 | +10 | — | Yes | +| [[Stick And Robe\|Stick and Robe]] | Light | Polearm | +3 | +2 | — | +1/+1/+1 | — | — | +1 | Yes | +| [[Swashbuckler]] | Light | Medium | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | +| [[Whirlwind]] | None | Whip | — | +3 | — | +1/+1/+1 | — | — | +1 | Yes | ### CASTER KITS @@ -5531,7 +5532,7 @@ This section details a number of caster kits, whose bonuses and benefits are sum #### BLOODPACT -Sometimes you need a direct line to your heart to get the most of your magic. The Bloodpact kit trades your blood or lifeforce for more power and heightened casting. With careful control of your natural resources (or borrowing someone else’s), you can take care of business before succumbing to your own hubris. While using this kit, the smell of blood becomes super intense to your senses. +Sometimes you need a direct line to your heart to get the most of your magic. The [[Bloodpact]] kit trades your blood or lifeforce for more power and heightened casting. With careful control of your natural resources (or borrowing someone else’s), you can take care of business before succumbing to your own hubris. While using this kit, the smell of blood becomes super intense to your senses. ##### EQUIPMENT @@ -5567,7 +5568,7 @@ The blood ward is a large projection of your heart that magnifies the sound of y #### DANCER -The Dancer kit forgoes nearly all equipment in exchange for speed, letting you rely purely on kinetic energy to channel your power. The more you move, the more others may want to move with you. Select this kit when your party regularly needs to close the distance on your enemies. While you use this kit, your heartbeat becomes an audible metronome. +The [[Dancer]] kit forgoes nearly all equipment in exchange for speed, letting you rely purely on kinetic energy to channel your power. The more you move, the more others may want to move with you. Select this kit when your party regularly needs to close the distance on your enemies. While you use this kit, your heartbeat becomes an audible metronome. ##### EQUIPMENT @@ -5607,7 +5608,7 @@ Your ward surrounds you with a soft, enchanting melody whose volume you control, #### FRIGID -The Frigid kit is for heroes who want to tap into the power of arcane blizzards and magical cold. Armed only with an implement of crystal, you can create bursts of ice and protect yourself with frigid winds. When you meditate to prepare this kit, others notice the area around you becoming slightly cooler. +The [[Frigid]] kit is for heroes who want to tap into the power of arcane blizzards and magical cold. Armed only with an implement of crystal, you can create bursts of ice and protect yourself with [[Frigid|frigid]] winds. When you meditate to prepare this kit, others notice the area around you becoming slightly cooler. ##### EQUIPMENT @@ -5621,7 +5622,7 @@ You wield an implement of crystal, such as a staff or a wand. ##### SIGNATURE ABILITY: FROZEN EXPLOSION -You unleash a blast of frigid air to freeze and hinder your foes. +You unleash a blast of [[Frigid|frigid]] air to freeze and hinder your foes. **Keywords**: Area, Magic, Ranged @@ -5634,8 +5635,8 @@ You unleash a blast of frigid air to freeze and hinder your foes. **Power Roll** + Reason, Intuition, or Presence: - 11 or lower: 2 cold damage -- 12–16: 3 cold damage; slowed (EoT) -- 17+: 4 cold damage; slowed (EoE) +- 12–16: 3 cold damage; [[Slowed|slowed]] (EoT) +- 17+: 4 cold damage; [[Slowed|slowed]] (EoE) ##### KIT WARD: ICE ARMOR @@ -5646,7 +5647,7 @@ Your ward covers your body in ice, and grants you the following benefits: #### MEDITATOR -The Meditator kit allows you to wield magic hardened by experience and isolation. Your spirit visibly extends beyond your physical form in the form of moss, spores, and pulsing aura of light. While using this kit, you tend to skip meals and ignore inclement weather. +The [[Meditator]] kit allows you to wield magic hardened by experience and isolation. Your spirit visibly extends beyond your physical form in the form of moss, spores, and pulsing aura of light. While using this kit, you tend to skip meals and ignore inclement weather. ##### EQUIPMENT @@ -5684,7 +5685,7 @@ Your spirit overflows and warms the area around you. It grants you the following #### MISSILE -The Missile kit allows you to throw your implement at your foes, then recall it back to you. Enemies impacted by this concentration of magic are left reeling while you stand safely out of their reach. When you use this kit, your competitive nature is more pronounced, and you wield your implement recklessly. +The [[Missile]] kit allows you to throw your implement at your foes, then recall it back to you. Enemies impacted by this concentration of magic are left reeling while you stand safely out of their reach. When you use this kit, your competitive nature is more pronounced, and you wield your implement recklessly. ##### EQUIPMENT @@ -5724,7 +5725,7 @@ Your ward wraps itself around your head and shields your eyes, granting you the #### NATURE CALLING -The Nature Calling kit allows you to tap into the magical forces of nature. You wield an implement of stone so that your feet stand firm on the earth and your magic can be carried by the wind. While using this kit, you can faintly hear the whispers of the land around you. +The [[Nature Calling]] kit allows you to tap into the magical forces of nature. You wield an implement of stone so that your feet stand firm on the earth and your magic can be carried by the wind. While using this kit, you can faintly hear the whispers of the land around you. ##### EQUIPMENT @@ -5757,12 +5758,12 @@ You call forth a small bolt of lightning, then hurl it at your foe. Your ward surrounds you with protective animal spirits, and grants you the following benefits: -- The area within 2 squares of you is difficult terrain for your enemies. +- The area within 2 squares of you is [[Difficult Terrain|difficult terrain]] for your enemies. - Whenever an enemy within 12 squares of you damages you with a ranged ability, you can either shift towards them or pull them a number of squares equal to your highest characteristic score. #### ROOK -The Rook kit allows you to use strong armor so you can be better protected while you heal and enhance your allies on the frontline. Heroes with this kit often dive into support magic. While using this kit, your armor resonates with the sounds of choirs from on high as you polish it. +The [[Rook]] kit allows you to use strong armor so you can be better protected while you [[Heal|heal]] and enhance your allies on the frontline. Heroes with this kit often dive into support magic. While using this kit, your armor resonates with the sounds of choirs from on high as you polish it. ##### EQUIPMENT @@ -5799,7 +5800,7 @@ Your armor is reinforced by a bright ward of holy energy, and grants you the fol #### SPELLSLINGER -The Spellslinger kit is for those who want to focus magic on their foes from far away, becoming a magical blaster surrounded by rippling energy. While using this kit, you can faintly see auras of energy emanating from far-off creatures. +The [[Spellslinger]] kit is for those who want to focus magic on their foes from far away, becoming a magical blaster surrounded by rippling energy. While using this kit, you can faintly see auras of energy emanating from far-off creatures. ##### EQUIPMENT @@ -5837,7 +5838,7 @@ Whenever you take damage, you gain a bonus to damage equal to your highest chara #### WARD WEAVER -The Ward Weaver kit allows you to protect yourself in combat with telekinetic techniques that also boost your damage. This kit creates a supernatural hero who can more effectively ward themself and their allies. While you use this kit, you occasionally take on the mannerisms of your allies without realizing it. +The [[Ward Weaver]] kit allows you to protect yourself in combat with telekinetic techniques that also boost your damage. This kit creates a supernatural hero who can more effectively ward themself and their allies. While you use this kit, you occasionally take on the mannerisms of your allies without realizing it. ##### EQUIPMENT @@ -5873,17 +5874,17 @@ You have an invisible ward of magical force that extends 2 squares from you in a #### CASTER KIT TABLE -| Caster Kits | Kit Armor | Implement | Stamina | Speed | Stability | Magical Damage | Magic Distance | Area | -| -------------- | --------- | --------- | ------- | ----- | --------- | -------------- | -------------- | ---- | -| Bloodpact | None | Metal | +6 | — | — | +2/+2/+2 | +5 | — | -| Dancer | None | Glass | — | +2 | — | +0/+1/+2 | — | — | -| Frigid | None | Crystal | +3 | — | — | — | +7 | +1 | -| Meditator | Light | Bone | +6 | +1 | — | — | — | — | -| Missile | None | Wood | — | — | — | +0/+1/+2 | +10 | — | -| Nature Calling | None | Stone | — | — | +2 | — | +7 | — | -| Rook | Heavy | Bone | +12 | — | — | — | — | — | -| Spellslinger | None | Metal | — | +1 | — | +1/+1/+1 | +5 | — | -| Ward Weaver | None | Bone | +6 | — | +1 | — | +5 | — | +| Caster Kits | Kit Armor | Implement | Stamina | Speed | Stability | Magical Damage | Magic Distance | Area | +| ------------------ | --------- | --------- | ------- | ----- | --------- | -------------- | -------------- | ---- | +| [[Bloodpact]] | None | Metal | +6 | — | — | +2/+2/+2 | +5 | — | +| [[Dancer]] | None | Glass | — | +2 | — | +0/+1/+2 | — | — | +| [[Frigid]] | None | Crystal | +3 | — | — | — | +7 | +1 | +| [[Meditator]] | Light | Bone | +6 | +1 | — | — | — | — | +| [[Missile]] | None | Wood | — | — | — | +0/+1/+2 | +10 | — | +| [[Nature Calling]] | None | Stone | — | — | +2 | — | +7 | — | +| [[Rook]] | Heavy | Bone | +12 | — | — | — | — | — | +| [[Spellslinger]] | None | Metal | — | +1 | — | +1/+1/+1 | +5 | — | +| [[Ward Weaver]] | None | Bone | +6 | — | +1 | — | +5 | — | ## COMPLICATIONS @@ -5899,7 +5900,7 @@ Not all complication benefits and drawbacks are created equal, but each benefit ### MODIFYING THE STORY -You can modify the narrative of a complication to better fit with your vision of your character’s backstory—or change it entirely. For instance, if you choose Devil Deal as a complication, you can have your hero instead make that deal with an archfey or an undead general! +You can modify the narrative of a complication to better fit with your vision of your character’s backstory—or change it entirely. For instance, if you choose [[Devil Deal]] as a complication, you can have your hero instead make that deal with an archfey or an undead general! Many of the details of each complication are purposefully left vague, so that you can connect it to the rest of your backstory. If your complication took place during “an attack” or “an accident,” you decide the specific details of who or what attacked you, or what type of accident befell you. @@ -5923,7 +5924,7 @@ Your ancestors made a deal with an archdevil that has tied you to that fiend’s **Benefit**: Whenever you are present for a battle in which all the creatures on one side are not surprised, your side goes first on a result of 4 or greater on the d10 roll (see Determine Who Goes First in Combat Round). -**Drawback**: The archdevil occasionally asks you to defeat enemies on their behalf. If you refuse, your fiendish patron sends devils after you and those you care about. +**Drawback**: The archdevil occasionally asks you to defeat enemies on their behalf. If you refuse, your fiendish patron sends [[Devil|devils]] after you and those you care about. #### ELEMENTAL ABSORPTION @@ -5951,7 +5952,7 @@ You once contracted a terrible illness for which no one could find a cure. You s #### PUNISHMENT CURSE -Through ignorance, fear, spite, or selfishness, you refused to help someone in need. To teach you a lesson, a deity offered you what seemed to be a blessing—extra power to help you heal yourself in times of need, but harsh consequences should your need become excessive. You took the deal, and now benefit from the blessing but also suffer from a curse. +Through ignorance, fear, spite, or selfishness, you refused to help someone in need. To teach you a lesson, a deity offered you what seemed to be a blessing—extra power to help you [[Heal|heal]] yourself in times of need, but harsh consequences should your need become excessive. You took the deal, and now benefit from the blessing but also suffer from a curse. **Benefit**: You have 2 additional Recoveries. @@ -5991,18 +5992,18 @@ Being in the wrong place at the wrong time saw you caught in the middle of a con #### COMPLICATIONS TABLE -| d10 | Complication | -| --- | -------------------- | -| 1 | Cult Victim | -| 2 | Devil Deal | -| 3 | Elemental Absorption | -| 4 | Fire and Chaos | -| 5 | Primordial Sickness | -| 6 | Punishment Curse | -| 7 | Shipwrecked | -| 8 | Vivid Dreams | -| 9 | Ward | -| 10 | War of the Guilds | +| d10 | Complication | +| --- | ---------------------------------------- | +| 1 | [[Cult Victim]] | +| 2 | [[Devil Deal]] | +| 3 | [[Elemental Absorption]] | +| 4 | [[Fire And Chaos\|Fire and Chaos]] | +| 5 | [[Primordial Sickness]] | +| 6 | [[Punishment Curse]] | +| 7 | [[Shipwrecked]] | +| 8 | [[Vivid Dreams]] | +| 9 | Ward | +| 10 | [[War Of The Guilds\|War of the Guilds]] | ## TESTS @@ -6010,9 +6011,9 @@ When you want your hero to rifle through a desk and locate a specific document, ### WHEN TO MAKE A TEST -The Director should ask a player to make a test only when the player’s hero attempts a task where the consequences of failure are interesting or dramatic, and where failure won’t grind the story to a halt. For example, if a hero wants to leap over a waist-high wall while casually walking through a peaceful city neighborhood, the worst case for failure is probably that the hero falls on their butt, takes no damage, and can stand up to either try again or walk around the wall. As such, no test is required. But if the hero were being chased by enemies, failing to leap over the wall means the pursuers can catch them, so the Director might decide to call for a test to determine what happens. +The Director should ask a player to make a test only when the player’s hero attempts a task where the consequences of failure are interesting or dramatic, and where failure won’t grind the story to a halt. For example, if a hero wants to leap over a waist-high wall while casually walking through a peaceful city neighborhood, the worst case for failure is probably that the hero falls on their butt, takes no damage, and can [[Stand Up|stand up]] to either try again or [[Walk|walk]] around the wall. As such, no test is required. But if the hero were being chased by enemies, failing to leap over the wall means the pursuers can catch them, so the Director might decide to call for a test to determine what happens. -The advancement of a story shouldn’t be halted by failing a test. For instance, the heroes might need to know the color of a dwarf king’s crown to solve a puzzle, with that puzzle opening the only entrance to a tomb they must enter to stop a world-ending ritual. It could be that a successful Reason test allows the heroes to recall that lore, but the test shouldn’t be their only option to get the information. If the test fails, perhaps the heroes need to go to a flying library to do research, or they might be able to delve into a ruin to find the ancient monarch’s portrait. A failed test should always result in a story becoming more interesting, not in the action coming to an end. +The advancement of a story shouldn’t be halted by failing a test. For instance, the heroes might need to know the color of a [[Dwarf|dwarf]] king’s crown to solve a puzzle, with that puzzle opening the only entrance to a tomb they must enter to stop a world-ending ritual. It could be that a successful Reason test allows the heroes to recall that lore, but the test shouldn’t be their only option to get the information. If the test fails, perhaps the heroes need to go to a flying library to do research, or they might be able to delve into a ruin to find the ancient monarch’s portrait. A failed test should always result in a story becoming more interesting, not in the action coming to an end. #### IT JUST WORKS! @@ -6056,7 +6057,7 @@ You make a Presence test whenever you attempt a risky task that requires the use #### INFLUENCING PLAYER CHARACTER ACTIONS WITH TESTS -> Tests can’t be used by NPCs or PCs to influence the actions of PCs. Many players feel that their agency is taken away if they’re compelled to jump into a pile of gold filled with hidden scorpions because an NPC convinced them to do so with a Presence test. For most players, it’s not fun to be in control of a single hero and lose some of that control. +> Tests can’t be used by NPCs or PCs to influence the actions of PCs. Many players feel that their agency is taken away if they’re compelled to [[Jump|jump]] into a pile of gold filled with hidden scorpions because an NPC convinced them to do so with a Presence test. For most players, it’s not fun to be in control of a single hero and lose some of that control. > > Instead, Directors should do their level best to have an NPC suggest that a character dive headlong into the gold like a billionaire duck, then let the player decide what their character does. Similarly, a Director might decide that one player character can’t make an Intuition test to discern another PC’s motivations or honesty. > @@ -6102,7 +6103,7 @@ Depending on a test’s difficulty and the result of the power roll made to acco ##### FAILURE WITH A CONSEQUENCE -If you fail a test and incur a consequence, you don’t do what you set out to do—in addition to which, you suffer an impactful setback. The Director determines the exact nature of the consequence, which is typically related to the specific task. For instance, if a hero suffers a consequence while trying to climb a wall, they might make it halfway up the wall and then fall, taking damage and landing prone. A hero trying to sneak by cultists might be spotted by those foes, who immediately attack. If a consequence strikes when a hero attempts to bribe a prison guard, the guard might decide to arrest the hero or lead them into a trap. If a hero suffers a consequence on a Reason test made to recall lore about the king’s favorite meal, they might confuse it for a dish to which the monarch is deathly allergic. +If you fail a test and incur a consequence, you don’t do what you set out to do—in addition to which, you suffer an impactful setback. The Director determines the exact nature of the consequence, which is typically related to the specific task. For instance, if a hero suffers a consequence while trying to climb a wall, they might make it halfway up the wall and then fall, taking damage and landing [[Prone|prone]]. A hero trying to sneak by cultists might be spotted by those foes, who immediately attack. If a consequence strikes when a hero attempts to bribe a prison guard, the guard might decide to arrest the hero or lead them into a trap. If a hero suffers a consequence on a Reason test made to recall lore about the king’s favorite meal, they might confuse it for a dish to which the monarch is deathly allergic. Not all consequences need to be immediate or apparent. For example, a hero might fail with a consequence on a test made to cheat at a high-stakes game of cards with a noble. The failure means that the noble notices, but the Director decides that the noble doesn’t say anything. This consequence isn’t made apparent until later in the evening, when the noble has guards surround the hero and take the cheater down to the dungeon for stacking the deck. @@ -6158,7 +6159,7 @@ In lieu of other rewards, the Director can also decide that a hero who succeeds #### HOW LONG DOES IT TAKE? -The amount of time required for a task involving a test is determined by the Director. A task such as recalling lore with a Reason test might take no time at all. Ducking behind a barrel to hide with an Agility test might require a maneuver or an action, while tracking a band of voiceless talkers through the World Below could take hours or even days. +The amount of time required for a task involving a test is determined by the Director. A task such as recalling lore with a Reason test might take no time at all. Ducking behind a barrel to [[Hide|hide]] with an Agility test might require a maneuver or an action, while tracking a band of voiceless talkers through the World Below could take hours or even days. ##### TESTS DURING COMBAT @@ -6182,7 +6183,7 @@ To quickly assess the difficulty of a task and the test made to attempt it, the - **Moderate Test**: A test is moderate if multiple creatures oppose the hero and those creatures would have lower bonuses to their test rolls than the hero, or if only one creature opposes the hero and has the same test bonus as the hero. - **Hard Test**: A test is hard if an opposed creature would have a higher bonus to their test roll than the hero, or if multiple creatures with the same test bonus as the hero oppose the hero. -The failure consequences of opposed actions are some of the easiest to create on the fly. Fail to hide from someone, and they see you. Fail to lie to someone, and they catch your duplicity. Fail to arm wrestle someone for a free ale, and you’re picking up the tab. The consequence is that the opposition bests the hero. +The failure consequences of opposed actions are some of the easiest to create on the [[Fly|fly]]. Fail to [[Hide|hide]] from someone, and they see you. Fail to lie to someone, and they catch your duplicity. Fail to arm wrestle someone for a free ale, and you’re picking up the tab. The consequence is that the opposition bests the hero. #### NPCS ROLL FOR DECEPTIVE TASKS @@ -6229,7 +6230,7 @@ Skills represent the different specializations a hero has outside of attacking, #### APPLYING SKILLS -If you have a skill that applies to a test you make, you gain a +2 bonus to the test. For instance, if your hero has the Hide skill, you have a +2 bonus to any test you make that involves hiding yourself. This might include an Agility test to hide behind a barrel, or a Presence test to disappear into a crowd. +If you have a skill that applies to a test you make, you gain a +2 bonus to the test. For instance, if your hero has the [[Hide]] skill, you have a +2 bonus to any test you make that involves hiding yourself. This might include an Agility test to [[Hide|hide]] behind a barrel, or a Presence test to disappear into a crowd. Unless the Director deems otherwise, you can make a skill test even when you don’t have the appropriate skill. This means you simply make the test using the typical characteristic but without the +2 bonus the skill grants. You can’t apply more than one skill to a test. @@ -6241,11 +6242,11 @@ For example, intimidating someone with a purely verbal threat is a Presence test #### MANY SPECIFIC SKILLS -This game includes a big list of skills, and each is fairly specific. For example, instead of one Athletics skill that covers climbing, jumping, swimming, and lifting heavy objects, your character might use separate Climb, Jump, Lift, and Swim skills. Instead of a Thievery skill that covers picking locks, picking pockets, and disabling traps, the game has three skills: Pick Lock, Pick Pocket, and Sabotage. +This game includes a big list of skills, and each is fairly specific. For example, instead of one Athletics skill that covers climbing, jumping, swimming, and lifting heavy objects, your character might use separate Climb, [[Jump]], Lift, and Swim skills. Instead of a Thievery skill that covers picking locks, picking pockets, and disabling traps, the game has three skills: Pick Lock, Pick Pocket, and Sabotage. We made the decision to have a lot of specific skills based on our design goals. First, having skills this specific means that you will frequently make tests that don’t use one of your character’s skills and simply apply a characteristic. By not having a few broader skills, it means that having a character who covers the spread of every skill is actually impossible. Luckily, the math of the game doesn’t require you to have a skill to have a decent chance of success on a test. That means heroes can attempt tasks without the help of a skill just because someone needs to do it, and that is pretty darn heroic! -Since players don’t need to be worried about their characters covering a wide spread of skills, they’re free to choose the skills they think fit their heroes best and are the most fun to work with. In this way, you can get pretty specific with the hero you want to make. Maybe you’re thinking about an elementalist who has a gymnastic background in jumping and tumbling, and who also studied religion and blacksmithing. You can make that in our game! Having a specific backstory is part of cinematic storytelling. +Since players don’t need to be worried about their characters covering a wide spread of skills, they’re free to choose the skills they think fit their heroes best and are the most fun to work with. In this way, you can get pretty specific with the hero you want to make. Maybe you’re thinking about an [[Elementalist|elementalist]] who has a gymnastic background in jumping and tumbling, and who also studied religion and blacksmithing. You can make that in our game! Having a specific backstory is part of cinematic storytelling. Our rules for skills allow for them to be flexibly applied to any test that is appropriate for the skill. This encourages clever thinking. A player can ask the Director, “I want to impress the duke with a story about how I ascended the sheer Cliffs of Azgahnan. Can I use my Climb skill to get a +2 bonus to my Presence test?” That’s great! Getting creative like that is a lot of fun. It paints a visual picture and it’s tactical thinking! However, if the skills in a game are too broad in the kinds of activities they represent, that sometimes encourages players to find a way to apply the same skill over and over again with as many tests as possible. This isn’t fun for anyone, and doesn’t make a very compelling story. @@ -6294,8 +6295,8 @@ Failure consequences for tests made with exploration skills include harming your | Drive | Control vehicles | | Endurance | Remain engaged in strenuous activity over a long period | | Gymnastics | Move across unsteady or narrow surfaces, and tumble | -| Heal | Use mundane first aid | -| Jump | Leap vertical and horizontal distances | +| [[Heal]] | Use mundane first aid | +| [[Jump]] | Leap vertical and horizontal distances | | Lift | Pick up, carry, and throw heavy objects | | Navigate | Read a map and travel without becoming lost | | Ride | Ride and control a mount who isn’t sapient, such as a horse | @@ -6337,20 +6338,20 @@ Failure consequences for tests made with intrigue skills include getting caught ###### INTRIGUE SKILLS TABLE -| Skill | Use | -| -------------- |---------------------------------------------------------------------------------------------------| -| Alertness | Intuitively sense the details of your surroundings | -| Conceal Object | Hide an object on your person or in your environment | -| Disguise | Change your appearance to look like a different person | +| Skill | Use | +| -------------- | -------------------------------------------------------------------------------------------------- | +| Alertness | Intuitively sense the details of your surroundings | +| Conceal Object | [[Hide]] an object on your person or in your environment | +| Disguise | Change your appearance to look like a different person | | Eavesdrop | Actively listen to something that is hard to hear, such as a whispered conversation through a door | -| Escape Artist | Escape from bonds such as rope or manacles | -| Hide | Conceal yourself from others’ observation | -| Pick Lock | Open a lock without using the key | -| Pick Pocket | Steal an item that another person wears or carries without them noticing | -| Sabotage | Disable a mechanical device such as a trap | -| Search | Actively search an environment for important details and items | -| Sneak | Move silently | -| Track | Follow a trail that another creature has left behind | +| Escape Artist | Escape from bonds such as rope or manacles | +| [[Hide]] | Conceal yourself from others’ observation | +| Pick Lock | Open a lock without using the key | +| Pick Pocket | Steal an item that another person wears or carries without them noticing | +| Sabotage | Disable a mechanical device such as a trap | +| Search | Actively search an environment for important details and items | +| Sneak | Move silently | +| Track | Follow a trail that another creature has left behind | ##### LORE SKILLS @@ -6362,19 +6363,19 @@ Failure consequences for tests made with lore skills typically include learning ###### LORE SKILLS TABLE -| Skill | Use | -| ------------------- | ------------------------------------------------------------------------------------------ | -| Culture | Knowing about a culture’s customs, folktales, and taboos | -| Criminal Underworld | Knowing about criminal organizations, their crimes, their relationships, and their leaders | -| History | Knowing about significant past events | -| Magic | Knowing about magical places, spells, rituals, items, and phenomena | -| Monsters | Knowing monster ecology, strengths, and weaknesses | -| Nature | Knowing about natural flora, fauna, and weather | -| Psionics | Knowing about psionic places, spells, rituals, items, and phenomena | -| Religion | Knowing about religious mythology, practices, and rituals | -| Rumors | Knowing gossip, legends, and uncertain truths | -| Society | Knowing noble etiquette and the leadership and power dynamics of noble families | -| Timescape | Knowing about the various planets of the timescape | +| Skill | Use | +| ----------------------- | -------------------------------------------------------------------------------------------------------- | +| Culture | Knowing about a culture’s customs, folktales, and taboos | +| [[Criminal]] Underworld | Knowing about [[Criminal\|criminal]] organizations, their crimes, their relationships, and their leaders | +| History | Knowing about significant past events | +| Magic | Knowing about magical places, spells, rituals, items, and phenomena | +| Monsters | Knowing monster ecology, strengths, and weaknesses | +| Nature | Knowing about natural flora, fauna, and weather | +| Psionics | Knowing about psionic places, spells, rituals, items, and phenomena | +| Religion | Knowing about religious mythology, practices, and rituals | +| Rumors | Knowing gossip, legends, and uncertain truths | +| Society | Knowing noble etiquette and the leadership and power dynamics of noble families | +| Timescape | Knowing about the various planets of the timescape | ##### ARE ALL SKILLS EQUAL? @@ -6438,7 +6439,7 @@ At the start of a montage test, the Director should describe the scenario underl #### INDIVIDUAL TESTS IN MONTAGE TESTS -The difficulty of each individual test in a montage test is set by the Director and can vary from test to test. For instance, if the heroes are preparing the defenses of a village threatened by a band of approaching raiders, the Director might decide that a character who wants to dig a trench around the village needs to make an easy Might test. Another hero wants to train the untested farmers of the village in the ways of war, and the Director decides this is a hard Reason test. +The difficulty of each individual test in a montage test is set by the Director and can vary from test to test. For instance, if the heroes are preparing the defenses of a village threatened by a band of approaching [[Raider|raiders]], the Director might decide that a character who wants to dig a trench around the village needs to make an easy Might test. Another hero wants to train the untested farmers of the village in the ways of war, and the Director decides this is a hard Reason test. The same rules and guidelines that apply to all individual tests apply here. If a hero has a clever, out-of-the-box idea that the Director thinks should automatically succeed without rolling dice, it does. If the circumstances of the test should grant an edge or a bane, they do. Individual test outcomes shouldn’t halt the story. @@ -6514,17 +6515,17 @@ Four heroes must cross the vast and inhospitable Infinite Desert to warn the cit The Director determines that crossing the desert is a montage test of hard difficulty. With four heroes involved, the success limit is 6 and the failure limit is 2 as the montage test begins: - When the test begins, the Director sets the scene. They tell the players that the desert has extreme temperatures, sudden sandstorms, high dunes to cross, deep sand, chasms, and quicksand lakes. The Director decides that challenges of dunes, deep sand, and quicksand can be tackled multiple times in the test, since the Infinite Desert is filled with these hazards. -- **Urdoncara**, a fury, starts things off by asking to make an Intuition test using the Nature skill to predict the best times of day to travel and rest. She wants the party to avoid the worst of the desert’s extreme temperatures and any sandstorms or other weather phenomena, so that their journey is quickened. The Director decides this is an easy test. Urdoncara makes the test and gets a result of 12, earning 1 success for the montage test. -- **Loric**, a tactician, wants to make a Reason test using the Climb skill to lead the party over dunes and other hazards with minimal effort. The Director allows the attempt, but says that knowing what makes one dune easier to climb than another is difficult, setting the difficulty at medium. Loric gets a 9 on the test and fails with a major consequence, which the Director decides will cause him to take a bane on his next power roll due to the exertion. The montage test currently has 1 success and 1 failure. -- **Karrel**, an elementalist, thinks the group might cross the desert faster if they have specially modified sandshoes that distribute their weight and prevent their feet from sinking into the sand. The Director loves the idea and decides that making four pairs of the shoes while traveling the desert is a medium Reason test. Karrel gets to use their Tailoring skill and winds up with a result of 13—a success with a consequence. The Director gains an additional 2 VP at the start of the next combat encounter as a consequence, but the group now has 2 successes and 1 failure on the montage test. -- **Adrian**, a conduit, offers to scout ahead for the group with an Intuition test, using the Navigate skill to find the best path forward and avoid hazards such as chasms and quicksand. The Director thinks this straightforward task of acting as lookout in a vast desert is an easy task. Adrian smashes it with a 21, and the Director decides to get creative with the reward. Adrian’s lookout skills grant the next hero to act in the montage test an edge on their test. At the end of the first montage test round, the heroes have 3 successes and 1 failure. +- **Urdoncara**, a [[Fury|fury]], starts things off by asking to make an Intuition test using the Nature skill to predict the best times of day to travel and rest. She wants the party to avoid the worst of the desert’s extreme temperatures and any sandstorms or other weather phenomena, so that their journey is quickened. The Director decides this is an easy test. Urdoncara makes the test and gets a result of 12, earning 1 success for the montage test. +- **Loric**, a [[Tactician|tactician]], wants to make a Reason test using the Climb skill to lead the party over dunes and other hazards with minimal effort. The Director allows the attempt, but says that knowing what makes one dune easier to climb than another is difficult, setting the difficulty at medium. Loric gets a 9 on the test and fails with a major consequence, which the Director decides will cause him to take a bane on his next power roll due to the exertion. The montage test currently has 1 success and 1 failure. +- **Karrel**, an [[Elementalist|elementalist]], thinks the group might cross the desert faster if they have specially modified sandshoes that distribute their weight and prevent their feet from sinking into the sand. The Director loves the idea and decides that making four pairs of the shoes while traveling the desert is a medium Reason test. Karrel gets to use their Tailoring skill and winds up with a result of 13—a success with a consequence. The Director gains an additional 2 VP at the start of the next combat encounter as a consequence, but the group now has 2 successes and 1 failure on the montage test. +- **Adrian**, a [[Conduit|conduit]], offers to scout ahead for the group with an Intuition test, using the Navigate skill to find the best path forward and avoid hazards such as chasms and quicksand. The Director thinks this straightforward task of acting as lookout in a vast desert is an easy task. Adrian smashes it with a 21, and the Director decides to get creative with the reward. Adrian’s lookout skills grant the next hero to act in the montage test an edge on their test. At the end of the first montage test round, the heroes have 3 successes and 1 failure. Before the next montage test round, the Director pauses the montage test to run a battle with a kingfissure worm, who attacks the heroes as they cross over an ancient ruin partially buried in the sand. After the heroes defeat the kingfissure worm, the test continues: - **Urdoncara** wants to make a Might test using the Lift skill to carry most of the group’s equipment as they cross the desert, allowing her allies to move more quickly while she keeps up with her superior endurance. The Director thinks this arduous task has a hard difficulty. Urdoncara gets a 17 on the test thanks to the edge from Adrian’s earlier success. The montage test has 4 successes and 1 failure. -- **Loric**, eager to prove himself after his last failure, asks to make a Might test using the Lead skill, representing tying a rope around his waist to drag his weaker friends over the tallest dunes. The Director likes the idea, but doesn’t think the Lead skill applies to the task. He tells Loric that Lift is more appropriate, since the tactician is using their physical skill to aid their friends and not really doing anything interpersonal. Loric agrees, and the Director sets the test at medium difficulty. Making the test with a bane because of his previous failure, the tactician rolls a 15, which is a success with a consequence. The montage test has 5 successes and 1 failure, but the consequence gives the Director another 2 VP at the start of the next combat encounter. +- **Loric**, eager to prove himself after his last failure, asks to make a Might test using the Lead skill, representing tying a rope around his waist to drag his weaker friends over the tallest dunes. The Director likes the idea, but doesn’t think the Lead skill applies to the task. He tells Loric that Lift is more appropriate, since the [[Tactician|tactician]] is using their physical skill to aid their friends and not really doing anything interpersonal. Loric agrees, and the Director sets the test at medium difficulty. Making the test with a bane because of his previous failure, the [[Tactician|tactician]] rolls a 15, which is a success with a consequence. The montage test has 5 successes and 1 failure, but the consequence gives the Director another 2 VP at the start of the next combat encounter. - Since the group needs only 1 more success to achieve total success, **Karrel** says she’d like to assist **Adrian** in whatever task he decides to take on. Adrian wants to recall lore about the Khem-hor—the inhabitants of the Infinite Desert—to remember their time-honored travel techniques using the History skill. Karrel has the Culture skill, which she can use to assist by providing information about the lives and society of the Khem-hor. She makes a Reason test to assist and gets a 16, granting Adrian an edge on his upcoming test. -- **Adrian** attempts to recall lore about the Khem-hor, wanting to see if he can remember any of their travel techniques from his studies of the history of the region. The Director has him make a hard Reason test with an edge, thanks to Karrel’s input on the current state of Khem-hor culture. Adrian gets a 17, and the Director decides that the conduit recalls a shortcut through a canyon tunnel that leads directly to Ahset, avoiding a vast lake of quicksand. The heroes get their sixth success in the montage test, achieving total success, and earn 2 Victories. +- **Adrian** attempts to recall lore about the Khem-hor, wanting to see if he can remember any of their travel techniques from his studies of the history of the region. The Director has him make a hard Reason test with an edge, thanks to Karrel’s input on the current state of Khem-hor culture. Adrian gets a 17, and the Director decides that the [[Conduit|conduit]] recalls a shortcut through a canyon tunnel that leads directly to Ahset, avoiding a vast lake of quicksand. The heroes get their sixth success in the montage test, achieving total success, and earn 2 Victories. The heroes could have attempted other tests during their travels, such as an Agility test using the Stealth skill to lead the group through dangerous shortcuts in the desert without being seen or waylaid by predators, a Reason test using the Nature skill to find enough food and water to keep the group hydrated and fed, or a Presence test using the Music skill to inspire allies to travel faster with song. @@ -6550,13 +6551,13 @@ Many abilities and other options refer to creatures, objects, or spaces that are ### FALLING -When you fall 2 or more squares, you take 2 damage for each square you fall, then you land prone. When you fall, you reduce the effective height of the fall by a number of squares equal to your Agility score. Falling into liquid that is at least 1 square deep reduces the effective height of a fall by 4 squares. +When you fall 2 or more squares, you take 2 damage for each square you fall, then you land [[Prone|prone]]. When you fall, you reduce the effective height of the fall by a number of squares equal to your Agility score. Falling into liquid that is at least 1 square deep reduces the effective height of a fall by 4 squares. -Falling is not forced movement, but being force moved downward is considered falling (see Forced Movement in Combat). Movement from falling doesn’t provoke opportunity attacks (see Opportunity Attacks). +Falling is not [[Forced Movement|forced movement]], but being force moved downward is considered falling (see [[Forced Movement]] in Combat). Movement from falling doesn’t provoke opportunity attacks (see Opportunity Attacks). #### FALLING ONTO ANOTHER CREATURE -If you land on another creature when you fall, that creature takes the same damage you do from the fall. You then land prone in the nearest unoccupied space of your choice. If your size is greater than the creature’s Might score, the creature also falls prone. +If you land on another creature when you fall, that creature takes the same damage you do from the fall. You then land [[Prone|prone]] in the nearest unoccupied space of your choice. If your size is greater than the creature’s Might score, the creature also falls [[Prone|prone]]. #### FALLING FAR @@ -6568,9 +6569,9 @@ Hiding and sneaking are important tools for heroes and their foes. You might wan #### HIDING -When you wish to hide from a creature, you must have cover or concealment (see Combat) from your foe, and that foe can’t observe you attempting to hide. If you duck behind a barrel to hide from a foe, your attempt to hide has a chance of succeeding only if your foe doesn’t notice you doing so. If you are being chased by a hungry dragon, you can hide only if you first move into a place where the dragon can’t observe you, such as turning a sharp corner into a tunnel full of giant stalagmites before the dragon does. You then make your hide attempt. +When you wish to [[Hide|hide]] from a creature, you must have cover or concealment (see Combat) from your foe, and that foe can’t observe you attempting to [[Hide|hide]]. If you duck behind a barrel to [[Hide|hide]] from a foe, your attempt to [[Hide|hide]] has a chance of succeeding only if your foe doesn’t notice you doing so. If you are being chased by a hungry dragon, you can [[Hide|hide]] only if you first move into a place where the dragon can’t observe you, such as turning a sharp corner into a tunnel full of giant stalagmites before the dragon does. You then make your [[Hide|hide]] attempt. -Most often, you use the Hide maneuver to hide during combat (see Maneuvers). If you do so while you have cover or concealment from a creature who isn’t observing you, you are automatically hidden from them unless the Director deems otherwise. If you hide outside of combat, the Director might ask you to make a test using the Hide skill. +Most often, you use the [[Hide]] maneuver to [[Hide|hide]] during combat (see Maneuvers). If you do so while you have cover or concealment from a creature who isn’t observing you, you are automatically hidden from them unless the Director deems otherwise. If you [[Hide|hide]] outside of combat, the Director might ask you to make a test using the [[Hide]] skill. If you are hidden from another creature, you gain an edge on attacks made against them, and the creature can’t target you with attacks. You are no longer hidden from a creature if you don’t have cover or concealment from them. If you use an ability, interact with an enemy creature, move without sneaking, or otherwise make noise or reveal yourself while hidden, you are no longer hidden once the thing you’re doing resolves. For instance, if you are hidden and then make an attack, you resolve the attack first, then are no longer hidden. @@ -6578,8 +6579,8 @@ If you are hidden from another creature, you gain an edge on attacks made agains You can search for creatures who are hidden from you as long as those creatures are within 10 squares of you and you have line of effect to them. To do so, you make an Intuition test as a maneuver and assess the result: -- **11 or lower**: You find any hidden creatures with an Agility of 0 or lower and who don’t have the Hide skill. -- **12–16**: You find any hidden creatures who don’t have the Hide skill. +- **11 or lower**: You find any hidden creatures with an Agility of 0 or lower and who don’t have the [[Hide]] skill. +- **12–16**: You find any hidden creatures who don’t have the [[Hide]] skill. - **17 or more**: You find all hidden creatures. As part of this maneuver, you can point out any creatures you find to allies within 10 squares of you, making those creatures no longer hidden from those allies. @@ -6598,48 +6599,48 @@ If your hero knows a language, they can speak, read, write, and understand it. #### CAELIAN EMPIRE -The Caelian Empire dominated five of the seven regions of Orden three thousand years ago. During the height of this most recent human empire, all humans (including folks from Vanigar in the far north, but not folks from the islands of Ix) learned to speak the Caelian tongue. For many, especially the noble classes and the well-to-do, Caelian effectively replaced their native language. +The Caelian Empire dominated five of the seven regions of Orden three thousand years ago. During the height of this most recent [[Human|human]] empire, all [[Human|humans]] (including folks from Vanigar in the far north, but not folks from the islands of Ix) learned to speak the Caelian tongue. For many, especially the noble classes and the well-to-do, Caelian effectively replaced their native language. -Some thirteen hundred years after the fall of the Caelian Empire, the languages of the different regions of the empire are enjoying a resurgence. Still, the Caelian tongue is spoken by most humans in most regions to one extent or another. +Some thirteen hundred years after the fall of the Caelian Empire, the languages of the different regions of the empire are enjoying a resurgence. Still, the Caelian tongue is spoken by most [[Human|humans]] in most regions to one extent or another. -Most people in Orden can speak and understand some Caelian, simply because the empire was so powerful and so widespread. Anyone trading with the empire or living near its borders or under its influence eventually learned to speak Caelian, including dwarves, elves, orcs, lizardfolk, and goblins. If you speak more than one language in Orden, your second language is almost certainly Caelian. As a result, that language of empire is now colloquially referred to as “the common tongue”—the language that most folk of Orden have in common. +Most people in Orden can speak and understand some Caelian, simply because the empire was so powerful and so widespread. Anyone trading with the empire or living near its borders or under its influence eventually learned to speak Caelian, including [[Dwarf|dwarves]], elves, [[Orc|orcs]], lizardfolk, and goblins. If you speak more than one language in Orden, your second language is almost certainly Caelian. As a result, that language of empire is now colloquially referred to as “the common tongue”—the language that most folk of Orden have in common. #### EXTANT SPOKEN LANGUAGES Folks have been speaking and writing in Orden for at least thirty thousand years, but most of those languages are now dead. Many have been forgotten. Others were spoken by peoples who never developed writing, preventing those languages from being preserved. And many languages that were preserved in writing left no related descendants, so that no one knows what sounds that writing represented. -The languages on the Vasloria Languages by Ancestry table are the most common languages in that region, actively spoken by significant populations. Most languages are associated with a specific ancestry and its culture, but being a member of an ancestry doesn’t automatically make you part of the associated culture the language is tied to. For example, if your orc hero was raised in a culture of elves, you probably speak one of the elven languages and might never have learned Kalliak. +The languages on the Vasloria Languages by Ancestry table are the most common languages in that region, actively spoken by significant populations. Most languages are associated with a specific ancestry and its culture, but being a member of an ancestry doesn’t automatically make you part of the associated culture the language is tied to. For example, if your [[Orc|orc]] hero was raised in a culture of elves, you probably speak one of the elven languages and might never have learned Kalliak. -Most languages have colloquial or casual names. For instance, many people in Orden call Kalliak “Orcish” and Hyrallic “Elvish,” but any sage knows there are many orcish and elven languages, just as there are multiple human languages. +Most languages have colloquial or casual names. For instance, many people in Orden call Kalliak “Orcish” and Hyrallic “Elvish,” but any [[Sage|sage]] knows there are many orcish and elven languages, just as there are multiple [[Human|human]] languages. ##### VASLORIA LANGUAGES BY ANCESTRY -| **Ancestry** | **Language** | **Notes** | -| ----------------- | ------------------ | -------------------------------------------------------------------- | -| Angulotls | Filliaric | Offshoot of Cyllinric | -| Demons | Proto-Ctholl | | -| Devils | Anjal | Language of contract law | -| Dwarves | Zaliac | Language of engineering | -| Dragons | Xakalliac | | -| Dragons, elder | The First Language | Language of magic | -| Elves, wode | Yllyric | Language of druids | -| Elves, high | Hyrallic | Language of interspecies diplomacy, the common language of the elves | -| Fae creatures | Khelt | Offshoot of Kheltivari | -| Giants | Kuric | | -| Gnolls | Anjal | | -| Gnomes | Variac | | -| Goblins | Szetch | | -| Kobolds | Kethaic | Patois of Xakalliac and Caelian | -| Lizardfolk | Khamish | | -| Ogres | Kuric | | -| Olothec | Urollialic | | -| Orcs | Kalliak | Offshoot of Zaliac | -| Overminds | Za’hariax | | -| Time raiders | Voll | | -| Trolls | Variac | Common language of the World Below | -| Voiceless talkers | Variac | | -| | Mindspeech | A symbolic language shared among native telepaths. | -| Everyone | Caelian | Common tongue | +| **Ancestry** | **Language** | **Notes** | +| ----------------------------------------------- | ------------------ | -------------------------------------------------------------------- | +| Angulotls | Filliaric | Offshoot of Cyllinric | +| Demons | Proto-Ctholl | | +| [[Devil\|Devils]] | Anjal | Language of contract law | +| [[Dwarf\|Dwarves]] | Zaliac | Language of engineering | +| Dragons | Xakalliac | | +| Dragons, elder | The First Language | Language of magic | +| Elves, wode | Yllyric | Language of druids | +| Elves, high | Hyrallic | Language of interspecies diplomacy, the common language of the elves | +| Fae creatures | Khelt | Offshoot of Kheltivari | +| Giants | Kuric | | +| Gnolls | Anjal | | +| Gnomes | Variac | | +| Goblins | Szetch | | +| Kobolds | Kethaic | Patois of Xakalliac and Caelian | +| Lizardfolk | Khamish | | +| Ogres | Kuric | | +| Olothec | Urollialic | | +| [[Orc\|Orcs]] | Kalliak | Offshoot of Zaliac | +| Overminds | Za’hariax | | +| [[Raider]]\[\[Time [[Raider]]\|Time raiders\]\] | Voll | | +| Trolls | Variac | Common language of the World Below | +| Voiceless talkers | Variac | | +| | Mindspeech | A symbolic language shared among native telepaths. | +| Everyone | Caelian | Common tongue | ##### VASLORIA HUMAN LANGUAGES @@ -6657,9 +6658,9 @@ Most languages have colloquial or casual names. For instance, many people in Ord ##### LANGUAGE USAGE -**Hyrallic** is the primary language of the high elves in Orden. Although young for an elven language, Hyrallic is older than almost all other modern cultural languages, save those of the dwarves. As a result, while anyone who lives near or trades with a human culture probably speaks at least a little Caelian, most nobles across all ancestries make sure their children or offspring speak Hyrallic. Caelian is new from many cultures’ point of view, while Hyrallic as a language for diplomacy is considered cultured and traditional. +**Hyrallic** is the primary language of the high elves in Orden. Although young for an elven language, Hyrallic is older than almost all other modern cultural languages, save those of the [[Dwarf|dwarves]]. As a result, while anyone who lives near or trades with a [[Human|human]] culture probably speaks at least a little Caelian, most nobles across all ancestries make sure their children or offspring speak Hyrallic. Caelian is new from many cultures’ point of view, while Hyrallic as a language for diplomacy is considered cultured and traditional. -**Yllyric** is the cultural language of wode elves, and also the common language among those who defend and protect the natural forests of Orden. +**Yllyric** is the cultural language of wode elves, and also the common language among those who [[Defend|defend]] and protect the natural forests of Orden. Within any document concerning the workings of machines, masonry, or geology, you are likely to find a healthy supply of jargon using **Zaliac**, the most popular dwarven language. Even when such texts aren’t fully written in Zaliac, they use a lot of dwarven language when describing esoteric, complex ideas. @@ -6673,20 +6674,20 @@ For an adventuring hero with an ambition to create great works or unlock deep lo Most of these ancient writings were written by people who expected other people to read it. The lore might have been kept secret by not sharing it with anyone outside the college or cult whose members originally wrote it, but the actual writing was not intended to be difficult to read or understand. It wasn’t written in code—just in a language that people stopped speaking long ago. -Sages can reconstruct many of these languages by learning which modern languages descended from them, then comparing them to related languages from the same time period that might have survived. Translating such ancient languages has been extremely useful for the purposes of crafting and research. +[[Sage|Sages]] can reconstruct many of these languages by learning which modern languages descended from them, then comparing them to related languages from the same time period that might have survived. Translating such ancient languages has been extremely useful for the purposes of crafting and research. ##### DEAD LANGUAGES TABLE -| **Language** | **Related Languages** | **Common Topics** | -| ------------ | --------------------- | ----------------------------------- | -| Kheltivari | Yllyric, Cyllinric | Using a wode to travel through time | -| Khamish | Khoursirian | Beast magic | -| Old Sky Elf | Hyrallic | Flying castles | -| Old Sun Elf | Hyrallic, Yllyric | Liannar, the Sunmetal | -| Hobgoblin | Anjal | Zodiakol, the Bloodmetal | -| Old Star Elf | Hyrallic, Yllyric | Rovion, the Starmetal | -| Steel Dwarf | Zaliac | Valiar, the Truemetal | -| Old Variac | Variac | Kollar, the Sinmetal | +| **Language** | **Related Languages** | **Common Topics** | +| --------------- | --------------------- | ----------------------------------- | +| Kheltivari | Yllyric, Cyllinric | Using a wode to travel through time | +| Khamish | Khoursirian | Beast magic | +| Old Sky Elf | Hyrallic | Flying castles | +| Old Sun Elf | Hyrallic, Yllyric | Liannar, the Sunmetal | +| Hobgoblin | Anjal | Zodiakol, the Bloodmetal | +| Old Star Elf | Hyrallic, Yllyric | Rovion, the Starmetal | +| Steel [[Dwarf]] | Zaliac | Valiar, the Truemetal | +| Old Variac | Variac | Kollar, the Sinmetal | ### RENOWN @@ -6733,19 +6734,19 @@ When you attract a new follower, you decide on their name and ancestry, and choo ##### ARTISAN -Artisans are crafting experts who can contribute to your research and crafting projects (see Research and Crafting). +[[Artisan|Artisans]] are crafting experts who can contribute to your research and crafting projects (see Research and Crafting). *(Playtest note: The Research and Crafting section is still to come.)* -An artisan can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. +An [[Artisan|artisan]] can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. -When you recruit an artisan, choose four skills from the crafting skill group that they know. An artisan has a Might or Agility score of 1 (your choice), a Reason score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. +When you recruit an [[Artisan|artisan]], choose four skills from the crafting skill group that they know. An [[Artisan|artisan]] has a Might or Agility score of 1 (your choice), a Reason score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. ##### SAGE -Sages are research experts who can contribute to your research and crafting projects. A sage can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. +[[Sage|Sages]] are research experts who can contribute to your research and crafting projects. A [[Sage|sage]] can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. -When you recruit a sage, choose four skills from the lore skill group that they know. A sage has a Reason and Intuition score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. +When you recruit a [[Sage|sage]], choose four skills from the lore skill group that they know. A [[Sage|sage]] has a Reason and Intuition score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. #### SPECIFIC USES FOR RENOWN @@ -6791,13 +6792,13 @@ This isn’t an exhaustive list, but you and the Director can use the table to j #### HERO WEALTH TABLE -| Level | Individual | Group | -| -------- | ---------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------- | +| Level | Individual | Group | +| -------- | ----------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------- | | 1st–2nd | Mundane clothing, gear, armor, implements, and weapons; meals or drinks at a common tavern; stay at a common inn; passage on a boat | Horse and cart; dinner at a fine tavern; stay at a fine inn | -| 3rd–4th | Horse and cart; dinner at a fine tavern; stay at a fine inn | Catapult; small house | -| 5th–6th | Catapult; small house | Library; tavern; manor home; sailing boat | -| 7th–8th | Library; tavern; manor home; sailing boat | Church; keep; wizard tower | -| 9th–10th | Church; keep; wizard tower | Castle; shipyard | +| 3rd–4th | Horse and cart; dinner at a fine tavern; stay at a fine inn | Catapult; small house | +| 5th–6th | Catapult; small house | Library; tavern; manor home; sailing boat | +| 7th–8th | Library; tavern; manor home; sailing boat | Church; keep; wizard tower | +| 9th–10th | Church; keep; wizard tower | Castle; shipyard | ## ABILITIES @@ -6807,7 +6808,7 @@ Your class, kit, ancestry, titles, and other heroic options give you access to a Each ability has an evocative name that sets up what it does in the game, followed by a line or two of flavor text that provides a sense of how the use of the ability might appear if described in an action scene in a story. -The name and story text for abilities sometimes make reference to specific ways in which the ability is used—particularly combat abilities whose names imply specific types of weapons or tactics. However, that narrative flavor has no effect on how an ability can be used. For example, the fury’s *Impaling Strike* ability allows you to grab a target, setting up the idea of harpooning your monstrous foe with a sword, then wrenching them in close before pulling your weapon free. But you can use that ability with an axe, a mace, a hammer, or any other weapon. +The name and story text for abilities sometimes make reference to specific ways in which the ability is used—particularly combat abilities whose names imply specific types of weapons or tactics. However, that narrative flavor has no effect on how an ability can be used. For example, the [[Fury|fury]]’s *[[Impaling Strike]]* ability allows you to [[Grab|grab]] a target, setting up the idea of harpooning your monstrous foe with a sword, then wrenching them in close before pulling your weapon free. But you can use that ability with an axe, a mace, a hammer, or any other weapon. ### RESOURCE COST @@ -6827,7 +6828,7 @@ Abilities with the Attack keyword (referred to simply as “attacks”) deal dam #### CHARGE -Abilities with the Charge keyword can be used with the Charge action in place of a melee free strike (see Charge in Actions in Combat). +Abilities with the [[Charge]] keyword can be used with the [[Charge]] action in place of a melee [[Free Strike|free strike]] (see [[Charge]] in Actions in Combat). #### MAGIC @@ -6857,7 +6858,7 @@ The Weapon keyword is used in attacks that are made with blades, bows, and other #### IT’S NOT ALL ATTACKS! -> The Attack keyword and phrases like “makes an attack” are reserved for abilities that have a creature specifically targeting other creatures or objects (not an area) and dealing harm to them by making a power roll. Other abilities that target areas of effect, or that require the target to make a resistance roll instead of having the creature using the ability make the roll, are not attacks. They instead use the Area and Resistance keywords, respectively. That means if a feature distinctly interacts with an attack (for instance, the conduit’s Holy Infusion triggered action), that feature has no effect on abilities with the Area or Resistance keyword. +> The Attack keyword and phrases like “makes an attack” are reserved for abilities that have a creature specifically targeting other creatures or objects (not an area) and dealing harm to them by making a power roll. Other abilities that target areas of effect, or that require the target to make a resistance roll instead of having the creature using the ability make the roll, are not attacks. They instead use the Area and Resistance keywords, respectively. That means if a feature distinctly interacts with an attack (for instance, the [[Conduit|conduit]]’s [[Holy Infusion]] triggered action), that feature has no effect on abilities with the Area or Resistance keyword. ### TYPE @@ -6867,7 +6868,7 @@ If an ability takes 1 minute or longer to use, you can’t use it in combat. #### TRIGGER -If an ability requires a triggered action or a free triggered action to use, a "Trigger" entry is part of the ability. For example, the trigger for the tactician’s Parry ability is: “A creature makes a Weapon attack against the target.” +If an ability requires a triggered action or a free triggered action to use, a "Trigger" entry is part of the ability. For example, the trigger for the [[Tactician|tactician]]’s [[Parry]] ability is: “A creature makes a Weapon attack against the target.” ### DISTANCE @@ -6885,7 +6886,7 @@ If you make a ranged attack while an enemy is adjacent to you, you have a bane o #### MELEE OR RANGED -Some abilities have a melee distance and a ranged distance. When you use such an ability, you choose whether to use it as a melee or a ranged ability. The ability never has both the Melee and Ranged keywords at the same time. For example, if you have the Cloak and Dagger kit, which has a weapon damage bonus to melee and ranged abilities, only one bonus at a time applies to an ability with the Melee or Ranged keywords. +Some abilities have a melee distance and a ranged distance. When you use such an ability, you choose whether to use it as a melee or a ranged ability. The ability never has both the Melee and Ranged keywords at the same time. For example, if you have the [[Cloak And Dagger|Cloak and Dagger]] kit, which has a weapon damage bonus to melee and ranged abilities, only one bonus at a time applies to an ability with the Melee or Ranged keywords. #### AREA ABILITIES @@ -6938,7 +6939,7 @@ If an ability doesn’t provide a number of targets but instead says it applies If an ability requires a power roll, it has a “Power Roll” entry that tells you which characteristic to add to the 2d10 roll you make when you activate the ability. Unlike power rolls made as tests, ability power rolls always do something useful when you make them. You’re just rolling to see the impact of the ability, including damage and any effects based on the tier result of the power roll. -For instance, the fury’s Brutal Slam ability is a melee attack that targets a creature within reach, and which has the following effects: +For instance, the [[Fury|fury]]’s [[Brutal Slam]] ability is a melee attack that targets a creature within reach, and which has the following effects: - **Tier 1 (11 or lower):** The attack deals 3 damage and pushes the target back 1 square. - **Tier 2 (12–16):** The attack deals 8 damage and pushes the target back 2 squares. @@ -6948,7 +6949,7 @@ For instance, the fury’s Brutal Slam ability is a melee attack that targets a Both attacks and area abilities deal damage and often have an additional effect on their target. The amount of damage and the strength of the effect are determined by the power roll. -To keep things quick and easy to read at the table, damage and effects are separated in a power roll entry with a semicolon, with effects abbreviated whenever possible. An effect determined by the power roll result always applies to the target unless otherwise specified. For instance, the Brutal Slam ability described above has the following power roll setup: +To keep things quick and easy to read at the table, damage and effects are separated in a power roll entry with a semicolon, with effects abbreviated whenever possible. An effect determined by the power roll result always applies to the target unless otherwise specified. For instance, the [[Brutal Slam]] ability described above has the following power roll setup: **Power Roll + Might:** @@ -6960,11 +6961,11 @@ Unless otherwise indicated, any effects that are determined by a power roll resu ##### CRITICAL HIT -When you make a power roll as part of an attack or action and the total of the roll is 19 or 20 before adding your characteristic (a natural 19 or natural 20), you score a critical hit. This allows you to immediately take an additional action after resolving the power roll, whether or not it’s your turn and even if you are dazed (see Conditions). +When you make a power roll as part of an attack or action and the total of the roll is 19 or 20 before adding your characteristic (a natural 19 or natural 20), you score a critical hit. This allows you to immediately take an additional action after resolving the power roll, whether or not it’s your turn and even if you are [[Dazed|dazed]] (see Conditions). ##### DURING THE MOVE -Certain ability effects allow you to move and affect other creatures or objects during that move, such as the shadow’s Blade Dance ability. For such abilities, the move begins in the space you first leave when you move, and ends in the last space you move into. +Certain ability effects allow you to move and affect other creatures or objects during that move, such as the [[Shadow|shadow]]’s [[Blade Dance]] ability. For such abilities, the move begins in the space you first leave when you move, and ends in the last space you move into. #### ROLL AGAINST MULTIPLE CREATURES @@ -6974,12 +6975,12 @@ For example, if you target three creatures with an attack ability and your resul ### RESISTANCE ROLLS -Some abilities that are used by the heroes’ foes have the target of the ability make a resistance roll instead of the creature using the ability making a power roll. These abilities have the Resistance keyword, indicating that the target rolls to see how well they can resist the ability. For instance, the goblin cursespitter’s Eye of Surlach ability forces a target to make an Intuition resistance roll: +Some abilities that are used by the heroes’ foes have the target of the ability make a resistance roll instead of the creature using the ability making a power roll. These abilities have the Resistance keyword, indicating that the target rolls to see how well they can resist the ability. For instance, the [[Goblin Cursespitter|goblin cursespitter]]’s Eye of Surlach ability forces a target to make an Intuition resistance roll: **Target Resists + Intuition:** -- 11 or lower: 6 corruption damage; weakened (INU ends) -- 12–16: 5 corruption damage; weakened (EoT) +- 11 or lower: 6 corruption damage; [[Weakened|weakened]] (INU ends) +- 12–16: 5 corruption damage; [[Weakened|weakened]] (EoT) - 17+: 2 corruption damage Because a resistance roll measures how well a target shakes off an ability’s damage and effects, the higher the tier result of the roll, the weaker the ability’s damage and effects. @@ -6990,7 +6991,7 @@ Many abilities that require power rolls also have effect entries describing addi ### SPEND RESOURCE -Some abilities have a “Spend X [Heroic Resource]” entry. These are similar to effect entries, except they cost Heroic Resources to use. You must spend X of your Heroic Resource to activate the effect. If the entry reads “Spend [Heroic Resource]” with no number, then you can spend as much of your Heroic Resource as you like to increase the effect’s impact, as described in the entry’s details. +Some abilities have a “Spend X \[Heroic Resource\]” entry. These are similar to effect entries, except they cost Heroic Resources to use. You must spend X of your Heroic Resource to activate the effect. If the entry reads “Spend \[Heroic Resource\]” with no number, then you can spend as much of your Heroic Resource as you like to increase the effect’s impact, as described in the entry’s details. ### STACKING UNIQUE EFFECTS @@ -7008,9 +7009,9 @@ If an effect ends with “(EoT)” at the end of its description, a creature suf #### RESISTANCE ROLLS AND EFFECTS -If an effect ends with “([CHARACTERISTIC] resistance ends)” at the end of its description, then a creature suffering the effect can make a resistance roll at the end of your turn to remove the effect. Unless otherwise specified, a resistance roll to end an effect is set up as follows: +If an effect ends with “(\[CHARACTERISTIC\] resistance ends)” at the end of its description, then a creature suffering the effect can make a resistance roll at the end of your turn to remove the effect. Unless otherwise specified, a resistance roll to end an effect is set up as follows: -**Power Roll + [Specified Characteristic]:** +**Power Roll + \[Specified Characteristic\]:** - 11 or lower: The effect persists - 12–16: The effect ends at the end of your next turn @@ -7042,43 +7043,43 @@ Some abilities and other effects apply specific negative effects called conditio #### BLEEDING -While you are bleeding, you can’t regain Stamina. +While you are [[Bleeding|bleeding]], you can’t regain Stamina. #### DAZED -While you are dazed, you can do only one thing on your turn: use a maneuver, use an action, or take a move action. You also can’t use triggered actions, free triggered actions, or free maneuvers. +While you are [[Dazed|dazed]], you can do only one thing on your turn: use a maneuver, use an action, or take a move action. You also can’t use triggered actions, free triggered actions, or free maneuvers. #### FRIGHTENED -If you are frightened, attacks you make against the source of your fear take a bane. If that source is a creature, their attacks against you gain an edge. You can’t willingly move closer to the source of your fear if you know the location of that source. If you gain the frightened condition from one source while already frightened by a different source, the new condition replaces the old one. +If you are [[Frightened|frightened]], attacks you make against the source of your fear take a bane. If that source is a creature, their attacks against you gain an edge. You can’t willingly move closer to the source of your fear if you know the location of that source. If you gain the [[Frightened|frightened]] condition from one source while already [[Frightened|frightened]] by a different source, the new condition replaces the old one. #### GRABBED -While you are grabbed, your speed is 0, you can’t be force moved, you can’t use the Knockback maneuver, and you take a bane on attacks that don’t target the creature grabbing you. If the creature grabbing you moves, they bring you with them. If the creature’s size is equal to or less than yours, their speed is halved while they have you grabbed. +While you are [[Grabbed|grabbed]], your speed is 0, you can’t be force moved, you can’t use the [[Knockback]] maneuver, and you take a bane on attacks that don’t target the creature grabbing you. If the creature grabbing you moves, they bring you with them. If the creature’s size is equal to or less than yours, their speed is halved while they have you [[Grabbed|grabbed]]. -The creature grabbing you can use a maneuver to move you into an unoccupied space adjacent to them. The creature grabbing you can end the grab at any time (no action required). You can also attempt to escape being grabbed (see Escape Grab in Combat). If you teleport or if the creature grabbing you is force moved to a space that isn’t adjacent to you, you are no longer grabbed. +The creature grabbing you can use a maneuver to move you into an unoccupied space adjacent to them. The creature grabbing you can end the [[Grab|grab]] at any time (no action required). You can also attempt to escape being [[Grabbed|grabbed]] (see [[Escape Grab]] in Combat). If you [[Teleport|teleport]] or if the creature grabbing you is force moved to a space that isn’t adjacent to you, you are no longer [[Grabbed|grabbed]]. #### PRONE -While you are prone, you are flat on the ground, attacks you make take a bane, and melee attacks made against you gain an edge. You must crawl to move along the ground, which costs you 1 additional square of movement for every square you crawl. You can’t climb, jump, swim, or fly while prone. If you are climbing, flying, or jumping while you are knocked prone, you fall. +While you are [[Prone|prone]], you are flat on the ground, attacks you make take a bane, and melee attacks made against you gain an edge. You must [[Crawl|crawl]] to move along the ground, which costs you 1 additional square of movement for every square you [[Crawl|crawl]]. You can’t climb, [[Jump|jump]], swim, or [[Fly|fly]] while [[Prone|prone]]. If you are climbing, flying, or jumping while you are knocked [[Prone|prone]], you fall. -While prone, you can stand up as a maneuver (see Maneuvers in Combat), unless the ability or effect that imposed the condition says otherwise. You can use a maneuver to make an adjacent prone creature stand up. +While [[Prone|prone]], you can [[Stand Up|stand up]] as a maneuver (see Maneuvers in Combat), unless the ability or effect that imposed the condition says otherwise. You can use a maneuver to make an adjacent [[Prone|prone]] creature [[Stand Up|stand up]]. #### RESTRAINED -While you are restrained, your speed is 0 and you can’t be force moved. Your attacks take a bane, attacks and damaging area powers against you gain an edge, and you have a bane on Might and Agility resistance rolls. If you teleport while restrained, the condition ends. +While you are [[Restrained|restrained]], your speed is 0 and you can’t be force moved. Your attacks take a bane, attacks and damaging area powers against you gain an edge, and you have a bane on Might and Agility resistance rolls. If you [[Teleport|teleport]] while [[Restrained|restrained]], the condition ends. #### SLOWED -While you are slowed, your speed is 2 unless it is already lower. +While you are [[Slowed|slowed]], your speed is 2 unless it is already lower. #### TAUNTED -If you are taunted, you have a double bane on attacks that don’t include the creature who taunted you. If you gain the taunted condition from one creature while already taunted by a different creature, the new condition replaces the old one. +If you are [[Taunted|taunted]], you have a double bane on attacks that don’t include the creature who [[Taunted|taunted]] you. If you gain the [[Taunted|taunted]] condition from one creature while already [[Taunted|taunted]] by a different creature, the new condition replaces the old one. #### WEAKENED -While you are weakened, all your ability power rolls and tests (but not resistance rolls) take a bane. +While you are [[Weakened|weakened]], all your ability power rolls and tests (but not resistance rolls) take a bane. ## COMBAT @@ -7096,7 +7097,7 @@ When combat begins, the Director should position miniatures or tokens on a gridd A creature’s size indicates how many squares they occupy during combat, which defines the creature’s space. If a creature’s size is 1, they occupy a space of 1 square. If a creature is larger than 1 square, their size equals the number of squares they take up in length, width, and height. For example, a horse has a size of 2, which means that during combat, they occupy a space that is 2 squares long, 2 squares wide, and 2 squares high. You could also think of that space as a cube that is 2 squares on all sides. -If a creature is a size 1, their size value includes the letter T, S, M, or L, abbreviations of tiny, small, medium, and large respectively. Since the minimal amount of space a creature can take up during combat is 1, this letter indicates the difference between tiny pixies, small polders, medium humans, and large hakaan, each of which occupy of a space 1 square in combat. These sizes in order from smallest to largest are 1T, 1S, 1M, and 1L. +If a creature is a size 1, their size value includes the letter T, S, M, or L, abbreviations of tiny, small, medium, and large respectively. Since the minimal amount of space a creature can take up during combat is 1, this letter indicates the difference between tiny pixies, small [[Polder|polders]], medium [[Human|humans]], and large [[Hakaan|hakaan]], each of which occupy of a space 1 square in combat. These sizes in order from smallest to largest are 1T, 1S, 1M, and 1L. Objects can also have a size rating. If an object has an O (an abbreviation for oblong) next to its size, it indicates that the object’s size isn’t the number of squares the object occupies, but rather it's relative mass and weight to a creature of equivalent size. If an ability or feature allows you to interact with objects of a certain size that rule includes all objects of that size, oblong or otherwise. @@ -7107,9 +7108,9 @@ The Creature and Object Sizes table shows examples sizes of creatures and object | Size | Example Creature | Example Object | | ---- | ---------------- | -------------- | | 1T | Pixie | Potato | -| 1S | Polder | Heavy armor | -| 1M | Human | Wardrobe | -| 1L | Hakaan | Anvil | +| 1S | [[Polder]] | Heavy armor | +| 1M | [[Human]] | Wardrobe | +| 1L | [[Hakaan]] | Anvil | | 2 | Ogre | Carriage | | 3 | Treant | Sailboat | | 4 | Ancient Dragon | Galley | @@ -7161,7 +7162,7 @@ If the players do end up arguing in circles about what to do next, the Director > If planning everyone’s turn order isn’t fun for your group, you can leave it to the dice instead. At the start of combat, have each hero, enemy, and group of enemies make an Agility test, then record the results. When it’s time for someone on the heroes’ side to act, the hero with the highest result goes first. On the next hero turn, the hero with the second-highest result takes their turn, and so on. The Director-controlled creatures act the same way. Creatures on the same side should reroll tied Agility tests to determine who among the tied creatures acts before the others. > -> At the Director’s discretion, a hero can swap their turn in the initiative order with another willing hero at the start of a new round of combat. This allows certain abilities that interact with the core initiative system, such as the shadow’s **Hesitation is Weakness** ability, to better work with this alternative system. +> At the Director’s discretion, a hero can swap their turn in the initiative order with another willing hero at the start of a new round of combat. This allows certain abilities that interact with the core initiative system, such as the [[Shadow|shadow]]’s **Hesitation is Weakness** ability, to better work with this alternative system. ##### ENEMIES ACT IN GROUPS @@ -7179,9 +7180,9 @@ The Movement section breaks down how your move action works, while the Maneuvers ##### TRIGGERED ACTIONS AND FREE TRIGGERED ACTIONS -Your hero might have one or more unique triggered actions, each of which has a specified trigger that allows the action to be used. You can use one triggered action per round, either on your turn or another creature’s turn, but only when the action’s trigger occurs. For instance, a fury hero can use the **Relentless Toss** triggered action to force move a target, but only after an enemy has first tried to force move the fury or one of their allies. +Your hero might have one or more unique triggered actions, each of which has a specified trigger that allows the action to be used. You can use one triggered action per round, either on your turn or another creature’s turn, but only when the action’s trigger occurs. For instance, a [[Fury|fury]] hero can use the **[[Relentless Toss]]** triggered action to force move a target, but only after an enemy has first tried to force move the [[Fury|fury]] or one of their allies. -A free triggered action follows the same rules as a triggered action, but it doesn’t count against your limit of one triggered action per round. For instance, a shadow hero can use their **Hesitation is Weakness** ability to take their turn in response to the trigger of another hero ending their turn. But because that ability is a free triggered action, the shadow can still use their **In All This Confusion** triggered action if attacked by an enemy. +A free triggered action follows the same rules as a triggered action, but it doesn’t count against your limit of one triggered action per round. For instance, a [[Shadow|shadow]] hero can use their **Hesitation is Weakness** ability to take their turn in response to the trigger of another hero ending their turn. But because that ability is a free triggered action, the [[Shadow|shadow]] can still use their **[[In All This Confusion]]** triggered action if attacked by an enemy. If multiple triggered actions occur in response to the same trigger, any heroes and other player-controlled creatures taking a triggered action or a free triggered action decide among themselves which of those triggered actions are resolved first. Then the Director decides the same for creatures they control. @@ -7193,7 +7194,7 @@ Boring stuff like opening an unlocked door, picking up an arrow from the ground, At the Director’s discretion, circumstances could make something that is typically boring more impactful and exciting. For instance, if you need to pick a magic arrow up off the ground during a violent earthquake, what would otherwise be a free maneuver could require a maneuver or an action to accomplish. -Likewise, the nature of an activity might make it too complicated for a free maneuver. For example, picking up the body of an unconscious talent ally to carry them to safety can probably be done as a free maneuver. But if your Might is lacking and you need to pick up a tactician ally decked out in the Shining Armor kit, the Director might determine that you need to use a regular maneuver to hoist their armored form over your shoulders. +Likewise, the nature of an activity might make it too complicated for a free maneuver. For example, picking up the body of an unconscious talent ally to carry them to safety can probably be done as a free maneuver. But if your Might is lacking and you need to pick up a [[Tactician|tactician]] ally decked out in the [[Shining Armor]] kit, the Director might determine that you need to use a regular maneuver to hoist their armored form over your shoulders. Any effect that prevents you from making maneuvers also prevents you from making free maneuvers. @@ -7211,7 +7212,7 @@ Your hero starts with a speed based on their ancestry—usually 5. This represen All squares adjacent to your character cost 1 movement to move into. No, there is no Pythagorean theorem on the grid. It’s a game, don’t overthink it. -You can move freely through an allied creature’s space. You can move through an enemy creature’s space, but it counts as difficult terrain (see Difficult Terrain). You can’t stop moving in any other creature’s space, including making an attack or using an action or maneuver while in that space and then continuing your move. +You can move freely through an allied creature’s space. You can move through an enemy creature’s space, but it counts as [[Difficult Terrain|difficult terrain]] (see [[Difficult Terrain]]). You can’t stop moving in any other creature’s space, including making an attack or using an action or maneuver while in that space and then continuing your move. A creature can break up their movement granted by their move action with their maneuver and action however they wish. @@ -7221,13 +7222,13 @@ A single move or other effect can never allow a creature to move more squares th #### SHIFTING -Whenever you use your move action or when another effect allows you to move, you can instead shift to use up to half the maximum squares of movement the effect allows. Whenever you shift, creatures can’t make opportunity attacks against you during your movement (see Free Strikes). +Whenever you use your move action or when another effect allows you to move, you can instead shift to use up to half the maximum squares of movement the effect allows. Whenever you shift, creatures can’t make opportunity attacks against you during your movement (see [[Free Strike|Free Strikes]]). Certain effects might also allow you to shift a specific number of squares, including many effects that let you shift up to your speed. #### MOVEMENT TYPES -Creatures in the game can use eight types of movement: walk, burrow, climb, swim, jump, crawl, fly, and teleport. +Creatures in the game can use eight types of movement: [[Walk|walk]], [[Burrow|burrow]], climb, swim, [[Jump|jump]], [[Crawl|crawl]], [[Fly|fly]], and [[Teleport|teleport]]. ##### WALK @@ -7235,13 +7236,13 @@ Walking is the most common movement type, whether it refers to ambulating on leg ##### BURROW -A creature with “burrow” in their speed entry can move through dirt vertically or horizontally, and either has the means to breathe while doing so or doesn’t require air to live. Such creatures can’t move through more solid ground, such as stone, unless their stat block says otherwise. +A creature with “[[Burrow|burrow]]” in their speed entry can move through dirt vertically or horizontally, and either has the means to breathe while doing so or doesn’t require air to live. Such creatures can’t move through more solid ground, such as stone, unless their stat block says otherwise. ##### CLIMB OR SWIM If a creature’s speed entry includes the word “climb,” they can climb across vertical and horizontal surfaces at full speed. Likewise, if a creature has “swim” in their speed entry, they can swim in liquid at full speed. -Creatures without those types of movement can still climb or swim when a rule allows them to move, but each square of climbing or swimming costs 2 squares of movement. If a surface is difficult to climb (for instance, a sheer cliff or ice-covered wall) or a liquid is hard to swim through (a raging river or whirlpool), the Director can call for a Might test. On a failure, a creature can’t climb or swim but wastes no movement in the attempt. The Director can also impose other consequences to failure, such as being caught in the spinning current of a whirlpool. +Creatures without those types of movement can still [[Climb Or Swim|climb or swim]] when a rule allows them to move, but each square of climbing or swimming costs 2 squares of movement. If a surface is difficult to climb (for instance, a sheer cliff or ice-covered wall) or a liquid is hard to swim through (a raging river or whirlpool), the Director can call for a Might test. On a failure, a creature can’t [[Climb Or Swim|climb or swim]] but wastes no movement in the attempt. The Director can also impose other consequences to failure, such as being caught in the spinning current of a whirlpool. ##### CLIMBING OTHER CREATURES @@ -7249,7 +7250,7 @@ You can attempt to climb a creature whose size is greater than yours. If the cre **Power Roll + Might or Agility:** -- 11 or lower: You fail to climb the creature, and they can make a free strike against you. +- 11 or lower: You fail to climb the creature, and they can make a [[Free Strike|free strike]] against you. - 12–16: You fail to climb the creature. - 17+: You climb the creature. @@ -7257,45 +7258,45 @@ While you climb or ride a creature, you gain an edge to melee attacks against th **Power Roll + Might or Agility:** -- 11 or lower: You fall off the creature into an unoccupied adjacent space of your choice, taking falling damage and landing prone as usual (see Falling in Adventuring). -- 12–16: You slide down the creature into an unoccupied adjacent space of your choice and don’t land prone. +- 11 or lower: You fall off the creature into an unoccupied adjacent space of your choice, taking falling damage and landing [[Prone|prone]] as usual (see Falling in Adventuring). +- 12–16: You slide down the creature into an unoccupied adjacent space of your choice and don’t land [[Prone|prone]]. - 17+: You continue to hold on to the creature. -If you are knocked prone while climbing or riding a creature, you fall and land prone in an adjacent space of your choice, taking damage as usual from the fall. +If you are knocked [[Prone|prone]] while climbing or riding a creature, you fall and land [[Prone|prone]] in an adjacent space of your choice, taking damage as usual from the fall. ##### JUMP -When an effect allows you to move, you can long jump a number of squares up to your Might or Agility score (your choice; minimum 1 square) without a test as part of that movement. If you move at least 2 squares in a straight line immediately before your jump, you can long jump 1 additional square. +When an effect allows you to move, you can long [[Jump|jump]] a number of squares up to your Might or Agility score (your choice; minimum 1 square) without a test as part of that movement. If you move at least 2 squares in a straight line immediately before your [[Jump|jump]], you can long [[Jump|jump]] 1 additional square. -If you want to jump even farther than your initial jump allows, make an easy Might test. On a success, you jump 1 additional square, or 2 additional squares if you get a success with a reward. +If you want to [[Jump|jump]] even farther than your initial [[Jump|jump]] allows, make an easy Might test. On a success, you [[Jump|jump]] 1 additional square, or 2 additional squares if you get a success with a reward. -The height of your jump is 1 square. If you move at least 2 squares in a straight line immediately before your jump, you can jump 1 square higher. +The height of your [[Jump|jump]] is 1 square. If you move at least 2 squares in a straight line immediately before your [[Jump|jump]], you can [[Jump|jump]] 1 square higher. -You can’t jump farther or higher than the distance of the effect that allows you to move. +You can’t [[Jump|jump]] farther or higher than the distance of the effect that allows you to move. ##### CRAWL -If you are prone (see Conditions), you can remain prone and crawl on the ground. Doing so costs you 1 additional square of movement for every square you crawl. If you intentionally want to crawl, you can fall prone as a free maneuver on your turn. While voluntarily prone, you can choose to stand as a free maneuver. +If you are [[Prone|prone]] (see Conditions), you can remain [[Prone|prone]] and [[Crawl|crawl]] on the ground. Doing so costs you 1 additional square of movement for every square you [[Crawl|crawl]]. If you intentionally want to [[Crawl|crawl]], you can fall [[Prone|prone]] as a free maneuver on your turn. While voluntarily [[Prone|prone]], you can choose to stand as a free maneuver. ##### FLY -A creature who can fly can move through the air vertically or horizontally at full speed. Such creatures can also hover in midair. If a flying creature is knocked prone or has their speed reduced to 0, they fall (see Falling). +A creature who can [[Fly|fly]] can move through the air vertically or horizontally at full speed. Such creatures can also hover in midair. If a flying creature is knocked [[Prone|prone]] or has their speed reduced to 0, they fall (see Falling). ##### TELEPORT -When you teleport, you move from one space to another space instantaneously. The following rules apply to teleporting: +When you [[Teleport|teleport]], you move from one space to another space instantaneously. The following rules apply to teleporting: - Teleporting doesn’t provoke opportunity attacks. -- When you teleport, you bypass any obstacles between the space you leave and your destination space. +- When you [[Teleport|teleport]], you bypass any obstacles between the space you leave and your destination space. - The creature teleporting you must have line of effect from the space you leave and to your destination space. - Your destination space can’t be occupied by another creature or object. -- You don’t spend your movement when you teleport. Instead, the effect that lets you teleport tells you how far you can teleport. -- If you teleport while prone, you can be standing when you reach your destination space provided you are able to stand. If another creature teleports you, it is up to them if you remain prone or stand, provided you are able. -- If you teleport while affected by the grabbed or restrained conditions, those conditions end for you. +- You don’t spend your movement when you [[Teleport|teleport]]. Instead, the effect that lets you [[Teleport|teleport]] tells you how far you can [[Teleport|teleport]]. +- If you [[Teleport|teleport]] while [[Prone|prone]], you can be standing when you reach your destination space provided you are able to stand. If another creature [[Teleport|teleports]] you, it is up to them if you remain [[Prone|prone]] or stand, provided you are able. +- If you [[Teleport|teleport]] while affected by the [[Grabbed|grabbed]] or [[Restrained|restrained]] conditions, those conditions end for you. #### DIFFICULT TERRAIN -Areas of thick underbrush, rubble, spiderwebs, or other obstacles to movement create difficult terrain. It costs 1 additional square of movement to enter a square of difficult terrain. +Areas of thick underbrush, rubble, spiderwebs, or other obstacles to movement create [[Difficult Terrain|difficult terrain]]. It costs 1 additional square of movement to enter a square of [[Difficult Terrain|difficult terrain]]. #### HIGH GROUND @@ -7303,27 +7304,27 @@ When you make an attack against a creature or object and you occupy a space that #### FORCED MOVEMENT -Some actions and maneuvers allow you to push, pull, or slide another creature a specific distance across the battlefield. Collectively, these types of movement are called forced movement: +Some actions and maneuvers allow you to push, pull, or slide another creature a specific distance across the battlefield. Collectively, these types of movement are called [[Forced Movement|forced movement]]: - **Push X:** You move the target up to X squares away from you in a straight line, without moving them vertically. - **Pull X:** You move the target up to X squares toward you in a straight line, without moving them vertically. Each square you move the creature must bring them closer to you. - **Slide X:** You move the target up to X squares in any direction, except for vertically. -When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the conduit gets a tier 3 “push 5” result with their Thunder of the Divine ability, they can push targets any distance up to 5 squares, including choosing to not move certain targets at all. +When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the [[Conduit|conduit]] gets a tier 3 “push 5” result with their [[Thunder Of The Divine|Thunder of the Divine]] ability, they can push targets any distance up to 5 squares, including choosing to not move certain targets at all. -Forced movement ignores difficult terrain and never provokes opportunity attacks. When you force move a target into damaging terrain or into terrain that produces an effect, they are affected as if they had moved into it willingly. +[[Forced Movement|Forced movement]] ignores [[Difficult Terrain|difficult terrain]] and never provokes opportunity attacks. When you force move a target into damaging terrain or into terrain that produces an effect, they are affected as if they had moved into it willingly. ##### VERTICAL -If a forced movement effect has the word “vertical” in front of it, then the forced movement can move a target up or down in addition to horizontally. For example, if a forced movement effect says “vertical push 5,” then the creature targeted by the effect can be pushed up to 5 squares in any direction, as long as the forced movement is a straight line. +If a [[Forced Movement|forced movement]] effect has the word “vertical” in front of it, then the [[Forced Movement|forced movement]] can move a target up or down in addition to horizontally. For example, if a [[Forced Movement|forced movement]] effect says “vertical push 5,” then the creature targeted by the effect can be pushed up to 5 squares in any direction, as long as the [[Forced Movement|forced movement]] is a straight line. -If a creature who can’t fly is left in midair at the end of a vertical forced move, they fall. +If a creature who can’t [[Fly|fly]] is left in midair at the end of a vertical forced move, they fall. -Though you can’t push, pull, or slide a creature unless that forced movement specifies “vertical,” you can move them along a slope. For a creature to be force moved along a slope, each square of the slope can be no more than 1 square higher or lower than the previous square. +Though you can’t push, pull, or slide a creature unless that [[Forced Movement|forced movement]] specifies “vertical,” you can move them along a slope. For a creature to be force moved along a slope, each square of the slope can be no more than 1 square higher or lower than the previous square. ##### SLAMMING INTO CREATURES -When you force move a creature into another creature, the movement ends and both creatures take 1 damage for each square remaining in the first creature’s forced movement. You can also force move an object into a creature. The object’s movement ends and the creature takes 1 damage for each square remaining in the object’s forced movement. +When you force move a creature into another creature, the movement ends and both creatures take 1 damage for each square remaining in the first creature’s [[Forced Movement|forced movement]]. You can also force move an object into a creature. The object’s movement ends and the creature takes 1 damage for each square remaining in the object’s [[Forced Movement|forced movement]]. It is possible to move a creature or object of a larger size into several creatures of a smaller size at the same time. When this happens, all creatures in the collision take damage once. @@ -7343,32 +7344,32 @@ You can force move another creature into yourself with a pull or a slide. ##### SLAMMING INTO OBJECTS -When you force move a creature into a stationary object that is their size or larger and the object doesn’t break (see below), the movement ends and the creature takes 1 damage for each square remaining in their forced movement. +When you force move a creature into a stationary object that is their size or larger and the object doesn’t break (see below), the movement ends and the creature takes 1 damage for each square remaining in their [[Forced Movement|forced movement]]. If you force move a creature downward into an object that doesn’t break (including the ground), they also take falling damage. ##### HURLING THROUGH OBJECTS -When you move a creature into a mundane object, the object can break depending on how many squares of forced movement remain: +When you move a creature into a mundane object, the object can break depending on how many squares of [[Forced Movement|forced movement]] remain: -- It costs 1 remaining square of forced movement to destroy 1 square of glass. The creature moved takes 1 damage. -- It costs 3 remaining squares of forced movement to destroy 1 square of wood. The creature moved takes 3 damage. -- It costs 6 remaining squares of forced movement to destroy 1 square of stone. The creature moved takes 6 damage. -- It costs 9 remaining squares of forced movement to destroy 1 square of metal. The creature moved takes 9 damage. +- It costs 1 remaining square of [[Forced Movement|forced movement]] to destroy 1 square of glass. The creature moved takes 1 damage. +- It costs 3 remaining squares of [[Forced Movement|forced movement]] to destroy 1 square of wood. The creature moved takes 3 damage. +- It costs 6 remaining squares of [[Forced Movement|forced movement]] to destroy 1 square of stone. The creature moved takes 6 damage. +- It costs 9 remaining squares of [[Forced Movement|forced movement]] to destroy 1 square of metal. The creature moved takes 9 damage. -If any forced movement remains after the object is destroyed, you can continue to move the creature who destroyed the object. +If any [[Forced Movement|forced movement]] remains after the object is destroyed, you can continue to move the creature who destroyed the object. ##### FORCED INTO A FALL -If you can’t fly and are force moved across an open space that would cause you to fall, such as being pushed over the edge of a cliff, you continue moving the total distance you were moved first. If you are still in a position to fall when your move ends, you fall. +If you can’t [[Fly|fly]] and are force moved across an open space that would cause you to fall, such as being pushed over the edge of a cliff, you continue moving the total distance you were moved first. If you are still in a position to fall when your move ends, you fall. ##### FOR THE DIRECTOR: USE TACTICAL MAPS -> This is a tactical game. To get the most out of the rules for movement, difficult terrain, and falling, you should use encounter maps with interesting environmental features. You might have ledges, pits of acid, walls of fire, mechanical traps, columns, giant webs, magical hazards, and the like for creatures to be thrown into, thrown off of, or thrown through. You’ll want most of your battles to take place in environments with plenty of space to move around, avoiding a lot of long corridors that are 1 square wide. +> This is a tactical game. To get the most out of the rules for movement, [[Difficult Terrain|difficult terrain]], and falling, you should use encounter maps with interesting environmental features. You might have ledges, pits of acid, walls of fire, mechanical traps, columns, giant webs, magical hazards, and the like for creatures to be thrown into, thrown off of, or thrown through. You’ll want most of your battles to take place in environments with plenty of space to move around, avoiding a lot of long corridors that are 1 square wide. ##### STABILITY -Each creature has a stability that allows them to resist forced movement. When a creature is forced moved, they can reduce the movement up to a number of squares equal to their stability. Heroes start with a stability of 0 that can be increased through kit and ancestry options. +Each creature has a stability that allows them to resist [[Forced Movement|forced movement]]. When a creature is forced moved, they can reduce the movement up to a number of squares equal to their stability. Heroes start with a stability of 0 that can be increased through kit and ancestry options. ### MANEUVERS @@ -7386,19 +7387,19 @@ You can use this maneuver to drink a potion yourself or to administer a potion t #### ESCAPE GRAB -While you are grabbed by another creature (see Grab below), you can attempt to escape by making a resistance roll. You take a bane on the roll if the creature’s size is larger than yours. +While you are [[Grabbed|grabbed]] by another creature (see [[Grab]] below), you can attempt to escape by making a resistance roll. You take a bane on the roll if the creature’s size is larger than yours. **Power Roll + Might or Agility:** -- 11 or lower: You fail to escape the grab. -- 12–16: You can escape the grab, but if you do, the creature grabbing you can make a melee free strike against you before you are no longer grabbed. -- 17+: You are no longer grabbed. +- 11 or lower: You fail to escape the [[Grab|grab]]. +- 12–16: You can escape the [[Grab|grab]], but if you do, the creature grabbing you can make a melee [[Free Strike|free strike]] against you before you are no longer [[Grabbed|grabbed]]. +- 17+: You are no longer [[Grabbed|grabbed]]. #### GRAB -You attempt to grab a creature using the following ability: +You attempt to [[Grab|grab]] a creature using the following ability: -**GRAB** +**[[Grab|GRAB]]** - **Keywords:** Melee - **Type:** Maneuver @@ -7408,20 +7409,20 @@ You attempt to grab a creature using the following ability: **Power Roll + Might:** - 11 or lower: No effect -- 12–16: You can grab the target, but if you do, they can make a melee free strike against you right before they become grabbed by you. -- 17+: The target is grabbed by you. +- 12–16: You can [[Grab|grab]] the target, but if you do, they can make a melee [[Free Strike|free strike]] against you right before they become [[Grabbed|grabbed]] by you. +- 17+: The target is [[Grabbed|grabbed]] by you. -**Effect:** You gain an edge on the power roll if the creature’s size is smaller than yours. You can grab only one creature at a time this way. +**Effect:** You gain an edge on the power roll if the creature’s size is smaller than yours. You can [[Grab|grab]] only one creature at a time this way. #### HIDE -Using the Hide maneuver, you attempt to hide from other creatures who aren’t observing you while you have cover or concealment (see Hide and Sneak). +Using the [[Hide]] maneuver, you attempt to [[Hide|hide]] from other creatures who aren’t observing you while you have cover or concealment (see [[Hide]] and Sneak). #### KNOCKBACK You attempt to shove an adjacent creature using the following ability: -**KNOCKBACK** +**[[Knockback|KNOCKBACK]]** - **Keywords:** Melee - **Type:** Maneuver @@ -7444,33 +7445,33 @@ Complex or time-consuming tests might require an action if made in combat—or c #### SEARCH FOR HIDDEN CREATURES -You can use this maneuver to attempt to search for creatures hidden from you (see Hide and Sneak). +You can use this maneuver to attempt to search for creatures hidden from you (see [[Hide]] and Sneak). #### STAND UP -You can use this maneuver to stand up if you are prone, ending that condition. Alternatively, you can use this maneuver to make an adjacent prone creature stand up. +You can use this maneuver to [[Stand Up|stand up]] if you are [[Prone|prone]], ending that condition. Alternatively, you can use this maneuver to make an adjacent [[Prone|prone]] creature [[Stand Up|stand up]]. ### ACTIONS -When you take an action on your turn, you most often do so to use a unique ability defined on your character sheet (see Abilities). These abilities are the most unique, flavorful, and impactful things you can do with your action. You can also use your action to catch your breath, help another creature regain Stamina, charge into battle, defend yourself, or make a free strike. +When you take an action on your turn, you most often do so to use a unique ability defined on your character sheet (see Abilities). These abilities are the most unique, flavorful, and impactful things you can do with your action. You can also use your action to catch your breath, help another creature regain Stamina, [[Charge|charge]] into battle, [[Defend|defend]] yourself, or make a [[Free Strike|free strike]]. #### CATCH BREATH -By using the Catch Breath action, you spend a Recovery and heal an amount equal to your recovery value. In addition, you also gain the benefit of the Defend action. +By using the [[Catch Breath]] action, you spend a Recovery and [[Heal|heal]] an amount equal to your recovery value. In addition, you also gain the benefit of the [[Defend]] action. -If you are dying (see Dying and Death in Stamina), you can’t take the Catch Breath action, but other creatures can help you spend recoveries. +If you are dying (see Dying and Death in Stamina), you can’t take the [[Catch Breath]] action, but other creatures can help you spend recoveries. #### CHARGE -When you take the Charge action, you move up to your speed in a straight line, then make a melee free strike (see Free Strikes) against a creature when you end your move. You can’t shift when you charge. +When you take the [[Charge]] action, you move up to your speed in a straight line, then make a melee [[Free Strike|free strike]] (see [[Free Strike|Free Strikes]]) against a creature when you end your move. You can’t shift when you [[Charge|charge]]. #### DEFEND -When you take the Defend action, all attacks against you have a double bane until the end of your next turn. You gain no benefit from this action while another creature is taunted by you (see Conditions). +When you take the [[Defend]] action, all attacks against you have a double bane until the end of your next turn. You gain no benefit from this action while another creature is [[Taunted|taunted]] by you (see Conditions). #### FREE STRIKE -You can use this action to make a free strike (see Free Strikes). Most of the time, you’ll want to use the more impactful actions found on your character sheet, just as the director will use the actions in a creature’s stat block, but free strikes are always available for when all else fails. For instance, a fury who has no other options for ranged attacks might use the Ranged Weapon Free Strike attack with an improvised weapon when battling a flying creature. +You can use this action to make a [[Free Strike|free strike]] (see [[Free Strike|Free Strikes]]). Most of the time, you’ll want to use the more impactful actions found on your character sheet, just as the director will use the actions in a creature’s stat block, but [[Free Strike|free strikes]] are always available for when all else fails. For instance, a [[Fury|fury]] who has no other options for ranged attacks might use the Ranged Weapon [[Free Strike]] attack with an improvised weapon when battling a flying creature. #### HEAL @@ -7478,21 +7479,21 @@ You use your action to employ medicine or inspiring words to make an adjacent cr ### FREE STRIKES -Every creature can make a **free strike** as an action on their turn, though doing so typically isn’t the most effective choice. Most of the time, you’ll use free strikes when the rules call for it. Specific rules let you use free strikes as part of an action that allows you to also do something else impactful, such as how the Charge action lets you move and use a melee free strike in one action (see Charge above). +Every creature can make a **[[Free Strike|free strike]]** as an action on their turn, though doing so typically isn’t the most effective choice. Most of the time, you’ll use [[Free Strike|free strikes]] when the rules call for it. Specific rules let you use [[Free Strike|free strikes]] as part of an action that allows you to also do something else impactful, such as how the [[Charge]] action lets you move and use a melee [[Free Strike|free strike]] in one action (see [[Charge]] above). -Many rules and abilities allow heroes to make free strikes when it isn’t their turn, such as the tactician’s Overwatch ability. As well, all characters can make an opportunity attack free strike. +Many rules and abilities allow heroes to make [[Free Strike|free strikes]] when it isn’t their turn, such as the [[Tactician|tactician]]’s [[Overwatch]] ability. As well, all characters can make an opportunity attack [[Free Strike|free strike]]. #### OPPORTUNITY ATTACKS -Whenever a creature within the reach of your melee free strike moves out of it without shifting, you can take advantage of their movement to quickly make a melee free strike against them as a free triggered action. This is called an opportunity attack. +Whenever a creature within the reach of your melee [[Free Strike|free strike]] moves out of it without [[Shifting|shifting]], you can take advantage of their movement to quickly make a melee [[Free Strike|free strike]] against them as a free triggered action. This is called an opportunity attack. -If you have a bane or double bane on the power roll against the creature, you can’t make the free strike. +If you have a bane or double bane on the power roll against the creature, you can’t make the [[Free Strike|free strike]]. #### STANDARD FREE STRIKES -Every hero has two standard free strikes available to them. Your class might give you additional free strike options, and your kit can improve the standard options (see Kits). +Every hero has two standard [[Free Strike|free strikes]] available to them. Your class might give you additional [[Free Strike|free strike]] options, and your kit can improve the standard options (see Kits). -A melee weapon free strike is a melee attack made with an unarmed strike or an improvised weapon. A ranged weapon free strike is a ranged attack made with an improvised weapon. At the Director’s discretion, the damage type of an improvised weapon can change based on the object used. For example, if you use a burning torch as an improvised weapon, it could deal fire damage. +A melee weapon [[Free Strike|free strike]] is a melee attack made with an unarmed strike or an improvised weapon. A ranged weapon [[Free Strike|free strike]] is a ranged attack made with an improvised weapon. At the Director’s discretion, the damage type of an improvised weapon can change based on the object used. For example, if you use a burning torch as an improvised weapon, it could deal fire damage. ##### MELEE WEAPON FREE STRIKE @@ -7534,7 +7535,7 @@ When you have line of effect to a creature or object but that target has at leas ### CONCEALMENT -Darkness, fog, invisibility magic, and any other effect that fully obscures a creature but doesn’t protect their body grants that creature concealment. You can target a creature who has concealment with attacks, provided they aren’t hidden (see Hide and Sneak in Adventuring). However, attacks against such creatures take a bane. Even if you have line of effect to a creature, they have concealment from you if you can’t see them. +Darkness, fog, invisibility magic, and any other effect that fully obscures a creature but doesn’t protect their body grants that creature concealment. You can target a creature who has concealment with attacks, provided they aren’t hidden (see [[Hide]] and Sneak in Adventuring). However, attacks against such creatures take a bane. Even if you have line of effect to a creature, they have concealment from you if you can’t see them. #### INVISIBLE CREATURES @@ -7552,13 +7553,13 @@ Typical damage, such as that caused by weapons, falling, traps, and monstrous cl Damage immunity means that a creature can ignore some or all of the damage they would usually take from certain attacks or effects. -Damage immunity might have a damage type associated with it, expressed as “[damage type] immunity.” Alternatively, damage immunity might apply to any powers that deal damage with the Weapon, Magic, or Psionic keyword. Damage immunity of either kind often has a value associated with it, so that one creature’s stat block notes “fire immunity 5,” while another creature has “Magic immunity 5.” +Damage immunity might have a damage type associated with it, expressed as “\[damage type\] immunity.” Alternatively, damage immunity might apply to any powers that deal damage with the Weapon, Magic, or Psionic keyword. Damage immunity of either kind often has a value associated with it, so that one creature’s stat block notes “fire immunity 5,” while another creature has “Magic immunity 5.” Whenever a target with damage immunity takes damage of the indicated type or from a power with the indicated keyword, they reduce the damage by the value of the immunity (to a minimum of 0 damage). If the value of the immunity is “all,” then the target takes no damage of the indicated type or from those powers. -Certain creatures also have forced move damage immunity. Whenever they take damage from forced movement, that damage is reduced by a number equal to their immunity. +Certain creatures also have forced move damage immunity. Whenever they take damage from [[Forced Movement|forced movement]], that damage is reduced by a number equal to their immunity. -Damage immunity should be the last thing applied when calculating damage. For instance, if your hero has Weapon immunity 5 and takes 8 damage from a weapon attack, you would take 3 damage. If a tactician first halved the damage you take with the Parry triggered action, you would take 4 damage from the attack before immunity is applied, with immunity then reducing the damage to 0. +Damage immunity should be the last thing applied when calculating damage. For instance, if your hero has Weapon immunity 5 and takes 8 damage from a weapon attack, you would take 3 damage. If a [[Tactician|tactician]] first halved the damage you take with the [[Parry]] triggered action, you would take 4 damage from the attack before immunity is applied, with immunity then reducing the damage to 0. If multiple damage immunities apply to a source of damage, only the immunity with the highest value applies. @@ -7572,13 +7573,13 @@ If you have both damage immunity and weakness applied to a source of damage, app ### STAMINA -Your hero’s survivability is represented by your **Stamina**. Think of Stamina as a combination of a creature’s physical vitality and their overall energy for dodging and resisting incoming blows, spells, and other violence. It’s not that every instance of damage deals a bleeding wound to you, but that each one chips away at your ability to fight effectively. An attack might make you sweat as you leap back to avoid an arrow, while another might just graze your elbow with a dagger nick, leaving a dull, distracting pain. Eventually, though, this draining of energy leaves you open for bigger blows that can truly harm your body—or possibly kill you. +Your hero’s survivability is represented by your **Stamina**. Think of Stamina as a combination of a creature’s physical vitality and their overall energy for dodging and resisting incoming blows, spells, and other violence. It’s not that every instance of damage deals a [[Bleeding|bleeding]] wound to you, but that each one chips away at your ability to fight effectively. An attack might make you sweat as you leap back to avoid an arrow, while another might just graze your elbow with a dagger nick, leaving a dull, [[Distracting Pain|distracting pain]]. Eventually, though, this draining of energy leaves you open for bigger blows that can truly harm your body—or possibly kill you. After any damage you take is reduced by damage immunity or other effects, your Stamina is reduced by an amount equal to the remaining damage. Some effects can also reduce your Stamina maximum, limiting the amount of Stamina you can regain. #### RECOVERIES AND RECOVERY VALUE -Each hero has a number of Recoveries determined by their class. A hero also has a recovery value that equals one-third of their Stamina, rounded down. When you use the Catch Breath action (see Actions), you spend a Recovery and regain Stamina equal to your recovery value. Outside of combat, you can spend as many Recoveries as you have remaining. Some abilities, items, and other effects allow you to spend a Recovery to regain Stamina equal to your recovery value plus a little extra (as described by the effect), or to regain Stamina without spending a Recovery. +Each hero has a number of Recoveries determined by their class. A hero also has a recovery value that equals one-third of their Stamina, rounded down. When you use the [[Catch Breath]] action (see Actions), you spend a Recovery and regain Stamina equal to your recovery value. Outside of combat, you can spend as many Recoveries as you have remaining. Some abilities, items, and other effects allow you to spend a Recovery to regain Stamina equal to your recovery value plus a little extra (as described by the effect), or to regain Stamina without spending a Recovery. #### WINDED @@ -7588,7 +7589,7 @@ You can tell when other creatures are winded and vice versa. #### DYING AND DEATH -When your Stamina is 0 or lower, you are dying. While dying, you can’t take the Catch Breath action in combat, and whenever you make a test using Might or Agility, make an attack, or use an action, maneuver, or a triggered action, you lose 1d6 Stamina after the action, maneuver, or triggered action is resolved. This Stamina loss can’t be prevented in any way. While you are dying, your allies can help you spend recoveries in combat, and you can spend Recoveries out of combat as usual. +When your Stamina is 0 or lower, you are dying. While dying, you can’t take the [[Catch Breath]] action in combat, and whenever you make a test using Might or Agility, make an attack, or use an action, maneuver, or a triggered action, you lose 1d6 Stamina after the action, maneuver, or triggered action is resolved. This Stamina loss can’t be prevented in any way. While you are dying, your allies can help you spend recoveries in combat, and you can spend Recoveries out of combat as usual. While your Stamina is lower than 0, if it reaches the negative of your winded value, you die. When you die, you can’t be brought back to life without the use of a special powerful item such as a Scroll of Resurrection. @@ -7608,7 +7609,7 @@ Director-controlled creatures remain unconscious for 1 hour if no one does anyth ##### UNCONSCIOUS -While you are unconscious, you can’t take actions, maneuvers, triggered actions, free triggered actions, or free maneuvers; your speed is 0; you are unaware of your surroundings; and you are prone. Attacks against you have a double edge. If you wake up from being unconscious, you can stand up from prone as a free maneuver. +While you are unconscious, you can’t take actions, maneuvers, triggered actions, free triggered actions, or free maneuvers; your speed is 0; you are unaware of your surroundings; and you are [[Prone|prone]]. Attacks against you have a double edge. If you wake up from being unconscious, you can [[Stand Up|stand up]] from [[Prone|prone]] as a free maneuver. #### TEMPORARY STAMINA @@ -7637,9 +7638,9 @@ If a creature is fully submerged in water, they have fire immunity 5 and lightni ### MOUNTED COMBAT -A willing allied creature with the Mount role (see Creature Roles in the Bestiary) can serve as your mount as long as their size is greater than yours. You can climb onto your mount freely (see Climbing Other Creatures). You can then use your maneuver on your turn to allow your mount to take a move action instead of you. The mount can benefit from this extra move action only once per round. +A willing allied creature with the Mount role (see Creature Roles in the Bestiary) can serve as your mount as long as their size is greater than yours. You can climb onto your mount freely (see [[Climbing Other Creatures]]). You can then use your maneuver on your turn to allow your mount to take a move action instead of you. The mount can benefit from this extra move action only once per round. -If a creature riding a mount is force moved, they are knocked off the mount, and must make a test to determine how they land (see Climbing Other Creatures). If a mount is force moved, they carry any riders with them. +If a creature riding a mount is force moved, they are knocked off the mount, and must make a test to determine how they land (see [[Climbing Other Creatures]]). If a mount is force moved, they carry any riders with them. ### END OF COMBAT @@ -7655,7 +7656,7 @@ When the Director ends combat this way, the players typically choose how the bat ##### FLEEING FOES -> If you’ve played an RPG like this one before, odds are you’ve had an encounter where you didn’t chase down every last fleeing foe—and then one such foe grabbed another bunch of evil buddies and came back to ambush you. It takes only one experience like this to create players who promise, “No survivors. No mercy!” whenever foes break ranks. Chasing down every last foe can be fun once in a while, but it can easily turn a tactical encounter into a slog. +> If you’ve played an RPG like this one before, odds are you’ve had an encounter where you didn’t chase down every last fleeing foe—and then one such foe [[Grabbed|grabbed]] another bunch of evil buddies and came back to ambush you. It takes only one experience like this to create players who promise, “No survivors. No mercy!” whenever foes break ranks. Chasing down every last foe can be fun once in a while, but it can easily turn a tactical encounter into a slog. > > Luckily, this is a heroic game. Although the Director can surprise the players with dramatic reveals and twisty-turny stories, “Gotcha!” moments that make players suspicious of every fleeing bandit shouldn’t be part of those stories. If a bandit is fleeing an encounter, they’re running away to rethink their life. If they’re going for help, the players should get some sense of that—for example, the bandit screaming at the top of their lungs as they run toward their leader’s tent. That way, the players can process what’s happening, and will understand that stopping that fleeing bandit is part of the challenge of the encounter. @@ -7677,7 +7678,7 @@ A combat encounter might include one or more of the heroes’ enemies commanding Classic heroic fantasy is full of important objects that the heroes must protect from the forces of evil: magic rings, royal birth certificates, dragon eggs, and the like. Heroes often find themselves at violent odds with their enemies as they race to collect a valuable or important item from a guarded temple or castle, or when they need to steal the item from a group of enemies already in possession of it. -Objectives in this category work well when paired with other objectives. For instance, the heroes must steal a ledger containing a record of criminal activity from an overmind and her lackeys. However, even if they obtain the ledger, the battle won’t be over until they also defeat the overmind, who won’t let the book go without a fight! +Objectives in this category work well when paired with other objectives. For instance, the heroes must steal a ledger containing a record of [[Criminal|criminal]] activity from an overmind and her lackeys. However, even if they obtain the ledger, the battle won’t be over until they also defeat the overmind, who won’t let the book go without a fight! ##### DESTROY THE THING! @@ -7695,7 +7696,7 @@ Sometimes the heroes just need to buy time. They might need to battle a conqueri Sometimes combat is complicated by the fact that the heroes need to stop the villainous actions of their foes. It’s not enough to simply defeat the warriors in a cult. The heroes must also stop the zealots’ archdevil-summoning ritual! Or it might be that the heroes need to interrupt a wedding and make sure an evil mage doesn’t marry the heir to the throne. Despite combat, the mage forces the ceremony to continue! -Objectives in this category often have a timer associated with them. If the heroes don’t achieve the objective in a certain number of rounds, the conditions of the battle should change. For instance, if the cultists summon the archdevil, defeating the devil suddenly becomes the heroes’ new objective! +Objectives in this category often have a timer associated with them. If the heroes don’t achieve the objective in a certain number of rounds, the conditions of the battle should change. For instance, if the cultists summon the archdevil, defeating the [[Devil|devil]] suddenly becomes the heroes’ new objective! ##### MAKING OBJECTIVES KNOWN @@ -7703,11 +7704,11 @@ Objectives in this category often have a timer associated with them. If the hero > > In many combat encounters, the objectives are obvious. For instance, in a battle against a necromancer controlling a horde of undead minions, the players probably don’t need to be told that defeating the necromancer ends the encounter when that’s an easy assumption. In an encounter against cultists performing a world-ending ritual, the heroes can guess that stopping the ritual is one of their objectives. In fact, they probably went on this adventure to specifically achieve that objective. They’re not there for karaoke at the end of existence! > -> Not all objectives are so clear, however. In a battle against a goblin cursespitter, a kobold legionary, and three human knaves guarding the entrance to a bandit fortress, it can be difficult to know what the exact objective of the encounter is, beyond “Defeat them all!” The objective could be to simply diminish the enemy forces, but it could also be the case that the cursespitter leads the group, so that defeating the goblin causes the other forces to fall apart. In such a case, it helps if the Director provides at least a hint of that setup at the start of the battle. The cursespitter could clearly issue orders and even call the other bandits cowards, demanding that they not “run away like last time!” +> Not all objectives are so clear, however. In a battle against a [[Goblin Cursespitter|goblin cursespitter]], a kobold legionary, and three [[Human Knave|human knaves]] guarding the entrance to a bandit fortress, it can be difficult to know what the exact objective of the encounter is, beyond “Defeat them all!” The objective could be to simply diminish the enemy forces, but it could also be the case that the cursespitter leads the group, so that defeating the goblin causes the other forces to fall apart. In such a case, it helps if the Director provides at least a hint of that setup at the start of the battle. The cursespitter could clearly issue orders and even call the other bandits cowards, demanding that they not “run away like last time!” ##### COMPLETE THE ACTION -The opposite of “Stop the Action,” this objective ending sees the characters charged with initiating an event, performing a ritual, and so forth. For instance, if the heroes are attempting to launch an airship while repelling a time raider boarding party, the encounter could be over the moment the heroes manage to activate the vessel and take off with just a few time raiders actually aboard. +The opposite of “Stop the Action,” this objective ending sees the characters charged with initiating an event, performing a ritual, and so forth. For instance, if the heroes are attempting to launch an airship while repelling a [[Time Raider|time raider]] boarding party, the encounter could be over the moment the heroes manage to activate the vessel and take off with just a few [[Time Raider|time raiders]] actually aboard. ##### OBJECTIVES AND ENCOUNTER DIFFICULTY @@ -7721,13 +7722,13 @@ If the heroes are able to end a fight with a dramatic finish, the Director assig #### EVENT ENDING -If the Director calls the end of combat when a specific objective in an encounter is achieved, the event ending creates a big narrative finish. The Director can pick a narrative trigger for an event ending before an encounter begins, or can come up with one on the fly if that makes more sense. +If the Director calls the end of combat when a specific objective in an encounter is achieved, the event ending creates a big narrative finish. The Director can pick a narrative trigger for an event ending before an encounter begins, or can come up with one on the [[Fly|fly]] if that makes more sense. Event endings can cover big scenarios, such as the characters destroying a dam to unleash a river upon their enemies, or completing a ritual that sends all the demons they've been battling back to the Abyssal Wasteland. These endings should be accompanied by vivid visual details. For example, if the heroes are battling a necromancer controlling a horde of zombies, the undead might crumble to dust upon the necromancer's defeat. Similarly, if the heroes destroy an eldritch machine sapping the land of its natural energy, the shockwave from its destruction could vaporize the cultists trying to protect it. ##### LAST-STAND STAMINA -> For players who enjoy fighting to the bitter end rather than ending combat early, the Director can use this **optional rule** to bring things to a quicker conclusion. When it's clear that the heroes are going to win a battle, their enemies are overcome with fear, despair, and panic. In this weakened state, each enemy's Stamina drops to 1, and each minion has a damage threshold of 1. The heroes can then swiftly finish off the remaining foes, getting the satisfaction of total annihilation through dice rolls. +> For players who enjoy fighting to the bitter end rather than ending combat early, the Director can use this **optional rule** to bring things to a quicker conclusion. When it's clear that the heroes are going to win a battle, their enemies are overcome with fear, despair, and panic. In this [[Weakened|weakened]] state, each enemy's Stamina drops to 1, and each minion has a damage threshold of 1. The heroes can then swiftly finish off the remaining foes, getting the satisfaction of total annihilation through dice rolls. ## NEGOTIATION @@ -7737,7 +7738,7 @@ Think of negotiation as something like learning a new system for combat, explora ### WHEN TO NEGOTIATE -In order for a negotiation to occur, an NPC must have an interest in negotiating with the heroes—but must also have a reason to not simply jump on board with whatever the heroes propose. Negotiations happen only when an NPC has that internal tension between interest and reluctance. For example, if the characters ask a king to send his army into a neighboring kingdom to battle a demon incursion, the king needs to be conflicted. He wants to stop the incursion, but he doesn’t want to risk the lives of his soldiers defending a foreign nation while leaving their own people unprotected. If the heroes want the help of the king’s army, they need to negotiate. +In order for a negotiation to occur, an NPC must have an interest in negotiating with the heroes—but must also have a reason to not simply [[Jump|jump]] on board with whatever the heroes propose. Negotiations happen only when an NPC has that internal tension between interest and reluctance. For example, if the characters ask a king to send his army into a neighboring kingdom to battle a demon incursion, the king needs to be conflicted. He wants to stop the incursion, but he doesn’t want to risk the lives of his [[Soldier|soldiers]] defending a foreign nation while leaving their own people unprotected. If the heroes want the help of the king’s army, they need to negotiate. Heroes aren’t expected to use the negotiation rules every time one character tries to convince an NPC to see things their way. For instance, if a hero wants information about a cult leader from a captured cultist, a single Presence test using the Lie skill or a Might test using Intimidate is likely all that’s needed. A character who wants to flirt with the local alchemist to obtain a free Healing Potion likely just needs to make a Presence test using the Flirt skill. @@ -7818,7 +7819,7 @@ An NPC with the benevolence pitfall has a cynical view of the world, believing t Arguments that appeal to a benevolence motivation contend that if the NPC strikes a deal with the heroes, the people the NPC cares about will benefit from the deal. Example arguments include the following: - “If you lend us the Sword of Agathor, we can make Capital safer for your guild by using it to lay your enemies low.” -- "If you can teleport us into the dragon’s cave, we’ll give you half the wyrm’s hoard once we cut off the creature’s head. That could benefit generations of students at your academy!" +- "If you can [[Teleport|teleport]] us into the dragon’s cave, we’ll give you half the wyrm’s hoard once we cut off the creature’s head. That could benefit generations of students at your academy!" ##### DISCOVERY @@ -7888,7 +7889,7 @@ Arguments that appeal to a legacy motivation contend that striking a deal with t ##### PEACE -An NPC with the peace motivation wants calm in their life. Under typical circumstances, they want to be left alone to run their business, farm, kingdom, criminal empire, or whatever small slice of the timescape is theirs. Some such NPCs don’t have peace and need help obtaining it, while others want their peaceful status quo to be maintained. +An NPC with the peace motivation wants calm in their life. Under typical circumstances, they want to be left alone to run their business, farm, kingdom, [[Criminal|criminal]] empire, or whatever small slice of the timescape is theirs. Some such NPCs don’t have peace and need help obtaining it, while others want their peaceful status quo to be maintained. An NPC with the peace pitfall hates being bored. They want excitement, drama, and danger in their life. For them, there’s nothing worse than the status quo. @@ -7910,17 +7911,17 @@ Arguments that appeal to a power motivation contend that working with the heroes ##### NPCS CHANGE OVER TIME -> Just like the heroes, NPCs in negotiations are complex individuals who can change over time. It’s possible that the heroes might have to negotiate with the same NPC for several different favors during the course of a campaign, over which time the NPC’s motivations and pitfalls might change. If the heroes turn a bandit captain with the greed and power motivations into a temporary ally, that criminal might learn from them, changing their ways to rob only those who exploit the poor and giving those earnings to people in need. The next time the heroes negotiate with the bandit captain, they have the benevolence and protection motivations. +> Just like the heroes, NPCs in negotiations are complex individuals who can change over time. It’s possible that the heroes might have to negotiate with the same NPC for several different favors during the course of a campaign, over which time the NPC’s motivations and pitfalls might change. If the heroes turn a bandit captain with the greed and power motivations into a temporary ally, that [[Criminal|criminal]] might learn from them, changing their ways to rob only those who exploit the poor and giving those earnings to people in need. The next time the heroes negotiate with the bandit captain, they have the benevolence and protection motivations. ##### PROTECTION -An NPC with the protection motivation has land, people, information, items, or an organization they want protected above all else. Keeping their charge safe is a duty they hold dear, and aiding in that protection earns their favor. Most people have friends or family they wish to protect, but an NPC with the protection motivation believes in doing so above all else. +An NPC with the protection motivation has land, people, information, items, or an organization they want protected above all else. Keeping their [[Charge|charge]] safe is a duty they hold dear, and aiding in that protection earns their favor. Most people have friends or family they wish to protect, but an NPC with the protection motivation believes in doing so above all else. An NPC with the protection pitfall is happy to leave others to fend for themselves. They don’t believe that it’s their responsibility to protect anyone other than themself, and might be outright disgusted at the thought of risking themself or their property to protect others. -Arguments that appeal to a protection motivation contend that helping the heroes allows an NPC to better protect their charge. Example arguments include the following: +Arguments that appeal to a protection motivation contend that helping the heroes allows an NPC to better protect their [[Charge|charge]]. Example arguments include the following: -- "Dead soldiers grow the necromancer’s ranks. Total annihilation is the only way to defeat her. March with us now, while her army is small, and we’ll defeat her. Or..." +- "Dead [[Soldier|soldiers]] grow the necromancer’s ranks. Total annihilation is the only way to defeat her. March with us now, while her army is small, and we’ll defeat her. Or..." ##### REVELRY @@ -7930,8 +7931,8 @@ An NPC with the revelry pitfall sees social encounters and hedonism as a waste o Arguments that appeal to the revelry motivation contend that striking a deal with the heroes will allow the NPC to get back to reveling sooner, longer, or harder. Example arguments include the following: -- "How would you like to have the most exclusive songs for your exclusive birthday celebration next week? I’ll write you a whole original set list, free of charge … provided you extend me and my band here an invitation." -- "I know you don’t want to forge five Chronokinesis Crowns. How’s this instead? You do that for me, and I’ll give you the fourteen kegs of whiskey we found in a steel-dwarf ruin. This stuff is old, unique, and forget-your-first-name potent. You can crack a keg with your friends to celebrate a job well done." +- "How would you like to have the most exclusive songs for your exclusive birthday celebration next week? I’ll write you a whole original set list, free of [[Charge|charge]] … provided you extend me and my band here an invitation." +- "I know you don’t want to forge five Chronokinesis Crowns. How’s this instead? You do that for me, and I’ll give you the fourteen kegs of whiskey we found in a steel-[[Dwarf|dwarf]] ruin. This stuff is old, unique, and forget-your-first-name potent. You can crack a keg with your friends to celebrate a job well done." ##### VENGEANCE @@ -7942,7 +7943,7 @@ An NPC with the vengeance pitfall believes that revenge solves nothing. They mig Arguments that appeal to the vengeance motivation contend that the NPC can gain payback for their pain by helping the heroes. Example arguments include the following: - "The servants of Ajax killed your sister as she scoured the city for his cults. The Black Iron Pact works for the Overlord. Give us her diaries, and we might uncover the pact’s hideaway and deal a great blow to your hated foes." -- "That prankster Huckable made your trousers tear at the last council meeting. Don’t you want to pay him back? We can arrange a delicious prank at the next gathering, but we need you to guarantee the safety of the orc refugees." +- "That prankster Huckable made your trousers tear at the last council meeting. Don’t you want to pay him back? We can arrange a delicious prank at the next gathering, but we need you to guarantee the safety of the [[Orc|orc]] refugees." ### OPENING A NEGOTIATION @@ -8128,13 +8129,13 @@ If the NPC’s patience is 0 or their interest is 5, then the offer the NPC make If the NPC’s interest is 0, the NPC ends the negotiation without accepting a deal. -The heroes can walk away from a negotiation without accepting a deal at any time. +The heroes can [[Walk|walk]] away from a negotiation without accepting a deal at any time. ### SAMPLE NEGOTIATION After killing the true lord of Bedegar, the tyrannical Lord Saxton took over the barony’s capital, and is presently gathering forces of his own to march on the rest of Bedegar’s settlements. The heroes recently saved Edmund, the true heir to Bedegar’s throne, and are now gathering forces to build an army that can stand against Saxton and defeat the tyrant. -The heroes are engaging in a negotiation with Zola Honeycut, the human guildmaster of the Clock—a thieves’ guild whose headquarters is located in Bedegar’s capital. The guild openly opposed Saxton when he first seized power, but the tyrant was quick to crack down on all known members of the Clock, forcing them into hiding or hanging them as a warning to others. The heroes’ hope is that they can convince Zola to support their armed resistance. +The heroes are engaging in a negotiation with Zola Honeycut, the [[Human|human]] guildmaster of the Clock—a thieves’ guild whose headquarters is located in Bedegar’s capital. The guild openly opposed Saxton when he first seized power, but the tyrant was quick to crack down on all known members of the Clock, forcing them into hiding or hanging them as a warning to others. The heroes’ hope is that they can convince Zola to support their armed resistance. #### ZOLA’S NEGOTIATION STATS @@ -8147,10 +8148,12 @@ Zola is neutral toward the heroes when the negotiation begins. She knows them on - **Impression:** 3 **Motivations** + - **Benevolence:** Zola’s name, Honeycut, comes from the fact that she always gives her fellow thieves a bigger cut than her own on jobs. - **Protection:** The members of the Clock are the only family Zola’s ever known. The guild’s motto is “The Clock is always ticking,” because they’re always planning the next job and their ever-richer future. Zola doesn’t want to be the guild’s last master. **Pitfalls** + - **Higher Authority:** Zola has no interest in serving anyone other than herself, and she scoffs at the suggestion of taking orders. - **Revelry:** Zola is all business and has no time for frivolity, especially while living under Saxton’s threat. @@ -8160,17 +8163,17 @@ Zola is glad that people are finally opposing Lord Saxton, but is angry that no #### NEGOTIATION IN ACTION -Here’s how the negotiation with Zola might play out. In this scenario, Alyssa is playing Jorn the tactician, Grace is playing Val the conduit, James is playing Korvo the shadow, and Matt is playing Linn the talent. All the heroes have a Renown of 2 except for Jorn, who has a Renown of 3 and is therefore famous to Zola. +Here’s how the negotiation with Zola might play out. In this scenario, Alyssa is playing Jorn the [[Tactician|tactician]], Grace is playing Val the [[Conduit|conduit]], James is playing Korvo the [[Shadow|shadow]], and Matt is playing Linn the talent. All the heroes have a Renown of 2 except for Jorn, who has a Renown of 3 and is therefore famous to Zola. -**Director:** The windows are boarded up, allowing no light to enter the seemingly abandoned Goat’s Eye tavern. The whole place smells of charred wood, evidence of the fire that burned most of the building’s interior three years ago. As the door shuts behind you, light from a hooded lantern on the opposite side of the tavern suddenly fills the room. Amid the blackened walls and pillars, you see that six burly ruffians flank your group on both sides. The human holding the lantern smiles. “Welcome. I’m Zola. Willoughby told me you were coming. Have a seat.” She motions to a few crates arranged in a circle around a wide barrel. +**Director:** The windows are boarded up, allowing no light to enter the seemingly abandoned Goat’s Eye tavern. The whole place smells of charred wood, evidence of the fire that burned most of the building’s interior three years ago. As the door shuts behind you, light from a hooded lantern on the opposite side of the tavern suddenly fills the room. Amid the blackened walls and pillars, you see that six burly ruffians flank your group on both sides. The [[Human|human]] holding the lantern smiles. “Welcome. I’m Zola. Willoughby told me you were coming. Have a seat.” She motions to a few crates arranged in a circle around a wide barrel. -**James (playing Korvo):** I have a seat and say, “Korvo at your service, Ms. Honeycut. And these here are the finest companions a polder could ask for: Linn, Jorn, and Val.” +**James (playing Korvo):** I have a seat and say, “Korvo at your service, Ms. Honeycut. And these here are the finest companions a [[Polder|polder]] could ask for: Linn, Jorn, and Val.” **Director:** Zola nods to each of you in turn, then says, “You’ll excuse me if I dispense with more pleasantries. These days, no place is safe for the Clock. We keep moving. So tell me, what are you here for?” **Alyssa (playing Jorn):** “We’re building an army to take down Saxton once and for all.” -**Director:** Zola gives a mirthless chuckle as she shakes her head. “Oh is that all? I have to tell you, I don’t think the four of you stand much of a chance. Unless you’re hiding a legion or two of dwarves in your pockets. Yes, you have Jorn the Mighty with you, but you’ll need more than one famous warrior to win the day.” +**Director:** Zola gives a mirthless chuckle as she shakes her head. “Oh is that all? I have to tell you, I don’t think the four of you stand much of a chance. Unless you’re hiding a legion or two of [[Dwarf|dwarves]] in your pockets. Yes, you have Jorn the Mighty with you, but you’ll need more than one famous warrior to win the day.” **Alyssa:** Ah! So she has heard of me at least! Thanks, Renown. @@ -8178,7 +8181,7 @@ Here’s how the negotiation with Zola might play out. In this scenario, Alyssa **Director:** Zola nods, impressed. “I’m glad the boy is safe, but that’s all he is—a boy, not an army.” -**Matt (playing Linn):** “He’s a boy people will rally around. We have no army, but that’s why we’re here. We’re planning on changing that. Can you spare any soldiers for our cause?” +**Matt (playing Linn):** “He’s a boy people will rally around. We have no army, but that’s why we’re here. We’re planning on changing that. Can you spare any [[Soldier|soldiers]] for our cause?” The negotiation officially starts. The heroes have stated what they want from Zola. The Director begins by prompting them to make an argument. @@ -8208,7 +8211,7 @@ Korvo inadvertently made an argument using a pitfall by appealing to a higher au The heroes now know both of Zola’s pitfalls: higher authority and revelry. -**Linn:** Linn is going to say, “We’re recruiting more than just the Clock. We have a good chance of recruiting the elves of the wode and the orcs of Forest Rend, and we’re already training the people of Gravesford to put up a fight. If we strike before Saxton can fully build his forces, we all stand a better chance of survival. If you don’t stand with us, Saxton will still come for you. He’s already coming for you. The Clock stands less of a chance alone.” +**Linn:** Linn is going to say, “We’re recruiting more than just the Clock. We have a good chance of recruiting the elves of the wode and the [[Orc|orcs]] of Forest Rend, and we’re already training the people of Gravesford to put up a fight. If we strike before Saxton can fully build his forces, we all stand a better chance of survival. If you don’t stand with us, Saxton will still come for you. He’s already coming for you. The Clock stands less of a chance alone.” **Director:** I think that’s a Reason test, since you’re using logic to point out that you have a better chance together than on your own. It’s easy too, since you’re appealing to one of her motivations. @@ -8232,7 +8235,7 @@ Because Linn appealed to a motivation, Zola’s interest increases to 2, and her **Alyssa:** I wonder if we can try to figure out another one of her motivations. -**James:** Is there anything I know about Zola’s reputation? I have the Criminal Underworld skill. +**James:** Is there anything I know about Zola’s reputation? I have the [[Criminal]] Underworld skill. **Director:** Make a hard Reason test. diff --git a/Rules/Draw Steel Rules.md b/Draw Steel Rules.md similarity index 78% rename from Rules/Draw Steel Rules.md rename to Draw Steel Rules.md index 8d2dcba..bfd8539 100644 --- a/Rules/Draw Steel Rules.md +++ b/Draw Steel Rules.md @@ -10,7 +10,7 @@ This game will absolutely feature dungeons. Ancient underground complexes filled You can fight monsters in a dungeon, but the game is not about dungeons. Lots of games focus on that gameplay and do it really well! Like Shadowdark. -It’s not a wilderness exploration game, aka a hex crawl. It’s not about surviving in extreme weather, getting lost, or trying to navigate your way back to safety. +It’s not a wilderness exploration game, aka a hex [[Crawl|crawl]]. It’s not about surviving in extreme weather, getting lost, or trying to navigate your way back to safety. You can fight monsters in the wilderness, even run a whole campaign in the wilderness, but this game is not about the wilderness. We love games that focus on that fantasy, like *Forbidden Lands*. @@ -32,7 +32,7 @@ Strategy is: “What are we trying to do?” Break a siege, free a prisoner, res Tactics is about: “How are we going to do that?” We’re going to … surround them! Sneak around them! Pick them off one by one! Kill their leader first. Kill their priest first! “No resurrections!” -In a tactical game, positioning matters. So our game is played on a grid. Effects and distances are measured in squares. This means everyone is looking at the same problem, and there is no ambiguity regarding where the heroes and villains are in relation to each other. The hobgoblin troopers are setting themselves up in a line to stop our tactician and fury from getting into melee with the hobgoblin war mage. We can all see that happening, and can talk about what we’re going to do to stop it. +In a tactical game, positioning matters. So our game is played on a grid. Effects and distances are measured in squares. This means everyone is looking at the same problem, and there is no ambiguity regarding where the heroes and villains are in relation to each other. The hobgoblin troopers are setting themselves up in a line to stop our [[Tactician|tactician]] and [[Fury|fury]] from getting into melee with the hobgoblin war mage. We can all see that happening, and can talk about what we’re going to do to stop it. That means teamwork matters. That’s why initiative works the way it does—to encourage the players to plan! “Okay, you use Concussive Slam on that trooper, it’ll push him back, and on my turn I can use Phalanx Forward to get us all into melee with the death captain.” @@ -42,7 +42,7 @@ In a tactical game, you have many choices each round. You are never reduced to j As you play with the same group of characters, you learn what they can all do. You discover synergies, “combos.” Some of them intended by the designers, some not! You start to learn these unique characters, and rely on them to do their cool things. It’s a great feeling when another player comes up with a cool plan that relies on your unique abilities. -You learn which characters are the “squishies” who need to be protected or healed. You learn which characters can push themselves right to the edge and keep fighting. “Don’t worry about healing Barlaca. She’s our fury. She’s happier with 3 Stamina.” +You learn which characters are the “squishies” who need to be protected or healed. You learn which characters can push themselves right to the edge and keep fighting. “Don’t worry about healing Barlaca. She’s our [[Fury|fury]]. She’s happier with 3 Stamina.” Our game is not about tactics. It’s not a war game. But it is tactical. @@ -58,21 +58,21 @@ So that’s one component of the heroic keyword. But another component, equally For instance, you never see Indiana Jones having to find a local sporting goods store because he needs to stock up on ammo. You never see Katniss Everdeen have to stop and take a shower because she stinks. -These things do happen. No one watching *Raiders of the Lost Ark* thinks that Indy’s gun is magical and doesn’t need bullets—but we just don’t need to see Indy doing that stuff. We don’t need to waste time on it. +These things do happen. No one watching *[[Raider|Raiders]] of the Lost Ark* thinks that Indy’s gun is magical and doesn’t need bullets—but we just don’t need to see Indy doing that stuff. We don’t need to waste time on it. ### CINEMATIC -Closely tied to the heroic keyword, the cinematic keyword is about how we like powers and abilities with a strong visual component. You can imagine your character doing or saying these things. “In All This Confusion” is a good name for the shadow’s ability to slip out of melee and retreat to safety. The text of the ability says how it works, but the name creates a visual that explains how it’s working. +Closely tied to the heroic keyword, the cinematic keyword is about how we like powers and abilities with a strong visual component. You can imagine your character doing or saying these things. “[[In All This Confusion]]” is a good name for the [[Shadow|shadow]]’s ability to slip out of melee and retreat to safety. The text of the ability says how it works, but the name creates a visual that explains how it’s working. -When Sir Vanazor the dragon knight fury leaps onto a goblin war spider, cleaving through the goblins riding the creature in a single turn, you can see it in your mind. It feels like a movie. It doesn’t feel simply as if you rolled well, but like an epic scene, complete with slow motion and a Carpenter Brut soundtrack. +When Sir Vanazor the [[Dragon Knight|dragon knight]] [[Fury|fury]] leaps onto a goblin [[War Spider|war spider]], cleaving through the goblins riding the creature in a single turn, you can see it in your mind. It feels like a movie. It doesn’t feel simply as if you rolled well, but like an epic scene, complete with slow motion and a Carpenter Brut soundtrack. -You should imagine your tactician character leading the battle, granting your allies free attacks, extra maneuvers. Coordinating the battle. That’s what the name implies. And if we’ve done a good job, when you read the character’s abilities, you think, “Yes! This is what I was imagining! I can’t wait to do this!” +You should imagine your [[Tactician|tactician]] character leading the battle, granting your allies free attacks, extra maneuvers. Coordinating the battle. That’s what the name implies. And if we’ve done a good job, when you read the character’s abilities, you think, “Yes! This is what I was imagining! I can’t wait to do this!” ### FANTASY Just … you know … it’s got dragons and stuff. :D -It’s worth mentioning—while everyone basically already knows what fantasy means in this context, we do imagine it a little more broadly than your average classical medieval fantasy. We like that stuff! Vasloria is our medieval European fantasy analog with knights on horseback and wizards in towers. But we also like high fantasy urban intrigue, and so we’re developing Capital, the City of the Great Game, the Greatest City In This or Any Age. Vasloria is mostly humans and elves and orcs and dwarves, but Capital has dozens, hundreds of different ancestries in it. +It’s worth mentioning—while everyone basically already knows what fantasy means in this context, we do imagine it a little more broadly than your average classical medieval fantasy. We like that stuff! Vasloria is our medieval European fantasy analog with knights on horseback and wizards in towers. But we also like high fantasy urban intrigue, and so we’re developing Capital, the City of the Great Game, the Greatest City In This or Any Age. Vasloria is mostly [[Human|humans]] and elves and [[Orc|orcs]] and [[Dwarf|dwarves]], but Capital has dozens, hundreds of different ancestries in it. Looking back at movies like Star Wars and the work of artists like Chris Foss, that ’70s stuff now seems explicitly fantastical. There’s nothing scientific or even plausible about a lightsaber or a John Berkey spaceship. But damn, they look cool! @@ -90,17 +90,17 @@ Here are a few key distinctions between this game and typical d20 fantasy that y - **Attacks automatically deal damage.** You can still have a bad turn! A tier one result is not awesome, but at least you’re making progress. The trick is: who’s making progress faster? You or the monsters? Since there’s no “I miss, next” in this game, fights tend to be short. 5 rounds is a long fight. Because everyone’s always doing damage! - **You don’t need to rest all the time.** Most d20 fantasy games are games of attrition. Your spell slots and other features dwindle as the adventuring day goes on. In Draw Steel, you need to rest to regain your Stamina and Recoveries (the stat that determine how robust you are in combat). But all characters earn the ability to use their magic and other awesome abilities as they adventure, encouraging you to press on heroically. -- **Character options are different.** We very strongly recommend you start by looking through the character creation section before you decide what you want to play. You can’t just assume the conduit is “basically a cleric.” In some ways it is! But in other ways it’s very different. You may have some cool character archetype you love to play in d20 Fantasy and you’re dying to see how it works in *Draw Steel*, but you’ll have a lot more fun if you start by browsing the Ancestries and Class sections and being inspired. Once you know how the game works, you’ll have a better handle on how to build your favorite character in here. +- **Character options are different.** We very strongly recommend you start by looking through the character creation section before you decide what you want to play. You can’t just assume the [[Conduit|conduit]] is “basically a cleric.” In some ways it is! But in other ways it’s very different. You may have some cool character archetype you love to play in d20 Fantasy and you’re dying to see how it works in *Draw Steel*, but you’ll have a lot more fun if you start by browsing the Ancestries and Class sections and being inspired. Once you know how the game works, you’ll have a better handle on how to build your favorite character in here. - **Smaller bonuses and penalties** *Draw Steel* is built around the roll of two ten-sided dice to produce three possible outcomes. On the surface, this might not seem that different from rolling a twenty-sided die and having two outcomes, but we’ve run the math. A lot. A bonus of +1 or penalty of −2 is significant in *Draw Steel*, much more so than in a typical d20 fantasy game. That means you should feel pretty good attempting most power rolls—the rolls you make to determine success out of combat—if you have a decent characteristic bonus on those rolls. And if you have a specific skill that applies to a power roll made as a test outside of combat, you’ll do even better. -- **Our game has a lot of skills** Your character can make use of a long list of skills, but we don’t expect you to memorize that list. We get into why there are so many skills in the *Tests* chapter, but the short version is that we think having a lot of skills allows you to create more distinct and specialized heroes, which supports the sort of gameplay we want to see in *Draw Steel*. And skills in *Draw Steel* aren’t tied to characteristics. If you’re trying to lose someone in a crowd? You can use Presence to Hide! Why not? +- **Our game has a lot of skills** Your character can make use of a long list of skills, but we don’t expect you to memorize that list. We get into why there are so many skills in the *Tests* chapter, but the short version is that we think having a lot of skills allows you to create more distinct and specialized heroes, which supports the sort of gameplay we want to see in *Draw Steel*. And skills in *Draw Steel* aren’t tied to characteristics. If you’re trying to lose someone in a crowd? You can use Presence to [[Hide]]! Why not? - **We won’t be able to point out every difference.** Beyond what’s noted here, don’t assume that these rules work like any d20 fantasy game you’ve played. We don’t have the space to point out every exception. So if you’re in doubt about how something works, put d20 fantasy out of your mind and read our rules without those assumptions, and you’ll find that things make better sense. If you’re still confused, stop by the MCDM Discord and ask. We’ve got tons of awesome community members ready to help! -- **We don’t expect you to do everything to the letter.** This is actually one thing *Draw Steel* does have in common with d20 fantasy. This is a big book of rules! Don’t stress if you need to look something up or make a ruling about an edge case on the fly. If everyone’s having fun, you’re doing it right. +- **We don’t expect you to do everything to the letter.** This is actually one thing *Draw Steel* does have in common with d20 fantasy. This is a big book of rules! Don’t stress if you need to look something up or make a ruling about an edge case on the [[Fly|fly]]. If everyone’s having fun, you’re doing it right. ## THE BASICS The flow of playing Draw Steel is like playing any other tabletop roleplaying game with a Director (also called a Game Master or GM in other games). Play is a conversation between the Director and the heroes that describes the story. The Director sets the scene, describing the important elements of the environment that the heroes would notice. -**Director**: You stand in the doorway of the top level of the ruined necromancer’s tower. The air is stale and reeks of death. A pale full moon shines through a broken ceiling, illuminating six sarcophagi upon a raised dais, each with a lid carved in the likeness of a devil. Broken flasks, beakers, and other laboratory glass covers the floor. +**Director**: You stand in the doorway of the top level of the ruined necromancer’s tower. The air is stale and reeks of death. A pale full moon shines through a broken ceiling, illuminating six sarcophagi upon a raised dais, each with a lid carved in the likeness of a [[Devil|devil]]. Broken flasks, beakers, and other laboratory glass covers the floor. After the Director sets the scene, each player describes how their character interacts with the area. The Director then describes how the environment and any creatures in it respond to the heroes’ actions. @@ -134,7 +134,7 @@ At some point, a player will have their hero attempt a task that has a risk of f **Grace**: Yeah. Should have warned you. -**Director**: The whole tower starts to sway as the sarcophagus lids slide to the floor and clawed undead hands emerge from within. Six decaying devils, each tattooed with glowing green runes, rise. They’re eager for violence. +**Director**: The whole tower starts to sway as the sarcophagus lids slide to the floor and clawed undead hands emerge from within. Six decaying [[Devil|devils]], each tattooed with glowing green runes, rise. They’re eager for violence. **James**: I think we found the Rotting Lords of Hell. @@ -146,7 +146,7 @@ Each creature in the game has five characteristics that represent their capacity #### MIGHT -Might (MGT) represents strength and brawn. A creature’s ability to break down doors, swing an axe, stand up during an earthquake, or hurl an ally across a chasm is determined by Might. +Might (MGT) represents strength and brawn. A creature’s ability to break down doors, swing an axe, [[Stand Up|stand up]] during an earthquake, or hurl an ally across a chasm is determined by Might. #### AGILITY @@ -166,7 +166,7 @@ Presence (PRS) represents force of personality. A creature’s ability to lie to #### CHARACTERISTIC SCORES -Each characteristic has a score that runs from −5 to +5. The higher a score, the more impact the creature has with that characteristic. A baby bunny rabbit would have a Might score of −5, while an ancient dragon would have a Might score of 5. The average human has a score of 0 in all their characteristics. Characteristic scores are added to power rolls—the dice rolls you make whenever your character attempts a task with an uncertain outcome (see Power Rolls). +Each characteristic has a score that runs from −5 to +5. The higher a score, the more impact the creature has with that characteristic. A baby bunny rabbit would have a Might score of −5, while an ancient dragon would have a Might score of 5. The average [[Human|human]] has a score of 0 in all their characteristics. Characteristic scores are added to power rolls—the dice rolls you make whenever your character attempts a task with an uncertain outcome (see Power Rolls). ### DICE @@ -204,7 +204,7 @@ The result of a power roll determines your outcome tier—three levels that dete ##### DOWNGRADE A POWER ROLL -Whenever you make a power roll, you can downgrade it to select the result of a lower tier. For instance, if an ability has a tier 3 result that lets you impose the restrained condition on a creature, but the tier 2 result for that ability lets you impose the slowed condition, you can use the tier 2 result if you would rather have the creature slowed than restrained. +Whenever you make a power roll, you can downgrade it to select the result of a lower tier. For instance, if an ability has a tier 3 result that lets you impose the [[Restrained|restrained]] condition on a creature, but the tier 2 result for that ability lets you impose the [[Slowed|slowed]] condition, you can use the tier 2 result if you would rather have the creature [[Slowed|slowed]] than [[Restrained|restrained]]. If you downgrade a critical hit, you still get the extra action benefit of the critical hit (see Critical Hit in Abilities). @@ -216,23 +216,23 @@ Whenever you roll a natural 19 or 20 on a power roll, you always achieve the tie #### EDGES AND BANES -An archer standing on a castle wall fires down into a throng of enemies, hitting the mark each time thanks to their high ground. A drunken bandit struggles to land blows on sober opponents as alcohol clouds their senses. Under certain circumstances, you need more than just a characteristic to represent the advantages and disadvantages that heroes, their enemies, and their allies might have. +An archer standing on a castle wall fires down into a throng of enemies, hitting the mark each time thanks to their [[High Ground|high ground]]. A drunken bandit struggles to land blows on sober opponents as alcohol clouds their senses. Under certain circumstances, you need more than just a characteristic to represent the advantages and disadvantages that heroes, their enemies, and their allies might have. ##### EDGE -An edge represents a situational advantage a hero or an enemy has when making a power roll. For example, a standing hero who makes a melee attack against a prone creature gains an edge on the power roll for their attack. A pair of magic gloves that makes your hands sticky might grant you an edge when making a power roll to climb walls! +An edge represents a situational advantage a hero or an enemy has when making a power roll. For example, a standing hero who makes a melee attack against a [[Prone|prone]] creature gains an edge on the power roll for their attack. A pair of magic gloves that makes your hands sticky might grant you an edge when making a power roll to climb walls! When you make a power roll with a single edge, you add 2 to the roll. If you make a power roll with two or more edges, you have a double edge. This means you don’t add anything to the power roll, but the result of the roll automatically improves one tier (to a maximum of tier 3). ##### BANE -A bane represents a situational disadvantage a hero or an enemy has when making a power roll. For example, if you make an attack while prone, the power roll for the attack takes a bane. A rainstorm might give you a bane on a power roll made to climb an outdoor wall because the weather makes the stone surface extra slick. +A bane represents a situational disadvantage a hero or an enemy has when making a power roll. For example, if you make an attack while [[Prone|prone]], the power roll for the attack takes a bane. A rainstorm might give you a bane on a power roll made to climb an outdoor wall because the weather makes the stone surface extra slick. When you make a power roll with a single bane, you subtract 2 from the roll. If you make a power roll with two or more banes, you have a double bane. This means you don’t subtract anything from the power roll, but the result of the roll automatically decreases one tier (to a minimum of tier 1). ##### ROLLING WITH EDGES AND BANES -Under certain circumstances, you might have one or more edges and banes on the same roll. For instance, you might take a bane when weakened by poison, even as you gain an edge for attacking a prone creature. In general, edges and banes cancel each other out, resolving as follows: +Under certain circumstances, you might have one or more edges and banes on the same roll. For instance, you might take a bane when [[Weakened|weakened]] by poison, even as you gain an edge for attacking a [[Prone|prone]] creature. In general, edges and banes cancel each other out, resolving as follows: - If you have an edge and a bane, or if you have a double edge and a double bane, the roll is made as usual without any edges or banes. - If you have a double edge and just one bane, the roll is made with one edge, regardless of how many single edge instances contribute to the double edge. @@ -244,7 +244,7 @@ The rules tell you when to modify a roll with an edge or a bane. The Director ca ##### WHY CAP? -> We capped edges and banes at a maximum of two each for several reasons, including thinking about the narrative of those penalties. Every little advantage or disadvantage in a heroic story has diminishing returns, acknowledging that a creature can only benefit or be hindered by short-term circumstances so much. For example, a character who is prone and weakened by poison already finds it difficult to attack—so that becoming restrained by a net can’t really make it harder. +> We capped edges and banes at a maximum of two each for several reasons, including thinking about the narrative of those penalties. Every little advantage or disadvantage in a heroic story has diminishing returns, acknowledging that a creature can only benefit or be hindered by short-term circumstances so much. For example, a character who is [[Prone|prone]] and [[Weakened|weakened]] by poison already finds it difficult to attack—so that becoming [[Restrained|restrained]] by a net can’t really make it harder. > > We also liked capping edges and banes at two because it keeps play quick. It’s nice to not need to count beyond two positive or negative circumstances in a battle with a lot of effects flying around. @@ -267,7 +267,7 @@ Players can also be awarded hero tokens as part of a test’s outcome when they > You can award hero tokens to the players for taking risks with their heroes beyond what the game typically expects of them. For instance, battling a group of monsters is part of the game and doesn’t earn a hero token. However, the following sorts of activities might: > > - A hero stands alone against a group of enemies to allow their comrades to escape. -> - A hero willingly jumps into quicksand, into lava, off a cliff, or into some other hazard to save another character. +> - A hero willingly [[Jump|jumps]] into quicksand, into lava, off a cliff, or into some other hazard to save another character. > - The group is presented with an easy way out of a difficult situation that involves lying, cheating, stealing, or the like, but they take the more arduous and honorable path. > - A hero gives away an important resource, such as a Healing Potion, to help another creature in need. @@ -279,11 +279,11 @@ If you’re not sure what to do when two rules come into conflict with each othe ### ALWAYS ROUND DOWN -There are times when the rules tell you to divide a number in half. Whenever you divide an odd number in half and it results in a decimal, round the result down to the nearest whole number. For instance, if you have a speed of 7 and become slowed (a condition that halves your speed), then your speed becomes 3. +There are times when the rules tell you to divide a number in half. Whenever you divide an odd number in half and it results in a decimal, round the result down to the nearest whole number. For instance, if you have a speed of 7 and become [[Slowed|slowed]] (a condition that halves your speed), then your speed becomes 3. ### CREATURES AND OBJECTS -This game uses the terms “creature” and “object.” Creatures are living or unliving beings such as animals, elves, humans, dragons, giants, zombies, and valok. Objects are inanimate matter such as walls, carriages, cups, swords, ropes, coins, paintings, columns, and buildings. Creatures always have stat blocks that relay their statistics, but objects do not. +This game uses the terms “creature” and “object.” Creatures are living or unliving beings such as animals, elves, [[Human|humans]], dragons, giants, zombies, and valok. Objects are inanimate matter such as walls, carriages, cups, swords, ropes, coins, paintings, columns, and buildings. Creatures always have stat blocks that relay their statistics, but objects do not. When a creature dies, their body becomes an object, and can be affected by abilities and other effects that target objects. For example, a talent can’t use their Telekinesis power to slide an unwilling enemy cult leader into an evil temple’s pit of hellfire. But if that boss dies, the talent can slide their body into the pit to prevent the boss from being raised as a powerful undead by the temple’s magic. @@ -341,9 +341,9 @@ For more information on how XP increases your hero’s power, see Heroic Advance #### HEROIC RESOURCES -Your hero has a Heroic Resource (sometimes two Heroic Resources) determined by your class, and which you manage during play. For many classes, earning Resources can increase your hero’s power, and Resources are spent to activate your most powerful abilities. Other classes, like the talent, earn a negative resource that gives them a penalty during battle, and they gain the resource to activate their most powerful abilities. Each class gains and uses its Heroic Resource differently, and resources aren’t equivalent across classes. For example, 1 piety for the conduit isn’t worth as much as 1 focus for the tactician. +Your hero has a Heroic Resource (sometimes two Heroic Resources) determined by your class, and which you manage during play. For many classes, earning Resources can increase your hero’s power, and Resources are spent to activate your most powerful abilities. Other classes, like the talent, earn a negative resource that gives them a penalty during battle, and they gain the resource to activate their most powerful abilities. Each class gains and uses its Heroic Resource differently, and resources aren’t equivalent across classes. For example, 1 piety for the [[Conduit|conduit]] isn’t worth as much as 1 focus for the [[Tactician|tactician]]. -Some classes, such as the tactician and the fury, generate and use Heroic Resources only during combat encounters. Others, such as the shadow and the talent, can use their Heroic Resources both in and out of combat. +Some classes, such as the [[Tactician|tactician]] and the [[Fury|fury]], generate and use Heroic Resources only during combat encounters. Others, such as the [[Shadow|shadow]] and the talent, can use their Heroic Resources both in and out of combat. Your hero’s class description has more information about how to use your Heroic Resource. @@ -353,13 +353,13 @@ Your hero’s class description has more information about how to use your Heroi #### RECOVERIES -Each hero has a limited number of Recoveries that they can use to heal themself. Recoveries are a way to rally and get back some of the energy you lose in battle by taking a breather, accepting a little magical help from a conduit or troubadour, getting an allied tactician to inspire you with a rush of adrenaline, and so forth. Of course, your body can only rally so many times before your energy reserves are completely shot, so you have a limited number of recoveries as a result. +Each hero has a limited number of Recoveries that they can use to [[Heal|heal]] themself. Recoveries are a way to rally and get back some of the energy you lose in battle by taking a breather, accepting a little magical help from a [[Conduit|conduit]] or troubadour, getting an allied [[Tactician|tactician]] to inspire you with a rush of adrenaline, and so forth. Of course, your body can only rally so many times before your energy reserves are completely shot, so you have a limited number of recoveries as a result. When you spend a Recovery, you regain Stamina equal to your recovery value, which is one-third your Stamina maximum. ##### SPENDING RECOVERIES -During combat encounters and similarly dangerous situations when time is tracked in rounds (see Combat), you can use the Catch Breath action to regain Stamina. See Catch Breath in Actions for more information. Some heroes have abilities that allow them or their allies to spend more Recoveries without using the Catch Breath action. +During combat encounters and similarly dangerous situations when time is tracked in rounds (see Combat), you can use the [[Catch Breath]] action to regain Stamina. See [[Catch Breath]] in Actions for more information. Some heroes have abilities that allow them or their allies to spend more Recoveries without using the [[Catch Breath]] action. Outside of combat and other dangerous situations, you can spend Recoveries freely. @@ -379,7 +379,7 @@ The standard eightish hours of sleep one gets at night doesn’t count as a resp A new game demands new worlds! Welcome to the timescape—a collection of worlds spanning high fantasy, dark fantasy, and even space fantasy! We sincerely hope you take these rules and adapt them to your own world, or adapt your world to these rules, or something in between! -Our tour begins on the world of Orden, the Prime Manifold—a realm of elves, dwarves, humans, orcs, dragons, and more. But human civilization and politics dominate here, especially in the great city of Capital, a hotbed of urban fantasy intrigue. +Our tour begins on the world of Orden, the Prime Manifold—a realm of elves, [[Dwarf|dwarves]], [[Human|humans]], [[Orc|orcs]], dragons, and more. But [[Human|human]] civilization and politics dominate here, especially in the great city of Capital, a hotbed of urban fantasy intrigue. Orden contains seven major regions, the largest of which is Vasloria. @@ -389,23 +389,23 @@ A forested medieval and feudal land, Vasloria holds few cities—just towns and When Omund was betrayed by Mandrake, a captain of the Dragon Phalanx, his castle fell to Ajax the Invincible—now called the Overlord and the Iron Saint. Ajax’s wizard Mortum unlocked the secret of the ancient flying cities of the sky elves to raise the Chrysopolis, Ajax’s city-fortress in the sky. -Ajax abolished all faiths and temples in Vasloria. He executed the dukes who served King Omund loyally, leaving only the three surviving baronies of Dalrath, Bedegar, and Tor to hold human civilization together. Once, the people of all the lands of Vasloria were loose allies. There was trade between humans, elves, dwarves, and orcs. +Ajax abolished all faiths and temples in Vasloria. He executed the dukes who served King Omund loyally, leaving only the three surviving baronies of Dalrath, Bedegar, and Tor to hold [[Human|human]] civilization together. Once, the people of all the lands of Vasloria were loose allies. There was trade between [[Human|humans]], elves, [[Dwarf|dwarves]], and [[Orc|orcs]]. Now there is only suspicion. The high elves of the Fallen City, once the sky elf city of Irranys, pay tribute to Ajax with ancient artifacts they plunder from their ruined home. The wode elves of the Orchid Court, lacking any centralized government or cities, refuse to bow to the Iron Saint. -The dwarves of Kal Kalavar pay tribute in prisoners they abduct from among those foolish enough to travel the roads unescorted—prisoners who serve Ajax as forced labor or are fed into the Body Banks. Brooding under the mountains in their fabled Hanging City of Kal Kalavar, the stone dwarves do not like this deal with the Overlord, but they lack the power—or perhaps the will—to rebel. +The [[Dwarf|dwarves]] of Kal Kalavar pay tribute in prisoners they abduct from among those foolish enough to travel the roads unescorted—prisoners who serve Ajax as forced labor or are fed into the Body Banks. Brooding under the [[Mountain|mountains]] in their fabled Hanging City of Kal Kalavar, the stone [[Dwarf|dwarves]] do not like this deal with the Overlord, but they lack the power—or perhaps the will—to rebel. -The Hawklords of the High Aerie now act as Ajax’s royal guard. Mounted on their giant hawks, these human warriors project Ajax’s power, enforce his tyrannical order, and extend his influence into every corner of the wilderness. Their mastery of the air means that any revolt or rebellion is seen and crushed quickly. +The Hawklords of the High Aerie now act as Ajax’s royal guard. Mounted on their [[Giant Hawk|giant hawks]], these [[Human|human]] warriors project Ajax’s power, enforce his tyrannical order, and extend his influence into every corner of the wilderness. Their mastery of the air means that any revolt or rebellion is seen and crushed quickly. -The Dragon Phalanx is broken now, its knights scattered. Ajax has placed a high bounty on their heads. Some folk still see Omund’s knights as symbols of justice, heroes of a lost age before might made right. But in every town, every village, there are always desperate people willing to collect the bounty, summoning the Hawklords to pluck any dragon knight foolish enough to travel without a disguise away to the Chrysopolis. +The Dragon Phalanx is broken now, its knights scattered. Ajax has placed a high bounty on their heads. Some folk still see Omund’s knights as symbols of justice, heroes of a lost age before might made right. But in every town, every village, there are always desperate people willing to collect the bounty, summoning the Hawklords to pluck any [[Dragon Knight|dragon knight]] foolish enough to travel without a disguise away to the Chrysopolis. The peoples of Dalrath, Bedegar, and Tor, isolated and outnumbered, desperately fight a losing battle against the encroaching wilderness. Law dies. Chaos thrives. #### CAPITAL -The Greatest City in This or Any Age! City of the Great Game! Located west across the Bale Sea from Vasloria on the eastern coast of Rioja, Capital is not only the largest city in Orden. It’s the largest city there has ever been—larger than the fabled steel dwarf capital of Kalas Valiar, larger even than Alloy, the City at the Center of the Timescape. Capital is the exception to many rules. +The Greatest City in This or Any Age! City of the Great Game! Located west across the Bale Sea from Vasloria on the eastern coast of Rioja, Capital is not only the largest city in Orden. It’s the largest city there has ever been—larger than the fabled steel [[Dwarf|dwarf]] capital of Kalas Valiar, larger even than Alloy, the City at the Center of the Timescape. Capital is the exception to many rules. It is a city of playwrights and opera, of spies and sorcery. Famed throughout the world as a city of high magic where flying tapestries act as taxis. But the reality of living in Capital is somewhat more mundane, for only the very wealthy can afford such luxuries. @@ -439,19 +439,19 @@ Orden is only one world in the timescape! Each star in the night sky is another The lower worlds lack the energy necessary for such extraordinary technology to function, and so rely on magic to break the rules. -On Axiom, the Plane of Uttermost Law, the memonek live on a world teeming with complex, inorganic life. UNISOL, the Universal Solar League, ensures and protects trade across the upper worlds, defending the star freighters from pirates such as the time raiders and the infamous Sunrunners on their legendary ship the K.R.A.D Fearless. +On Axiom, the Plane of Uttermost Law, the [[Memonek|memonek]] live on a world teeming with complex, inorganic life. UNISOL, the Universal Solar League, ensures and protects trade across the upper worlds, defending the star freighters from pirates such as the [[Time Raider|time raiders]] and the infamous Sunrunners on their legendary ship the K.R.A.D Fearless. Meanwhile, on Proteus, the Sea of Eternal Change, the formless proteans rebelled against the synlirii who once ruled the plane of uttermost chaos, exiling the voiceless talkers to the World Below. Now the masters of their world, the proteans take to the stars in their living change-ships, hurling their small fleet against what they perceive as the tyrannical might of UNISOL. -On Quintessence, the lowest of the upper worlds, proteans and memonek alike rub shoulders with devils, fire dwarves, and even humans in Quintessence’s capital city of Alloy, the City at the Center of the Timescape. The Free City of Alloy, also known as the City of Brass, is the gateway to the timescape. People traveling to or from the upper and lower worlds meet here to trade goods and information, free from the inflexible laws of UNISOL. +On Quintessence, the lowest of the upper worlds, proteans and [[Memonek|memonek]] alike rub shoulders with [[Devil|devils]], fire [[Dwarf|dwarves]], and even [[Human|humans]] in Quintessence’s capital city of Alloy, the City at the Center of the Timescape. The Free City of Alloy, also known as the City of Brass, is the gateway to the timescape. People traveling to or from the upper and lower worlds meet here to trade goods and information, free from the inflexible laws of UNISOL. Traveling downward from Quintessence, one arrives on Orden, the Plane of Gods and Sorcery, highest of the lower worlds where magic rules. The gods, forbidden from interfering directly in a world with such a low energy state, rely on saints to enact their will. The technology from the upper worlds does not function down here, unless powered by a strong psionic mind, or the miracle mineral prismacore. Almost coterminous with Orden is its sister-plane, the World Below, and the Dark Under All. This plane of exiles is ruled by A Lie Cloaked In Star’s Silver—the Queen of Night, and the first of the Three Sisters Below. The World Below is a land of vast caves and sunless seas. There are no stars here, no sky, but only endless caves and warrens. Some of those are vast enough to hold entire cities, including Or-Mazaar, the City of the Black Star, from where the Queen of Night rules. -The power of the World Below wanes, even as the power of Equinox rises. Also known as Dusk, this smaller parasitic manifold is home to the exiled shadow elves and ruled by the Queen of Shadows, third of the Three Sisters Below. She plots to return her people to their homeland in Orden, and to escape the twisted shadow world. +The power of the World Below wanes, even as the power of Equinox rises. Also known as Dusk, this smaller parasitic manifold is home to the exiled [[Shadow|shadow]] elves and ruled by the Queen of [[Shadow|Shadows]], third of the Three Sisters Below. She plots to return her people to their homeland in Orden, and to escape the twisted [[Shadow|shadow]] world. -The last plane of law, the Seven Cities of Hell, is among the lowest of the lower planes. A realm of devils proud of their civilization, the Seven Cities are each ruled by an archduke who schemes to ascend to the Throne of Hell. Living in a world of bureaucratic law, the devil denizens of Hell have little interest in the other planes. Life is so much more interesting down here. The seven dukes of Hell conspired together once, agreeing to create the Order of Desolation, also known as the illriggers. Doing so was meant to extend their power into the timescape, and to defend the Seven Cities from the demon hordes below. +The last plane of law, the Seven Cities of Hell, is among the lowest of the lower planes. A realm of [[Devil|devils]] proud of their civilization, the Seven Cities are each ruled by an archduke who schemes to ascend to the Throne of Hell. Living in a world of bureaucratic law, the [[Devil|devil]] denizens of Hell have little interest in the other planes. Life is so much more interesting down here. The seven dukes of Hell conspired together once, agreeing to create the Order of Desolation, also known as the illriggers. Doing so was meant to extend their power into the timescape, and to [[Defend|defend]] the Seven Cities from the demon hordes below. The demons of the Abyssal Waste, the lowest plane, claw and scramble over each other, competing for souls in this heat-blasted desert under a baleful, giant orange sun. Mindless collections of organs, claws, and teeth, demons collect souls until they reach sentience, gaining identity and the blessing of memory. These demons will do anything to escape upward out of the wasteland, lest they lose their collected souls, lose their identities, and fall into that mindless state called lethe. @@ -461,9 +461,9 @@ At the center of the Abyssal Waste lies the Necropolitan Ruin, the Last City. A > We use the timescape and its medieval fantasy land Orden as the default setting presented in these books. Doing so makes it easier for us as designers to marry our design with real examples from a real (imaginary) fantasy world. We also think it’s easier for you to take the names for places, languages, and gods, and replace them with your own. We might reference some hero or villain, saint or god, whose name makes you think, “Well, I don’t have that in my setting.” If we do a good job, though, you might be inspired to say, “But that makes me think …” And being inspired is part of the fun! > -> If you’re the Director, you can use as many or as few of the details of the timescape as you like. You might wish to create your own world within the timescape, or use a setting you’ve created that exists outside of the official MCDM manifolds. You can use details from settings published by other companies. There are no rules when it comes to world-building. Feel free to take what you like from this book and change the rest. For example, you might not care for our dwarves having literal stone skin. That’s fine. You can make them fleshy, stout, bearded folk, or mohawked, barrel-chested punk rockers, or anything else you wish. As long as you’re running a heroic fantasy campaign about fighting monsters, then the game’s rules are still likely to serve your narrative even if that narrative deviates from ours. +> If you’re the Director, you can use as many or as few of the details of the timescape as you like. You might wish to create your own world within the timescape, or use a setting you’ve created that exists outside of the official MCDM manifolds. You can use details from settings published by other companies. There are no rules when it comes to world-building. Feel free to take what you like from this book and change the rest. For example, you might not care for our [[Dwarf|dwarves]] having literal stone skin. That’s fine. You can make them fleshy, stout, bearded folk, or mohawked, barrel-chested punk rockers, or anything else you wish. As long as you’re running a heroic fantasy campaign about fighting monsters, then the game’s rules are still likely to serve your narrative even if that narrative deviates from ours. > -> If you’re a player, ask your Director about the setting where the game takes place and discuss with them the sort of hero you want to create. Maybe you want to play a more traditional gruff and bearded dwarf rather than go all short and stony. An open dialogue and honest discussion with your Director can lead to everyone getting what they want out of the game. +> If you’re a player, ask your Director about the setting where the game takes place and discuss with them the sort of hero you want to create. Maybe you want to play a more traditional gruff and bearded [[Dwarf|dwarf]] rather than go all short and stony. An open dialogue and honest discussion with your Director can lead to everyone getting what they want out of the game. ## MAKING A HERO @@ -507,7 +507,7 @@ The first thing you should do is think about the kind of hero you want to make. #### 2. ANCESTRY -Choose your hero’s humanoid ancestry from among the range of ancestries available in the game—devil, dragon knight, dwarf, hakaan, high elf, human, memonek, orc, polder, revenant, time raider, or wode elf. Future supplements will introduce additional ancestries you can choose from. See *Ancestries* for more information. +Choose your hero’s humanoid ancestry from among the range of ancestries available in the game—[[Devil|devil]], [[Dragon Knight|dragon knight]], [[Dwarf|dwarf]], [[Hakaan|hakaan]], high elf, [[Human|human]], [[Memonek|memonek]], [[Orc|orc]], [[Polder|polder]], [[Revenant|revenant]], [[Time Raider|time raider]], or wode elf. Future supplements will introduce additional ancestries you can choose from. See *Ancestries* for more information. *(Playtest note: A selection of the game’s full range of ancestries are currently available, some of which feature lore entries.)* @@ -521,9 +521,9 @@ Choose your hero’s career, which describes what you did for a living before yo #### 5. CLASS -Choose your hero’s class. This choice has the biggest impact on how your hero interacts with the rules of the game, especially the rules for combat. Your class provides your characteristic scores and Stamina, in addition to skills, several abilities, and other benefits. You can be a censor, conduit, elementalist, fury, null, shadow, tactician, talent, or troubadour. See *Classes* for more information. +Choose your hero’s class. This choice has the biggest impact on how your hero interacts with the rules of the game, especially the rules for combat. Your class provides your characteristic scores and Stamina, in addition to skills, several abilities, and other benefits. You can be a censor, [[Conduit|conduit]], [[Elementalist|elementalist]], [[Fury|fury]], null, [[Shadow|shadow]], [[Tactician|tactician]], talent, or troubadour. See *Classes* for more information. -*(Playtest note: The currently available classes are the conduit, elementalist, fury, shadow, and tactician, each of which includes only 1st-level features.)* +*(Playtest note: The currently available classes are the [[Conduit|conduit]], [[Elementalist|elementalist]], [[Fury|fury]], [[Shadow|shadow]], and [[Tactician|tactician]], each of which includes only 1st-level features.)* #### 6. KIT @@ -531,9 +531,9 @@ Choose your hero’s kit. Your kit provides you with equipment and a fighting st #### 7. ADD FREE STRIKES -Every hero has the ability to make free strikes under certain circumstances—extra attacks that don’t require your action. (You can also make a free strike as an action on your turn, though you’ll usually have better options for your action.) Your class might grant you free strike options, but each character also has two standard free strikes. +Every hero has the ability to make [[Free Strike|free strikes]] under certain circumstances—extra attacks that don’t require your action. (You can also make a [[Free Strike|free strike]] as an action on your turn, though you’ll usually have better options for your action.) Your class might grant you [[Free Strike|free strike]] options, but each character also has two standard [[Free Strike|free strikes]]. -A melee weapon free strike is a melee attack made with an unarmed strike or improvised weapon. A ranged weapon free strike is a ranged attack made with an improvised weapon. +A melee weapon [[Free Strike|free strike]] is a melee attack made with an unarmed strike or improvised weapon. A ranged weapon [[Free Strike|free strike]] is a ranged attack made with an improvised weapon. ###### MELEE WEAPON FREE STRIKE @@ -561,7 +561,7 @@ A melee weapon free strike is a melee attack made with an unarmed strike or impr - 12–16: 5 damage - 17+: 8 damage -See *Free Strikes* for more information on using free strikes, and see *Abilities* for information on the ability format. +See *[[Free Strike|Free Strikes]]* for more information on using [[Free Strike|free strikes]], and see *Abilities* for information on the ability format. #### 8. COMPLICATION @@ -652,19 +652,19 @@ Some games don’t track XP or goals at all. The heroes simply gain a level when ## ANCESTRIES -Fantastic peoples inhabit the worlds of *Draw Steel*. Among them are devils, dwarves, elves, time raiders—even humans with their ability to sense the supernatural. +Fantastic peoples inhabit the worlds of *Draw Steel*. Among them are [[Devil|devils]], [[Dwarf|dwarves]], elves, [[Time Raider|time raiders]]—even [[Human|humans]] with their ability to sense the supernatural. Your hero is one of these folks! The fantastic ancestry you choose bestows benefits that come from your anatomy and physiology. This choice doesn’t grant you cultural benefits, like crafting or lore skills. While many game settings have cultures made of mostly one ancestry, other cultures and worlds have a cosmopolitan mix of peoples. -Ancestry describes how you were born. Culture (in the next chapter) describes how you grew up. If you want to be a wode elf who was raised in a forest among other wode elves, you can do that! If you want to play a wode elf who was raised in an underground city of dwarves, humans, and orcs, you can do that too! +Ancestry describes how you were born. Culture (in the next chapter) describes how you grew up. If you want to be a wode elf who was raised in a forest among other wode elves, you can do that! If you want to play a wode elf who was raised in an underground city of [[Dwarf|dwarves]], [[Human|humans]], and [[Orc|orcs]], you can do that too! ### ON THE ORIGIN OF SPECIES Orden is a fantasy world. It works on principles similar to those many people throughout history believed governed the real world. "I dunno, a god did it probably." -Humans, elves, orcs, dwarves, dragons—all have creator gods—the elder gods, four of whom made the world for some reason. Maybe they were bored. +[[Human|Humans]], elves, [[Orc|orcs]], [[Dwarf|dwarves]], dragons—all have creator gods—the elder gods, four of whom made the world for some reason. Maybe they were bored. -The fashion among those gods for creating new, intelligent species petered after the orcs. Once humans came along and invented war, it stopped being fun. +The fashion among those gods for creating new, intelligent species petered after the [[Orc|orcs]]. Once [[Human|humans]] came along and invented war, it stopped being fun. It may be all species were created by gods. That’s certainly what a lot of people throughout our own history assumed. Orden has no Darwin and probably won’t ever. There’s still inheritance. People expect children to look like their parents, but there aren’t evolutionary pressures except on a very local scale. @@ -672,13 +672,13 @@ And in a world where powerful, world-altering magics are available, mortals some However, mortals are not gods and lack their ineffable wisdom. They are, in fact, very effable. Many have sought the power to create. It is available to any sorcerer of near-godlike power with the right rituals, though these days that power is very obscure. Creating new intelligent species was easier for mortal wizards back in the youth of the world when magic was friskier. -In every instance in recorded history, attempts by mortals to make obedient servitor species backfire. The steel dwarves worked marvels with valiar, the truemetal, and the miracle mineral prismacore that grants objects a semblance of life. Eventually, their science and magics produced the omnivok, machines that were self-aware. Perhaps uniquely, when the dwarves realized they had created beings equal to themselves, they stopped their work and gave their creation full rights and independence, preferring to work with them rather than attempt, and inevitably fail, to be their masters. +In every instance in recorded history, attempts by mortals to make obedient servitor species backfire. The steel [[Dwarf|dwarves]] worked marvels with valiar, the truemetal, and the miracle mineral prismacore that grants objects a semblance of life. Eventually, their science and magics produced the omnivok, machines that were self-aware. Perhaps uniquely, when the [[Dwarf|dwarves]] realized they had created beings equal to themselves, they stopped their work and gave their creation full rights and independence, preferring to work with them rather than attempt, and inevitably fail, to be their masters. -Normally, it doesn’t work out that nicely. Even with the best of intentions, things go awry. The Dragon Phalanx were created by Good King Omund’s wizard Vitae to be the perfect knights, dispensing justice throughout the lands. But the same sorceries that grant self-awareness also grant independence. Agency. And though they enjoyed thirty years of peace and justice, eventually the dragon knights were betrayed by one of their own, seduced by the power offered by Ajax. +Normally, it doesn’t work out that nicely. Even with the best of intentions, things go awry. The Dragon Phalanx were created by Good King Omund’s wizard Vitae to be the perfect knights, dispensing justice throughout the lands. But the same sorceries that grant self-awareness also grant independence. Agency. And though they enjoyed thirty years of peace and justice, eventually the [[Dragon Knight|dragon knights]] were betrayed by one of their own, seduced by the power offered by Ajax. The law of unintended consequences applies to the just and the unjust alike. -Usually when some powerful being tries to create an intelligent people, it’s for less than virtuous reasons. The synliroi are responsible for several intelligent species in the timescape, each an attempt to create a perfectly obedient servitor species. The most notorious example are the kuran’zoi, the time raiders who rebelled almost immediately and carry a burning hate for the voiceless talkers to this day. +Usually when some powerful being tries to create an intelligent people, it’s for less than virtuous reasons. The synliroi are responsible for several intelligent species in the timescape, each an attempt to create a perfectly obedient servitor species. The most notorious example are the kuran’zoi, the [[Time Raider|time raiders]] who rebelled almost immediately and carry a burning hate for the voiceless talkers to this day. A perhaps less egregious use of this power is called quickening. Used when a powerful mage lives in and amongst some clever species just on the cusp of self-awareness. These instances, which are much more numerous than creating a new species from whole cloth, are more like the concept of uplifting found in science fiction. The mage or witch or shaman didn’t create anything. They just gave these cute, clever, frog-things a little boost. A little nudge. And suddenly there are angualotls walking around having conversations with each other, wondering when someone will invent a fabric that doesn’t get moldy in the swamp. @@ -700,15 +700,15 @@ Where an ancestry provides you with an ability, see *Abilities* for details of t “You know, I have a rather interesting story about that…” -The native ancestry of the Seven Cities of Hell, devils are humanoids with red or blue skin expressed in a wide variety of hues, from bright crimson to deep purple. Each devil is born with some hellmark—horns, a tail, cloven hooves, a forked tongue, fanged incisors, or even wings. +The native ancestry of the Seven Cities of Hell, [[Devil|devils]] are humanoids with red or blue skin expressed in a wide variety of hues, from bright crimson to deep purple. Each [[Devil|devil]] is born with some hellmark—horns, a tail, cloven hooves, a forked tongue, fanged incisors, or even wings. Hell is dominated by the Seven Cities of Hell, each ruled by a different archdevil who constantly plots and schemes against the others in the hope of ascending to the Throne of Hell. -Those devils who join “the trade,” as their civil service is called, spend their days in bureaucratic service, hoping or scheming for promotion. Devils looking for a quick path up the bureaucratic ladder sign up for the Exchange, whereby mortals in the mundane world who perform the right rituals can summon a devil, who bargains with the supplicant on behalf of their archdevil. Archdevils can grant temporary worldly power in exchange for a supplicant’s soul, with the summoned devil acting as the broker. +Those [[Devil|devils]] who join “the trade,” as their civil service is called, spend their days in bureaucratic service, hoping or scheming for promotion. [[Devil|Devils]] looking for a quick path up the bureaucratic ladder sign up for the Exchange, whereby mortals in the mundane world who perform the right rituals can summon a [[Devil|devil]], who bargains with the supplicant on behalf of their archdevil. Archdevils can grant temporary worldly power in exchange for a supplicant’s soul, with the summoned [[Devil|devil]] acting as the broker. -On rare occasions, the summoning goes wrong and the supplicant dies before the deal can be struck, stranding the summoned devil on Orden permanently. Some stranded devils seek to return to Hell, but most prefer life in Orden, where the phrase “stabbed in the back by a colleague” is usually a metaphor. +On rare occasions, the summoning goes wrong and the supplicant dies before the deal can be struck, stranding the summoned [[Devil|devil]] on Orden permanently. Some stranded [[Devil|devils]] seek to return to Hell, but most prefer life in Orden, where the phrase “stabbed in the back by a colleague” is usually a metaphor. -The majority of devils in Orden are not from, nor have ever been to, the Seven Cities. They are descendants of devils who were stranded in the mundane world decades, centuries, even millennia ago. +The majority of [[Devil|devils]] in Orden are not from, nor have ever been to, the Seven Cities. They are descendants of [[Devil|devils]] who were stranded in the mundane world decades, centuries, even millennia ago. #### ON DEVILS @@ -716,11 +716,11 @@ Adelard scuttled across the floor of his basement, a heavy tome clutched in one One of the red candles suddenly guttered out, making the small room noticeably darker. “Damn and blast!” he hissed. Then he relit it from another candle. -Stepping back to admire his handiwork, Adelard crossed his arms and nodded. He’d spent his last coppers on the candles—they weren’t cheap. And he feared the skull might be fake, but did it matter? The book just said *a skull*—it didn’t even specify a human skull! Did it matter if it was real? It was probably real. What kind of market was there for replica skulls? But it was awfully cheap. Anyway, did it matter? How would the ritual know if the skull was real? +Stepping back to admire his handiwork, Adelard crossed his arms and nodded. He’d spent his last coppers on the candles—they weren’t cheap. And he feared the skull might be fake, but did it matter? The book just said *a skull*—it didn’t even specify a [[Human|human]] skull! Did it matter if it was real? It was probably real. What kind of market was there for replica skulls? But it was awfully cheap. Anyway, did it matter? How would the ritual know if the skull was real? He was wittering, putting off the inevitable. He pulled himself together. It was either going to work, or it wasn’t, and wittering wasn’t going to help. He opened the book and turned the page—then began to speak the ritual. -Moments later, the candles flared, there was a burst of flame, and acrid brimstone filled his nostrils. When the smoke cleared… there was a devil standing in his basement—dark purple skin, horns, even a twitching tail. +Moments later, the candles flared, there was a burst of flame, and acrid brimstone filled his nostrils. When the smoke cleared… there was a [[Devil|devil]] standing in his basement—dark purple skin, horns, even a twitching tail. “Aha! Yes, finally.” It rubbed its hands together. “It’s about time,” the creature said, pulling on the bottom of his waistcoat to straighten it. “Now then! How does it go? Oh, yes.” He cleared his throat. “On behalf of my lord, his grace Archduke Dispater, Lord of Dis, I am empowered to offer you…” @@ -730,25 +730,25 @@ But his speech fell on deaf ears. He stopped cavorting and capering, and his eyes went wide. “Until they… until…” He clutched his chest. -“Uh-oh,” the devil said, genuinely worried. +“Uh-oh,” the [[Devil|devil]] said, genuinely worried. “HNNG!” Adelard grunted. Then he collapsed to the ground, curled into a fetal position, obviously in immense pain. -“Nono. Nurse!” the devil called out. “Doctor!? Is anyone… you should lie down. Well, you are lying down. Do some… some deep-breathing exercises. Have a cup of tea! That always…” +“Nono. Nurse!” the [[Devil|devil]] called out. “Doctor!? Is anyone… you should lie down. Well, you are lying down. Do some… some deep-breathing exercises. Have a cup of tea! That always…” Adelard gasped one last time and uncurled, muscles relaxed. Eyes open but unseeing. -“…calms me down,” the devil said quietly. +“…calms me down,” the [[Devil|devil]] said quietly. -Suddenly, the candles were extinguished as one, plunging the room into pitch-blackness. The devil’s hellsight meant this was only a minor inconvenience for him. “Um,” he said to the empty room. “Uh-oh.” +Suddenly, the candles were extinguished as one, plunging the room into pitch-blackness. The [[Devil|devil]]’s hellsight meant this was only a minor inconvenience for him. “Um,” he said to the empty room. “Uh-oh.” He poked the tip of his boot at the chalk symbol surrounding him on the floor. Nothing happened. He stepped on it. Nothing happened. He put his weight on that foot. No alarms went off. He walked out of the circle. Nothing happened. No one, it seemed, cared. -A few moments later, the door to a small home, little more than a wooden shack on the outskirts of a small village, opened. A well-dressed devil peeked out and then slowly emerged, stepping onto the dirt road that led through the center of the village. A keep stood atop a hill in the distance. +A few moments later, the door to a small home, little more than a wooden shack on the outskirts of a small village, opened. A well-dressed [[Devil|devil]] peeked out and then slowly emerged, stepping onto the dirt road that led through the center of the village. A keep stood atop a hill in the distance. -“Ah,” the devil said. +“Ah,” the [[Devil|devil]] said. A wide woman dressed in wool, carrying a pile of clean clothes, saw him and stopped in her tracks, her mouth open. @@ -758,15 +758,15 @@ A wide woman dressed in wool, carrying a pile of clean clothes, saw him and stop “Ah. Um. Hmm.” -A young man in a low, stone building saw this exchange, grabbed what looked like a long iron poker, and ran out to confront the new arrival. +A young man in a low, stone building saw this exchange, [[Grabbed|grabbed]] what looked like a long iron poker, and ran out to confront the new arrival. -“Have at you, devil!” he said, assuming something like a dueling pose. +“Have at you, [[Devil|devil]]!” he said, assuming something like a dueling pose. -“I say! Steady on!” The devil raised his hands. +“I say! Steady on!” The [[Devil|devil]] raised his hands. The two of them stood there, frozen in the middle of the street for a few moments. -Then the devil turned and ran away as quickly as he could. +Then the [[Devil|devil]] turned and ran away as quickly as he could. “And that’s how I ended up here!” Riyalkin toasted his dinner companion. “Now, after years of obscurity, a legendary hero!” @@ -780,7 +780,7 @@ She laughed. “Riyalkin the Red Pen is every bit as advertised.” “Not all actors are vain.” She took offense beautifully. “Just the good ones.” She sipped her drink. -“Well then, you must be very vain indeed,” the devil said. +“Well then, you must be very vain indeed,” the [[Devil|devil]] said. “Anyway, does that answer your question?” @@ -810,18 +810,18 @@ Riyalkin shrugged. “It’s what I did before. I’m moderately good at it.” She blushed in spite of herself and raised her own glass in a toast. -“You silver-tongued devil.” +“You silver-tongued [[Devil|devil]].” #### DEVIL BENEFITS -As a devil character, you have the following benefits: +As a [[Devil|devil]] character, you have the following benefits: ##### FIENDISH FEATURES -When you create a devil character, you have 3 fiend points, which you use to select a number of the following features. +When you create a [[Devil|devil]] character, you have 3 fiend points, which you use to select a number of the following features. - **BARBED TAIL (1 FIEND POINT):** - Your pointy tail allows you to punctuate all your actions. Once per round, you can deal 1 extra damage on a melee attack or free strike. + Your pointy tail allows you to punctuate all your actions. Once per round, you can deal 1 extra damage on a melee attack or [[Free Strike|free strike]]. - **BEAST LEGS (2 FIEND POINTS):** Your powerful legs improve your speed by 1. @@ -842,22 +842,22 @@ When you create a devil character, you have 3 fiend points, which you use to sel Your prehensile tail allows you to challenge foes on all sides. You can’t be flanked. - **WINGS (2 FIEND POINTS):** - You possess wings powerful enough to take you airborne. As a maneuver, you can switch between walking and flying when you are touching the ground, or vice versa when you are within 1 square of the ground. While flying, your stability drops to 0 and you have damage weakness 5. While using your wings to fly, you can stay aloft for a number of rounds equal to your Might (minimum of 1 round) before you fall prone. + You possess wings powerful enough to take you airborne. As a maneuver, you can switch between walking and flying when you are touching the ground, or vice versa when you are within 1 square of the ground. While flying, your stability drops to 0 and you have damage weakness 5. While using your wings to [[Fly|fly]], you can stay aloft for a number of rounds equal to your Might (minimum of 1 round) before you fall [[Prone|prone]]. - **SILVER TONGUE:** You can twist how your words are perceived to get a better read on people. You gain an edge when attempting to discover an NPC’s motivations and pitfalls during negotiations (see *Negotiation*). ### DRAGON KNIGHT -“I thought the dragon knights would save us, but even they couldn’t stop Ajax. Now the roads aren’t safe. People are taken from their homes without cause or warning, never to return. I don’t know what’s going to happen now, except everyone’s afraid all the time.” +“I thought the [[Dragon Knight|dragon knights]] would save us, but even they couldn’t stop Ajax. Now the roads aren’t safe. People are taken from their homes without cause or warning, never to return. I don’t know what’s going to happen now, except everyone’s afraid all the time.” “I think things are going to get a lot worse before they get better.” -The **Ritual of Dracogenesis** that grants the power to create a generation of dragon knights—also known as draconians or wyrmwights—is obscure and supremely difficult for even an experienced sorcerer to master. Small populations of draconians in Khemhara, Higara, and Khorshir attest to this. Descendants of original generations created millennia ago by powerful wizards, they have never been numerous. A typical clutch yields only a single egg. After only a few generations, these draconians begin to show new adaptations like feathers or frilled ridges. +The **Ritual of Dracogenesis** that grants the power to create a generation of [[Dragon Knight|dragon knights]]—also known as draconians or wyrmwights—is obscure and supremely difficult for even an experienced sorcerer to master. Small populations of draconians in Khemhara, Higara, and Khorshir attest to this. Descendants of original generations created millennia ago by powerful wizards, they have never been numerous. A typical clutch yields only a single egg. After only a few generations, these draconians begin to show new adaptations like feathers or frilled ridges. The largest extant population of draconians is the remnants of the Dragon Phalanx in Vasloria. Created by Good King Omund’s wizard Vitae, the Dragon Phalanx once numbered several thousand of the king’s greatest knights, ensuring the rule of law across the land. -Knighthood was a title carried by every member of that first generation of dragon knights. Within the Dragon Phalanx were shadows, censors, tacticians, and elementalists. Members of virtually every heroic vocation could be found in one of the eight dragonflights that made up the phalanx. For over thirty years, these heroes were symbols of justice, protecting the weak from the strong, and standing between the common folk and those who sought power over others. Those who grew up in that place and time could never have imagined any other way of life. +Knighthood was a title carried by every member of that first generation of [[Dragon Knight|dragon knights]]. Within the Dragon Phalanx were [[Shadow|shadows]], censors, [[Tactician|tacticians]], and [[Elementalist|elementalists]]. Members of virtually every heroic vocation could be found in one of the eight dragonflights that made up the phalanx. For over thirty years, these heroes were symbols of justice, protecting the weak from the strong, and standing between the common folk and those who sought power over others. Those who grew up in that place and time could never have imagined any other way of life. Then Ajax came. @@ -867,39 +867,39 @@ The cloaked figure at the back of the inn stood up. As they did so, their hood s A tall, broad draconian stepped into the light. He was old, his scales battle-scarred. He rested one clawed hand on the pommel of a mace that hung from a loop on his belt, while the other carried his shield by a strap. His flat, expressionless look was more terrifying than any threatening glower. -The three human bandits took a step back. One of the dwarves just sneered—then, sensing his human compatriot’s reluctance, turned to look at them. “What’s this?” the lead dwarf growled. +The three [[Human|human]] bandits took a step back. One of the [[Dwarf|dwarves]] just sneered—then, sensing his [[Human|human]] compatriot’s reluctance, turned to look at them. “What’s this?” the lead [[Dwarf|dwarf]] growled. -“Don’t be cowards now!” the other dwarf said, a hint of joy in his voice. “Look what a prize we have caught!” +“Don’t be cowards [[Now!|now!]]” the other [[Dwarf|dwarf]] said, a hint of joy in his voice. “Look what a prize we have caught!” “We didn’t…” one bandit said, shaking. “We didn’t know…” -Looking at the dragon knight, the other bandit added quickly, “We didn’t know there was one of you here.” +Looking at the [[Dragon Knight|dragon knight]], the other bandit added quickly, “We didn’t know there was one of you here.” -The draconian didn’t move. Didn’t give any indication he heard the man. Just stared unblinking at the lead dwarf. +The draconian didn’t move. Didn’t give any indication he heard the man. Just stared unblinking at the lead [[Dwarf|dwarf]]. -“Think of the bounty,” the dwarf hissed to the humans, but he kept his eye on the draconian. “We’ll all be rich.” +“Think of the bounty,” the [[Dwarf|dwarf]] hissed to the [[Human|humans]], but he kept his eye on the draconian. “We’ll all be rich.” -“I don’t…” One of the bandits dropped her sword and held her hands up as she backed away from the group toward the exit. “I don’t need it that bad,” she said. Then she turned and ran out the door. Her human compatriots followed. +“I don’t…” One of the bandits dropped her sword and held her hands up as she backed away from the group toward the exit. “I don’t need it that bad,” she said. Then she turned and ran out the door. Her [[Human|human]] compatriots followed. -The two dwarves surveyed the tavern. The people were now all facing them. A few had stood up. They weren’t afraid anymore. +The two [[Dwarf|dwarves]] surveyed the tavern. The people were now all facing them. A few had stood up. They weren’t afraid anymore. -“We’ll be back,” the lead dwarf said, and the two of them backed out of the inn, sheathing their shortswords before they turned and left. +“We’ll be back,” the lead [[Dwarf|dwarf]] said, and the two of them backed out of the inn, sheathing their shortswords before they turned and left. -As one, the people in the tavern turned to look with undisguised awe at the dragon knight. He noticed this, ducked his head to avoid their gaze. “Show’s over,” he growled, then he turned to go back to his seat in the rear. +As one, the people in the tavern turned to look with undisguised awe at the [[Dragon Knight|dragon knight]]. He noticed this, ducked his head to avoid their gaze. “Show’s over,” he growled, then he turned to go back to his seat in the rear. “Thank you,” the woman behind the bar said. “Thank you for…” She stopped when she saw the draconian was ignoring her. -A short, doughty, middle-aged man stood up, and two equally doughty women at the same table stood up with him. “Excuse me, sir knight,” the man said as the dragon knight walked past their table. +A short, doughty, middle-aged man stood up, and two equally doughty women at the same table stood up with him. “Excuse me, sir knight,” the man said as the [[Dragon Knight|dragon knight]] walked past their table. -The knight moved on, ignoring them. The man reached out and grabbed the massive draconian’s arm. The knight wheeled on the peasant, looming over him. +The knight moved on, ignoring them. The man reached out and [[Grabbed|grabbed]] the massive draconian’s arm. The knight wheeled on the peasant, looming over him. The man bowed his head and touched his forelock. The two women with him curtseyed and tried to avoid making eye contact. “Begging your pardon, sir, but we been lookin’ for you.” -The dragon knight sneered and bared a set of sharp teeth. “Look for someone else,” he growled as he pulled his arm away. +The [[Dragon Knight|dragon knight]] sneered and bared a set of sharp teeth. “Look for someone else,” he growled as he pulled his arm away. The man scurried around to stand in front of the draconian, blocking his way. He took off his worn cap and held it over his breast. “I’m sorry sir, but there ain’t no one else. And there’s this new tax, you see, from the new baron. And a priest says he’s of Saint Ajax.” @@ -907,7 +907,7 @@ The knight bared his impressive teeth, ready to scare Jago and the other two awa “You might want to hear ’em out, Vaant,” said a voice from the table the three peasants had been sitting at. -The dragon knight turned sharply to look at the man who’d spoken. His back was to the draconian, but the voice gave him away. +The [[Dragon Knight|dragon knight]] turned sharply to look at the man who’d spoken. His back was to the draconian, but the voice gave him away. “John?” @@ -915,7 +915,7 @@ The man turned to look up. “Hi Vaant,” he said, smiling. He rose from the table. He was middle-aged, fit. Black hair hung down to his shoulders. He was armed with many weapons, looked like a captain of the guard. “Folks,” he said, “this is Vaantikalisax, Knight of King Omund in the Thunder Phalanx. He may be the last of the Storm Knights.” -The man held out his hand. The dragon knight looked at it for a moment before reaching out slowly to grasp it. “What are you doing out here?” Vaantikalisax asked. +The man held out his hand. The [[Dragon Knight|dragon knight]] looked at it for a moment before reaching out slowly to grasp it. “What are you doing out here?” Vaantikalisax asked. “These people need help. I said I’d find it. Heard a rumor someone matching your description was holed up here having a drinking contest with Mr. John Barleycorn.” @@ -935,7 +935,7 @@ The draconian sniffed, released John’s hand, and looked at the three peasants. “Yeah.” Sir John smiled. “The hero game.” -Vaantikalisax said nothing. The inn had mostly gone back to its business but the three peasants watched intently. Eventually, the dragon knight spoke again, his voice low. +Vaantikalisax said nothing. The inn had mostly gone back to its business but the three peasants watched intently. Eventually, the [[Dragon Knight|dragon knight]] spoke again, his voice low. “I owe you a lot, John—but not everything.” @@ -945,25 +945,25 @@ Vaantikalisax said nothing. The inn had mostly gone back to its business but the “What does your oath say? ‘Even should the sun stop in the sky, even should the night—’ ” -“John,” the dragon knight said, his voice suddenly sad. Exasperated. “You don’t want to quote my oath to me. You really don’t. I liked serving with you. I have fond memories of that time—of you. Don’t spoil it.” He looked at his friend, the three peasants, then shook his head and turned to leave the inn. +“John,” the [[Dragon Knight|dragon knight]] said, his voice suddenly sad. Exasperated. “You don’t want to quote my oath to me. You really don’t. I liked serving with you. I have fond memories of that time—of you. Don’t spoil it.” He looked at his friend, the three peasants, then shook his head and turned to leave the inn. “Vaant,” Sir John said, following. “Sir Vaantikalisax, by your oath!” -The dragon knight stopped and spun around. Everyone in the inn was watching the show again. Act two. +The [[Dragon Knight|dragon knight]] stopped and spun around. Everyone in the inn was watching the show again. Act two. “The people need leadership,” John said as he looked at all the folk watching. -Vaantikalisax’s reptile eyes flashed in anger. “They had it. Thirty years, and what did it amount to?! I watched Ajax… I watched him…” The dragon knight’s eyes flinched. His clawed hands tightened on his mace and shield. “I watched the oath… fail.” +Vaantikalisax’s reptile eyes flashed in anger. “They had it. Thirty years, and what did it amount to?! I watched Ajax… I watched him…” The [[Dragon Knight|dragon knight]]’s eyes flinched. His clawed hands tightened on his mace and shield. “I watched the oath… fail.” “Vaant… Vaant, the Dragon Phalanx didn’t fail. You were betrayed. It was Mandrake! One of your own, don’t you get it? You’re just as fallible as the rest of us. You were never ‘incorruptible.’ It’s just what we wanted to believe. You’re just people—like the rest of us.” -The dragon knight looked at the people around him, at the three peasants desperate for someone, anyone, to help them. Then he looked back to his friend. +The [[Dragon Knight|dragon knight]] looked at the people around him, at the three peasants desperate for someone, anyone, to help them. Then he looked back to his friend. “Exactly,” Vaantikalisax said. Then he turned and left the inn. #### DRAGON KNIGHT BENEFITS -As a dragon knight character, you have the following benefits: +As a [[Dragon Knight|dragon knight]] character, you have the following benefits: ##### WYRMPLATE @@ -974,7 +974,7 @@ Your hardened scales grant you immunity 5 to one of the following damage types: The legacy of the Dragon Phalanx lives in you. Choose one of the following benefits. - **DRACONIAN RUSH:** - As a maneuver, you can fly in a straight line up to your speed. Until you reach level 6, you must end your turn on a solid surface or fall, then fall prone. + As a maneuver, you can [[Fly|fly]] in a straight line up to your speed. Until you reach level 6, you must end your turn on a solid surface or fall, then fall [[Prone|prone]]. - **DRACONIAN GUARD:** When you or a creature adjacent to you is attacked, you can use a triggered action to swing your wings around and guard against the blow, reducing any damage from the attack by an amount equal to your level + your Victories. @@ -997,54 +997,56 @@ You let loose a mighty roar to repel your foes and shake their spirits. **Power Roll + Might or Presence:** - 11 or lower: 2 damage; push 1 + - 12–16: 4 damage; push 3 -- 17+: 7 damage; push 5; frightened (EoT) + +- 17+: 7 damage; push 5; [[Frightened|frightened]] (EoT) **Effect:** You have a bane on the power roll for this ability when you use it in consecutive rounds of the same encounter. ### DWARF -“Remember, we are dwarves. Our strength is the strength of the earth. The strength of the marble column that rises to the heavens. The strength of the granite foundation that reaches deep into the ground. But what is the value of strength if it is not used in service of justice?” +“Remember, we are [[Dwarf|dwarves]]. Our strength is the strength of the earth. The strength of the marble column that rises to the heavens. The strength of the granite foundation that reaches deep into the ground. But what is the value of strength if it is not used in service of justice?” -—Zarok the Lawgiver, Hero, Dwarves 232 +—Zarok the Lawgiver, Hero, [[Dwarf|Dwarves]] 232 -Possessed of a strength that belies their size, dwarves have flesh infused with stone—a silico-organic hybrid making them physically denser than other humanoids. They enjoy a reputation in Orden as savvy engineers and technologists thanks to the lore they inherited from their elder siblings, the long-extinct steel dwarves. +Possessed of a strength that belies their size, [[Dwarf|dwarves]] have flesh infused with stone—a silico-organic hybrid making them physically denser than other humanoids. They enjoy a reputation in Orden as savvy engineers and technologists thanks to the lore they inherited from their elder siblings, the long-extinct steel [[Dwarf|dwarves]]. -Dwarves are the children of the elder god Ord, and a common phrase among dwarves is “Ord made the world”—their way of saying, “What will be, will be.” They take great pride in knowing that along with Aan, Eth, and Kul, their god created the mundane world, and many dwarves leave their homes to see the world and seek glory in Ord’s name. +[[Dwarf|Dwarves]] are the children of the elder god Ord, and a common phrase among [[Dwarf|dwarves]] is “Ord made the world”—their way of saying, “What will be, will be.” They take great pride in knowing that along with Aan, Eth, and Kul, their god created the mundane world, and many [[Dwarf|dwarves]] leave their homes to see the world and seek glory in Ord’s name. #### ON DWARVES -There’s nothing a team of dwarves can’t do! Five dwarves alone can easily kill a dragon. Ten dragons![^1] Why, Vorka the Fell-Handed alone slew five dragons at the Siege of Var Loska before succumbing to her wounds. One dwarf! Think what a small, dedicated party of dwarves could do! +There’s nothing a team of [[Dwarf|dwarves]] can’t do! Five [[Dwarf|dwarves]] alone can easily kill a dragon. Ten dragons!\[^1\] Why, Vorka the Fell-Handed alone slew five dragons at the Siege of Var Loska before succumbing to her wounds. One [[Dwarf|dwarf]]! Think what a small, dedicated party of [[Dwarf|dwarves]] could do! -There aren’t many of the great dragons left, alas, so we must … I mean, dwarves must content themselves with fighting lesser evils. Necromancers, tyrants. Folks who cheat at dice. +There aren’t many of the great dragons left, alas, so we must … I mean, [[Dwarf|dwarves]] must content themselves with fighting lesser evils. Necromancers, tyrants. Folks who cheat at dice. -Dwarves take the long view. Well, so do elves, but elves seem more interested in preserving things. Dwarves want to make things! Improve the world! “The world is fine the way it is …” Shut up! No it’s not! The world is full of pain, misery, injustice. We cannot make a perfect world, but we can strive to improve the one we’ve got! +[[Dwarf|Dwarves]] take the long view. Well, so do elves, but elves seem more interested in preserving things. [[Dwarf|Dwarves]] want to make things! Improve the world! “The world is fine the way it is …” Shut up! No it’s not! The world is full of pain, misery, injustice. We cannot make a perfect world, but we can strive to improve the one we’ve got! -Anyway. Humans make too much of this so-called rivalry between dwarves and elves. Yes, it was an elf army that slew the last steel dwarves in the War Against Night, but that was tens of thousands of years ago. And anyway, those were the shadow elves, long banished to the World Below. And none now live who remember those days. +Anyway. [[Human|Humans]] make too much of this so-called rivalry between [[Dwarf|dwarves]] and elves. Yes, it was an elf army that slew the last steel [[Dwarf|dwarves]] in the War Against Night, but that was tens of thousands of years ago. And anyway, those were the [[Shadow|shadow]] elves, long banished to the World Below. And none now live who remember those days. -The steel dwarves—the greatest of us—are dead now, and our cousins the fire dwarves left this world for Quintessence long ago. There they built Alloy, the City of Brass, the City at the Center of the Timescape. A marvel! Not so large as Capital, perhaps, but not so … fragrant either. +The steel [[Dwarf|dwarves]]—the greatest of us—are dead now, and our cousins the fire [[Dwarf|dwarves]] left this world for Quintessence long ago. There they built Alloy, the City of Brass, the City at the Center of the Timescape. A marvel! Not so large as Capital, perhaps, but not so … fragrant either. -It is left to us, the stone dwarves, the Last Children of Ord, to work stone, create great marvels with it. Our greatest days are not behind us! Who speaks thus?! Have we not been to the Hanging City of Kal Kalavar together? Will you ever forget that place? I will not should I live to be a thousand, and neither will you. And it was finished in my lifetime. Only three hundred years ago! It’s brand new! +It is left to us, the stone [[Dwarf|dwarves]], the Last Children of Ord, to work stone, create great marvels with it. Our greatest days are not behind us! Who speaks thus?! Have we not been to the Hanging City of Kal Kalavar together? Will you ever forget that place? I will not should I live to be a thousand, and neither will you. And it was finished in my lifetime. Only three hundred years ago! It’s brand new! -Elven rivalry. Pagh! Did we not name the most precious metal in the earth "valiar" after their god Val? Val is a noble god, a worthy patron of the elves. He seeks justice and glory in his own way, we deem. Were one to choose the path of the conduit, you could pick worse gods than Val to serve. +Elven rivalry. Pagh! Did we not name the most precious metal in the earth "valiar" after their god Val? Val is a noble god, a worthy patron of the elves. He seeks justice and glory in his own way, we deem. Were one to choose the path of the [[Conduit|conduit]], you could pick worse gods than Val to serve. -It is the humans who make so much of rivalries between the ancestries. It was the humans who called us “dwarves.” We do not know the significance of this word in their tongue, but we accept it. Their speech is crude, true, but they are a young species after all. We must not judge them too harshly. “Elemental” would be a faithful translation of our word for ourselves into the Caelian tongue. +It is the [[Human|humans]] who make so much of rivalries between the ancestries. It was the [[Human|humans]] who called us “[[Dwarf|dwarves]].” We do not know the significance of this word in their tongue, but we accept it. Their speech is crude, true, but they are a young species after all. We must not judge them too harshly. “Elemental” would be a faithful translation of our word for ourselves into the Caelian tongue. -Ah, the record of dwarven achievement is long … too long to tell in so short a space. And it is not seemly to compare ourselves so. This entry spends many words on elves and men as though we were competitors, but who says it? Why should it be thus? Was it a dwarf who slew Baalorak the Griefbringer? No! It was the Crown of Nine Stars! That legendary company of heroes who counted three dwarves among their number, but also elves and orcs and humans. Like the great cosmopolitan city of Alloy, we are stronger together. +Ah, the record of dwarven achievement is long … too long to tell in so short a space. And it is not seemly to compare ourselves so. This entry spends many words on elves and men as though we were competitors, but who says it? Why should it be thus? Was it a [[Dwarf|dwarf]] who slew Baalorak the Griefbringer? No! It was the Crown of Nine Stars! That legendary company of heroes who counted three [[Dwarf|dwarves]] among their number, but also elves and [[Orc|orcs]] and [[Human|humans]]. Like the great cosmopolitan city of Alloy, we are stronger together. -Look you again at the Hanging City. Yes, your eyes well with tears from the magnificence of it, but see it clearly. Is it a dwarven city? Everyone calls it thus, but do you know how many humans live there? Thousands. And orcs. And elves! Of course! How else should it be? +Look you again at the Hanging City. Yes, your eyes well with tears from the magnificence of it, but see it clearly. Is it a dwarven city? Everyone calls it thus, but do you know how many [[Human|humans]] live there? Thousands. And [[Orc|orcs]]. And elves! Of course! How else should it be? -Some say the greatest ages of the world are behind us, but this is not so. Not so. While there is yet will in the world, there is greatness. You will see. The elves, the orcs. Humans and dwarves. All the speaking peoples have wonder in them yet. Our greatest days are ahead. Did not Ord make the world? +Some say the greatest ages of the world are behind us, but this is not so. Not so. While there is yet will in the world, there is greatness. You will see. The elves, the [[Orc|orcs]]. [[Human|Humans]] and [[Dwarf|dwarves]]. All the speaking peoples have wonder in them yet. Our greatest days are ahead. Did not Ord make the world? -None of us ask to come into this world, and apart from the Hakaan, none of us know how we will leave it. But remember, you are a dwarf. You have it in you to work marvels. To change the world, be you a holy conduit of Valak-koth the Peacebringer, one of the talented Mind Masters of the White Gem, a beastheart of the Darkdivers seeking through the World Below for deep knowledge, or a master tactician of the Imperial War College in Capital. You will make a better world. +None of us ask to come into this world, and apart from the [[Hakaan]], none of us know how we will leave it. But remember, you are a [[Dwarf|dwarf]]. You have it in you to work marvels. To change the world, be you a holy [[Conduit|conduit]] of Valak-koth the Peacebringer, one of the talented Mind Masters of the White Gem, a beastheart of the Darkdivers seeking through the World Below for deep knowledge, or a master [[Tactician|tactician]] of the Imperial War College in Capital. You will make a better world. -You are young yet, but already those who work evil deeds should fear you. You are a dwarf. You have a great destiny ahead. +You are young yet, but already those who work evil deeds should fear you. You are a [[Dwarf|dwarf]]. You have a great destiny ahead. -[^1]: This is what happens when you let a dwarven troubadour write the dwarf entry. +\[^1\]: This is what happens when you let a dwarven troubadour write the [[Dwarf|dwarf]] entry. #### DWARF BENEFITS -As a dwarf character, you have the following benefits: +As a [[Dwarf|dwarf]] character, you have the following benefits: ##### GROUNDED @@ -1054,7 +1056,7 @@ Your heavy stone body and connection to the earth makes it difficult for others You can carve a magic rune onto your skin. The rune you carve determines the benefit you receive. You can change or remove this rune with 10 minutes of work while not engaged in combat. -- **Detection:** Pick a specific type of creature, such as “goblins” or “humans” or an object, such as “magic swords” or “potions.” Your rune glows softly when you are within 20 squares of a chosen creature or object, regardless of line of effect. You can change the type of creature as a maneuver. +- **Detection:** Pick a specific type of creature, such as “goblins” or “[[Human|humans]]” or an object, such as “magic swords” or “potions.” Your rune glows softly when you are within 20 squares of a chosen creature or object, regardless of line of effect. You can change the type of creature as a maneuver. - **Light:** Your skin sheds light for 10 squares. You can turn this on and off as a maneuver. - **Voice:** As a maneuver, you can communicate telepathically with another willing creature you have met before whose name you name, who can speak and understand a language you know, and is within 1 mile of you. You and the creature can respond to one another as if having a normal conversation. You can change the person you communicate with by changing the rune. @@ -1074,7 +1076,7 @@ So beautiful and fair? Follow it in and you may meet The Queen of Dark and Air. -Children of the sylvan celestials and masters of the elf-haunted forests called wodes, wode elves see all forests as their domain by birthright. They know and enjoy their reputation among humans for snatching children who wander too far into the woods. Humans should fear the trees. +Children of the sylvan celestials and masters of the elf-haunted forests called wodes, wode elves see all forests as their domain by birthright. They know and enjoy their reputation among [[Human|humans]] for snatching children who wander too far into the woods. [[Human|Humans]] should fear the trees. The wode elves’ natural ability to mask their presence, called glamor, complements their guerilla style of fighting, letting them strike quickly from cover and then meld back into the underbrush. These traits also make the relatively few wode elves who dwell in cities naturally adept at urban warfare. @@ -1094,7 +1096,7 @@ Then, only a few feet from them, a half-dozen figures melded out of the backgrou “Black gods!” Meliora gasped. Credan frowned, and Wenna hushed her for swearing. Dade was ushered back toward them by two more wode elves, his bow in hand. The children huddled together, Credan’s hand on the symbol of Saint Gryffyn around his neck, and Jeremy’s hand on the hilt of his sword. -The elves were tall, taller than an adult human, but seemed always to crouch as soon as they stopped moving. Their eyes were unsettling, widely spaced and huge. But it was their ears, long and tall and twisting and set with great scoops to catch all sound, that marked them as elves of the wode. +The elves were tall, taller than an adult [[Human|human]], but seemed always to crouch as soon as they stopped moving. Their eyes were unsettling, widely spaced and huge. But it was their ears, long and tall and twisting and set with great scoops to catch all sound, that marked them as elves of the wode. “Admittedly, though, most terrans regret the experience.” @@ -1152,7 +1154,7 @@ Llyander turned and marched off. “Come!” they called. The children ran to ca The elf stopped suddenly and spun toward them, serious but kindly. They pointed to each of the children in turn. -“I will instruct you on the proper etiquette, but remember this: Lord Tear will test us. Some tests for you and some for me. The high elves and the wode elves are but distant cousins. You will hear much that is polite, much that is flattering, but it is all another kind of glamor. It hides deep tensions, recently exacerbated by the treaty with Ajax.” +“I will instruct you on the proper etiquette, but remember this: Lord Tear will test us. Some tests for you and some for me. The high elves and the wode elves are but distant cousins. You will hear much that is polite, much that is flattering, but it is all another kind of glamor. It [[Hide|hides]] deep tensions, recently exacerbated by the treaty with Ajax.” The children nodded. The elf, satisfied, marched off and they followed. @@ -1174,13 +1176,13 @@ Your speed is 6. ##### WODE ELF GLAMOR -You can magically alter your appearance to better blend in with your surroundings. You gain an edge on Agility tests made to hide and sneak, and tests made to find you while you are hidden take a bane. +You can magically alter your appearance to better blend in with your surroundings. You gain an edge on Agility tests made to [[Hide|hide]] and sneak, and tests made to find you while you are hidden take a bane. ### ELF, HIGH “Ajax has a kind of crude style, perhaps, but no taste. I have no objection to a villain, you understand. The world is a tale, but a tale is only as good as its villain. And Ajax is so … artless. We deserve a better villain.” -Children of the solar celestials created to tend their libraries and attend to the true elves as heralds, the high elves remember a better age, before the coming of humans and war. A time when the celestials were still in the world, and all that mattered was art and beauty. +Children of the solar celestials created to tend their libraries and attend to the true elves as heralds, the high elves remember a better age, before the coming of [[Human|humans]] and war. A time when the celestials were still in the world, and all that mattered was art and beauty. In the millennia since their creators retired to Arcadia, the high elves built a civilization for themselves, primarily living in and among the fallen celestial sky cities. With no creators left to please, the elves continue as they did before—collecting lore and knowledge, worshiping art, and turning more inward and distrusting of outsiders with each generation. @@ -1190,7 +1192,7 @@ In the millennia since their creators retired to Arcadia, the high elves built a “It’s not that hard,” Dade said darkly. -The five children stood alone in the center of a large circular courtyard open to the sky, their wode elf escort Llyander at their side. Lord Tear, King of the High Elves, sat on a marble throne, holding the scroll of the Codex Dryadalis in his lap. He had not spoken since Llyander made their speech and handed the codex over. The members of the court, nobles and courtiers and learned sages, gathered to watch. Implacable warriors in golden plate with fine filigree etched into the metal stood guard around the perimeter. They bristled with weapons. +The five children stood alone in the center of a large circular courtyard open to the sky, their wode elf escort Llyander at their side. Lord Tear, King of the High Elves, sat on a marble throne, holding the scroll of the Codex Dryadalis in his lap. He had not spoken since Llyander made their speech and handed the codex over. The members of the court, nobles and courtiers and learned [[Sage|sages]], gathered to watch. Implacable warriors in golden plate with fine filigree etched into the metal stood guard around the perimeter. They bristled with weapons. “They seem like …” Meliora said, searching for the words. @@ -1202,15 +1204,15 @@ The five children stood alone in the center of a large circular courtyard open t “Yes,” Jeremy said, looking at the nearest guards with their longspears and swords. “We feel very safe.” -“Who are you kidding?” Dade said. “Everyone knows how much elves hate humans.” +“Who are you kidding?” Dade said. “Everyone knows how much elves hate [[Human|humans]].” At this, Lord Tear exchanged a look with Llyander, consort to Queen Imyrr. It was a knowing look, full of sadness and melancholy. Then he broke his silence. -“Show me an elf who hates humans,” he said, his voice deep and sonorous, “and I will show you an elf who loved a human and watched them grow old and die.” He looked at the children for the first time and smiled a melancholy smile. “Love is like sunlight for us, you see. We love completely but rarely. The loss of it means an eternity of grief for us.” +“Show me an elf who hates [[Human|humans]],” he said, his voice deep and sonorous, “and I will show you an elf who loved a [[Human|human]] and watched them grow old and die.” He looked at the children for the first time and smiled a melancholy smile. “Love is like sunlight for us, you see. We love completely but rarely. The loss of it means an eternity of grief for us.” The king tapped the scroll against his lap, seeming to have reached a decision. -“Well done, consort. Young humans, your escort here seeks to shame me. For they know well they could have taken this prize to their queen and earned her favor. Instead, Llyander brought it to me in the hopes that by doing so, they deliver me the power necessary to throw off the yoke of Ajax’s rule. Long has Llyander resented the decision I made and sought to change it …” He looked at Llyander. “… by changing my mind.” +“Well done, consort. Young [[Human|humans]], your escort here seeks to shame me. For they know well they could have taken this prize to their queen and earned her favor. Instead, Llyander brought it to me in the hopes that by doing so, they deliver me the power necessary to throw off the yoke of Ajax’s rule. Long has Llyander resented the decision I made and sought to change it …” He looked at Llyander. “… by changing my mind.” Llyander nodded deferentially, silently congratulating the king on his insight. @@ -1224,7 +1226,7 @@ Lord Tear glided down the steps until he was standing, as tall as Llyander, befo “You have heard many things about my people, but this above all you should know. We do not value lore for lore’s sake, but beauty first and above all other things. And the truth, to us, is a kind of beauty. Thus do we find knowledge beautiful. -“You have returned something not only of enormous worldpower, but at the same time, a work of art my mother labored over for many of your centuries. It is something of a miracle that it is returned to me now. I will not forget this. You have made an ally of the lord of the high elves. And though you lead brief lives, while you live, you shall have the favor of the elves.” He turned to hand the scroll over to a sage and confer with his herald. +“You have returned something not only of enormous worldpower, but at the same time, a work of art my mother labored over for many of your centuries. It is something of a miracle that it is returned to me now. I will not forget this. You have made an ally of the lord of the high elves. And though you lead brief lives, while you live, you shall have the favor of the elves.” He turned to hand the scroll over to a [[Sage|sage]] and confer with his herald. “He seems wise,” Credan said. @@ -1236,9 +1238,9 @@ Llyander chuckled. Wenna noticed. She didn’t say anything at first, but eventu Llyander raised an eyebrow, then walked in front of the children so that as the wode elf spoke, their back was to the king. -“Do you remember when my cousin’s soldiers hid in the wode?” they said, their voice low. “How astonished you were?” +“Do you remember when my cousin’s [[Soldier|soldiers]] hid in the wode?” they said, their voice low. “How astonished you were?” -Wenna and Meliora nodded. Llyander nodded to the guards and guests. “This is their glamor. Whatever you find pleasant and attractive in another? That is what you see in them. If you value good humor, they are jesters. If you value beauty, they are breathtaking. If you find intelligence attractive, they are sages. It is not just an effect of appearance, though it is also that. It is one of demeanor.” +Wenna and Meliora nodded. Llyander nodded to the guards and guests. “This is their glamor. Whatever you find pleasant and attractive in another? That is what you see in them. If you value good humor, they are jesters. If you value beauty, they are breathtaking. If you find intelligence attractive, they are [[Sage|sages]]. It is not just an effect of appearance, though it is also that. It is one of demeanor.” “But how do they do …” Meliora started. @@ -1250,7 +1252,7 @@ Llyander put a finger to their lips, silencing young Meliora. “It is not a thi Llyander shrugged. “What does anyone really look like?” And while the other children chalked this up to their escort’s normally abstruse mode of communication, Meliora caught a glimpse of understanding somewhere in her mind. -The king turned back to them. “Should any of you seek hidden lore or deep wisdom, please allow me to serve you first. But you, young woman, the human child who learned our language, I name thee elf friend. And my naming carries power. You will find the learning of our lore will come more quickly to you, and all those who still revere the elves will give you safe passage in their lands.” +The king turned back to them. “Should any of you seek hidden lore or deep wisdom, please allow me to serve you first. But you, young woman, the [[Human|human]] child who learned our language, I name thee elf friend. And my naming carries power. You will find the learning of our lore will come more quickly to you, and all those who still revere the elves will give you safe passage in their lands.” Llyander put their hands on their hips and regarded the children. “Not bad for your second quest. What shall you do for an encore?” @@ -1268,23 +1270,23 @@ Your elven body and mind can’t be contained for long, and accessing memories i ##### UNSTOPPABLE MIND -Your mind allows you to maintain your cool in any situation. You can’t be dazed. +Your mind allows you to maintain your cool in any situation. You can’t be [[Dazed|dazed]]. ### HAKAAN -“COME FORTH, SONS OF ORD!” the hakaan metamorph bellowed as Ajax’s dwarven legion advanced. “AND MEET A BETTER WOMAN THAN THEE!!” +“COME FORTH, SONS OF ORD!” the [[Hakaan|hakaan]] metamorph bellowed as Ajax’s dwarven legion advanced. “AND MEET A BETTER WOMAN THAN THEE!!” -In spite of their friendly, outgoing nature, the rare presence of a hakaan in human society is considered a harbinger—an omen of dark times. +In spite of their friendly, outgoing nature, the rare presence of a [[Hakaan|hakaan]] in [[Human|human]] society is considered a harbinger—an omen of dark times. Descended from a tribe of giants in upper Vanigar, the original Haka’an tribe made a bargain with Holkatja, the Vanigar trickster god. They traded some of their gigantic size and strength for the ability to see the future. -But Holkatja betrayed them, and the only future they are allowed to see is the moment and nature of their own death. These visions are never of some mundane tragedy. No hakaan ever received a vision of dying from choking on a grape. The doomsight is always momentous—always dramatic. +But Holkatja betrayed them, and the only future they are allowed to see is the moment and nature of their own death. These visions are never of some mundane tragedy. No [[Hakaan|hakaan]] ever received a vision of dying from choking on a grape. The doomsight is always momentous—always dramatic. -This doomsight can happen at any moment. It does not come for all or even most hakaan, but when it comes, it is considered an act of overwhelming hubris to ignore it. Trying to escape the doomsight means a painful, tragic death, and cursing your family to live with shame. +This doomsight can happen at any moment. It does not come for all or even most [[Hakaan|hakaan]], but when it comes, it is considered an act of overwhelming hubris to ignore it. Trying to escape the doomsight means a painful, tragic death, and cursing your family to live with shame. -For this reason, the only hakaan the average human meets is one trying to fulfill their doom. The human superstition—that the arrival of one or more hakaan in human lands is a sign of great forces acting in the world, auspicious times—is literally true. In dark times, many hakaan experience the doomsight and leave their communities to venture out into the mundane world, in search of their destiny. +For this reason, the only [[Hakaan|hakaan]] the average [[Human|human]] meets is one trying to fulfill their doom. The [[Human|human]] superstition—that the arrival of one or more [[Hakaan|hakaan]] in [[Human|human]] lands is a sign of great forces acting in the world, auspicious times—is literally true. In dark times, many [[Hakaan|hakaan]] experience the doomsight and leave their communities to venture out into the mundane world, in search of their destiny. -Humans in Vanigar have their own word for this concept of a personal fate, “wyrd.” Traditional hakaan sometimes refer to the doomsight as wyrdken. +[[Human|Humans]] in Vanigar have their own word for this concept of a personal fate, “wyrd.” Traditional [[Hakaan|hakaan]] sometimes refer to the doomsight as wyrdken. #### ON HAKAAN @@ -1310,7 +1312,7 @@ The Arrow had seen it, and enthusiastically agreed. “You’re not from the Barrow Hills,” he said. -The Pillar shook her head. “No, I do not wot of your hills. I am from the hills north of the Blue Cloud Mountains in far Vanigar.” She turned and looked down at the Arrow with some pride. “My people are descended from the original Haka’an tribe.” She went back to work. “Though I am sure the Barrow Men, as you call them, are a fine people. We’re all related, you see.” +The Pillar shook her head. “No, I do not wot of your hills. I am from the hills north of the Blue Cloud [[Mountain|Mountains]] in far Vanigar.” She turned and looked down at the Arrow with some pride. “My people are descended from the original Haka’an tribe.” She went back to work. “Though I am sure the Barrow Men, as you call them, are a fine people. We’re all related, you see.” “Is that why you joined the Society?” @@ -1318,7 +1320,7 @@ The Pillar shook her head. “No, I do not wot of your hills. I am from the hill “Did she look like herself?” the Arrow asked, smiling, enjoying a moment of shared experience with the giant woman. -The Pillar chuckled, and the Arrow’s chest vibrated with the force of it. “No, she looked like an agéd wise woman of Vanigar. I think only in fabled Alloy could the Memory of a Sunset at Dawn walk the streets without ‘scaring the horses,’ as they say.” +The Pillar chuckled, and the Arrow’s chest vibrated with the force of it. “No, she looked like an agéd wise woman of Vanigar. I think only in fabled Alloy could the Memory of a Sunset at Dawn [[Walk|walk]] the streets without ‘scaring the horses,’ as they say.” “Alloy?” @@ -1338,7 +1340,7 @@ The Pillar looked at the Arrow out of the corner of her eye. “You’ll see,” “Is it like a dream or a nightmare?” The Arrow wasn’t sure how much it was okay to ask. -“No, it was not a dream, it was a thing that happened.” She turned to face the Arrow and leaned her massive arms on her legs. “I know not how it is for other doomseekers, but this is how it was for me. I was collecting flecks of jasper, a … a mineral we add to our food. I was picking flakes of rock up off the ground when I saw a bee that could not fly and a horde of ants all around, one with wings. In that moment, that was all that I could see. It was like the rest of the world fell away, and the bee and the ants filled my sight. Though the bee was surrounded and the ants seemed to go on forever, I could see the ants were afraid. There were dozens of dead ants on the ground.” +“No, it was not a dream, it was a thing that happened.” She turned to face the Arrow and leaned her massive arms on her legs. “I know not how it is for other doomseekers, but this is how it was for me. I was collecting flecks of jasper, a … a mineral we add to our food. I was picking flakes of rock up off the ground when I saw a bee that could not [[Fly|fly]] and a horde of ants all around, one with wings. In that moment, that was all that I could see. It was like the rest of the world fell away, and the bee and the ants filled my sight. Though the bee was surrounded and the ants seemed to go on forever, I could see the ants were afraid. There were dozens of dead ants on the ground.” “What did you do?” @@ -1360,15 +1362,15 @@ The Pillar shrugged, giant muscles in her shoulders rippling. “That was the en “Oh, feeling sorry for it, I placed my finger gently on the ground, and you must see,” she held up her pinky, “even my little finger is like a mighty wall for the bee. I sought only to protect it from the ants, but it quickly scrambled onto my finger, and after I stood up, it cleaned itself and flew away.” -“It could fly!” the Arrow said, suddenly full of youthful exuberance. “It could fly the entire time! It was just waiting … for someone else to come along.” +“It could [[Fly|fly]]!” the Arrow said, suddenly full of youthful exuberance. “It could [[Fly|fly]] the entire time! It was just waiting … for someone else to come along.” -The Arrow stared, wide-eyed at the Pillar. Even before the young man spoke, the hakaan talent’s eyes widened in realization. “My vision …” she said. +The Arrow stared, wide-eyed at the Pillar. Even before the young man spoke, the [[Hakaan|hakaan]] talent’s eyes widened in realization. “My vision …” she said. -“Wasn’t over!” the Arrow said, his joy impossible to hide. +“Wasn’t over!” the Arrow said, his joy impossible to [[Hide|hide]]. #### HAKAAN BENEFITS -As a hakaan character, your size is 1L, and you have the following benefits: +As a [[Hakaan|hakaan]] character, your size is 1L, and you have the following benefits: ##### DOOMSIGHT @@ -1382,49 +1384,49 @@ When you force move a creature or object, you can increase the distance moved by ##### UNDAUNTED -You can’t be weakened. Additionally, when your Stamina equals the negative of your winded value, you turn to rubble instead of dying. You are unaware of your surroundings in this state. After 12 hours, you regain Stamina equal to your recovery value. +You can’t be [[Weakened|weakened]]. Additionally, when your Stamina equals the negative of your winded value, you turn to rubble instead of dying. You are unaware of your surroundings in this state. After 12 hours, you regain Stamina equal to your recovery value. ### HUMAN -“Humans,” the dwarf said with a combination of exasperation and awe. “Their only virtue seems to be believing in impossible things.” +“[[Human|Humans]],” the [[Dwarf|dwarf]] said with a combination of exasperation and awe. “Their only virtue seems to be believing in impossible things.” -“Humans belong to the world in a way the other speaking peoples do not. You can sense the presence of magic—that… oily smell in the air, as I’ve heard it described. And the presence of deathless causes the hairs on the back of your neck to stand up. Or why do you think graveyards affect you so? Whatever magic is, its grip on you is light. Whatever drives the deathless, your nature rebels against it. +“[[Human|Humans]] belong to the world in a way the other speaking peoples do not. You can sense the presence of magic—that… oily smell in the air, as I’ve heard it described. And the presence of deathless causes the hairs on the back of your neck to [[Stand Up|stand up]]. Or why do you think graveyards affect you so? Whatever magic is, its grip on you is light. Whatever drives the deathless, your nature rebels against it. -“No one knows why this should be. We elves have no such senses. Nor do the elementals or the kanin … the dwarves and the orcs as you say. What is it that sets humans apart? I am an historian, not a physician. I cannot say. Perhaps some of you will one day find out and teach us all the reason.” +“No one knows why this should be. We elves have no such senses. Nor do the elementals or the kanin … the [[Dwarf|dwarves]] and the [[Orc|orcs]] as you say. What is it that sets [[Human|humans]] apart? I am an historian, not a physician. I cannot say. Perhaps some of you will one day find out and teach us all the reason.” #### ON HUMANS -So, we arrive here at the end of your first semester of Human Culture. I hope to see you next year in the Caelian Empire course, and though it may be hard to believe now, I often see former students’ names in our textbooks years later. Perhaps that will be some of you. +So, we arrive here at the end of your first semester of [[Human]] Culture. I hope to see you next year in the Caelian Empire course, and though it may be hard to believe now, I often see former students’ names in our textbooks years later. Perhaps that will be some of you. -I will now answer the one question I am asked most often, and which I save answering until the last day of class: What do I think of humans? +I will now answer the one question I am asked most often, and which I save answering until the last day of class: What do I think of [[Human|humans]]? -I am a high elf, as you deem it in your tongue. A child of the solar celestials. And I have taught this class, mostly to young humans, since the Caelian emperors founded this city. I was asked to join the faculty by the first chancellor. I have seen generations of your people come through this classroom, and that alone would well qualify me to answer this question. +I am a high elf, as you deem it in your tongue. A child of the solar celestials. And I have taught this class, mostly to young [[Human|humans]], since the Caelian emperors founded this city. I was asked to join the faculty by the first chancellor. I have seen generations of your people come through this classroom, and that alone would well qualify me to answer this question. -What do I think of humans? Well, I will tell you. +What do I think of [[Human|humans]]? Well, I will tell you. I was here, teaching this class during the fire of Enlightenment 373. The fire leveled this city. Can you imagine that? Can you imagine the heat, the death, destruction that such a thing causes? Six months after the Great Fire, your ancestors had rebuilt… everything. I have seen many miracles in my life. Witnessing that feat might be chief among them. -Liches are almost always humans. Did you know that? I think I know why. Your lives are so short—almost as soon as you’re born, you’re thinking about dying, and you refuse to yield. +Liches are almost always [[Human|humans]]. Did you know that? I think I know why. Your lives are so short—almost as soon as you’re born, you’re thinking about dying, and you refuse to yield. That refusal to yield to death… to death… is what drives you, I think. Drives you to leave the world better than you found it. Causes ruined people to rebuild great city. -We studied human history in this room. Did you feel that those great ancestors of yours were perhaps made of finer stuff than you? Do not think thus. I knew them, and I know you, and your future is greater. I sometimes think each human generation greater than the last—more courageous, more generous. Quicker to forgive. +We studied [[Human|human]] history in this room. Did you feel that those great ancestors of yours were perhaps made of finer stuff than you? Do not think thus. I knew them, and I know you, and your future is greater. I sometimes think each [[Human|human]] generation greater than the last—more courageous, more generous. Quicker to forgive. Today, Ajax’s name is on everyone’s tongue, but I have seen many great evils arise in the world. I was teaching in this classroom when the Pharaoh Khorsekef, desperate, his power failing, opened the Great Tet and drank of the time stored there, becoming the Ultralich. He was defeated, and now rules the Necropolitan Ruin in the Abyssal Waste. I was alive, though not yet a professor, when Cthrion Uroniziir tried to reduce the timescape into one singular universe, wiping out reality as we know it. She was defeated, and we see her cage every day. -Each of these great evils was defeated by a coalition. The armies and heroes of many speaking peoples. And all of them—all of them—were led… by humans. That’s a fact. That’s history. You can look it up. +Each of these great evils was defeated by a coalition. The armies and heroes of many speaking peoples. And all of them—all of them—were led… by [[Human|humans]]. That’s a fact. That’s history. You can look it up. Is there some rare trait that makes you uniquely qualified to lead disparate peoples, bring them together to achieve great things? I think… there must be. -Those great humans, your ancestors, did not focus on differences. They did not weigh different people and grade them based on arbitrary traits deemed virtues and flaws. That is what Ajax does. No, those humans focused on the future. On making a better world… for all of us. A world many of them knew they would not live to see. That is a sacrifice… I can scarcely imagine. +Those great [[Human|humans]], your ancestors, did not focus on differences. They did not weigh different people and grade them based on arbitrary traits deemed virtues and flaws. That is what Ajax does. No, those [[Human|humans]] focused on the future. On making a better world… for all of us. A world many of them knew they would not live to see. That is a sacrifice… I can scarcely imagine. The people who stand against Ajax and tyrants like him will be just like you—normal people. Priests and scholars and merchants and farmers. Maybe even teachers. -Stopping Ajax will require you to become something else. You must become heroes. Conduits of saints, warmasters of great armies. Censors and shadows. That may seem unlikely now, but the future has a way of surprising us. +Stopping Ajax will require you to become something else. You must become heroes. [[Conduit|Conduits]] of saints, warmasters of great armies. Censors and [[Shadow|shadows]]. That may seem unlikely now, but the future has a way of surprising us. Some of your names, I will see written in future textbooks. @@ -1434,7 +1436,7 @@ But some of your names, I will see written in the stars. #### HUMAN BENEFITS -As a human character, you have the following benefits: +As a [[Human|human]] character, you have the following benefits: ##### DETECT THE SUPERNATURAL @@ -1446,7 +1448,7 @@ Your connection to the natural world protects you from supernatural forces. You ##### STAYING POWER -Your human anatomy allows you to fight, run, and stay awake longer than others. Increase your number of Recoveries by 2. +Your [[Human|human]] anatomy allows you to fight, run, and stay awake longer than others. Increase your number of Recoveries by 2. ### MEMONEK @@ -1456,9 +1458,9 @@ Your human anatomy allows you to fight, run, and stay awake longer than others. “We have them.” Lady Urusistra cast a hand across the sky. “You see those stars? That is my home—the timescape. Our ships are great star freighters that ply the space lanes. And among those stars, light hits as hard as steel.” -The native denizens of Axiom, the Plane of Uttermost Law, memonek dwell in a land with lakes and trees and birds and flowers. But on this alien world, the lakes are seas of mercury, the birds glitter with wings of glass stretched gossamer thin, and the flowers’ petals are iridescent metal as flexible and fragile as any earthly rose. +The native denizens of Axiom, the Plane of Uttermost Law, [[Memonek|memonek]] dwell in a land with lakes and trees and birds and flowers. But on this alien world, the lakes are seas of mercury, the birds glitter with wings of glass stretched gossamer thin, and the flowers’ petals are iridescent metal as flexible and fragile as any earthly rose. -The minds of memonek are highly ordered. Their reason is their great pride. But when descending to the lower planes, including a manifold like Orden where law and chaos mix, a sickness comes over them—an uncontrollable sensation called … emotion. +The minds of [[Memonek|memonek]] are highly ordered. Their reason is their great pride. But when descending to the lower planes, including a manifold like Orden where law and chaos mix, a sickness comes over them—an uncontrollable sensation called … emotion. #### ON MEMONEK @@ -1468,15 +1470,15 @@ Count Revile avoided his gaze, then turned and stamped away across the bloody ba “I’m fine!” Revile shouted, all evidence to the contrary. -“I know what I saw,” John said as he followed his friend. “You went into a bloodlust. And it’s not the first time. Whether you like it or not, whether I like it or not, I’m in charge of this mission. Either you tell me what’s going on, or I have no choice. I have to conclude you’re a danger to the team and cut you loose.” +“I know what I saw,” John said as he followed his friend. “You went into a bloodlust. And it’s not the first time. Whether you like it or not, whether I like it or not, I’m in [[Charge|charge]] of this mission. Either you tell me what’s going on, or I have no choice. I have to conclude you’re a danger to the team and cut you loose.” -Revile stopped and turned to look at the rest of the party, recovering from their wounds. The memonek’s white porcelain chest heaved as he tried to calm himself. His ceramic skin looked as strong as plate, but John knew it was brittle, fragile. +Revile stopped and turned to look at the rest of the party, recovering from their wounds. The [[Memonek|memonek]]’s white porcelain chest heaved as he tried to calm himself. His ceramic skin looked as strong as plate, but John knew it was brittle, fragile. Count Revile took a deep breath. “We call it velloparatha,” he said. “In your tongue it would be … world-sick … or world-sickness? It is a thing that happens … to my people … when they come to your world. It is an illness of … of feeling. Emotion.” “Are you going mad?” John asked in a whisper. -The memonek smiled ruefully. “It feels that way sometimes. I spent an hour this morning staring at an insect that landed on my finger—a grasshopper, the polder called it. I thought I had never seen a thing so perfect and beautiful. That was awe. As powerful as I have ever felt. In the battle today, anger—just as powerful. +The [[Memonek|memonek]] smiled ruefully. “It feels that way sometimes. I spent an hour this morning staring at an insect that landed on my finger—a grasshopper, the [[Polder|polder]] called it. I thought I had never seen a thing so perfect and beautiful. That was awe. As powerful as I have ever felt. In the battle today, anger—just as powerful. “I thought I could resist it. When I arrived here and felt no different, I thought perhaps world-sickness was a legend. But it is a slow process, this illness, these insidious emotions.” @@ -1488,7 +1490,7 @@ Count Revile shook his head. “Not like this. We are creatures of reason, we of “At yourself? Why? What did you—” -“John,” the memonek said, and now it was his turn to whisper. “I was afraid. Afraid of … of being wounded, of failing you, failing my friends … of dying. And out of that fear came … enormous anger—at myself. Anger that I was so weak, so … useless. Anger so … strong, so powerful … I forgot who I was.” +“John,” the [[Memonek|memonek]] said, and now it was his turn to whisper. “I was afraid. Afraid of … of being wounded, of failing you, failing my friends … of dying. And out of that fear came … enormous anger—at myself. Anger that I was so weak, so … useless. Anger so … strong, so powerful … I forgot who I was.” John chuckled. “That’s just …” He smiled broadly. “That’s normal, man. That’s just normal. We all feel that way.” @@ -1516,11 +1518,11 @@ Count Revile did not like being reminded of that. He looked to the sky and shook “Don’t be so hard on yourself. If you’re trying to seduce our void mage, you made a good start of it. She’s three thousand years old, I’ve known her since I was fifteen. I don’t think I’ve ever seen her blush. Anyway, now that I know what’s going on, now that I know you’re basically a giant teenager with overactive glands, I can relax a little.” -Sir John and Count Revile, both tacticians, stood together on the bloody battlefield, looking at each other. +Sir John and Count Revile, both [[Tactician|tacticians]], stood together on the bloody battlefield, looking at each other. “John, I fear this may get worse before it gets better.” -“So, just like everything else?” He clapped the memonek on the shoulder. “Don’t worry, we’ll help you get through it. I’ll let the others know. Once they understand, they’ll help too. They’ll probably just take the piss out of you. That’ll help, you’ll love that.” +“So, just like everything else?” He clapped the [[Memonek|memonek]] on the shoulder. “Don’t worry, we’ll help you get through it. I’ll let the others know. Once they understand, they’ll help too. They’ll probably just take the piss out of you. That’ll help, you’ll love that.” “You’re a good friend, John.” @@ -1532,7 +1534,7 @@ John laughed and put his arm around his friend as they headed back to the party. #### MEMONEK BENEFITS -As a memonek character, you have the following benefits: +As a [[Memonek|memonek]] character, you have the following benefits: #### LIGHTWEIGHT @@ -1546,13 +1548,13 @@ When you or a creature adjacent to you makes a power roll, you can remove an edg “Even should an arrow pierce their heart, each kanin warrior has within them one last act of revenge.” -An anger that cannot be hidden. A fury that drives them in battle. Orcs are famed throughout the world as consummate warriors—a reputation that the peace-loving orcs find distasteful. +An anger that cannot be hidden. A [[Fury|fury]] that drives them in battle. [[Orc|Orcs]] are famed throughout the world as consummate warriors—a reputation that the peace-loving [[Orc|orcs]] find distasteful. -The fifth of the speaking peoples, orcs arrived on Orden after humans and elves. They made their homes in the borderlands between those two cultures, preferring the natural forests and avoiding the elf-haunted wodes. For generations, this put them directly in the path of humans who cut down the trees and built roads and farms. +The fifth of the speaking peoples, [[Orc|orcs]] arrived on Orden after [[Human|humans]] and elves. They made their homes in the borderlands between those two cultures, preferring the natural forests and avoiding the elf-haunted wodes. For generations, this put them directly in the path of [[Human|humans]] who cut down the trees and built roads and farms. -Each orc has within them a fire that causes their veins to glow once blood is drawn. This anger propels them right to the edge of death. The dichotomy between their desire to be left alone and their zeal in battle is summarized in a dwarven proverb: +Each [[Orc|orc]] has within them a fire that causes their veins to glow once blood is drawn. This anger propels them right to the edge of death. The dichotomy between their desire to be left alone and their zeal in battle is summarized in a dwarven proverb: -“Be thankful orcs do not hold grudges.” +“Be thankful [[Orc|orcs]] do not hold grudges.” #### ON ORCS @@ -1626,7 +1628,7 @@ Ahem. #### ORC BENEFITS -As an orc character, you have the following benefits. +As an [[Orc|orc]] character, you have the following benefits. ##### BLOODFIRE RUSH @@ -1634,37 +1636,37 @@ When you take damage, your speed increases by 2 until the end of your next turn. ##### RELENTLESS -When a creature deals damage to you that leaves you dying, you can make a free strike against any creature. If the creature is reduced to 0 Stamina by your attack, you can spend a Recovery. +When a creature deals damage to you that leaves you dying, you can make a [[Free Strike|free strike]] against any creature. If the creature is reduced to 0 Stamina by your attack, you can spend a Recovery. ### POLDER “Wait, where’d he go? Where’d that little son of a bitch go? AAAAGGH!” -After humans, polders are the most numerous and diverse ancestry in Orden. They are not humans, but they live in and among humans, sharing their gods and culture. Almost every human culture in Orden has a polder saint or a human saint venerated by polder. +After [[Human|humans]], [[Polder|polders]] are the most numerous and diverse ancestry in Orden. They are not [[Human|humans]], but they live in and among [[Human|humans]], sharing their gods and culture. Almost every [[Human|human]] culture in Orden has a [[Polder|polder]] saint or a [[Human|human]] saint venerated by [[Polder|polder]]. -Short creatures averaging three-and-a-half feet tall, polders have obscure origins. They are a young species who, like humans, have no single patron god. Their natural ability to blend in with shadows makes them excellent spies and thieves. However, many polders consider this stereotype a base slander, pointing out that they’re also famed as chefs—though polders can be found in virtually every profession, especially in cities. +Short creatures averaging three-and-a-half feet tall, [[Polder|polders]] have obscure origins. They are a young species who, like [[Human|humans]], have no single patron god. Their natural ability to blend in with [[Shadow|shadows]] makes them excellent spies and thieves. However, many [[Polder|polders]] consider this stereotype a base slander, pointing out that they’re also famed as chefs—though [[Polder|polders]] can be found in virtually every profession, especially in cities. #### ON POLDERS The three peasants—Jago, his wife Sarah, and his sister Beth—sat together watching the three heroes talk in the crowded common room of the inn. Well, Jackson Bootblack seemed to be doing most of the talking. -“This kind of shit doesn’t work if it’s just a bunch of ratcatchers like us,” the polder said. “You need the people to rise up. Been fifteen years since Omund died—fifteen years of fighting wolves and bandits and worse. The people welcome a tyrant after that. They like order, you know? They adapt.” +“This kind of shit doesn’t work if it’s just a bunch of ratcatchers like us,” the [[Polder|polder]] said. “You need the people to rise up. Been fifteen years since Omund died—fifteen years of fighting wolves and bandits and worse. The people welcome a tyrant after that. They like order, you know? They adapt.” “If you stand on the grass long enough, it learns to lie flat,” A Mist Coils Around Dying Embers said. “But what do you say?” -“Eh?” the polder asked her. But he glanced at Sir John staring at him. +“Eh?” the [[Polder|polder]] asked her. But he glanced at Sir John staring at him. “You say the people have no stomach for rebellion,” Embers said. “But what about you?” -“Oh,” the polder said, “I say it doesn’t matter much what I say. Why’s he looking at me like that?” the polder asked the high elf and pointed at Sir John. Realizing he was being rude, John shook his head to clear it. “Sorry, I just … I never met a polder before,” he said. +“Oh,” the [[Polder|polder]] said, “I say it doesn’t matter much what I say. Why’s he looking at me like that?” the [[Polder|polder]] asked the high elf and pointed at Sir John. Realizing he was being rude, John shook his head to clear it. “Sorry, I just … I never met a [[Polder|polder]] before,” he said. “Are you kidding me?” Jackson said. “No! Sorry, I just …” -“What are you, from the moon? Where you from that you never met a polder before? There’s polder in every fucking village and town from here to the sea.” +“What are you, from the moon? Where you from that you never met a [[Polder|polder]] before? There’s [[Polder|polder]] in every fucking village and town from here to the sea.” -“Really? That’s weird. I’m from Tor, I’ve been all over—just never met a polder before.” +“Really? That’s weird. I’m from Tor, I’ve been all over—just never met a [[Polder|polder]] before.” Jackson looked at his friend, the high elf void mage. “Am I crazy?” @@ -1672,23 +1674,23 @@ Jackson looked at his friend, the high elf void mage. “Am I crazy?” “John’s just never run into one, it seems.” -“Well, we’re adorable,” the polder said, and drank some ale. +“Well, we’re adorable,” the [[Polder|polder]] said, and drank some ale. “They must have been around I guess,” John said. “I probably just never noticed.” -The polder put his drink down. “Oh, thank you. Thank you very much. You know, it’s funny. I never have any problem noticing you big assholes. One of you makes about as much noise as a cow, which … I don’t even know how you manage that.” +The [[Polder|polder]] put his drink down. “Oh, thank you. Thank you very much. You know, it’s funny. I never have any problem noticing you big assholes. One of you makes about as much noise as a cow, which … I don’t even know how you manage that.” “You’re talking just … my voice is just as loud as yours!” -“I mean the way you walk around. Just the way you move, the way you stand up and sit down. You make so much goddamn noise.” +“I mean the way you [[Walk|walk]] around. Just the way you move, the way you [[Stand Up|stand up]] and sit down. You make so much goddamn noise.” Jago, Sarah, and Beth all smiled at the exchange. -“Humans are loud, yes,” Embers agreed. +“[[Human|Humans]] are loud, yes,” Embers agreed. “Do we have to … can we talk about something else, please?” -“I just …” The polder wouldn’t let it go. “You seriously never … you never been to an inn? Cavall’s teeth, I can’t count how many inns and taverns I’ve been to run by polders, got polders in the kitchen or waiting tables. One of the only two things we’re good at, I think.” +“I just …” The [[Polder|polder]] wouldn’t let it go. “You seriously never … you never been to an inn? Cavall’s teeth, I can’t count how many inns and taverns I’ve been to run by [[Polder|polders]], got [[Polder|polders]] in the kitchen or waiting tables. One of the only two things we’re good at, I think.” “Yeah?” John asked. “What’s the other one?” @@ -1696,7 +1698,7 @@ The little man smiled. “Getting into places we ain’t supposed to be.” “Now we’re talking,” Sir John said. “You were saying we need the people behind us. I agree.” -“Yeah, okay. To business: How to rally the people.” The polder took the question seriously. “It’s not hard. First, we need someone they’ll rally around. I could make someone up, invent a local folk hero, but if we can find the real thing? They just need to look the part, that’s all. I’ll take care of the rest.” +“Yeah, okay. To business: How to rally the people.” The [[Polder|polder]] took the question seriously. “It’s not hard. First, we need someone they’ll rally around. I could make someone up, invent a local folk hero, but if we can find the real thing? They just need to look the part, that’s all. I’ll take care of the rest.” “I’m working on that,” John said. “But it’s … slower going than I thought. I’m betting on a long shot.” @@ -1710,13 +1712,13 @@ He looked at his drink, at the expensive clear glass the innkeep had given him b John took a deep breath and came back to reality. “Well. If we could be picky, we wouldn’t need a hero,” he said. -The polder looked at the high elf and nodded, impressed. Test passed. +The [[Polder|polder]] looked at the high elf and nodded, impressed. Test passed. “Okay. Well, if you’ve already got a candidate, I could get things started. The other half is: we need a good story—short, punchy. Something that’ll catch on, needs to be easy to relate to, but bigger than life. A tax. A toll! Bridge toll, classic. An ogre … no, three ogres. Yeah, three is better. Three ogres in Ajax’s livery. A lone figure standing against them. See? Easy.” “Where are we going to find three ogres?” John asked. -“What do you mean?” Now it was the polder’s turn to be confused. +“What do you mean?” Now it was the [[Polder|polder]]’s turn to be confused. “What do you mean, ‘What do I mean?’” John said. @@ -1726,23 +1728,23 @@ The polder looked at the high elf and nodded, impressed. Test passed. “You mean you’re going to make it up?!” John exclaimed. -“I…” Jackson looked with incredulity at the high elf void mage, then back at the human. “Yes, I do mean that. Does he know what I do?” he asked the elf. +“I…” Jackson looked with incredulity at the high elf void mage, then back at the [[Human|human]]. “Yes, I do mean that. Does he know what I do?” he asked the elf. “He’ll learn,” Embers smiled. -The polder turned back to Sir John. “Hello. I lie for a living. And I’m really good at it. Sometimes also kill people, but only if lying or running away doesn’t work.” +The [[Polder|polder]] turned back to Sir John. “Hello. I lie for a living. And I’m really good at it. Sometimes also kill people, but only if lying or running away doesn’t work.” John turned to Embers. “I thought he was a thief.” -“I was a thief,” the polder said. +“I was a thief,” the [[Polder|polder]] said. “You were a thief.” -“Yeah, I was with the Clock. Probably still am—they don’t exactly let you just walk away. We sort of have an agreement. I agree to do what they tell me and they agree not to tell me to do anything.” +“Yeah, I was with the Clock. Probably still am—they don’t exactly let you just [[Walk|walk]] away. We sort of have an agreement. I agree to do what they tell me and they agree not to tell me to do anything.” “Did they kick you out, or did you quit?” -“Depends on who you ask. I don’t like being told what to do. It’s sort of a polder thing. Hereditary or ancestral or whatever. Everybody wants a polder chef until they start trying to tell us what to cook.” +“Depends on who you ask. I don’t like being told what to do. It’s sort of a [[Polder|polder]] thing. Hereditary or ancestral or whatever. Everybody wants a [[Polder|polder]] chef until they start trying to tell us what to cook.” “So what are you now?” @@ -1752,11 +1754,11 @@ The elf smiled. “He’s a troubadour—one of the best.” Sir John looked at him, nodded. “No lute, I notice. And you don’t seem the type to sit by the hearth telling stories.” -The polder grinned. “I ain’t that kind of troubadour. I’m the other kind. I think the best story is the one people tell each other.” +The [[Polder|polder]] grinned. “I ain’t that kind of troubadour. I’m the other kind. I think the best story is the one people tell each other.” -“Propaganda,” Sir John said, a grin spreading across his face. The polder pointed a finger at him and smiled. John heard the door to the inn open behind him. This wasn’t notable, but the gasp from the customers was. +“Propaganda,” Sir John said, a grin spreading across his face. The [[Polder|polder]] pointed a finger at him and smiled. John heard the door to the inn open behind him. This wasn’t notable, but the gasp from the customers was. -“Hey,” the polder said, looking past John to the doorway. “Hey, I think our folk hero just showed up. Damn, he looks the part all right. Or she, I can never tell with these guys.” +“Hey,” the [[Polder|polder]] said, looking past John to the doorway. “Hey, I think our folk hero just showed up. Damn, he looks the part all right. Or she, I can never tell with these guys.” John turned to see. Sir Vaantikalisax loomed just inside the doorway, his scales and armor glowing in the light of the hearth fire. Sir John shot up out of his chair, a huge smile on his face. @@ -1764,11 +1766,11 @@ John turned to see. Sir Vaantikalisax loomed just inside the doorway, his scales The knight stared at them for a moment, then turned back to his friend. -“Maybe you’re right,” the dragon knight said. +“Maybe you’re right,” the [[Dragon Knight|dragon knight]] said. #### POLDER BENEFITS -As a polder character, your size is 1S and you have the following benefits. +As a [[Polder|polder]] character, your size is 1S and you have the following benefits. ##### POLDER GEIST @@ -1780,28 +1782,28 @@ You gain the following ability: ###### SHADOWMELD -You become an actual shadow. +You become an actual [[Shadow|shadow]]. - **Keywords**: Magic - **Type**: Maneuver - **Distance**: Self - **Target**: Self -**Effect**: You flatten yourself into a shadow against a wall or floor you are touching, and become hidden from any creature you have cover or concealment from or who isn’t observing you. While in shadow form, you have full awareness of your surroundings, attacks against you and tests made to find you take a bane, and you can’t move or take actions or maneuvers except to exit this form. Any ability or effect that targets more than 1 square affects you in this form only if it explicitly affects the surface you are flattened against. You can exit this form as a maneuver. +**Effect**: You flatten yourself into a [[Shadow|shadow]] against a wall or floor you are touching, and become hidden from any creature you have cover or concealment from or who isn’t observing you. While in [[Shadow|shadow]] form, you have full awareness of your surroundings, attacks against you and tests made to find you take a bane, and you can’t move or take actions or maneuvers except to exit this form. Any ability or effect that targets more than 1 square affects you in this form only if it explicitly affects the surface you are flattened against. You can exit this form as a maneuver. ### REVENANT “I will suck the life from your flesh and leave you a withered corpse!” -The revenant null flexed his arms and assumed a fighting pose. He smiled. +The [[Revenant|revenant]] null flexed his arms and assumed a fighting pose. He smiled. “Little late for that.” -The dead walk among us. Some of them are happier about it than others. +The dead [[Walk|walk]] among us. Some of them are happier about it than others. -Unlike the necromantic rituals that produce wights and wraiths and zombies, revenants rise from the grave through a combination of an unjust death and a burning desire for vengeance. Creatures sustained on pure will, they have no need of food or water or air—and, unlike their zombified cousins, they retain all their memories and personality from life. +Unlike the necromantic rituals that produce wights and wraiths and zombies, [[Revenant|revenants]] rise from the grave through a combination of an unjust death and a burning desire for vengeance. Creatures sustained on pure will, they have no need of food or water or air—and, unlike their zombified cousins, they retain all their memories and personality from life. -These revenants are rare. Many are hunted by ignorant villagers who see only their dead flesh and assume the worst. Those who survive the pitchfork brigade either choose a solitary life, often as a wandering soul seeking out living company yet constantly in fear of it, or they migrate to a metropolis such as Blackbottom or Capital, where lost souls gather to make a home. +These [[Revenant|revenants]] are rare. Many are hunted by ignorant villagers who see only their dead flesh and assume the worst. Those who survive the pitchfork brigade either choose a solitary life, often as a wandering soul seeking out living company yet constantly in fear of it, or they migrate to a metropolis such as Blackbottom or Capital, where lost souls gather to make a home. #### ON REVENANTS @@ -1825,7 +1827,7 @@ There was a firm knock at the door to the safe house. A door which, from the out “Nonono! How could she … Capital was nine months ago!” -“She’s a revenant, idiot! She doesn’t even need air. She could have walked here! Just … into the water and across the bottom of the sea! Black gods, why didn’t you say anything?” +“She’s a [[Revenant|revenant]], idiot! She doesn’t even need air. She could have walked here! Just … into the water and across the bottom of the sea! Black gods, why didn’t you say anything?” “I did! You asshole, I just did! I been trying to tell you for—” @@ -1835,7 +1837,7 @@ One of the four thieves opened a vial and dipped his dirk into the red oil withi “What is that gonna do? She’s already dead!” -Another knock at the hidden door. “Forget it. Let her knock. Grab as many as you can, and we’ll go out the back.” +Another knock at the hidden door. “Forget it. Let her knock. [[Grab]] as many as you can, and we’ll go out the back.” The head thief ran for the door out the back of the safe house. He jerked it open—and the other thieves watched as a silver flash silently flared across his forehead. @@ -1869,7 +1871,7 @@ Lady Filliamo shrugged. “I’m a knight of the church. Jurisdiction’s for th #### REVENANT BENEFITS -As a revenant character, you have the following benefits. +As a [[Revenant|revenant]] character, you have the following benefits. ##### FORMER LIFE @@ -1906,7 +1908,7 @@ You can have an active number of sigils equal to your level. You can remove a si Your undead body grants you cold, corruption, lightning immunity, and poison immunity equal to your level. You also have fire weakness 5. You can’t suffocate, and you don’t need to eat or drink to stay alive. -Additionally, when your Stamina equals the negative of your winded value, you become inert instead of dying. You can continue to observe your surroundings, but you can’t speak, take actions, maneuvers, or triggered actions, or move and you fall prone. If you take any fire damage while in this state, your body is destroyed and you die. Otherwise, after 12 hours, you regain Stamina equal to your recovery value. +Additionally, when your Stamina equals the negative of your winded value, you become inert instead of dying. You can continue to observe your surroundings, but you can’t speak, take actions, maneuvers, or triggered actions, or move and you fall [[Prone|prone]]. If you take any fire damage while in this state, your body is destroyed and you die. Otherwise, after 12 hours, you regain Stamina equal to your recovery value. ##### UNDEAD INFLUENCE @@ -1914,17 +1916,17 @@ Your supernatural gifts allow you to influence other undead. You gain an edge on ### TIME RAIDER -“I fear no living thing, but the time raiders.” +“I fear no living thing, but the [[Time Raider|time raiders]].” —Chief Executive Admiral Lithiri Aswandala -Commander of the HOV First Get Behind Them Memonek +Commander of the HOV First Get Behind Them [[Memonek]] -The original servitor species of the synliiroi—evil psions with near god-like power—the kuran’zoi liberated themselves during the First Psychic War. In the centuries since, they built their own culture and civilization as nomads of the timescape. The exonym “time raiders” was given to them by denizens of the lower worlds who, seeing the advanced technology they wield, concluded they must be from the future. +The original servitor species of the synliiroi—evil psions with near god-like power—the kuran’zoi liberated themselves during the First Psychic War. In the centuries since, they built their own culture and civilization as nomads of the timescape. The exonym “[[Time Raider|time raiders]]” was given to them by denizens of the lower worlds who, seeing the advanced technology they wield, concluded they must be from the future. -Extraordinarily rare in Orden, the time raiders thrive on the Sea of Stars, the Sea Between Worlds, where the winds of limbo roar. +Extraordinarily rare in Orden, the [[Time Raider|time raiders]] thrive on the Sea of Stars, the Sea Between Worlds, where the winds of limbo roar. -In place of eyes, kuran’zoi possess crystalline ocular sensors that grant them high-spectral vision hardened against the extreme radiations encountered in the Sea of Stars, permitting them to operate freely outside their vessels with only their portable rebreathers. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. +In place of eyes, kuran’zoi possess crystalline ocular sensors that grant them high-spectral vision hardened against the extreme radiations encountered in the Sea of Stars, permitting them to operate freely outside their vessels with only their portable rebreathers. [[Time Raider|Time raiders]] also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. #### ON TIME RAIDERS @@ -1934,7 +1936,7 @@ Taxiarch Lycaon paced outside the ruined church. The four-armed woman with cryst “Is it that your brain is so small you must talk in order to think?” The woman’s smile was a sneer. -Lycaon strode toward the alien, grabbed a length of chain around her waist, and yanked on it, pulling it taut so the chain around her neck tightened. “You are going to die in any event,” he said. “If you wish to deny me the pleasure of hearing you howl and scream for mercy, tell me what I want to know now and my dogs will kill you quickly.” +Lycaon strode toward the alien, [[Grabbed|grabbed]] a length of chain around her waist, and yanked on it, pulling it taut so the chain around her neck tightened. “You are going to die in any event,” he said. “If you wish to deny me the pleasure of hearing you howl and scream for mercy, tell me what I want to know now and my dogs will kill you quickly.” Up close she could see the fine stitching along Lycaon’s cheeks and forehead, the very slight differences in skin tone that showed his skin was not his own. @@ -1946,19 +1948,19 @@ He struck a casual, jaunty pose. “Where is your worldship?” he said in a mor “You see?” The Taxiarch said, impressed with himself. “I am not a primitive like these peasants, who hounded you because you are alien,” he nodded at the folk of the small town watching from the stables some distance away. “I am Ajax’s elite. Better than his chosen. I was made for victory.” -Indeed, Taxiarch Lycaon looked almost fully human. Handsome and fit like a statue from Phaedros, which his model had almost certainly been inspired by. Unless you looked closely, there was no sign he was a product of the body banks. “If you agree to lead me to your vessel, I will let you go free.” +Indeed, Taxiarch Lycaon looked almost fully [[Human|human]]. Handsome and fit like a statue from Phaedros, which his model had almost certainly been inspired by. Unless you looked closely, there was no sign he was a product of the body banks. “If you agree to lead me to your vessel, I will let you go free.” The alien sighed. “‘Blaap blaap blaap,’” she said. “You should hear yourself. Like barking thrazz, you sound to me. Who holds your leash I wonder? For surely a microbrain such as you could not command any more than these rabble,” she nodded her head at the other twenty or so war dogs. -Her taunts worked. Lycaon hauled back and punched the alien in the jaw. Her head smashed into the ruined column. She was dazed but she shook it off and laughed. +Her taunts worked. Lycaon hauled back and punched the alien in the jaw. Her head smashed into the ruined column. She was [[Dazed|dazed]] but she shook it off and laughed. “Look how easily this one is goaded!” she said. She spat out dark blue blood and turned to the peasants gathered. “You people! Why do you let yourselves be cowed by these … bits? Bits of people kludged together? Even the least of you is worth more than these.” -“Perhaps from the air,” Flight Captain Lyria offered, and she stroked the feathers of her giant hawk mount to calm it. “I could scout the forest around the …” +“Perhaps from the air,” Flight Captain Lyria offered, and she stroked the feathers of her [[Giant Hawk|giant hawk]] mount to calm it. “I could scout the forest around the …” “No!” Taxiarch Lycaon pointed a finger at the hawklord and strode toward her. “You are the elite of Ajax’s winged harriers, I am his chosen brigade commander. We are not scavengers! This one,” he stabbed a gloved finger at the alien, “will come to heel, or I will give her to my war dogs.” He turned to face the chained alien, who yawned. Lycaon seethed. -“They may pull you apart,” he said to her, and at this, his squadron of soldiers, all in black leather and golden pauldrons, started making barking sounds. Then they laughed at each other. +“They may pull you apart,” he said to her, and at this, his squadron of [[Soldier|soldiers]], all in black leather and golden pauldrons, started making barking sounds. Then they laughed at each other. “Or I may let my crucibite melt the skin from your bones.” @@ -1972,21 +1974,21 @@ Slowly everyone assembled could make out the sounds of a conversation, quiet wit “Oh, thank you for the brilliant tactical advice,” another voice, high pitched, piped up. -Suddenly, the images became three dimensional, solid, and four heroes stood among them. A human in working battle plate. A polder with twin rapiers in his hands. A tall willowy high elf with night-black skin and golden hair. And a Dragon Knight. The people of the town gasped when they saw him. Even at a distance, even with the war dogs between them, they recognized the device of Good King Omund on the knight’s shield. +Suddenly, the images became three dimensional, solid, and four heroes stood among them. A [[Human|human]] in working battle plate. A [[Polder|polder]] with twin rapiers in his hands. A tall willowy high elf with night-black skin and golden hair. And a [[Dragon Knight]]. The people of the town gasped when they saw him. Even at a distance, even with the war dogs between them, they recognized the device of Good King Omund on the knight’s shield. The war dogs scrambled. For a moment, it seemed they might flee at this sudden intrusion, but the Taxiarch bellowed “Hold fast!” and they held their ground, uncertainty over the unknown threat of a band of heroes battling in each of them with the certain fear of their commander. John immediately read the situation. It was a clear enough picture. -There was something about the war dogs. They loved Ajax’s cruelty—reveled in it. John had crossed swords with other commanders in Ajax’s army before. Ground Commander Vordokov was a professional—could be reasoned with, but he was an orc. +There was something about the war dogs. They loved Ajax’s cruelty—reveled in it. John had crossed swords with other commanders in Ajax’s army before. Ground Commander Vordokov was a professional—could be reasoned with, but he was an [[Orc|orc]]. Not the war dogs—they were fanatics. -“What’s this?” the Taxiarch called out with a hungry grin. “Allies of the alien?” He was projecting confidence. Trying to muster his wary soldiers. +“What’s this?” the Taxiarch called out with a hungry grin. “Allies of the alien?” He was projecting confidence. Trying to muster his wary [[Soldier|soldiers]]. Sir John ignored the war dog, tilted his head toward the alien. “Embers?” -“A kuran’zoi,” the high elf said, and the alien held her head up with pride. “A time raider from the upper worlds. What the truth is I cannot say, and no people are all one thing. But by reputation? They’re intractable, ungovernable, they loathe authority, hate tyranny and are totally, utterly without fear.” +“A kuran’zoi,” the high elf said, and the alien held her head up with pride. “A [[Time Raider|time raider]] from the upper worlds. What the truth is I cannot say, and no people are all one thing. But by reputation? They’re intractable, ungovernable, they loathe authority, hate tyranny and are totally, utterly without fear.” John watched the alien. They sneered their approval at Ember’s summary. That was enough for Sir John, they could work out the details later. After everything they’d been through before, he trusted Embers implicitly. @@ -1996,17 +1998,17 @@ John knew what came next, but he wasn’t an assassin. He had his own part to pl “She goes free,” John commanded, his voice steel, “or you die here.” He could feel the muscles tightening in his comrades, the whole company like a steel spring wound tight. -Lycaon cocked his head at Sir John and took a few foolish steps toward the tactician. He was just out of reach. But close enough. +Lycaon cocked his head at Sir John and took a few foolish steps toward the [[Tactician|tactician]]. He was just out of reach. But close enough. -“I see you are a man, like Ajax. Why do you lower yourself with these … creatures?” the war dog Taxiarch looked at the elf, polder, and dragon knight. “Little more than slimy things crawled out of the sea? Join us. Join me. Join Ajax. It’ll be nice for you,” his voice lowered almost to a whisper, “to be on the winning side for a change.” +“I see you are a man, like Ajax. Why do you lower yourself with these … creatures?” the war dog Taxiarch looked at the elf, [[Polder|polder]], and [[Dragon Knight|dragon knight]]. “Little more than slimy things crawled out of the sea? Join us. Join me. Join Ajax. It’ll be nice for you,” his voice lowered almost to a whisper, “to be on the winning side for a change.” Sir John took a deep breath, his body language changed and that was enough. Several things then happened at once, so quickly no one would later be able to say who acted first. -Ember’s eyes flashed into a starfield. The time raider’s chains dissolved into starspace and reappeared around Flight Captain Lyria pinning her arms to her side. She was giving the hawklord an excuse to sit this one out. Gods, John was glad she was with them. +Ember’s eyes flashed into a starfield. The [[Time Raider|time raider]]’s chains dissolved into starspace and reappeared around Flight Captain Lyria pinning her arms to her side. She was giving the hawklord an excuse to sit this one out. Gods, John was glad she was with them. -The time raider’s right upper hand shot out, as though she’d been waiting for the void mage to do exactly what she just did, and her meson blaster leapt out of the hands of the war dog who’d chained her. The pistol made of glass and bronze slammed into her hand and its tip flared with prismatic light. +The [[Time Raider|time raider]]’s right upper hand shot out, as though she’d been waiting for the void mage to do exactly what she just did, and her meson blaster leapt out of the hands of the war dog who’d chained her. The pistol made of glass and bronze slammed into her hand and its tip flared with prismatic light. -From the sun’s shadow cast by Taxiarch Lycaon, the polder Jackson Bootblack emerged, a rapier in each hand, and no one had seen him move from where he’d been a moment before. +From the sun’s [[Shadow|shadow]] cast by Taxiarch Lycaon, the [[Polder|polder]] Jackson Bootblack emerged, a rapier in each hand, and no one had seen him move from where he’d been a moment before. At the same instant, a call—a horn. From directly behind John a blast of sound like a chord played by a dozen trumpets, and hope sang in John’s heart—the Clarion Call of the last Storm Knight! @@ -2018,7 +2020,7 @@ John hadn’t hesitated, he’d already drawn his sword. #### TIME RAIDER BENEFITS -As a time raider character, you have the following benefits. +As a [[Time Raider|time raider]] character, you have the following benefits. ##### FORESIGHT @@ -2026,7 +2028,7 @@ Your senses extend past mundane obscuration and the veil of the future alike. Yo ##### FOUR ARMS -Your multiple arms let you take on multiple tasks at the same time. Whenever you use the Grab or Knockback maneuver against an adjacent creature, you can target an additional adjacent creature, using the same power roll for both targets. You can grab up to two creatures at a time. +Your multiple arms let you take on multiple tasks at the same time. Whenever you use the [[Grab]] or [[Knockback]] maneuver against an adjacent creature, you can target an additional adjacent creature, using the same power roll for both targets. You can [[Grab|grab]] up to two creatures at a time. ##### PSIONIC GIFT @@ -2034,7 +2036,7 @@ Your mind is a formidable layer of defense, granting you psionic immunity 5. ## CULTURE -What makes a hero? Is their desire to stand up for the innocent and protect others somehow innate? Are they born knowing that tyrants must fall? Does a higher power instill the idea that sometimes those least deserving of compassion are those who need it most? +What makes a hero? Is their desire to [[Stand Up|stand up]] for the innocent and protect others somehow innate? Are they born knowing that tyrants must fall? Does a higher power instill the idea that sometimes those least deserving of compassion are those who need it most? No. A hero’s life experience teaches them right from wrong—and that experience starts with the culture that raised them. @@ -2054,7 +2056,7 @@ Directors can use the rules in this section to build cultures that players can c You can use the table for a campaign that takes place in Vasloria, or pillage from it liberally for a custom setting. -In many worlds, at least some cultures have a majority ancestry. The people of Bedegar, a duchy in Vasloria, are mostly humans. The folk dwelling in the Great Wode, a forest realm north of Bedegar, are primarily wode elves. However, you can always choose to be from one of these cultures and take a different ancestry. A dwarf raised in the culture of the Great Wode speaks Yllyric and probably knows a lot about nature, while a dwarf raised in the dwarven thanedom of Kal Kalavar speaks Zaliac and might know a good deal about smithing. +In many worlds, at least some cultures have a majority ancestry. The people of Bedegar, a duchy in Vasloria, are mostly [[Human|humans]]. The folk dwelling in the Great Wode, a forest realm north of Bedegar, are primarily wode elves. However, you can always choose to be from one of these cultures and take a different ancestry. A [[Dwarf|dwarf]] raised in the culture of the Great Wode speaks Yllyric and probably knows a lot about nature, while a [[Dwarf|dwarf]] raised in the dwarven thanedom of Kal Kalavar speaks Zaliac and might know a good deal about smithing. #### WHY BUILD A CULTURE? @@ -2108,13 +2110,13 @@ An urban culture is always centered in a city. Such a culture might arise within ###### WILDERNESS -A wilderness culture doesn’t attempt to tame the terrain in which its people live, whether desert, forest, swamp, tundra, ocean, or more exotic climes. Instead, the folk of such a culture thrive amid nature, taking their sustenance and shelter from the land itself. A wilderness culture might be a circle of druids protecting a great wode, a band of brigands hiding out in desert caves, or a camp of orc mercenaries who call the trackless mountains home. People in a wilderness culture learn how to use the land for all they need to live, typically crafting their own tools, clothing, and more. +A wilderness culture doesn’t attempt to tame the terrain in which its people live, whether desert, forest, swamp, tundra, ocean, or more exotic climes. Instead, the folk of such a culture thrive amid nature, taking their sustenance and shelter from the land itself. A wilderness culture might be a circle of druids protecting a great wode, a band of brigands hiding out in desert caves, or a camp of [[Orc|orc]] mercenaries who call the trackless [[Mountain|mountains]] home. People in a wilderness culture learn how to use the land for all they need to live, typically crafting their own tools, clothing, and more. **Skill Options:** One skill from the crafting or exploration skill groups. #### ORGANIZATION -Your culture’s organization aspect determines the functioning and leadership of your community. You might come from a place with an officially recognized government and a system of laws. Or your culture might have enjoyed a less formal organization, with the people in charge having naturally gravitated toward their positions without any official offices or oaths. +Your culture’s organization aspect determines the functioning and leadership of your community. You might come from a place with an officially recognized government and a system of laws. Or your culture might have enjoyed a less formal organization, with the people in [[Charge|charge]] having naturally gravitated toward their positions without any official offices or oaths. When you build a culture, select its organization aspect from the following options: anarchic, bureaucratic, or communal. You then gain skill options from your chosen system of organization. @@ -2122,7 +2124,7 @@ When you build a culture, select its organization aspect from the following opti In an anarchic culture, there are no rules and no one person leads the others. This might sound like complete chaos—people taking what they want when they want it—and some cultures that practice anarchy are. Other anarchic cultures are peaceful places where people mostly work for themselves, their friends, or their family, but rely on the whole group when times get tough. -Many anarchic cultures come together when the need arises, but they leave day-to-day responsibilities up to the individual. If an informal leader appears, it’s because each member of the culture has decided to follow that person for a time, and the leader enjoys their power only as long as they keep everyone happy. A group of rangers who protect a vast forest, a gang of rebels fighting against a tyrannical despot leader, and a bandit group roving the wilds without a leader are all anarchic cultures. +Many anarchic cultures come together when the need arises, but they leave day-to-day responsibilities up to the individual. If an informal leader appears, it’s because each member of the culture has decided to follow that person for a time, and the leader enjoys their power only as long as they keep everyone happy. A group of [[Ranger|rangers]] who protect a vast forest, a gang of rebels fighting against a tyrannical despot leader, and a bandit group roving the wilds without a leader are all anarchic cultures. Most anarchic cultures operate outside of settled lands, sticking to the wilds, city sewers, or other secret places. For even when such cultures are harmless, their members know that outsiders might try to impose rules upon them if they live in the same place. As such, many folks in anarchic cultures learn how to navigate the wilds and fend for themselves while avoiding the danger that other folks can represent. @@ -2146,7 +2148,7 @@ Some communal cultures have one or more people who serve as leaders, but the way #### UPBRINGING -Your culture’s upbringing aspect is a more specific and personal part of your hero’s story, describing how you were individually raised within your culture. Were you trained to become the newest archmage in a secret order of wizards, or to be a sword-wielding bodyguard who protected that arcane organization? Did you learn to delve deep into mines looking for ore in a mountain kingdom, or did you build machines meant to dig faster and deeper than any person could alone? Whatever your culture, your upbringing makes you special within that culture. +Your culture’s upbringing aspect is a more specific and personal part of your hero’s story, describing how you were individually raised within your culture. Were you trained to become the newest archmage in a secret order of wizards, or to be a sword-wielding bodyguard who protected that arcane organization? Did you learn to delve deep into mines looking for ore in a [[Mountain|mountain]] kingdom, or did you build machines meant to dig faster and deeper than any person could alone? Whatever your culture, your upbringing makes you special within that culture. Pick your upbringing aspect from the following list: academic, creative, illegal, labor, martial, or noble. You then gain skill options from your chosen aspect. @@ -2176,9 +2178,9 @@ People who labor for a living survive through cultivation, typically raising cro ##### MARTIAL -Heroes who have a martial upbringing are raised by warriors. These might be the soldiers of an established army, a band of mercenaries, a guild of monster-slaying adventurers, or any other folk whose lives revolve around combat. Heroes with a martial upbringing are always ready for a fight—and they know how to finish that fight. +Heroes who have a martial upbringing are raised by warriors. These might be the [[Soldier|soldiers]] of an established army, a band of mercenaries, a guild of monster-slaying adventurers, or any other folk whose lives revolve around combat. Heroes with a martial upbringing are always ready for a fight—and they know how to finish that fight. -**Skill Options**: One of the Alertness, Blacksmithing, Climb, Endurance, Fletching, Intimidate, Jump, Monsters, Ride, or Track skills. +**Skill Options**: One of the Alertness, Blacksmithing, Climb, Endurance, Fletching, Intimidate, [[Jump]], Monsters, Ride, or Track skills. ##### NOBLE @@ -2198,7 +2200,7 @@ Hero isn’t a job. It’s a calling. But before you answered that call, you had ### CAREER QUESTIONS -The careers in this section don’t go into great detail about the actual jobs they represent. We assume that you know the basics of what an artisan, a criminal, or a gladiator does for a living. However, each career does include a list of questions that you should think about to help you define the specific details of your hero’s career. For instance, if you pick the Artisan career, one of the questions is, “What did you create?” You don’t need to answer these questions, but doing so helps shape a more complete picture of your hero. +The careers in this section don’t go into great detail about the actual jobs they represent. We assume that you know the basics of what an [[Artisan|artisan]], a [[Criminal|criminal]], or a [[Gladiator|gladiator]] does for a living. However, each career does include a list of questions that you should think about to help you define the specific details of your hero’s career. For instance, if you pick the [[Artisan]] career, one of the questions is, “What did you create?” You don’t need to answer these questions, but doing so helps shape a more complete picture of your hero. ### CAREER BENEFITS @@ -2254,7 +2256,7 @@ You gain the following career benefits: - **Skills**: Two skills from the crafting skill group - **Languages**: One language - **Project Points**: 100 -- **Title**—Expert Artisan: Whenever you make a test as part of a research or crafting project that uses a skill you have from the crafting skill group, you can roll the test twice and use either roll. +- **Title**—Expert [[Artisan]]: Whenever you make a test as part of a research or crafting project that uses a skill you have from the crafting skill group, you can roll the test twice and use either roll. #### ARTISAN INCITING INCIDENTS @@ -2262,7 +2264,7 @@ You gain the following career benefits: | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Continue the Work**: A great hero was a fan of the things you created, and gave you a generous commission to create your best work for them. While working on this commission, you and the hero became close friends. The day you finished the work was the same day they disappeared. To honor their legacy, you took up the mantle of a hero with the intent of finishing your friend's work. | | 2 | **Inspired**: As you traveled the road selling your wares, troll bandits attacked you. One of the bandits claimed an item belonging to someone precious to you—or perhaps claimed that person’s life—but the rest were driven off or slain by a group of heroes. Seeing the quick work these heroes made of the bandits inspired you to follow in their footsteps. | -| 3 | **Robbery**: A criminal gang stole your goods and harmed a number of people who worked for you. You became a hero to prevent such indignities from being visited upon others, to seek revenge for the assault, or to find the thieves and get your stuff back. | +| 3 | **Robbery**: A [[Criminal\|criminal]] gang stole your goods and harmed a number of people who worked for you. You became a hero to prevent such indignities from being visited upon others, to seek revenge for the assault, or to find the thieves and get your stuff back. | ### CRIMINAL @@ -2271,29 +2273,29 @@ You once worked as a bandit, insurgent, smuggler, outlaw, or even as an assassin - What sorts of crimes did you commit, and why? - Did anyone help you perform your illicit activities? - What’s one crime that you botched? -- Who was your nemesis while you were a criminal? +- Who was your nemesis while you were a [[Criminal|criminal]]? You gain the following career benefits: -- **Skills**: The Criminal Underworld skill, plus two skills from the intrigue skill group +- **Skills**: The [[Criminal]] Underworld skill, plus two skills from the intrigue skill group - **Languages**: One language - **Project Points**: 50 - **Title**—Lucky Dog: When you fail a test using any skill from the intrigue skill group, you can roll a d6. You lose Stamina equal to the roll and improve the result of your test by one tier. You can make this roll only once per test. #### CRIMINAL INCITING INCIDENTS -| d3 | Incident | -| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | **Atonement**: The last criminal job you pulled led to the death of someone or the destruction of something you love. In order to make up for the loss you caused, you left your criminal ways behind and became a hero. | -| 2 | **Friendly Priest**: You went to prison for your crimes and eventually escaped. An elderly priest took you in and shielded you from the law, convinced that your soul wasn’t corrupt. They never judged you for your past, speaking only of the future. Eventually, the priest died, imparting final words that inspired you to become a hero. | -| 3 | **Stand Against Tyranny**: When a tyrant rose to power in your homeland, they began cracking down on all criminals with deadly raids and public executions. The nature of the crime didn’t matter—pickpockets and beggars were made to kneel before the axe alongside murderers. After losing enough friends, you stood up and joined the resistance—not just against this tyrant, but against authoritarians anywhere. | +| d3 | Incident | +| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | **Atonement**: The last [[Criminal\|criminal]] job you pulled led to the death of someone or the destruction of something you love. In order to make up for the loss you caused, you left your [[Criminal\|criminal]] ways behind and became a hero. | +| 2 | **Friendly Priest**: You went to prison for your crimes and eventually escaped. An elderly priest took you in and shielded you from the law, convinced that your soul wasn’t corrupt. They never judged you for your past, speaking only of the future. Eventually, the priest died, imparting final words that inspired you to become a hero. | +| 3 | **Stand Against Tyranny**: When a tyrant rose to power in your homeland, they began cracking down on all [[Criminal\|criminals]] with deadly raids and public executions. The nature of the crime didn’t matter—pickpockets and beggars were made to kneel before the axe alongside murderers. After losing enough friends, you stood up and joined the resistance—not just against this tyrant, but against authoritarians anywhere. | ### GLADIATOR In the past, you entertained the masses with flashy displays of violence in the arena. In defining your career, think about the following questions: - What led you to this life of violent entertainment? -- What was your gladiator name and persona? +- What was your [[Gladiator|gladiator]] name and persona? - Who was your biggest rival? - What happened during your most famous match? @@ -2366,7 +2368,7 @@ You cast an entertaining spell that creates a minor but impressive magical effec **Effect**: Choose one of the following effects: -- You teleport an unattended size 1T or 1S object within 1 square of you to an unoccupied space within 1 square of you. +- You [[Teleport|teleport]] an unattended size 1T or 1S object within 1 square of you to an unoccupied space within 1 square of you. - Until the start of your next turn, a part of your body shoots a shower of harmless noisy sparks that give off light within 1 square of you. - You ignite or snuff out (your choice) every mundane light source within 1 square of you. - You make up to 1 pound of edible food you can touch taste delicious or disgusting. @@ -2376,11 +2378,11 @@ You cast an entertaining spell that creates a minor but impressive magical effec #### MAGE'S APPRENTICE INCITING INCIDENTS -| d3 | Incident | -| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | **Oops**: While studying magic, you accidentally sent yourself from your original world to this one. Now you’re stranded here, hoping to get back home by finding ancient texts or powerful magical treasures that might transport you there. A life of adventure it is! | -| 2 | **Ultimate Power**: The mage you worked for was a kindly old soul, but the basic magic they taught you always seemed like a small part of something bigger. It wasn’t until you met an adventuring elementalist that you realized hitting the road as a hero was the only way to truly improve and hone your skills. You resigned your apprenticeship and found yourself walking the path of a hero the next day. | -| 3 | **Missing Mage**: One day you woke up and the mage you worked for was just gone. They didn’t take any of their belongings, and there was no sign of any foul play—just the scent of sulfur in their bedchamber. You set out on your heroic journey in the aftermath, and have been looking for them ever since. | +| d3 | Incident | +| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | **Oops**: While studying magic, you accidentally sent yourself from your original world to this one. Now you’re stranded here, hoping to get back home by finding ancient texts or powerful magical treasures that might transport you there. A life of adventure it is! | +| 2 | **Ultimate Power**: The mage you worked for was a kindly old soul, but the basic magic they taught you always seemed like a small part of something bigger. It wasn’t until you met an adventuring [[Elementalist\|elementalist]] that you realized hitting the road as a hero was the only way to truly improve and hone your skills. You resigned your apprenticeship and found yourself walking the path of a hero the next day. | +| 3 | **Missing Mage**: One day you woke up and the mage you worked for was just gone. They didn’t take any of their belongings, and there was no sign of any foul play—just the scent of sulfur in their bedchamber. You set out on your heroic journey in the aftermath, and have been looking for them ever since. | ### PERFORMER @@ -2419,7 +2421,7 @@ You gain the following career benefits: - **Skills**: Two skills from the lore skill group - **Languages**: One language - **Project Points**: 100 -- **Title**—Expert Sage: Whenever you make a test as part of a research or crafting project that uses a skill you have from the lore skill group, you can roll the test twice and use either roll. +- **Title**—Expert [[Sage]]: Whenever you make a test as part of a research or crafting project that uses a skill you have from the lore skill group, you can roll the test twice and use either roll. #### SAGE INCITING INCIDENTS @@ -2447,11 +2449,11 @@ You gain the following career benefits: #### SOLDIER INCITING INCIDENTS -| d3 | Incident | -| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | **Dishonorable Discharge**: You enlisted in the military to protect others, but your commander ordered you to beat and kill civilians. When you refused, things got violent. You barely escaped the brawl that ensued, but now you vow to help people on your own terms. | -| 2 | **Out of Retirement**: You had a long and storied career as a soldier before deciding to retire to a simpler life. But when you returned to your old home, you found that your enemies had laid waste to it. Now the skills you earned on the battlefield are helping you as you become a different kind of warrior, seeking to save others from the fate you suffered. | -| 3 | **Sole Survivor**: You were the last surviving member of your unit after an arduous battle or monstrous assault, surviving only because of your luck. You turned away from the life of a soldier then, seeking to become a hero who could stand against such threats. | +| d3 | Incident | +| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 1 | **Dishonorable Discharge**: You enlisted in the military to protect others, but your commander ordered you to beat and kill civilians. When you refused, things got violent. You barely escaped the brawl that ensued, but now you vow to help people on your own terms. | +| 2 | **Out of Retirement**: You had a long and storied career as a [[Soldier\|soldier]] before deciding to retire to a simpler life. But when you returned to your old home, you found that your enemies had laid waste to it. Now the skills you earned on the battlefield are helping you as you become a different kind of warrior, seeking to save others from the fate you suffered. | +| 3 | **Sole Survivor**: You were the last surviving member of your unit after an arduous battle or monstrous assault, surviving only because of your luck. You turned away from the life of a [[Soldier\|soldier]] then, seeking to become a hero who could stand against such threats. | ## CLASSES @@ -2459,13 +2461,13 @@ You gain the following career benefits: Your class provides you with most of your abilities. For details on the ability format, see Abilities. -(Playtest note: The currently available classes are the conduit, elementalist, fury, shadow, and tactician, each of which includes only 1st-level features.) +(Playtest note: The currently available classes are the [[Conduit|conduit]], [[Elementalist|elementalist]], [[Fury|fury]], [[Shadow|shadow]], and [[Tactician|tactician]], each of which includes only 1st-level features.) ## CONDUIT The power of the gods flows through you! As a vessel for divine magic, you don’t just keep your allies in the fight. You make those allies more effective, even as you rain divine energy down upon your foes. While the deity or saint you serve might have other faithful and clergy, you are special among worshippers, receiving your abilities from the highest source. -As a conduit, you heal and buff your allies, and debuff your foes while smiting them with divine magic. The spark of divinity within you shines, aweing your enemies and granting you increased empathy. +As a [[Conduit|conduit]], you [[Heal|heal]] and buff your allies, and debuff your foes while smiting them with divine magic. The spark of divinity within you shines, aweing your enemies and granting you increased empathy. ### BASICS @@ -2480,19 +2482,19 @@ As a conduit, you heal and buff your allies, and debuff your foes while smiting #### CONDUIT ADVANCEMENT -| Level | Features | -| ----- | ------------------------------------------------------------------------------------------------------------------------ | -| 1st | Deity and Domains, Piety, Domain Feature, Healing Grace, Pious Force, Triggered Action, Conduit Abilities Signature, 3,5 | -| 2nd | Gift of the Gods, Domain Feature, Domain Ability Signature, 3, 5, 5 (Domain) | -| 3rd | Restore Life, 7-Piety, Ability Signature, 3, 5, 5 (Domain), 7 | +| Level | Features | +| ----- | ---------------------------------------------------------------------------------------------------------------------------- | +| 1st | Deity and Domains, Piety, Domain Feature, Healing Grace, Pious Force, Triggered Action, [[Conduit]] Abilities Signature, 3,5 | +| 2nd | Gift of the Gods, Domain Feature, Domain Ability Signature, 3, 5, 5 (Domain) | +| 3rd | Restore Life, 7-Piety, Ability Signature, 3, 5, 5 (Domain), 7 | ### 1ST-LEVEL FEATURES -As a conduit, you gain the following features. +As a [[Conduit|conduit]], you gain the following features. #### DEITY AND DOMAINS -Choose a god or saint who you revere from the Conduit Deities table, or ask your Director about the deities in your campaign world. With the Director’s permission, you can also create your own deity, and can choose four domains to be part of their portfolio. +Choose a god or saint who you revere from the [[Conduit]] Deities table, or ask your Director about the deities in your campaign world. With the Director’s permission, you can also create your own deity, and can choose four domains to be part of their portfolio. After choosing your deity, pick two domains from their portfolio. Your choice of domains determines many of the features you’ll gain from this class. @@ -2511,7 +2513,7 @@ After choosing your deity, pick two domains from their portfolio. Your choice of #### PIETY -Your deity grants you a Heroic Resource called piety to fuel your abilities. You use piety to heal and empower your allies, and to unleash your deity’s power upon your foes. +Your deity grants you a Heroic Resource called piety to fuel your abilities. You use piety to [[Heal|heal]] and empower your allies, and to unleash your deity’s power upon your foes. Outside of combat and other dangerous situations tracked in turns and rounds, you have piety equal to your Victories. If you lose some or all of this piety outside of combat, it takes you 1 minute to regain it. @@ -2531,7 +2533,7 @@ When a combat encounter begins, you keep any piety you had outside of combat. At **Power Roll + Intuition**: -- 11 or lower: 1d6 damage; bleeding (EoT) +- 11 or lower: 1d6 damage; [[Bleeding|bleeding]] (EoT) - 12–16: Gain 1 piety - 17+: Gain 2 piety and choose and use a domain effect @@ -2547,7 +2549,7 @@ You create a 5 wall of stone within 10 squares of you. ###### DEATH DOMAIN EFFECT -Two enemies of your choice within 10 squares of you take corruption damage equal to 5 + your conduit level. +Two enemies of your choice within 10 squares of you take corruption damage equal to 5 + your [[Conduit|conduit]] level. ###### FATE DOMAIN EFFECT @@ -2559,7 +2561,7 @@ Choose up to three allies within 10 squares of you. Each ally has a double edge ###### LIFE DOMAIN EFFECT -You or an ally within 10 squares of you can spend 2 Recoveries, can end any effects on them that have a duration of EoT or are ended by a resistance roll, and can stand up if they are prone. Alternatively, you or an ally within 10 squares of you gains 20 temporary Stamina. +You or an ally within 10 squares of you can spend 2 Recoveries, can end any effects on them that have a duration of EoT or are ended by a resistance roll, and can [[Stand Up|stand up]] if they are [[Prone|prone]]. Alternatively, you or an ally within 10 squares of you gains 20 temporary Stamina. ###### LOVE DOMAIN EFFECT @@ -2575,15 +2577,15 @@ An ally of your choice within 10 squares of you gains damage immunity equal to y ###### STORM DOMAIN EFFECT -Each enemy in a 3-cube area within 10 squares of you takes lightning damage equal to 5 + your conduit level. +Each enemy in a 3-cube area within 10 squares of you takes lightning damage equal to 5 + your [[Conduit|conduit]] level. ###### SUN DOMAIN EFFECT -An enemy of your choice within 10 squares of you takes fire damage equal to 10 + your conduit level. +An enemy of your choice within 10 squares of you takes fire damage equal to 10 + your [[Conduit|conduit]] level. ###### TRICKERY DOMAIN EFFECT -Choose a creature within 10 squares of you. You can slide that creature a number of squares equal to 5 + your conduit level. If you choose a willing ally, this movement can ignore their stability. +Choose a creature within 10 squares of you. You can slide that creature a number of squares equal to 5 + your [[Conduit|conduit]] level. If you choose a willing ally, this movement can ignore their stability. ###### WAR DOMAIN EFFECT @@ -2591,7 +2593,7 @@ Your attacks deal extra damage equal to twice your Intuition score until the end #### 1ST-LEVEL DOMAIN FEATURE -You gain a domain feature from one of your domains, as shown on the 1st-Level Conduit Domain Features table. Additionally, you gain a skill from the chosen domain, selected from the skill group indicated on the table. +You gain a domain feature from one of your domains, as shown on the 1st-Level [[Conduit]] Domain Features table. Additionally, you gain a skill from the chosen domain, selected from the skill group indicated on the table. ##### 1ST-LEVEL CONDUIT DOMAIN FEATURES @@ -2616,7 +2618,7 @@ You exude a magic aura of awareness, granting you and each ally within 2 squares ##### ANIMAL SPIRIT -As an action, you conjure an animal spirit that takes the form of any animal you have seen. The incorporeal animal can’t physically interact with the world, but they have a speed of 5 (fly) and can move through mundane objects. While you are within 20 squares of the spirit, you can sense everything an animal of their form could sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). +As an action, you conjure an animal spirit that takes the form of any animal you have seen. The incorporeal animal can’t physically interact with the world, but they have a speed of 5 ([[Fly|fly]]) and can move through mundane objects. While you are within 20 squares of the spirit, you can sense everything an animal of their form could sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). ##### COMPASSIONATE AURA @@ -2627,7 +2629,7 @@ You exude a magic aura that can soothe those willing to socially engage with you When you finish a respite, you can decide the weather conditions in the local area. Those weather conditions follow you through any mundane outdoors locations where you travel until the end of your next respite. Choose one of the following types of weather: - **Clear**: You and your allies each gain an edge on tests that use the Search or Navigate skills. -- **Foggy**: You and your allies each gain an edge on tests that use the Hide skill. +- **Foggy**: You and your allies each gain an edge on tests that use the [[Hide]] skill. - **Overcast**: You and your allies each gain an edge on tests that use the Endurance skill. - **Precipitation**: When the ground is muddy or snowy, you and your allies each gain an edge on tests that use the Track skill. @@ -2704,12 +2706,12 @@ Your divine energy restores the righteous. - You can target one additional ally within distance. - You can end one effect on a target that has a duration of EoT or is ended by a resistance roll. -- A prone target can stand up. +- A [[Prone|prone]] target can [[Stand Up|stand up]]. - A target can spend 1 additional Recovery. #### PIOUS FORCE -You gain the following ability, which can be used as a ranged free strike. +You gain the following ability, which can be used as a ranged [[Free Strike|free strike]]. ##### PIOUS FORCE @@ -2798,7 +2800,7 @@ Holy light scours your foes and sets your allies into perfect attack position. - 12–16: 3 holy damage - 17+: 4 holy damage -**Effect**: You can teleport each ally in the area and yourself (if you’re in the area) to an unoccupied space within the area. +**Effect**: You can [[Teleport|teleport]] each ally in the area and yourself (if you’re in the area) to an unoccupied space within the area. ###### SACRIFICIAL OFFER @@ -2851,7 +2853,7 @@ You conjure an angelic spirit who lashes your foes with burning radiance. ###### PUNISHING SMITE (3 PIETY) -Your divine fury is a hammer that crashes down upon the unrighteous. +Your divine [[Fury|fury]] is a hammer that crashes down upon the unrighteous. - **Keywords**: Attack, Magic, Ranged - **Type**: Action @@ -2861,8 +2863,8 @@ Your divine fury is a hammer that crashes down upon the unrighteous. **Power Roll + Intuition**: - 11 or lower: 6 holy damage -- 12–16: 8 holy damage; prone -- 17+: 13 holy damage; prone and can’t stand (EoT) +- 12–16: 8 holy damage; [[Prone|prone]] +- 17+: 13 holy damage; [[Prone|prone]] and can’t stand (EoT) ###### RIGHTEOUS REBUKE (3 PIETY) @@ -2896,7 +2898,7 @@ A resounding clap of thunder disrupts your foes. - 12–16: 5 sonic damage; push 3 - 17+: 8 sonic damage; push 5 -**Effect**: You can also push each willing ally in the area, and their stability doesn’t count against this forced movement. +**Effect**: You can also push each willing ally in the area, and their stability doesn’t count against this [[Forced Movement|forced movement]]. ##### 5-PIETY ABILITIES @@ -2946,8 +2948,8 @@ A mote of holy light racks your foe with their greatest fear. **Power Roll + Intuition**: - 11 or lower: 7 holy damage -- 12–16: 10 holy damage; frightened (EoT) -- 17+: 16 holy damage; frightened (EoE) +- 12–16: 10 holy damage; [[Frightened|frightened]] (EoT) +- 17+: 16 holy damage; [[Frightened|frightened]] (EoE) ###### WAVE OF VIRTUE (5 PIETY) @@ -2964,7 +2966,7 @@ A pulse of divine magic lets your comrades draw on their reserves of inner stren Air for movement. Earth for permanence. Fire for destruction. Water for change. Green for growth. Rot for death. Void for the unknown. Years of study and practice and poring over tomes brought you the revelations that allow you to manipulate these building blocks of reality. Now you use your mastery of the seven elements to destroy, create, and warp the world with magic. -As an elementalist, you can unleash your wrath across a field of foes, put an enemy exactly where you want them, debilitate foes with harmful effects, ward yourself and allies against danger, manipulate terrain, warp space, and more. Your choice of elemental specialization determines which of these things you do best. +As an [[Elementalist|elementalist]], you can unleash your wrath across a field of foes, put an enemy exactly where you want them, debilitate foes with harmful effects, ward yourself and allies against danger, manipulate terrain, warp space, and more. Your choice of elemental specialization determines which of these things you do best. ### BASICS @@ -2979,26 +2981,26 @@ As an elementalist, you can unleash your wrath across a field of foes, put an en #### ELEMENTALIST ADVANCEMENT -| Level | Features | -| ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1st | Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, Elementalist Abilities Signature, 1, 3, 5 | -| 2nd | Specialization Feature, New 5-Essence Ability Signature, 1, 3, 5, 5 | -| 3rd | Specialization Feature, 7-Essence Ability Signature, 1, 3, 5, 5, 7 | +| Level | Features | +| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 1st | Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, [[Elementalist]] Abilities Signature, 1, 3, 5 | +| 2nd | Specialization Feature, New 5-Essence Ability Signature, 1, 3, 5, 5 | +| 3rd | Specialization Feature, 7-Essence Ability Signature, 1, 3, 5, 5, 7 | ### 1ST-LEVEL FEATURES -As an elementalist, you gain the following features. +As an [[Elementalist|elementalist]], you gain the following features. #### ELEMENTAL SPECIALIZATION Through your studies, you know and can manipulate the seven primal elements of the timescape: -- **Air** is the element of movement. Air abilities allow you to manipulate speed, quickness, flight, and breath. +- **Air** is the element of movement. Air abilities allow you to manipulate speed, [[Quickness|quickness]], flight, and breath. - **Earth** is the element of permanence. Earth abilities create and shape physical terrain in a permanent way, and bolster the strength and hardiness of allies. - **Fire** is the element of destruction. Fire abilities harm enemies and objects. - **Green** is the element of creation and growth. Green abilities make and manipulate plants, fungi, and other forms of life to hamper foes and nourish your allies. - **Rot** is the element of death. Rot abilities decay and debuff enemies. -- **Void** is the element of the unknown. Void abilities warp space and reality, allowing you to teleport, create illusions, and make things incorporeal. +- **Void** is the element of the unknown. Void abilities warp space and reality, allowing you to [[Teleport|teleport]], create illusions, and make things incorporeal. - **Water** is the element of change. Water abilities enhance what your allies can do, and alter the abilities of your enemies for the worse. Heroic abilities that include your specialization’s keyword have their initial essence cost reduced by 1 (to a minimum of 1). This reduced cost doesn’t apply to abilities you gain because of your specialization, such as Manipulate Earth or Void Sight. @@ -3015,7 +3017,7 @@ When combat begins, you keep any essence you had outside of combat. At the start #### HURL ELEMENT -You gain the following ability, which can be used as a ranged free strike: +You gain the following ability, which can be used as a ranged [[Free Strike|free strike]]: ##### HURL ELEMENT @@ -3067,13 +3069,13 @@ Your mastery of elemental power lets you customize your magic. **Effect**: Choose one of the following effects: -- You use the Knockback maneuver, but you make a Reason test instead of a Might test. For this use of the maneuver, you can target a creature at a distance equal to the distance of your Hurl Element ability. +- You use the [[Knockback]] maneuver, but you make a Reason test instead of a Might test. For this use of the maneuver, you can target a creature at a distance equal to the distance of your Hurl Element ability. - You choose a creature within the distance of your Hurl Element ability and deal damage to that creature equal to your Reason score. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic. -- You teleport a number of squares equal to your Reason score. +- You [[Teleport|teleport]] a number of squares equal to your Reason score. #### 1ST-LEVEL SPECIALIZATION FEATURE -Your elementalist specialization grants you a feature, as shown on the 1st-Level Elementalist Specialization Features table. +Your [[Elementalist|elementalist]] specialization grants you a feature, as shown on the 1st-Level [[Elementalist]] Specialization Features table. ##### 1ST-LEVEL ELEMENTALIST SPECIALIZATION FEATURES @@ -3147,16 +3149,16 @@ You share your special senses with others. #### SPECIALIZATION TRIGGERED ACTION -Your specialization grants you a triggered action, as shown on the Elementalist Triggered Actions table. +Your specialization grants you a triggered action, as shown on the [[Elementalist]] Triggered Actions table. ###### ELEMENTALIST TRIGGERED ACTIONS -| Specialization | Triggered Action | -| -------------- | -------------------- | -| Earth | Earthen Force | -| Fire | Explosive Assistance | -| Green | Mend the Soul | -| Void | Void Embrace | +| Specialization | Triggered Action | +| -------------- | -------------------------------- | +| Earth | [[Earthen Force]] | +| Fire | [[Explosive Assistance]] | +| Green | [[Mend The Soul\|Mend the Soul]] | +| Void | [[Void Embrace]] | ##### EARTHEN FORCE @@ -3182,9 +3184,9 @@ You add a little magic to an ally’s aggression at just the right time. - **Target**: Self or 1 ally - **Trigger**: The target force moves a creature or object. -**Effect**: The distance of the forced movement is increased by a number of squares equal to your Reason score. +**Effect**: The distance of the [[Forced Movement|forced movement]] is increased by a number of squares equal to your Reason score. -**Spend 1 Essence**: The distance of the forced movement is increased by a number of squares equal to twice your Reason score instead. +**Spend 1 Essence**: The distance of the [[Forced Movement|forced movement]] is increased by a number of squares equal to twice your Reason score instead. ##### MEND THE SOUL @@ -3208,9 +3210,9 @@ You call on the void to swallow and spit out an ally. - **Target**: Self or 1 ally - **Trigger**: The target starts their turn or moves. -**Effect**: At any point during the move, you teleport the target a number of squares equal to your Reason. +**Effect**: At any point during the move, you [[Teleport|teleport]] the target a number of squares equal to your Reason. -**Spend 1 Essence**: You teleport the target a number of squares equal to twice your Reason score instead. +**Spend 1 Essence**: You [[Teleport|teleport]] the target a number of squares equal to twice your Reason score instead. #### ELEMENTALIST ABILITIES @@ -3235,11 +3237,11 @@ A sudden storm of detritus assaults your foes and leaves them struggling to move - 12–16: 3 damage - 17+: 4 damage -**Effect**: The ground beneath the area becomes difficult terrain for your enemies. +**Effect**: The ground beneath the area becomes [[Difficult Terrain|difficult terrain]] for your enemies. ###### FIRE LANCE -A jet of fire erupts with elemental fury where it strikes. +A jet of fire erupts with elemental [[Fury|fury]] where it strikes. - **Keywords**: Attack, Fire, Magic, Ranged - **Type**: Action @@ -3281,8 +3283,8 @@ A beam of energy corrupts and hinders whatever it touches. **Power Roll + Reason**: - 11 or lower: 2 corruption damage -- 12–16: 6 corruption damage; slowed (EoT) -- 17+: 9 corruption damage; slowed (EoT) +- 12–16: 6 corruption damage; [[Slowed|slowed]] (EoT) +- 17+: 9 corruption damage; [[Slowed|slowed]] (EoT) ##### HEROIC ABILITIES @@ -3339,9 +3341,9 @@ You slam the ground, which buckles out from you in every direction. - 11 or lower: 4 damage - 12–16: 5 damage -- 17+: 8 damage; prone +- 17+: 8 damage; [[Prone|prone]] -**Effect**: You must be touching the ground or floor to use this ability. The surface beneath the area becomes difficult terrain for your enemies. +**Effect**: You must be touching the ground or floor to use this ability. The surface beneath the area becomes [[Difficult Terrain|difficult terrain]] for your enemies. ###### STARE INTO THE ABYSS (3 ESSENCE) @@ -3432,9 +3434,9 @@ The surface of the world around you opens up at your command. ## FURY -You do not temper the heat of battle within you, you unleash it! Like a raptor, a panther, a wolf, your experience in the wild taught you the secret of channeling unfettered anger into martial prowess. Primordial chaos is your ally. Leave it to others to use finesse to clean up the pieces you leave behind. +You do not temper the heat of battle within you, you unleash it! Like a raptor, a [[Panther|panther]], a wolf, your experience in the wild taught you the secret of channeling unfettered anger into martial prowess. Primordial chaos is your ally. Leave it to others to use finesse to clean up the pieces you leave behind. -As a fury, you have abilities that deal a lot of damage, move you around the battlefield, and grow in strength as your rage increases. Nature has no concept of fairness—and neither do you. +As a [[Fury|fury]], you have abilities that deal a lot of damage, move you around the battlefield, and grow in strength as your rage increases. Nature has no concept of fairness—and neither do you. ### BASICS @@ -3449,22 +3451,22 @@ As a fury, you have abilities that deal a lot of damage, move you around the bat ### FURY ADVANCEMENT -| Level | Features | Abilities | -| ----- | ------------------------------------------------------------------------------------------------------------- | ------------------------------ | -| 1st | Primordial Aspect, Rage, Growing Rage, Mighty Leaps, Aspect Features, Aspect Triggered Action, Fury Abilities | Signature, 3, 5 | -| 2nd | Aspect Feature, Aspect Ability | Signature, 3, 5, 5 (Aspect) | -| 3rd | Aspect Feature, 7-Rage Ability | Signature, 3, 5, 5 (Aspect), 7 | +| Level | Features | Abilities | +| ----- | ----------------------------------------------------------------------------------------------------------------- | ------------------------------ | +| 1st | Primordial Aspect, Rage, Growing Rage, Mighty Leaps, Aspect Features, Aspect Triggered Action, [[Fury]] Abilities | Signature, 3, 5 | +| 2nd | Aspect Feature, Aspect Ability | Signature, 3, 5, 5 (Aspect) | +| 3rd | Aspect Feature, 7-Rage Ability | Signature, 3, 5, 5 (Aspect), 7 | ### 1ST-LEVEL FEATURES -As a fury, you gain the following features. +As a [[Fury|fury]], you gain the following features. #### PRIMORDIAL ASPECT You come from a tradition older than civilization, older than warfare, older than most of the world. You have undergone a rite of passage that revealed the building blocks of the timescape—the Primordial Chaos—and which left an aspect of the Primordial Chaos inside you. As you channel the rage that shapes you, you can choose a primordial aspect from the following: - **Berserker:** You channel your rage into expressions of physical might, acting as a living version of the forces that reshape the world. You gain the Lift skill. -- **Reaver:** You channel your rage into instinct and cunning, challenging the false order of civilization. You gain the Hide skill. +- **Reaver:** You channel your rage into instinct and cunning, challenging the false order of civilization. You gain the [[Hide]] skill. - **Stormwight:** You channel your rage into the form of animals and primordial storms. You gain the Track skill. Your choice of primordial aspect determines many of the features you’ll gain from this class. @@ -3473,7 +3475,7 @@ Your choice of primordial aspect determines many of the features you’ll gain f As the battle intensifies around you, your determination and anger grow, fueling a Heroic Resource called rage. -Outside of combat and other dangerous situations tracked in turns and rounds, you have fury equal to your Victories. If you lose some or all of this rage outside of combat, it takes you 1 minute to regain it. +Outside of combat and other dangerous situations tracked in turns and rounds, you have [[Fury|fury]] equal to your Victories. If you lose some or all of this rage outside of combat, it takes you 1 minute to regain it. When a combat encounter begins, you keep any rage you had outside of combat. At the start of each of your turns during combat, you gain 1d3 rage. When combat ends, you once again have rage equal to your Victories. @@ -3483,7 +3485,7 @@ You gain certain benefits in combat based on the amount of rage you have. See As #### MIGHTY LEAPS -You always succeed on Might tests made to jump. You can still roll to see if you get a reward result. +You always succeed on Might tests made to [[Jump|jump]]. You can still roll to see if you get a reward result. #### 1ST-LEVEL ASPECT FEATURES @@ -3499,7 +3501,7 @@ Your chosen primordial aspect grants you features as shown on the 1st-Level Prim ##### PRIMORDIAL CUNNING -You are never surprised. Additionally, whenever you would push a target with forced movement, you can slide them instead. +You are never surprised. Additionally, whenever you would push a target with [[Forced Movement|forced movement]], you can slide them instead. As your rage grows, your primordial cunning intensifies. These benefits are cumulative. @@ -3535,15 +3537,15 @@ You gain an edge on tests that use the Track skill. #### ASPECT TRIGGERED ACTION -Your primordial aspect grants you a triggered action, as shown on the Fury Triggered Actions table. +Your primordial aspect grants you a triggered action, as shown on the [[Fury]] Triggered Actions table. ##### FURY TRIGGERED ACTIONS | **Aspect** | **Triggered Action** | | ---------- | -------------------- | -| Berserker | Relentless Toss | -| Reaver | Uncanny Dodge | -| Stormwight | Regeneration | +| Berserker | [[Relentless Toss]] | +| Reaver | [[Uncanny Dodge]] | +| Stormwight | [[Regeneration]] | ##### REGENERATION @@ -3569,7 +3571,7 @@ The Primordial Chaos allows you to redirect kinetic energy for a monstrous smash - **Target:** Self or 1 creature - **Trigger:** The target is force moved. -**Effect:** You can select a new target of the same size or smaller within distance to be force moved instead. Additionally, you can increase the forced move distance by a number of squares equal to your Might score. You can use your Primordial Strength benefit to make this forced movement vertical. +**Effect:** You can select a new target of the same size or smaller within distance to be force moved instead. Additionally, you can increase the forced move distance by a number of squares equal to your Might score. You can use your Primordial Strength benefit to make this [[Forced Movement|forced movement]] vertical. **Spend 1 Rage:** You can increase the forced move distance by a number of squares equal to twice your Might score instead. @@ -3623,7 +3625,7 @@ Keeping in constant motion helps you slip out of reach after a brutal assault. - 11 or lower: 3 damage - 12–16: 8 damage -- 17+: 12 damage; slowed (EoT) +- 17+: 12 damage; [[Slowed|slowed]] (EoT) **Effect:** You can shift 1 square after the attack is resolved. @@ -3655,11 +3657,11 @@ Fighting up close lets you keep your foe exactly where you want them. **Power Roll + Might:** -- 11 or lower: 3 damage; slowed (EoT) -- 12–16: 8 damage; grabbed -- 17+: 12 damage; grabbed +- 11 or lower: 3 damage; [[Slowed|slowed]] (EoT) +- 12–16: 8 damage; [[Grabbed|grabbed]] +- 17+: 12 damage; [[Grabbed|grabbed]] -**Effect:** If the target is grabbed, they take a bane on attempts to escape the grab. If you move while you have the target grabbed, they take 1 damage for each square you move. +**Effect:** If the target is [[Grabbed|grabbed]], they take a bane on attempts to escape the [[Grab|grab]]. If you move while you have the target [[Grabbed|grabbed]], they take 1 damage for each square you move. ##### HEROIC ABILITIES @@ -3684,7 +3686,7 @@ Your enemies will get out of your way—whether they want to or not. - 12–16: 5 damage; slide 3 - 17+: 8 damage; slide 5 -**Effect:** When you force move the target, you can move into squares they leave. The target takes the damage from any free strikes you provoke with this movement. +**Effect:** When you force move the target, you can move into squares they leave. The target takes the damage from any [[Free Strike|free strikes]] you provoke with this movement. ###### STAB ME SO I CAN PULL MYSELF CLOSER TO YOU (3 RAGE) @@ -3695,8 +3697,7 @@ When you barrel through your foes, they feel your wrath. - **Distance:** Self - **Target:** Self -**Effect:** Move up to your speed in a straight line toward a creature or object. You don’t treat enemy creatures as difficult terrain for this move. If the target is a creature, you can end your movement in the target’s square, moving them to an adjacent open square. Make a power roll against the target and every enemy you moved through. - +**Effect:** Move up to your speed in a straight line toward a creature or object. You don’t treat enemy creatures as [[Difficult Terrain|difficult terrain]] for this move. If the target is a creature, you can end your movement in the target’s square, moving them to an adjacent open square. Make a power roll against the target and every enemy you moved through. **Power Roll + Might:** @@ -3704,7 +3705,7 @@ When you barrel through your foes, they feel your wrath. - 12–16: 6 damage - 17+: 9 damage -**Effect:** The target takes an extra 1d6 damage for every free strike you triggered from your move. +**Effect:** The target takes an extra 1d6 damage for every [[Free Strike|free strike]] you triggered from your move. ###### WHIRLWIND STRIKE (3 RAGE) @@ -3732,11 +3733,11 @@ Unless they get some help, your foe is finished. **Power Roll + Might:** -- 11 or lower: 6 damage; slowed (EoT) -- 12–16: 9 damage; slowed (EoT) -- 17+: 14 damage; slowed (EoE) +- 11 or lower: 6 damage; [[Slowed|slowed]] (EoT) +- 12–16: 9 damage; [[Slowed|slowed]] (EoT) +- 17+: 14 damage; [[Slowed|slowed]] (EoE) -**Effect:** While slowed in this way, the target takes an extra 3 damage at the start of each of your turns. +**Effect:** While [[Slowed|slowed]] in this way, the target takes an extra 3 damage at the start of each of your turns. ##### 5-RAGE ABILITIES @@ -3753,9 +3754,9 @@ A mighty strike leaves your foe reeling. **Power Roll + Might:** -- 11 or lower: 7 damage; weakened and bleeding (EoT) -- 12–16: 11 damage; weakened and bleeding (EoT) -- 17+: 17 damage; weakened and bleeding (EoE) +- 11 or lower: 7 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoT) +- 12–16: 11 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoT) +- 17+: 17 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoE) **Effect:** You can choose to deal 1d6 damage to yourself to deal an extra 2d6 damage to the target. @@ -3851,7 +3852,7 @@ These bonuses apply in your true form, your animal form, and your hybrid form if ##### GROWING RAGE -Each stormwight gains a specific set of benefits for their fury Growing Rage feature, as noted in the table for each stormwight kit. These benefits are cumulative. +Each stormwight gains a specific set of benefits for their [[Fury|fury]] Growing Rage feature, as noted in the table for each stormwight kit. These benefits are cumulative. #### BOREN @@ -3859,7 +3860,7 @@ With this stormwight kit, you channel your primordial rage into the form of a be ##### ASPECT BENEFITS -Whenever you use forced movement to push a creature, you can pull that creature instead. Whenever an attack pulls a creature adjacent to you, you can attempt to grab that creature as a free triggered action. +Whenever you use [[Forced Movement|forced movement]] to push a creature, you can pull that creature instead. Whenever an attack pulls a creature adjacent to you, you can attempt to [[Grab|grab]] that creature as a free triggered action. ##### ANIMAL FORM: BEAR @@ -3894,23 +3895,23 @@ Attacks with your sharp and deadly claws send your foes staggering back. ####### BEAR GROWING RAGE -| **Rage** | **Benefit** | -| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 2 | • You gain an edge on Might tests, resistance rolls, and power rolls made to grab.
    • While in bear form, your attacks deal extra damage equal to your Might score, and any target you have grabbed at the start of your turn takes damage equal to your Might score. | -| 4 | While in bear form, you can use all your abilities, your attacks deal extra damage equal to twice your Might score, and any target you have grabbed at the start of your turn takes damage equal to twice your Might score, instead of once your Might score. | -| 6 | You have a double edge on Might tests, resistance rolls, and power rolls made with the Grab ability. | +| **Rage** | **Benefit** | +| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 2 | • You gain an edge on Might tests, resistance rolls, and power rolls made to [[Grab\|grab]].
    • While in bear form, your attacks deal extra damage equal to your Might score, and any target you have [[Grabbed\|grabbed]] at the start of your turn takes damage equal to your Might score. | +| 4 | While in bear form, you can use all your abilities, your attacks deal extra damage equal to twice your Might score, and any target you have [[Grabbed\|grabbed]] at the start of your turn takes damage equal to twice your Might score, instead of once your Might score. | +| 6 | You have a double edge on Might tests, resistance rolls, and power rolls made with the [[Grab]] ability. | #### CORVEN -With this stormwight kit, you channel your primordial rage into the form of a crow. Corven are tied to the mountain passes and the hot winds that flow through them. This aspect is associated with the katabatic wind. +With this stormwight kit, you channel your primordial rage into the form of a crow. Corven are tied to the [[Mountain|mountain]] passes and the hot winds that flow through them. This aspect is associated with the katabatic wind. ##### ASPECT BENEFITS -You gain an edge on tests made to hide and sneak. Whenever you are falling, you can use your Animal Form ability as a free triggered action. +You gain an edge on tests made to [[Hide|hide]] and sneak. Whenever you are falling, you can use your Animal Form ability as a free triggered action. ##### ANIMAL FORM: CROW -When you are in your crow form, your movement gains the Fly keyword, and your size becomes 1T. You can use the Hide maneuver as a free maneuver, and you can use your allies as cover when you hide. +When you are in your crow form, your movement gains the [[Fly]] keyword, and your size becomes 1T. You can use the [[Hide]] maneuver as a free maneuver, and you can use your allies as cover when you [[Hide|hide]]. Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal crow of your true form’s size. You gain 10 temporary Stamina the first time you shapeshift into hybrid crow form during an encounter. @@ -3958,11 +3959,11 @@ With this stormwight kit, you channel your primordial rage into the form of a ra ##### ASPECT BENEFITS -You gain an edge on tests made to hide and sneak. Additionally, you ignore difficult terrain, and you gain an edge on tests made to climb other creatures. If you are hidden, you automatically achieve a tier 3 result on attempts to climb and remain hidden. +You gain an edge on tests made to [[Hide|hide]] and sneak. Additionally, you ignore [[Difficult Terrain|difficult terrain]], and you gain an edge on tests made to climb other creatures. If you are hidden, you automatically achieve a tier 3 result on attempts to climb and remain hidden. ##### ANIMAL FORM: RAT -When you are in your rat form, your movement gains the Climb keyword, and your size becomes 1T. You can use the Hide maneuver as a free maneuver, and you can use your allies as cover when hiding. You can stay hidden while moving through squares occupied by a creature. +When you are in your rat form, your movement gains the Climb keyword, and your size becomes 1T. You can use the [[Hide]] maneuver as a free maneuver, and you can use your allies as cover when hiding. You can stay hidden while moving through squares occupied by a creature. Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal rat of your true form’s size. You gain 10 temporary Stamina the first time you shapeshift into hybrid rat form during an encounter. @@ -3998,11 +3999,11 @@ Your enemies try in vain to fall back from your pouncing attack. ###### RAT GROWING RAGE -| **Rage** | **Benefit** | -| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 2 | • You have Weapon immunity 2.
    • While in rat form, your attacks deal extra damage equal to your Agility score.
    • While in rat form, if you attack a creature you are climbing, that creature is bleeding (EoT). | -| 4 | While in rat or hybrid rat form, you can use all your abilities, and your attacks deal extra damage equal to twice your Agility score, instead of once your Agility score. | -| 6 | You have Weapon immunity 2. Any damage you ignore because of this immunity is dealt to each enemy adjacent to you when you are attacked. | +| **Rage** | **Benefit** | +| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 2 | • You have Weapon immunity 2.
    • While in rat form, your attacks deal extra damage equal to your Agility score.
    • While in rat form, if you attack a creature you are climbing, that creature is [[Bleeding\|bleeding]] (EoT). | +| 4 | While in rat or hybrid rat form, you can use all your abilities, and your attacks deal extra damage equal to twice your Agility score, instead of once your Agility score. | +| 6 | You have Weapon immunity 2. Any damage you ignore because of this immunity is dealt to each enemy adjacent to you when you are attacked. | #### VUKEN @@ -4014,7 +4015,7 @@ You and an ally gain the benefits of flanking whenever you are both adjacent to ##### ANIMAL FORM: WOLF -When you are in your wolf form, your speed increases by 2, you ignore difficult terrain, and your size becomes 1M. +When you are in your wolf form, your speed increases by 2, you ignore [[Difficult Terrain|difficult terrain]], and your size becomes 1M. Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal wolf of your true form’s size. You gain 10 temporary Stamina the first time you shapeshift into hybrid wolf form during an encounter. @@ -4044,7 +4045,7 @@ A savage assault forces your foes back. - 11 or lower: 5 damage - 12–16: 9 damage; push 1 -- 17+: 12 damage; push 2; prone if the target is your size or smaller +- 17+: 12 damage; push 2; [[Prone|prone]] if the target is your size or smaller **Effect:** You can shift up to 2 squares as long as you end the shift adjacent to the target. @@ -4058,9 +4059,9 @@ A savage assault forces your foes back. ## SHADOW -Subtlety is your art, the tip of the blade your brush. You studied at a secret college, specializing in alchemy, illusion, or shadow-magics. Your training and knowledge places you among the elite assassins, spies, and commandos. But more powerful than any weapon or sorcery is your insight into your enemy’s weakness. +Subtlety is your art, the tip of the blade your brush. You studied at a secret college, specializing in alchemy, illusion, or [[Shadow|shadow]]-magics. Your training and knowledge places you among the elite assassins, spies, and commandos. But more powerful than any weapon or sorcery is your insight into your enemy’s weakness. -As a shadow, you have abilities that deal a lot of damage, let you move swiftly across the battlefield and away from hazards, and allow you to fade from notice even in the middle of the most heated combat encounter. You also possess more skills than any other hero. +As a [[Shadow|shadow]], you have abilities that deal a lot of damage, let you move swiftly across the battlefield and away from hazards, and allow you to fade from notice even in the middle of the most heated combat encounter. You also possess more skills than any other hero. ### BASICS @@ -4071,31 +4072,31 @@ As a shadow, you have abilities that deal a lot of damage, let you move swiftly - **Starting Stamina at 1st Level:** 18 - **Stamina Gained at 2nd and Higher Levels:** 8 - **Recoveries:** 10 -- **Skills:** Hide and Sneak, plus choose any five skills from Criminal Underworld or the skills of the exploration, interpersonal, or intrigue skill groups. +- **Skills:** [[Hide]] and Sneak, plus choose any five skills from [[Criminal]] Underworld or the skills of the exploration, interpersonal, or intrigue skill groups. #### SHADOW ADVANCEMENT -| Level | Features | Abilities | -| ----- | ------------------------------------------------------------------------------------------------------------ | ------------------------------- | -| 1st | Shadow College, Insight, College Feature, College Triggered Action, Hesitation is Weakness, Shadow Abilities | Signature, 3, 5 | -| 2nd | College Feature, College Ability | Signature, 3, 5, 5 (College) | -| 3rd | Assess and Aim, 7-Insight Ability | Signature, 3, 5, 5 (College), 7 | +| Level | Features | Abilities | +| ----- | -------------------------------------------------------------------------------------------------------------------- | ------------------------------- | +| 1st | [[Shadow]] College, Insight, College Feature, College Triggered Action, Hesitation is Weakness, [[Shadow]] Abilities | Signature, 3, 5 | +| 2nd | College Feature, College Ability | Signature, 3, 5, 5 (College) | +| 3rd | Assess and Aim, 7-Insight Ability | Signature, 3, 5, 5 (College), 7 | ### 1ST-LEVEL FEATURES -As a shadow, you gain the following features. +As a [[Shadow|shadow]], you gain the following features. #### SHADOW COLLEGE -Shadow colleges are secret institutions that turn ordinary folk into something else. Finding a college is the first step in a rigorous initiation process that tests the mettle of an applicant. Even those who make the cut often wash out—or are kicked out—as the master shadows who teach stealth, magic, and assassination to their students are often less than gentle in their approach. +[[Shadow]] colleges are secret institutions that turn ordinary folk into something else. Finding a college is the first step in a rigorous initiation process that tests the mettle of an applicant. Even those who make the cut often wash out—or are kicked out—as the master [[Shadow|shadows]] who teach stealth, magic, and assassination to their students are often less than gentle in their approach. -You are one of the few who has graduated from a shadow college, chosen from the following options: +You are one of the few who has graduated from a [[Shadow|shadow]] college, chosen from the following options: -- **College of Black Ash:** The College of Black Ash founded the art of being a shadow. Its graduates use Black Ash sorcery to teleport around the battlefield in clouds of soot, and to manipulate and create darkness. Graduates of the college are unmatched in mobility. You gain the Magic skill. +- **College of Black Ash:** The College of Black Ash founded the art of being a [[Shadow|shadow]]. Its graduates use Black Ash sorcery to [[Teleport|teleport]] around the battlefield in clouds of soot, and to manipulate and create darkness. Graduates of the college are unmatched in mobility. You gain the Magic skill. - **College of Caustic Alchemy:** The College of Caustic Alchemy teaches its students recipes for the acids, bombs, and poisons used in their grim work. Graduates of the college are exceptional assassins. You gain the Alchemy skill. - **College of the Harlequin Mask:** Graduates of the College of the Harlequin Mask learn illusion magic, which they use to infiltrate enemy strongholds and create orchestrated chaos in combat. You gain the Lie skill. -Your choice of shadow college determines many of the features you’ll gain from this class. +Your choice of [[Shadow|shadow]] college determines many of the features you’ll gain from this class. #### INSIGHT @@ -4107,15 +4108,15 @@ When a combat encounter begins, you keep any insight you had outside of combat. #### 1ST-LEVEL COLLEGE FEATURES -Your choice of college grants you one or two features, as shown on the 1st-Level Shadow College Features table. +Your choice of college grants you one or two features, as shown on the 1st-Level [[Shadow]] College Features table. ##### 1ST-LEVEL SHADOW COLLEGE FEATURES -| College | Feature | -|---------|------------------------| -| Black Ash | Black Ash Teleport | +| College | Feature | +| --------------- | -------------------------- | +| Black Ash | Black Ash [[Teleport]] | | Caustic Alchemy | Coat the Blade, Smoke Bomb | -| Harlequin Mask | I’m On Your Side | +| Harlequin Mask | I’m On Your Side | ##### BLACK ASH TELEPORT @@ -4130,9 +4131,9 @@ In a swirl of black ash, you step from one place to another. - **Distance:** Self - **Target:** Self -**Effect:** You teleport up to 5 squares. If you end this movement in concealment or cover, you can use the Hide maneuver even if you are observed. +**Effect:** You [[Teleport|teleport]] up to 5 squares. If you end this movement in concealment or cover, you can use the [[Hide]] maneuver even if you are observed. -**Spend Insight:** You teleport 1 additional square for each insight spent. +**Spend Insight:** You [[Teleport|teleport]] 1 additional square for each insight spent. ##### COAT THE BLADE @@ -4147,9 +4148,9 @@ Just a little poison goes a long way. - **Distance:** Self - **Target:** Self -**Effect:** You coat one of your weapons with a harmful poison. The next creature you damage with an ability that uses that weapon takes extra poison damage equal to twice your Presence score or the target is weakened (EoT). You choose the effect when you apply the poison. The poison loses its potency after you damage the creature or at the end of the encounter. +**Effect:** You coat one of your weapons with a harmful poison. The next creature you damage with an ability that uses that weapon takes extra poison damage equal to twice your Presence score or the target is [[Weakened|weakened]] (EoT). You choose the effect when you apply the poison. The poison loses its potency after you damage the creature or at the end of the encounter. -**Spend Insight:** For each insight you spend, the damage dealt by the poison increases by a number equal to your Presence score. You can’t spend more Insight than your shadow level on this ability. +**Spend Insight:** For each insight you spend, the damage dealt by the poison increases by a number equal to your Presence score. You can’t spend more Insight than your [[Shadow|shadow]] level on this ability. ##### I'M ON YOUR SIDE @@ -4168,19 +4169,19 @@ Taking on the illusory countenance of another creature gives you an advantage on ##### SMOKE BOMB -You always carry a supply of smoke bombs to make it easy for you to distract and get away from foes. You can use the Hide maneuver even if you are observed and don’t start in cover or concealment. If you do, you can shift a number of squares equal to your Agility. If you end this movement in cover or concealment, you are hidden. +You always carry a supply of smoke bombs to make it easy for you to distract and get away from foes. You can use the [[Hide]] maneuver even if you are observed and don’t start in cover or concealment. If you do, you can shift a number of squares equal to your Agility. If you end this movement in cover or concealment, you are hidden. #### COLLEGE TRIGGERED ACTION -Your college grants you a triggered action, as shown on the Shadow Triggered Actions table. +Your college grants you a triggered action, as shown on the [[Shadow]] Triggered Actions table. ##### SHADOW TRIGGERED ACTIONS -| College | Triggered Action | -| --------------- | --------------------- | -| Black Ash | In All This Confusion | -| Caustic Alchemy | Defensive Roll | -| Harlequin Mask | Misdirection | +| College | Triggered Action | +| --------------- | ------------------------- | +| Black Ash | [[In All This Confusion]] | +| Caustic Alchemy | [[Defensive Roll]] | +| Harlequin Mask | [[Misdirection]] | ##### DEFENSIVE ROLL @@ -4192,13 +4193,13 @@ When an enemy attacks, you roll with the impact to reduce the harm. - **Target:** Self - **Trigger:** Another creature damages you. -**Effect:** You shift up to 2 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. If you end this movement with concealment or cover, you can use the Hide maneuver even if you are observed. +**Effect:** You shift up to 2 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. If you end this movement with concealment or cover, you can use the [[Hide]] maneuver even if you are observed. **Spend 1 Insight:** If the triggering damage was from an attack, you also reduce the attack’s damage by one tier. ##### IN ALL THIS CONFUSION -You teleport away in a plume of black smoke to avoid danger. +You [[Teleport|teleport]] away in a plume of black smoke to avoid danger. - **Keywords:** Magic - **Type:** Triggered @@ -4206,9 +4207,9 @@ You teleport away in a plume of black smoke to avoid danger. - **Target:** Self - **Trigger:** You take damage. -**Effect:** You teleport up to 4 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. +**Effect:** You [[Teleport|teleport]] up to 4 squares, halve the triggering damage, and don’t suffer any effect associated with the damage. -**Spend Insight:** You teleport 1 additional square for each insight spent. +**Spend Insight:** You [[Teleport|teleport]] 1 additional square for each insight spent. ##### MISDIRECTION (1 INSIGHT) @@ -4259,7 +4260,7 @@ Your precise strikes let your allies take advantage of a target’s agony. - 11 or lower: 3 damage - 12–16: 8 damage; the next attack against the target gains an edge -- 17+: 12 damage; the target falls prone +- 17+: 12 damage; the target falls [[Prone|prone]] ###### I WORK BETTER ALONE @@ -4371,7 +4372,7 @@ Striking two foes at once is second nature to you. ###### WOUNDING STRIKE (3 INSIGHT) -You leave your foe bleeding out after a devastating attack. +You leave your foe [[Bleeding|bleeding]] out after a devastating attack. - **Keywords:** Attack, Melee, Ranged, Weapon - **Type:** Action @@ -4381,10 +4382,10 @@ You leave your foe bleeding out after a devastating attack. **Power Roll + Agility:** - 11 or lower: 6 damage -- 12–16: 9 damage; bleeding until a creature uses a maneuver to staunch the wound -- 17+: 14 damage; bleeding until a creature uses an action to staunch the wound +- 12–16: 9 damage; [[Bleeding|bleeding]] until a creature uses a maneuver to staunch the wound +- 17+: 14 damage; [[Bleeding|bleeding]] until a creature uses an action to staunch the wound -**Effect:** While bleeding, the target takes 4 damage at the start of each of your turns. +**Effect:** While [[Bleeding|bleeding]], the target takes 4 damage at the start of each of your turns. ##### 5-INSIGHT ABILITIES @@ -4452,7 +4453,7 @@ You put on a burst of magical speed to get the job done. Strategist. Defender. Leader. With sword in hand, you lead allies into the maw of battle, barking out commands that inspire your fellow heroes to move faster and strike more precisely. All the while, you stand between your compatriots and death, taunting the followers of evil to best you if they can. -As a tactician, you have abilities that heal your allies and grant them extra damage, movement, and attacks. You can taunt your enemies into attacking you instead of targeting your allies, and can help soak up damage when those allies stand alone. +As a [[Tactician|tactician]], you have abilities that [[Heal|heal]] your allies and grant them extra damage, movement, and attacks. You can taunt your enemies into attacking you instead of targeting your allies, and can help soak up damage when those allies stand alone. ### BASICS @@ -4475,7 +4476,7 @@ As a tactician, you have abilities that heal your allies and grant them extra da ### 1ST-LEVEL FEATURES -As a tactician, you gain the following features. +As a [[Tactician|tactician]], you gain the following features. #### TACTICAL DOCTRINE @@ -4549,7 +4550,7 @@ While in your presence or working according to your plans, each of your allies g ##### IMPOSING ATTITUDE -You command any room you walk into. While you are present, each hero with you is treated as having a Renown 2 higher than usual for the purpose of negotiations and influencing tests. Additionally, each hero with you has a double edge on tests made to stop combat and start a negotiation with the other side. +You command any room you [[Walk|walk]] into. While you are present, each hero with you is treated as having a Renown 2 higher than usual for the purpose of negotiations and influencing tests. Additionally, each hero with you has a double edge on tests made to stop combat and start a negotiation with the other side. ##### I READ YOUR BOOK! @@ -4571,15 +4572,15 @@ You can only make this test once for each encounter and negotiation. #### DOCTRINE TRIGGERED ACTION -Your doctrine grants you a triggered action, as shown on the Tactician Triggered Actions table. +Your doctrine grants you a triggered action, as shown on the [[Tactician]] Triggered Actions table. ##### TACTICIAN TRIGGERED ACTIONS -| Doctrine | Triggered Action | -| ---------- | ---------------- | -| Vanguard | Parry | -| Mastermind | Overwatch | -| Insurgent | Flank Them Now! | +| Doctrine | Triggered Action | +| ---------- | ------------------- | +| Vanguard | [[Parry]] | +| Mastermind | [[Overwatch]] | +| Insurgent | [[Flank Them Now!]] | ##### FLANK THEM NOW! @@ -4619,7 +4620,7 @@ Under your direction, an ally waits for just the right moment to strike. - **Target:** 1 enemy - **Trigger:** The target moves. -**Effect:** At any point during the target’s movement, one ally can make a free strike against the target. +**Effect:** At any point during the target’s movement, one ally can make a [[Free Strike|free strike]] against the target. **Spend 1 Focus:** The target’s speed becomes 0 (EoT). @@ -4629,7 +4630,7 @@ You have drilled with a broad array of weapons and have developed techniques to If both kits grant you the same benefit, you take one or the other and can’t change your choice until you finish a Respite. (This usually means taking the higher of two bonuses.) You also gain access to the signature abilities of both kits. -For example, if you take the Shining Armor and Sniper kits, you gain the following benefits overall: +For example, if you take the [[Shining Armor]] and [[Sniper]] kits, you gain the following benefits overall: - **Stamina Bonus:** +12 - **Stability Bonus:** +1 @@ -4640,7 +4641,7 @@ For example, if you take the Shining Armor and Sniper kits, you gain the followi - **Mobility:** When an enemy ends their turn adjacent to you, you can shift up to 2 squares as a free triggered action. - **You also gain the use of the Protective Attack and Patient Shot signature abilities.** -Kit signature abilities already have their bonuses applied. For example, you might take the Martial Artist kit, which gives a melee weapon damage bonus of +2/+2/+2, and the Mountain kit, which gives a melee weapon damage bonus of +0/+0/+4. If you choose to use the Mountain kit’s damage bonus, then the Battle Grace signature ability from the Martial Artist kit would reduce its damage by −2/−2/−2, as it loses the bonus from the Martial Artist kit. It then gains the +0/+0/+4 of the Mountain kit, to deal damage of 3/7/14 for its tier 1, tier 2, and tier 3 results. +Kit signature abilities already have their bonuses applied. For example, you might take the [[Martial Artist]] kit, which gives a melee weapon damage bonus of +2/+2/+2, and the [[Mountain]] kit, which gives a melee weapon damage bonus of +0/+0/+4. If you choose to use the [[Mountain]] kit’s damage bonus, then the Battle Grace signature ability from the [[Martial Artist]] kit would reduce its damage by −2/−2/−2, as it loses the bonus from the [[Martial Artist]] kit. It then gains the +0/+0/+4 of the [[Mountain]] kit, to deal damage of 3/7/14 for its tier 1, tier 2, and tier 3 results. #### TACTICIAN ABILITIES @@ -4680,9 +4681,9 @@ Your precise strike leaves your foe struggling to respond. **Power Roll + Might:** -- 11 or lower: 6 damage; slowed (EoT) -- 12–16: 8 damage; dazed (EoT) -- 17+: 13 damage; dazed (EoE) +- 11 or lower: 6 damage; [[Slowed|slowed]] (EoT) +- 12–16: 8 damage; [[Dazed|dazed]] (EoT) +- 17+: 13 damage; [[Dazed|dazed]] (EoE) ###### INSPIRING STRIKE (3 FOCUS) @@ -4740,7 +4741,7 @@ Your allies wait for your command—then unleash death! - **Distance:** Ranged 5 - **Target:** All allies -**Effect:** Each target can make a free strike. +**Effect:** Each target can make a [[Free Strike|free strike]]. ###### THEIR WEAKNESS IS OUR STRENGTH (5 FOCUS) @@ -4753,9 +4754,9 @@ Leaving your foe struggling gives your allies a strategic opening. **Power Roll + Might:** -- 11 or lower: 7 damage; weakened (EoT) -- 12–16: 10 damage; weakened (EoT) -- 17+: 16 damage; weakened (EoE) +- 11 or lower: 7 damage; [[Weakened|weakened]] (EoT) +- 12–16: 10 damage; [[Weakened|weakened]] (EoT) +- 17+: 16 damage; [[Weakened|weakened]] (EoE) **Effect:** The target is marked (EoE). Each of your allies can spend a Recovery the first time they attack any target you’ve marked before the start of your next turn. @@ -4774,12 +4775,12 @@ A quick signal from you gives your allies a chance to turn the tide of battle. (Playtest note: This is not all the kits we imagine will be available in the game, but just a sampling. There might be more implement and weapon categories too.) -The knight in shining armor. The warrior priest. The hermit mage. As you build your character, you can tap into these and many more archetypal concepts using kits. A kit is a combination of weapons, armor, implements, and fighting and spellcasting techniques that lets you personalize your character for battle. +The knight in [[Shining Armor|shining armor]]. The warrior priest. The hermit mage. As you build your character, you can tap into these and many more archetypal concepts using kits. A kit is a combination of weapons, armor, implements, and fighting and spellcasting techniques that lets you personalize your character for battle. The game features two types of kits. A hero can take any kit, but some kits are better suited to specific classes. -- **Martial kits** are collections of weapons, armor, and related combat training. They are meant for heroes who primarily fight with weapons, such as furies, shadows, and tacticians. -- **Caster kits** often include equipment, but are primarily methods of using magic that you meditate on. They are meant for heroes who primarily fight with magic abilities, including conduits and elementalists. +- **Martial kits** are collections of weapons, armor, and related combat training. They are meant for heroes who primarily fight with weapons, such as furies, [[Shadow|shadows]], and [[Tactician|tacticians]]. +- **Caster kits** often include equipment, but are primarily methods of using magic that you meditate on. They are meant for heroes who primarily fight with magic abilities, including [[Conduit|conduits]] and [[Elementalist|elementalists]]. ### CHANGING YOUR KIT @@ -4789,7 +4790,7 @@ Your choice of kit is always flexible, and your character is never locked into a Each kit includes an armor entry. Martial kits also have a weapons entry, and caster kits have an implement entry. It’s important to know what equipment a kit uses, because that informs your hero’s appearance and story. It also determines the type of treasures they can wield. -The description of gear in your kit is limited to broad categories, leaving you free to decide the specifics that best align with your vision of the character. For instance, the Guisarmier kit provides medium armor and a polearm. One player using this kit could wear heavy layers of hide and wield a longspear, while another might wear a shining breastplate and carry a halberd into battle. +The description of gear in your kit is limited to broad categories, leaving you free to decide the specifics that best align with your vision of the character. For instance, the [[Guisarmier]] kit provides medium armor and a polearm. One player using this kit could wear heavy layers of [[Hide|hide]] and wield a longspear, while another might wear a shining breastplate and carry a halberd into battle. The equipment categories your kit gives you are part of what affects the math behind your kit’s benefits, alongside the fighting techniques each kit provides. @@ -4803,7 +4804,7 @@ Each kit has an armor category that indicates the kind of protection you have wh - **None:** If a kit has no armor, you can wear whatever clothing you like! Robes, a fashionable tunic and pants, or just a loincloth—it’s totally up to you. - **Light Armor:** If a kit features light armor, you might wear padded cloth, leather armor, or even a chain shirt. -- **Medium Armor:** If a kit has medium armor, you might wear layers of thick hides, a breastplate, or armor made of metal scales. +- **Medium Armor:** If a kit has medium armor, you might wear layers of thick [[Hide|hides]], a breastplate, or armor made of metal scales. - **Heavy Armor:** If a kit has heavy armor, then you’re likely wearing metal from head to toe. Chain mail, ring mail, and suits of plate armor protect you better than any other mundane protection. - **Shield:** If a kit has a shield, then you wield a shield that can be any shape and made of any mundane material you like. The best shields have a sweet insignia on them, so start thinking about yours! @@ -4853,13 +4854,13 @@ Whip weapons include the standard whip, but also include spiked chains, flails, > Improvised weapons include rocks, bottles, plates, furniture, and anything else you pick up that can be bashed, hurled, or stabbed into an enemy. As well, any weapons that aren’t part of your kit count as improvised weapons for you. If you’re not using a kit with unarmed strikes, then your feet and fists are improvised weapons. > -> Improvised weapons can be used to make attacks with the Weapon keyword that you gain from your class, though not from your kit. They add no special bonuses from your kit to the attack. Many melee-focused heroes choose a kit that maximizes their melee capabilities, then make ranged free strikes with improvised weapons. +> Improvised weapons can be used to make attacks with the Weapon keyword that you gain from your class, though not from your kit. They add no special bonuses from your kit to the attack. Many melee-focused heroes choose a kit that maximizes their melee capabilities, then make ranged [[Free Strike|free strikes]] with improvised weapons. #### KIT IMPLEMENT MATERIALS Caster kits have an implement that enhances and focuses a hero’s magic abilities. Even a creature who doesn’t use magic abilities can eke a bit of power from an implement by using the proper spellcasting style and techniques. Each material can boost some of a caster’s magic abilities, but also focuses on improving a specific aspect of their magic. Your implement might be an amulet or a book of incantations, a holy symbol, orb, rod, staff, or wand, or any other similar item that you touch while using your abilities. The exact look of an implement is for you to decide. -Each material that can be used to create an implement (such as bone, crystal, or metal) enhances a different aspect of your fighting style and magical abilities. The materials used to create your implement are determined by your kit, but you choose how much they factor into the implement’s visual design. For example, a hero with the Frigid kit wields an implement made of crystal. This could be a crystal-tipped cane, rod, staff, or wand, or it could be a tome with a large crystal embedded in the cover. You can also include other materials in your implement, though they have no effect on your kit’s bonuses. +Each material that can be used to create an implement (such as bone, crystal, or metal) enhances a different aspect of your fighting style and magical abilities. The materials used to create your implement are determined by your kit, but you choose how much they factor into the implement’s visual design. For example, a hero with the [[Frigid]] kit wields an implement made of crystal. This could be a crystal-tipped cane, rod, staff, or wand, or it could be a tome with a large crystal embedded in the cover. You can also include other materials in your implement, though they have no effect on your kit’s bonuses. You can use any ability with the Magic keyword even if your kit doesn’t have an implement, but you don’t get to apply your kit’s bonuses to that ability. @@ -4890,13 +4891,13 @@ Wood implements catapult magic energy that travels through them, increasing the #### KITS AND TREASURES -When you find a supernatural item such as a magic sword, you can use the item as long as it matches one of your kit’s equipment categories. A Blade of Quintessence is a medium weapon, so you can use it with the Ranger or Shining Armor kits. However, you can’t use it with the Cloak and Dagger or Spellslinger kits because those kits don’t use medium weapons, meaning you haven’t done the necessary preparations to use the weapon effectively. You can still swing a Blade of Quintessence around, but you don’t get any of its bonuses or benefits. +When you find a supernatural item such as a magic sword, you can use the item as long as it matches one of your kit’s equipment categories. A Blade of Quintessence is a medium weapon, so you can use it with the [[Ranger]] or [[Shining Armor]] kits. However, you can’t use it with the [[Cloak And Dagger|Cloak and Dagger]] or [[Spellslinger]] kits because those kits don’t use medium weapons, meaning you haven’t done the necessary preparations to use the weapon effectively. You can still swing a Blade of Quintessence around, but you don’t get any of its bonuses or benefits. If you find a piece of equipment you really want to use that isn’t part of your kit, you can always change your kit as a respite activity. ### KIT BONUSES AND TRAITS -Taking a martial kit can increase your Stamina, speed, and stability, as well as the damage, distance, and reach of your weapon abilities. Caster kits can increase your Stamina, speed, and stability, as well as the damage, distance, and area of your magical abilities. Kit bonuses are applied to free strikes. +Taking a martial kit can increase your Stamina, speed, and stability, as well as the damage, distance, and reach of your weapon abilities. Caster kits can increase your Stamina, speed, and stability, as well as the damage, distance, and area of your magical abilities. Kit bonuses are applied to [[Free Strike|free strikes]]. #### STAMINA BONUS @@ -4930,7 +4931,7 @@ Caster kits can have a magical damage bonus. This bonus is added to magic abilit Kit damage bonuses are presented as “+X/+Y/+Z.” The X bonus is added to qualifying tier 1 power roll results, the Y bonus is added to qualifying tier 2 power roll results, and the Z bonus is added to qualifying tier 3 power roll results. -For example, the Shining Armor Kit has a +2/+2/+2 melee weapon damage bonus, increasing the damage of your abilities with the Melee and Weapon keywords across all tier results. The Dancer kit has a +0/+1/+2 magic damage bonus, having no effect on tier 1 results, increasing the damage of tier 2 results by 1, and increasing the damage of tier 3 results by 2 for your magic abilities. +For example, the [[Shining Armor]] Kit has a +2/+2/+2 melee weapon damage bonus, increasing the damage of your abilities with the Melee and Weapon keywords across all tier results. The [[Dancer]] kit has a +0/+1/+2 magic damage bonus, having no effect on tier 1 results, increasing the damage of tier 2 results by 1, and increasing the damage of tier 3 results by 2 for your magic abilities. #### DISTANCE BONUS @@ -4948,7 +4949,7 @@ Your kit’s reach bonus is added to the reach of your melee weapon attacks. Some caster kits have an area bonus. For all areas except walls, the bonus is added to all dimensions of any area of effect created by your magic abilities. For walls, the bonus is added to the number of squares the wall can create. -For example, the conduit’s Thunder of the Divine ability has a 4-cube area of effect, so an area bonus of +1 increases the ability’s area of effect to a 5-cube. +For example, the [[Conduit|conduit]]’s [[Thunder Of The Divine|Thunder of the Divine]] ability has a 4-cube area of effect, so an area bonus of +1 increases the ability’s area of effect to a 5-cube. #### MOBILITY @@ -4975,11 +4976,11 @@ Each caster kit grants you a ward that is active as long as you are alive and no ### MARTIAL KITS -This section details a number of martial kits, whose bonuses and benefits are summarized in the Martial Kits table. +This section details a number of martial kits, whose bonuses and benefits are summarized in the [[Martial Kits Table|Martial Kits table]]. #### CLOAK AND DAGGER -Providing throwable light weapons and light armor easily concealed by a cloak to confuse your enemies, the Cloak and Dagger kit makes you more mobile while providing a boost to your effectiveness at range and to your damage. This kit is good for a hero who wants to be able to move all over the battlefield while keeping their options open for using short-range attacks. +Providing throwable light weapons and light armor easily concealed by a cloak to confuse your enemies, the [[Cloak And Dagger|Cloak and Dagger]] kit makes you more mobile while providing a boost to your effectiveness at range and to your damage. This kit is good for a hero who wants to be able to move all over the battlefield while keeping their options open for using short-range attacks. ##### EQUIPMENT @@ -5015,7 +5016,7 @@ A stab, and a few quick, careful steps back. #### GUISARMIER -The Guisarmier kit is for those who want to use a polearm for extended reach and still gain the extra protection of armor. This is the kit that allows you to become the ultimate halberd, longspear, or glaive fighter. +The [[Guisarmier]] kit is for those who want to use a polearm for extended reach and still gain the extra protection of armor. This is the kit that allows you to become the ultimate halberd, longspear, or glaive fighter. ##### EQUIPMENT @@ -5049,7 +5050,7 @@ In your hands, the haft is as good as the head. #### MARTIAL ARTIST -If you want to be fast in a fight, then Martial Artist is the kit for you. Unencumbered by weapons or armor, this fighting style rewards quick, focused unarmed strikes to opponents, and allows you to be the ultimate skirmisher. +If you want to be fast in a fight, then [[Martial Artist]] is the kit for you. Unencumbered by weapons or armor, this fighting style rewards quick, focused unarmed strikes to opponents, and allows you to be the ultimate skirmisher. ##### EQUIPMENT @@ -5085,7 +5086,7 @@ You feint to move your enemies into perfect position. #### MOUNTAIN -The Mountain kit does exactly what it says on the tin. You don heavy armor and a heavy weapon to stand strong against your foes, quickly demolishing them when it’s your turn to attack. +The [[Mountain]] kit does exactly what it says on the tin. You don heavy armor and a heavy weapon to stand strong against your foes, quickly demolishing them when it’s your turn to attack. ##### EQUIPMENT @@ -5120,7 +5121,7 @@ An enemy who tagged you will pay for that. #### PANTHER -If you want a good balance of protection, speed, and damage, the Panther kit is for you. This kit increases your Stamina not by wearing armor, but through the focused battle preparation of body and mind, letting you be fast and mobile while swinging a heavy weapon at your foes. +If you want a good balance of protection, speed, and damage, the [[Panther]] kit is for you. This kit increases your Stamina not by wearing armor, but through the focused battle preparation of body and mind, letting you be fast and mobile while swinging a heavy weapon at your foes. ##### EQUIPMENT @@ -5156,7 +5157,7 @@ The faster you move, the harder you hit. #### PUGILIST -Meant for brawlers and boxers, the Pugilist kit gives you access to a melee fighting style that boosts your Stamina and damage while allowing you to float like a butterfly. If you want to be a tough, strong hero who doles out punishment with your fists, then this kit is for you. +Meant for brawlers and boxers, the [[Pugilist]] kit gives you access to a melee fighting style that boosts your Stamina and damage while allowing you to float like a butterfly. If you want to be a tough, strong hero who doles out punishment with your fists, then this kit is for you. ##### EQUIPMENT @@ -5192,7 +5193,7 @@ Keeping your enemies stumbling around the battlefield is second nature to you. #### RAIDER -The Raider kit keeps you protected while granting you full mobility, providing a boost to speed and distance that lets you run around the battlefield like a Viking warrior. +The [[Raider]] kit keeps you protected while granting you full mobility, providing a boost to speed and distance that lets you run around the battlefield like a Viking warrior. ##### EQUIPMENT @@ -5223,11 +5224,11 @@ In your hands, a shield isn’t just for protection. - 11 or lower: 4 damage; push 1 - 12–16: 8 damage; push 2 -- 17+: 11 damage; push 3; prone if the target is your size or smaller +- 17+: 11 damage; push 3; [[Prone|prone]] if the target is your size or smaller #### RANGER -The Ranger kit outfits you with light armor and several weapons, letting you easily switch between using a melee weapon and a bow. This kit provides a good balance of bonuses to Stamina, speed, damage, and range to create a hero who is a jack-of-all-trades. +The [[Ranger]] kit outfits you with light armor and several weapons, letting you easily switch between using a melee weapon and a bow. This kit provides a good balance of bonuses to Stamina, speed, damage, and range to create a hero who is a jack-of-all-trades. ##### EQUIPMENT @@ -5258,12 +5259,12 @@ A well-placed shot leaves your enemy struggling to move. **Power Roll + Might or Agility:** - 11 or lower: 3 damage -- 12–16: 7 damage; slowed (EoT) -- 17+: 10 damage; slowed (EoE) +- 12–16: 7 damage; [[Slowed|slowed]] (EoT) +- 17+: 10 damage; [[Slowed|slowed]] (EoE) #### RAPID-FIRE -The Rapid-Fire kit is for archers who want to deal maximum damage by shooting as many arrows as possible into nearby enemies. With this kit, your fighting technique focuses on peppering foes at medium range. +The [[Rapid-fire|Rapid-Fire]] kit is for archers who want to deal maximum damage by shooting as many arrows as possible into nearby enemies. With this kit, your fighting technique focuses on peppering foes at medium range. ##### EQUIPMENT @@ -5298,7 +5299,7 @@ When you fire two arrows back to back, both hit their mark. #### RETIARIUS -The retiarius is often depicted as a lightly armored warrior with a net in one hand and a trident in the other, and this kit gives you the equipment and fighting technique to make that happen. Tie up your foe with a net and then poke them to death! +The [[Retiarius|retiarius]] is often depicted as a lightly armored warrior with a net in one hand and a trident in the other, and this kit gives you the equipment and fighting technique to make that happen. Tie up your foe with a net and then poke them to death! ##### EQUIPMENT @@ -5328,12 +5329,12 @@ The well-thrown net that follows your main attack leaves your foes right where y **Power Roll + Might or Agility:** - 11 or lower: 4 damage -- 12–16: 7 damage; slowed (EoT) -- 17+: 10 damage; restrained (EoT) +- 12–16: 7 damage; [[Slowed|slowed]] (EoT) +- 17+: 10 damage; [[Restrained|restrained]] (EoT) #### SHINING ARMOR -The Shining Armor kit provides the most protection a kit can afford, providing you with the sword, shield, and armor necessary to play the prototypical knight. +The [[Shining Armor]] kit provides the most protection a kit can afford, providing you with the sword, shield, and armor necessary to play the prototypical knight. ##### EQUIPMENT @@ -5360,13 +5361,13 @@ The strength of your assault makes it impossible for your foe to ignore you. **Power Roll + Might or Agility:** -- 11 or lower: 5 damage; taunted (EoT) -- 12–16: 9 damage; taunted (EoT) -- 17+: 12 damage; taunted (EoT) +- 11 or lower: 5 damage; [[Taunted|taunted]] (EoT) +- 12–16: 9 damage; [[Taunted|taunted]] (EoT) +- 17+: 12 damage; [[Taunted|taunted]] (EoT) #### SNIPER -The Sniper kit gives you the tools and techniques to take down enemies from afar. This kit can help you become the archer who lurks behind trees or down tunnels, picking off enemies with a bow or crossbow as they approach. +The [[Sniper]] kit gives you the tools and techniques to take down enemies from afar. This kit can help you become the archer who lurks behind trees or down tunnels, picking off enemies with a bow or crossbow as they approach. ##### EQUIPMENT @@ -5402,7 +5403,7 @@ Breathe… aim… wait… then strike! #### STICK AND ROBE -Armed with a simple reach weapon, often a quarterstaff, heroes using the Stick and Robe kit are highly mobile thanks to their light armor. This allows them to make maximum use of their weapon’s length. +Armed with a simple reach weapon, often a quarterstaff, heroes using the [[Stick And Robe|Stick and Robe]] kit are highly mobile thanks to their light armor. This allows them to make maximum use of their weapon’s length. ##### EQUIPMENT @@ -5437,7 +5438,7 @@ When your stick speaks, your enemy moves. #### SWASHBUCKLER -If you want to be mobile and deal a lot of damage with melee attacks, then you should reach for the Swashbuckler kit. This is a great kit for heroes who want to be master duelists. +If you want to be mobile and deal a lot of damage with melee attacks, then you should reach for the [[Swashbuckler]] kit. This is a great kit for heroes who want to be master duelists. ##### EQUIPMENT @@ -5473,7 +5474,7 @@ All combat is a dance—and you’ll be the one leading. #### WHIRLWIND -The Whirlwind kit makes effective use of whips, granting you mobility, damage, and reach. If you want to be a mobile warrior who uses a chain or whip, then this is the kit for you. +The [[Whirlwind]] kit makes effective use of whips, granting you mobility, damage, and reach. If you want to be a mobile warrior who uses a chain or whip, then this is the kit for you. ##### EQUIPMENT @@ -5507,23 +5508,23 @@ When you draw your whip back after an attack, your enemy comes ever closer. #### MARTIAL KITS TABLE -| Kit | Armor | Weapon | Stamina | Speed | Stability | Melee Damage | Ranged Damage | Weapon Distance | Reach | Mobility | -| ---------------- | -------------- | ------------------ | ------- | ----- | --------- | ------------ | ------------- | --------------- | ----- | -------- | -| Cloak and Dagger | Light | Light | +3 | +2 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | -| Guisarmier | Medium | Polearm | +6 | — | +1 | +2/+2/+2 | — | — | +1 | — | -| Martial Artist | None | Unarmed Strike | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | -| Mountain | Heavy | Heavy | +9 | — | +2 | +0/+0/+4 | — | — | — | — | -| Panther | None | Heavy | +6 | +1 | +1 | +0/+0/+4 | — | — | — | — | -| Pugilist | None | Unarmed Strike | +6 | +2 | +1 | +1/+1/+1 | — | — | — | — | -| Raider | Medium, Shield | Light | +9 | +1 | — | +1/+1/+1 | — | +5 | — | Yes | -| Ranger | Medium | Medium, Bow | +6 | +1 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | -| Rapid-Fire | Light | Bow | +3 | +1 | — | — | +2/+2/+2 | +7 | — | Yes | -| Retiarius | Light | Polearm, Ensnaring | +3 | +1 | — | +2/+2/+2 | — | — | +1 | Yes | -| Shining Armor | Heavy, Shield | Medium | +12 | — | +1 | +2/+2/+2 | — | — | — | — | -| Sniper | None | Bow | — | +1 | — | — | +0/+0/+4 | +10 | — | Yes | -| Stick and Robe | Light | Polearm | +3 | +2 | — | +1/+1/+1 | — | — | +1 | Yes | -| Swashbuckler | Light | Medium | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | -| Whirlwind | None | Whip | — | +3 | — | +1/+1/+1 | — | — | +1 | Yes | +| Kit | Armor | Weapon | Stamina | Speed | Stability | Melee Damage | Ranged Damage | Weapon Distance | Reach | Mobility | +| -------------------------------------- | -------------- | ------------------ | ------- | ----- | --------- | ------------ | ------------- | --------------- | ----- | -------- | +| [[Cloak And Dagger\|Cloak and Dagger]] | Light | Light | +3 | +2 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | +| [[Guisarmier]] | Medium | Polearm | +6 | — | +1 | +2/+2/+2 | — | — | +1 | — | +| [[Martial Artist]] | None | Unarmed Strike | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | +| [[Mountain]] | Heavy | Heavy | +9 | — | +2 | +0/+0/+4 | — | — | — | — | +| [[Panther]] | None | Heavy | +6 | +1 | +1 | +0/+0/+4 | — | — | — | — | +| [[Pugilist]] | None | Unarmed Strike | +6 | +2 | +1 | +1/+1/+1 | — | — | — | — | +| [[Raider]] | Medium, Shield | Light | +9 | +1 | — | +1/+1/+1 | — | +5 | — | Yes | +| [[Ranger]] | Medium | Medium, Bow | +6 | +1 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | +| [[Rapid-fire\|Rapid-Fire]] | Light | Bow | +3 | +1 | — | — | +2/+2/+2 | +7 | — | Yes | +| [[Retiarius]] | Light | Polearm, Ensnaring | +3 | +1 | — | +2/+2/+2 | — | — | +1 | Yes | +| [[Shining Armor]] | Heavy, Shield | Medium | +12 | — | +1 | +2/+2/+2 | — | — | — | — | +| [[Sniper]] | None | Bow | — | +1 | — | — | +0/+0/+4 | +10 | — | Yes | +| [[Stick And Robe\|Stick and Robe]] | Light | Polearm | +3 | +2 | — | +1/+1/+1 | — | — | +1 | Yes | +| [[Swashbuckler]] | Light | Medium | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | +| [[Whirlwind]] | None | Whip | — | +3 | — | +1/+1/+1 | — | — | +1 | Yes | ### CASTER KITS @@ -5531,7 +5532,7 @@ This section details a number of caster kits, whose bonuses and benefits are sum #### BLOODPACT -Sometimes you need a direct line to your heart to get the most of your magic. The Bloodpact kit trades your blood or lifeforce for more power and heightened casting. With careful control of your natural resources (or borrowing someone else’s), you can take care of business before succumbing to your own hubris. While using this kit, the smell of blood becomes super intense to your senses. +Sometimes you need a direct line to your heart to get the most of your magic. The [[Bloodpact]] kit trades your blood or lifeforce for more power and heightened casting. With careful control of your natural resources (or borrowing someone else’s), you can take care of business before succumbing to your own hubris. While using this kit, the smell of blood becomes super intense to your senses. ##### EQUIPMENT @@ -5567,7 +5568,7 @@ The blood ward is a large projection of your heart that magnifies the sound of y #### DANCER -The Dancer kit forgoes nearly all equipment in exchange for speed, letting you rely purely on kinetic energy to channel your power. The more you move, the more others may want to move with you. Select this kit when your party regularly needs to close the distance on your enemies. While you use this kit, your heartbeat becomes an audible metronome. +The [[Dancer]] kit forgoes nearly all equipment in exchange for speed, letting you rely purely on kinetic energy to channel your power. The more you move, the more others may want to move with you. Select this kit when your party regularly needs to close the distance on your enemies. While you use this kit, your heartbeat becomes an audible metronome. ##### EQUIPMENT @@ -5607,7 +5608,7 @@ Your ward surrounds you with a soft, enchanting melody whose volume you control, #### FRIGID -The Frigid kit is for heroes who want to tap into the power of arcane blizzards and magical cold. Armed only with an implement of crystal, you can create bursts of ice and protect yourself with frigid winds. When you meditate to prepare this kit, others notice the area around you becoming slightly cooler. +The [[Frigid]] kit is for heroes who want to tap into the power of arcane blizzards and magical cold. Armed only with an implement of crystal, you can create bursts of ice and protect yourself with [[Frigid|frigid]] winds. When you meditate to prepare this kit, others notice the area around you becoming slightly cooler. ##### EQUIPMENT @@ -5621,7 +5622,7 @@ You wield an implement of crystal, such as a staff or a wand. ##### SIGNATURE ABILITY: FROZEN EXPLOSION -You unleash a blast of frigid air to freeze and hinder your foes. +You unleash a blast of [[Frigid|frigid]] air to freeze and hinder your foes. **Keywords**: Area, Magic, Ranged @@ -5634,8 +5635,8 @@ You unleash a blast of frigid air to freeze and hinder your foes. **Power Roll** + Reason, Intuition, or Presence: - 11 or lower: 2 cold damage -- 12–16: 3 cold damage; slowed (EoT) -- 17+: 4 cold damage; slowed (EoE) +- 12–16: 3 cold damage; [[Slowed|slowed]] (EoT) +- 17+: 4 cold damage; [[Slowed|slowed]] (EoE) ##### KIT WARD: ICE ARMOR @@ -5646,7 +5647,7 @@ Your ward covers your body in ice, and grants you the following benefits: #### MEDITATOR -The Meditator kit allows you to wield magic hardened by experience and isolation. Your spirit visibly extends beyond your physical form in the form of moss, spores, and pulsing aura of light. While using this kit, you tend to skip meals and ignore inclement weather. +The [[Meditator]] kit allows you to wield magic hardened by experience and isolation. Your spirit visibly extends beyond your physical form in the form of moss, spores, and pulsing aura of light. While using this kit, you tend to skip meals and ignore inclement weather. ##### EQUIPMENT @@ -5684,7 +5685,7 @@ Your spirit overflows and warms the area around you. It grants you the following #### MISSILE -The Missile kit allows you to throw your implement at your foes, then recall it back to you. Enemies impacted by this concentration of magic are left reeling while you stand safely out of their reach. When you use this kit, your competitive nature is more pronounced, and you wield your implement recklessly. +The [[Missile]] kit allows you to throw your implement at your foes, then recall it back to you. Enemies impacted by this concentration of magic are left reeling while you stand safely out of their reach. When you use this kit, your competitive nature is more pronounced, and you wield your implement recklessly. ##### EQUIPMENT @@ -5724,7 +5725,7 @@ Your ward wraps itself around your head and shields your eyes, granting you the #### NATURE CALLING -The Nature Calling kit allows you to tap into the magical forces of nature. You wield an implement of stone so that your feet stand firm on the earth and your magic can be carried by the wind. While using this kit, you can faintly hear the whispers of the land around you. +The [[Nature Calling]] kit allows you to tap into the magical forces of nature. You wield an implement of stone so that your feet stand firm on the earth and your magic can be carried by the wind. While using this kit, you can faintly hear the whispers of the land around you. ##### EQUIPMENT @@ -5757,12 +5758,12 @@ You call forth a small bolt of lightning, then hurl it at your foe. Your ward surrounds you with protective animal spirits, and grants you the following benefits: -- The area within 2 squares of you is difficult terrain for your enemies. +- The area within 2 squares of you is [[Difficult Terrain|difficult terrain]] for your enemies. - Whenever an enemy within 12 squares of you damages you with a ranged ability, you can either shift towards them or pull them a number of squares equal to your highest characteristic score. #### ROOK -The Rook kit allows you to use strong armor so you can be better protected while you heal and enhance your allies on the frontline. Heroes with this kit often dive into support magic. While using this kit, your armor resonates with the sounds of choirs from on high as you polish it. +The [[Rook]] kit allows you to use strong armor so you can be better protected while you [[Heal|heal]] and enhance your allies on the frontline. Heroes with this kit often dive into support magic. While using this kit, your armor resonates with the sounds of choirs from on high as you polish it. ##### EQUIPMENT @@ -5799,7 +5800,7 @@ Your armor is reinforced by a bright ward of holy energy, and grants you the fol #### SPELLSLINGER -The Spellslinger kit is for those who want to focus magic on their foes from far away, becoming a magical blaster surrounded by rippling energy. While using this kit, you can faintly see auras of energy emanating from far-off creatures. +The [[Spellslinger]] kit is for those who want to focus magic on their foes from far away, becoming a magical blaster surrounded by rippling energy. While using this kit, you can faintly see auras of energy emanating from far-off creatures. ##### EQUIPMENT @@ -5837,7 +5838,7 @@ Whenever you take damage, you gain a bonus to damage equal to your highest chara #### WARD WEAVER -The Ward Weaver kit allows you to protect yourself in combat with telekinetic techniques that also boost your damage. This kit creates a supernatural hero who can more effectively ward themself and their allies. While you use this kit, you occasionally take on the mannerisms of your allies without realizing it. +The [[Ward Weaver]] kit allows you to protect yourself in combat with telekinetic techniques that also boost your damage. This kit creates a supernatural hero who can more effectively ward themself and their allies. While you use this kit, you occasionally take on the mannerisms of your allies without realizing it. ##### EQUIPMENT @@ -5873,17 +5874,17 @@ You have an invisible ward of magical force that extends 2 squares from you in a #### CASTER KIT TABLE -| Caster Kits | Kit Armor | Implement | Stamina | Speed | Stability | Magical Damage | Magic Distance | Area | -| -------------- | --------- | --------- | ------- | ----- | --------- | -------------- | -------------- | ---- | -| Bloodpact | None | Metal | +6 | — | — | +2/+2/+2 | +5 | — | -| Dancer | None | Glass | — | +2 | — | +0/+1/+2 | — | — | -| Frigid | None | Crystal | +3 | — | — | — | +7 | +1 | -| Meditator | Light | Bone | +6 | +1 | — | — | — | — | -| Missile | None | Wood | — | — | — | +0/+1/+2 | +10 | — | -| Nature Calling | None | Stone | — | — | +2 | — | +7 | — | -| Rook | Heavy | Bone | +12 | — | — | — | — | — | -| Spellslinger | None | Metal | — | +1 | — | +1/+1/+1 | +5 | — | -| Ward Weaver | None | Bone | +6 | — | +1 | — | +5 | — | +| Caster Kits | Kit Armor | Implement | Stamina | Speed | Stability | Magical Damage | Magic Distance | Area | +| ------------------ | --------- | --------- | ------- | ----- | --------- | -------------- | -------------- | ---- | +| [[Bloodpact]] | None | Metal | +6 | — | — | +2/+2/+2 | +5 | — | +| [[Dancer]] | None | Glass | — | +2 | — | +0/+1/+2 | — | — | +| [[Frigid]] | None | Crystal | +3 | — | — | — | +7 | +1 | +| [[Meditator]] | Light | Bone | +6 | +1 | — | — | — | — | +| [[Missile]] | None | Wood | — | — | — | +0/+1/+2 | +10 | — | +| [[Nature Calling]] | None | Stone | — | — | +2 | — | +7 | — | +| [[Rook]] | Heavy | Bone | +12 | — | — | — | — | — | +| [[Spellslinger]] | None | Metal | — | +1 | — | +1/+1/+1 | +5 | — | +| [[Ward Weaver]] | None | Bone | +6 | — | +1 | — | +5 | — | ## COMPLICATIONS @@ -5899,7 +5900,7 @@ Not all complication benefits and drawbacks are created equal, but each benefit ### MODIFYING THE STORY -You can modify the narrative of a complication to better fit with your vision of your character’s backstory—or change it entirely. For instance, if you choose Devil Deal as a complication, you can have your hero instead make that deal with an archfey or an undead general! +You can modify the narrative of a complication to better fit with your vision of your character’s backstory—or change it entirely. For instance, if you choose [[Devil Deal]] as a complication, you can have your hero instead make that deal with an archfey or an undead general! Many of the details of each complication are purposefully left vague, so that you can connect it to the rest of your backstory. If your complication took place during “an attack” or “an accident,” you decide the specific details of who or what attacked you, or what type of accident befell you. @@ -5923,7 +5924,7 @@ Your ancestors made a deal with an archdevil that has tied you to that fiend’s **Benefit**: Whenever you are present for a battle in which all the creatures on one side are not surprised, your side goes first on a result of 4 or greater on the d10 roll (see Determine Who Goes First in Combat Round). -**Drawback**: The archdevil occasionally asks you to defeat enemies on their behalf. If you refuse, your fiendish patron sends devils after you and those you care about. +**Drawback**: The archdevil occasionally asks you to defeat enemies on their behalf. If you refuse, your fiendish patron sends [[Devil|devils]] after you and those you care about. #### ELEMENTAL ABSORPTION @@ -5951,7 +5952,7 @@ You once contracted a terrible illness for which no one could find a cure. You s #### PUNISHMENT CURSE -Through ignorance, fear, spite, or selfishness, you refused to help someone in need. To teach you a lesson, a deity offered you what seemed to be a blessing—extra power to help you heal yourself in times of need, but harsh consequences should your need become excessive. You took the deal, and now benefit from the blessing but also suffer from a curse. +Through ignorance, fear, spite, or selfishness, you refused to help someone in need. To teach you a lesson, a deity offered you what seemed to be a blessing—extra power to help you [[Heal|heal]] yourself in times of need, but harsh consequences should your need become excessive. You took the deal, and now benefit from the blessing but also suffer from a curse. **Benefit**: You have 2 additional Recoveries. @@ -5991,18 +5992,18 @@ Being in the wrong place at the wrong time saw you caught in the middle of a con #### COMPLICATIONS TABLE -| d10 | Complication | -| --- | -------------------- | -| 1 | Cult Victim | -| 2 | Devil Deal | -| 3 | Elemental Absorption | -| 4 | Fire and Chaos | -| 5 | Primordial Sickness | -| 6 | Punishment Curse | -| 7 | Shipwrecked | -| 8 | Vivid Dreams | -| 9 | Ward | -| 10 | War of the Guilds | +| d10 | Complication | +| --- | ---------------------------------------- | +| 1 | [[Cult Victim]] | +| 2 | [[Devil Deal]] | +| 3 | [[Elemental Absorption]] | +| 4 | [[Fire And Chaos\|Fire and Chaos]] | +| 5 | [[Primordial Sickness]] | +| 6 | [[Punishment Curse]] | +| 7 | [[Shipwrecked]] | +| 8 | [[Vivid Dreams]] | +| 9 | Ward | +| 10 | [[War Of The Guilds\|War of the Guilds]] | ## TESTS @@ -6010,9 +6011,9 @@ When you want your hero to rifle through a desk and locate a specific document, ### WHEN TO MAKE A TEST -The Director should ask a player to make a test only when the player’s hero attempts a task where the consequences of failure are interesting or dramatic, and where failure won’t grind the story to a halt. For example, if a hero wants to leap over a waist-high wall while casually walking through a peaceful city neighborhood, the worst case for failure is probably that the hero falls on their butt, takes no damage, and can stand up to either try again or walk around the wall. As such, no test is required. But if the hero were being chased by enemies, failing to leap over the wall means the pursuers can catch them, so the Director might decide to call for a test to determine what happens. +The Director should ask a player to make a test only when the player’s hero attempts a task where the consequences of failure are interesting or dramatic, and where failure won’t grind the story to a halt. For example, if a hero wants to leap over a waist-high wall while casually walking through a peaceful city neighborhood, the worst case for failure is probably that the hero falls on their butt, takes no damage, and can [[Stand Up|stand up]] to either try again or [[Walk|walk]] around the wall. As such, no test is required. But if the hero were being chased by enemies, failing to leap over the wall means the pursuers can catch them, so the Director might decide to call for a test to determine what happens. -The advancement of a story shouldn’t be halted by failing a test. For instance, the heroes might need to know the color of a dwarf king’s crown to solve a puzzle, with that puzzle opening the only entrance to a tomb they must enter to stop a world-ending ritual. It could be that a successful Reason test allows the heroes to recall that lore, but the test shouldn’t be their only option to get the information. If the test fails, perhaps the heroes need to go to a flying library to do research, or they might be able to delve into a ruin to find the ancient monarch’s portrait. A failed test should always result in a story becoming more interesting, not in the action coming to an end. +The advancement of a story shouldn’t be halted by failing a test. For instance, the heroes might need to know the color of a [[Dwarf|dwarf]] king’s crown to solve a puzzle, with that puzzle opening the only entrance to a tomb they must enter to stop a world-ending ritual. It could be that a successful Reason test allows the heroes to recall that lore, but the test shouldn’t be their only option to get the information. If the test fails, perhaps the heroes need to go to a flying library to do research, or they might be able to delve into a ruin to find the ancient monarch’s portrait. A failed test should always result in a story becoming more interesting, not in the action coming to an end. #### IT JUST WORKS! @@ -6056,7 +6057,7 @@ You make a Presence test whenever you attempt a risky task that requires the use #### INFLUENCING PLAYER CHARACTER ACTIONS WITH TESTS -> Tests can’t be used by NPCs or PCs to influence the actions of PCs. Many players feel that their agency is taken away if they’re compelled to jump into a pile of gold filled with hidden scorpions because an NPC convinced them to do so with a Presence test. For most players, it’s not fun to be in control of a single hero and lose some of that control. +> Tests can’t be used by NPCs or PCs to influence the actions of PCs. Many players feel that their agency is taken away if they’re compelled to [[Jump|jump]] into a pile of gold filled with hidden scorpions because an NPC convinced them to do so with a Presence test. For most players, it’s not fun to be in control of a single hero and lose some of that control. > > Instead, Directors should do their level best to have an NPC suggest that a character dive headlong into the gold like a billionaire duck, then let the player decide what their character does. Similarly, a Director might decide that one player character can’t make an Intuition test to discern another PC’s motivations or honesty. > @@ -6102,7 +6103,7 @@ Depending on a test’s difficulty and the result of the power roll made to acco ##### FAILURE WITH A CONSEQUENCE -If you fail a test and incur a consequence, you don’t do what you set out to do—in addition to which, you suffer an impactful setback. The Director determines the exact nature of the consequence, which is typically related to the specific task. For instance, if a hero suffers a consequence while trying to climb a wall, they might make it halfway up the wall and then fall, taking damage and landing prone. A hero trying to sneak by cultists might be spotted by those foes, who immediately attack. If a consequence strikes when a hero attempts to bribe a prison guard, the guard might decide to arrest the hero or lead them into a trap. If a hero suffers a consequence on a Reason test made to recall lore about the king’s favorite meal, they might confuse it for a dish to which the monarch is deathly allergic. +If you fail a test and incur a consequence, you don’t do what you set out to do—in addition to which, you suffer an impactful setback. The Director determines the exact nature of the consequence, which is typically related to the specific task. For instance, if a hero suffers a consequence while trying to climb a wall, they might make it halfway up the wall and then fall, taking damage and landing [[Prone|prone]]. A hero trying to sneak by cultists might be spotted by those foes, who immediately attack. If a consequence strikes when a hero attempts to bribe a prison guard, the guard might decide to arrest the hero or lead them into a trap. If a hero suffers a consequence on a Reason test made to recall lore about the king’s favorite meal, they might confuse it for a dish to which the monarch is deathly allergic. Not all consequences need to be immediate or apparent. For example, a hero might fail with a consequence on a test made to cheat at a high-stakes game of cards with a noble. The failure means that the noble notices, but the Director decides that the noble doesn’t say anything. This consequence isn’t made apparent until later in the evening, when the noble has guards surround the hero and take the cheater down to the dungeon for stacking the deck. @@ -6158,7 +6159,7 @@ In lieu of other rewards, the Director can also decide that a hero who succeeds #### HOW LONG DOES IT TAKE? -The amount of time required for a task involving a test is determined by the Director. A task such as recalling lore with a Reason test might take no time at all. Ducking behind a barrel to hide with an Agility test might require a maneuver or an action, while tracking a band of voiceless talkers through the World Below could take hours or even days. +The amount of time required for a task involving a test is determined by the Director. A task such as recalling lore with a Reason test might take no time at all. Ducking behind a barrel to [[Hide|hide]] with an Agility test might require a maneuver or an action, while tracking a band of voiceless talkers through the World Below could take hours or even days. ##### TESTS DURING COMBAT @@ -6182,7 +6183,7 @@ To quickly assess the difficulty of a task and the test made to attempt it, the - **Moderate Test**: A test is moderate if multiple creatures oppose the hero and those creatures would have lower bonuses to their test rolls than the hero, or if only one creature opposes the hero and has the same test bonus as the hero. - **Hard Test**: A test is hard if an opposed creature would have a higher bonus to their test roll than the hero, or if multiple creatures with the same test bonus as the hero oppose the hero. -The failure consequences of opposed actions are some of the easiest to create on the fly. Fail to hide from someone, and they see you. Fail to lie to someone, and they catch your duplicity. Fail to arm wrestle someone for a free ale, and you’re picking up the tab. The consequence is that the opposition bests the hero. +The failure consequences of opposed actions are some of the easiest to create on the [[Fly|fly]]. Fail to [[Hide|hide]] from someone, and they see you. Fail to lie to someone, and they catch your duplicity. Fail to arm wrestle someone for a free ale, and you’re picking up the tab. The consequence is that the opposition bests the hero. #### NPCS ROLL FOR DECEPTIVE TASKS @@ -6229,7 +6230,7 @@ Skills represent the different specializations a hero has outside of attacking, #### APPLYING SKILLS -If you have a skill that applies to a test you make, you gain a +2 bonus to the test. For instance, if your hero has the Hide skill, you have a +2 bonus to any test you make that involves hiding yourself. This might include an Agility test to hide behind a barrel, or a Presence test to disappear into a crowd. +If you have a skill that applies to a test you make, you gain a +2 bonus to the test. For instance, if your hero has the [[Hide]] skill, you have a +2 bonus to any test you make that involves hiding yourself. This might include an Agility test to [[Hide|hide]] behind a barrel, or a Presence test to disappear into a crowd. Unless the Director deems otherwise, you can make a skill test even when you don’t have the appropriate skill. This means you simply make the test using the typical characteristic but without the +2 bonus the skill grants. You can’t apply more than one skill to a test. @@ -6241,11 +6242,11 @@ For example, intimidating someone with a purely verbal threat is a Presence test #### MANY SPECIFIC SKILLS -This game includes a big list of skills, and each is fairly specific. For example, instead of one Athletics skill that covers climbing, jumping, swimming, and lifting heavy objects, your character might use separate Climb, Jump, Lift, and Swim skills. Instead of a Thievery skill that covers picking locks, picking pockets, and disabling traps, the game has three skills: Pick Lock, Pick Pocket, and Sabotage. +This game includes a big list of skills, and each is fairly specific. For example, instead of one Athletics skill that covers climbing, jumping, swimming, and lifting heavy objects, your character might use separate Climb, [[Jump]], Lift, and Swim skills. Instead of a Thievery skill that covers picking locks, picking pockets, and disabling traps, the game has three skills: Pick Lock, Pick Pocket, and Sabotage. We made the decision to have a lot of specific skills based on our design goals. First, having skills this specific means that you will frequently make tests that don’t use one of your character’s skills and simply apply a characteristic. By not having a few broader skills, it means that having a character who covers the spread of every skill is actually impossible. Luckily, the math of the game doesn’t require you to have a skill to have a decent chance of success on a test. That means heroes can attempt tasks without the help of a skill just because someone needs to do it, and that is pretty darn heroic! -Since players don’t need to be worried about their characters covering a wide spread of skills, they’re free to choose the skills they think fit their heroes best and are the most fun to work with. In this way, you can get pretty specific with the hero you want to make. Maybe you’re thinking about an elementalist who has a gymnastic background in jumping and tumbling, and who also studied religion and blacksmithing. You can make that in our game! Having a specific backstory is part of cinematic storytelling. +Since players don’t need to be worried about their characters covering a wide spread of skills, they’re free to choose the skills they think fit their heroes best and are the most fun to work with. In this way, you can get pretty specific with the hero you want to make. Maybe you’re thinking about an [[Elementalist|elementalist]] who has a gymnastic background in jumping and tumbling, and who also studied religion and blacksmithing. You can make that in our game! Having a specific backstory is part of cinematic storytelling. Our rules for skills allow for them to be flexibly applied to any test that is appropriate for the skill. This encourages clever thinking. A player can ask the Director, “I want to impress the duke with a story about how I ascended the sheer Cliffs of Azgahnan. Can I use my Climb skill to get a +2 bonus to my Presence test?” That’s great! Getting creative like that is a lot of fun. It paints a visual picture and it’s tactical thinking! However, if the skills in a game are too broad in the kinds of activities they represent, that sometimes encourages players to find a way to apply the same skill over and over again with as many tests as possible. This isn’t fun for anyone, and doesn’t make a very compelling story. @@ -6294,8 +6295,8 @@ Failure consequences for tests made with exploration skills include harming your | Drive | Control vehicles | | Endurance | Remain engaged in strenuous activity over a long period | | Gymnastics | Move across unsteady or narrow surfaces, and tumble | -| Heal | Use mundane first aid | -| Jump | Leap vertical and horizontal distances | +| [[Heal]] | Use mundane first aid | +| [[Jump]] | Leap vertical and horizontal distances | | Lift | Pick up, carry, and throw heavy objects | | Navigate | Read a map and travel without becoming lost | | Ride | Ride and control a mount who isn’t sapient, such as a horse | @@ -6337,20 +6338,20 @@ Failure consequences for tests made with intrigue skills include getting caught ###### INTRIGUE SKILLS TABLE -| Skill | Use | -| -------------- |---------------------------------------------------------------------------------------------------| -| Alertness | Intuitively sense the details of your surroundings | -| Conceal Object | Hide an object on your person or in your environment | -| Disguise | Change your appearance to look like a different person | +| Skill | Use | +| -------------- | -------------------------------------------------------------------------------------------------- | +| Alertness | Intuitively sense the details of your surroundings | +| Conceal Object | [[Hide]] an object on your person or in your environment | +| Disguise | Change your appearance to look like a different person | | Eavesdrop | Actively listen to something that is hard to hear, such as a whispered conversation through a door | -| Escape Artist | Escape from bonds such as rope or manacles | -| Hide | Conceal yourself from others’ observation | -| Pick Lock | Open a lock without using the key | -| Pick Pocket | Steal an item that another person wears or carries without them noticing | -| Sabotage | Disable a mechanical device such as a trap | -| Search | Actively search an environment for important details and items | -| Sneak | Move silently | -| Track | Follow a trail that another creature has left behind | +| Escape Artist | Escape from bonds such as rope or manacles | +| [[Hide]] | Conceal yourself from others’ observation | +| Pick Lock | Open a lock without using the key | +| Pick Pocket | Steal an item that another person wears or carries without them noticing | +| Sabotage | Disable a mechanical device such as a trap | +| Search | Actively search an environment for important details and items | +| Sneak | Move silently | +| Track | Follow a trail that another creature has left behind | ##### LORE SKILLS @@ -6362,19 +6363,19 @@ Failure consequences for tests made with lore skills typically include learning ###### LORE SKILLS TABLE -| Skill | Use | -| ------------------- | ------------------------------------------------------------------------------------------ | -| Culture | Knowing about a culture’s customs, folktales, and taboos | -| Criminal Underworld | Knowing about criminal organizations, their crimes, their relationships, and their leaders | -| History | Knowing about significant past events | -| Magic | Knowing about magical places, spells, rituals, items, and phenomena | -| Monsters | Knowing monster ecology, strengths, and weaknesses | -| Nature | Knowing about natural flora, fauna, and weather | -| Psionics | Knowing about psionic places, spells, rituals, items, and phenomena | -| Religion | Knowing about religious mythology, practices, and rituals | -| Rumors | Knowing gossip, legends, and uncertain truths | -| Society | Knowing noble etiquette and the leadership and power dynamics of noble families | -| Timescape | Knowing about the various planets of the timescape | +| Skill | Use | +| ----------------------- | -------------------------------------------------------------------------------------------------------- | +| Culture | Knowing about a culture’s customs, folktales, and taboos | +| [[Criminal]] Underworld | Knowing about [[Criminal\|criminal]] organizations, their crimes, their relationships, and their leaders | +| History | Knowing about significant past events | +| Magic | Knowing about magical places, spells, rituals, items, and phenomena | +| Monsters | Knowing monster ecology, strengths, and weaknesses | +| Nature | Knowing about natural flora, fauna, and weather | +| Psionics | Knowing about psionic places, spells, rituals, items, and phenomena | +| Religion | Knowing about religious mythology, practices, and rituals | +| Rumors | Knowing gossip, legends, and uncertain truths | +| Society | Knowing noble etiquette and the leadership and power dynamics of noble families | +| Timescape | Knowing about the various planets of the timescape | ##### ARE ALL SKILLS EQUAL? @@ -6438,7 +6439,7 @@ At the start of a montage test, the Director should describe the scenario underl #### INDIVIDUAL TESTS IN MONTAGE TESTS -The difficulty of each individual test in a montage test is set by the Director and can vary from test to test. For instance, if the heroes are preparing the defenses of a village threatened by a band of approaching raiders, the Director might decide that a character who wants to dig a trench around the village needs to make an easy Might test. Another hero wants to train the untested farmers of the village in the ways of war, and the Director decides this is a hard Reason test. +The difficulty of each individual test in a montage test is set by the Director and can vary from test to test. For instance, if the heroes are preparing the defenses of a village threatened by a band of approaching [[Raider|raiders]], the Director might decide that a character who wants to dig a trench around the village needs to make an easy Might test. Another hero wants to train the untested farmers of the village in the ways of war, and the Director decides this is a hard Reason test. The same rules and guidelines that apply to all individual tests apply here. If a hero has a clever, out-of-the-box idea that the Director thinks should automatically succeed without rolling dice, it does. If the circumstances of the test should grant an edge or a bane, they do. Individual test outcomes shouldn’t halt the story. @@ -6514,17 +6515,17 @@ Four heroes must cross the vast and inhospitable Infinite Desert to warn the cit The Director determines that crossing the desert is a montage test of hard difficulty. With four heroes involved, the success limit is 6 and the failure limit is 2 as the montage test begins: - When the test begins, the Director sets the scene. They tell the players that the desert has extreme temperatures, sudden sandstorms, high dunes to cross, deep sand, chasms, and quicksand lakes. The Director decides that challenges of dunes, deep sand, and quicksand can be tackled multiple times in the test, since the Infinite Desert is filled with these hazards. -- **Urdoncara**, a fury, starts things off by asking to make an Intuition test using the Nature skill to predict the best times of day to travel and rest. She wants the party to avoid the worst of the desert’s extreme temperatures and any sandstorms or other weather phenomena, so that their journey is quickened. The Director decides this is an easy test. Urdoncara makes the test and gets a result of 12, earning 1 success for the montage test. -- **Loric**, a tactician, wants to make a Reason test using the Climb skill to lead the party over dunes and other hazards with minimal effort. The Director allows the attempt, but says that knowing what makes one dune easier to climb than another is difficult, setting the difficulty at medium. Loric gets a 9 on the test and fails with a major consequence, which the Director decides will cause him to take a bane on his next power roll due to the exertion. The montage test currently has 1 success and 1 failure. -- **Karrel**, an elementalist, thinks the group might cross the desert faster if they have specially modified sandshoes that distribute their weight and prevent their feet from sinking into the sand. The Director loves the idea and decides that making four pairs of the shoes while traveling the desert is a medium Reason test. Karrel gets to use their Tailoring skill and winds up with a result of 13—a success with a consequence. The Director gains an additional 2 VP at the start of the next combat encounter as a consequence, but the group now has 2 successes and 1 failure on the montage test. -- **Adrian**, a conduit, offers to scout ahead for the group with an Intuition test, using the Navigate skill to find the best path forward and avoid hazards such as chasms and quicksand. The Director thinks this straightforward task of acting as lookout in a vast desert is an easy task. Adrian smashes it with a 21, and the Director decides to get creative with the reward. Adrian’s lookout skills grant the next hero to act in the montage test an edge on their test. At the end of the first montage test round, the heroes have 3 successes and 1 failure. +- **Urdoncara**, a [[Fury|fury]], starts things off by asking to make an Intuition test using the Nature skill to predict the best times of day to travel and rest. She wants the party to avoid the worst of the desert’s extreme temperatures and any sandstorms or other weather phenomena, so that their journey is quickened. The Director decides this is an easy test. Urdoncara makes the test and gets a result of 12, earning 1 success for the montage test. +- **Loric**, a [[Tactician|tactician]], wants to make a Reason test using the Climb skill to lead the party over dunes and other hazards with minimal effort. The Director allows the attempt, but says that knowing what makes one dune easier to climb than another is difficult, setting the difficulty at medium. Loric gets a 9 on the test and fails with a major consequence, which the Director decides will cause him to take a bane on his next power roll due to the exertion. The montage test currently has 1 success and 1 failure. +- **Karrel**, an [[Elementalist|elementalist]], thinks the group might cross the desert faster if they have specially modified sandshoes that distribute their weight and prevent their feet from sinking into the sand. The Director loves the idea and decides that making four pairs of the shoes while traveling the desert is a medium Reason test. Karrel gets to use their Tailoring skill and winds up with a result of 13—a success with a consequence. The Director gains an additional 2 VP at the start of the next combat encounter as a consequence, but the group now has 2 successes and 1 failure on the montage test. +- **Adrian**, a [[Conduit|conduit]], offers to scout ahead for the group with an Intuition test, using the Navigate skill to find the best path forward and avoid hazards such as chasms and quicksand. The Director thinks this straightforward task of acting as lookout in a vast desert is an easy task. Adrian smashes it with a 21, and the Director decides to get creative with the reward. Adrian’s lookout skills grant the next hero to act in the montage test an edge on their test. At the end of the first montage test round, the heroes have 3 successes and 1 failure. Before the next montage test round, the Director pauses the montage test to run a battle with a kingfissure worm, who attacks the heroes as they cross over an ancient ruin partially buried in the sand. After the heroes defeat the kingfissure worm, the test continues: - **Urdoncara** wants to make a Might test using the Lift skill to carry most of the group’s equipment as they cross the desert, allowing her allies to move more quickly while she keeps up with her superior endurance. The Director thinks this arduous task has a hard difficulty. Urdoncara gets a 17 on the test thanks to the edge from Adrian’s earlier success. The montage test has 4 successes and 1 failure. -- **Loric**, eager to prove himself after his last failure, asks to make a Might test using the Lead skill, representing tying a rope around his waist to drag his weaker friends over the tallest dunes. The Director likes the idea, but doesn’t think the Lead skill applies to the task. He tells Loric that Lift is more appropriate, since the tactician is using their physical skill to aid their friends and not really doing anything interpersonal. Loric agrees, and the Director sets the test at medium difficulty. Making the test with a bane because of his previous failure, the tactician rolls a 15, which is a success with a consequence. The montage test has 5 successes and 1 failure, but the consequence gives the Director another 2 VP at the start of the next combat encounter. +- **Loric**, eager to prove himself after his last failure, asks to make a Might test using the Lead skill, representing tying a rope around his waist to drag his weaker friends over the tallest dunes. The Director likes the idea, but doesn’t think the Lead skill applies to the task. He tells Loric that Lift is more appropriate, since the [[Tactician|tactician]] is using their physical skill to aid their friends and not really doing anything interpersonal. Loric agrees, and the Director sets the test at medium difficulty. Making the test with a bane because of his previous failure, the [[Tactician|tactician]] rolls a 15, which is a success with a consequence. The montage test has 5 successes and 1 failure, but the consequence gives the Director another 2 VP at the start of the next combat encounter. - Since the group needs only 1 more success to achieve total success, **Karrel** says she’d like to assist **Adrian** in whatever task he decides to take on. Adrian wants to recall lore about the Khem-hor—the inhabitants of the Infinite Desert—to remember their time-honored travel techniques using the History skill. Karrel has the Culture skill, which she can use to assist by providing information about the lives and society of the Khem-hor. She makes a Reason test to assist and gets a 16, granting Adrian an edge on his upcoming test. -- **Adrian** attempts to recall lore about the Khem-hor, wanting to see if he can remember any of their travel techniques from his studies of the history of the region. The Director has him make a hard Reason test with an edge, thanks to Karrel’s input on the current state of Khem-hor culture. Adrian gets a 17, and the Director decides that the conduit recalls a shortcut through a canyon tunnel that leads directly to Ahset, avoiding a vast lake of quicksand. The heroes get their sixth success in the montage test, achieving total success, and earn 2 Victories. +- **Adrian** attempts to recall lore about the Khem-hor, wanting to see if he can remember any of their travel techniques from his studies of the history of the region. The Director has him make a hard Reason test with an edge, thanks to Karrel’s input on the current state of Khem-hor culture. Adrian gets a 17, and the Director decides that the [[Conduit|conduit]] recalls a shortcut through a canyon tunnel that leads directly to Ahset, avoiding a vast lake of quicksand. The heroes get their sixth success in the montage test, achieving total success, and earn 2 Victories. The heroes could have attempted other tests during their travels, such as an Agility test using the Stealth skill to lead the group through dangerous shortcuts in the desert without being seen or waylaid by predators, a Reason test using the Nature skill to find enough food and water to keep the group hydrated and fed, or a Presence test using the Music skill to inspire allies to travel faster with song. @@ -6550,13 +6551,13 @@ Many abilities and other options refer to creatures, objects, or spaces that are ### FALLING -When you fall 2 or more squares, you take 2 damage for each square you fall, then you land prone. When you fall, you reduce the effective height of the fall by a number of squares equal to your Agility score. Falling into liquid that is at least 1 square deep reduces the effective height of a fall by 4 squares. +When you fall 2 or more squares, you take 2 damage for each square you fall, then you land [[Prone|prone]]. When you fall, you reduce the effective height of the fall by a number of squares equal to your Agility score. Falling into liquid that is at least 1 square deep reduces the effective height of a fall by 4 squares. -Falling is not forced movement, but being force moved downward is considered falling (see Forced Movement in Combat). Movement from falling doesn’t provoke opportunity attacks (see Opportunity Attacks). +Falling is not [[Forced Movement|forced movement]], but being force moved downward is considered falling (see [[Forced Movement]] in Combat). Movement from falling doesn’t provoke opportunity attacks (see Opportunity Attacks). #### FALLING ONTO ANOTHER CREATURE -If you land on another creature when you fall, that creature takes the same damage you do from the fall. You then land prone in the nearest unoccupied space of your choice. If your size is greater than the creature’s Might score, the creature also falls prone. +If you land on another creature when you fall, that creature takes the same damage you do from the fall. You then land [[Prone|prone]] in the nearest unoccupied space of your choice. If your size is greater than the creature’s Might score, the creature also falls [[Prone|prone]]. #### FALLING FAR @@ -6568,9 +6569,9 @@ Hiding and sneaking are important tools for heroes and their foes. You might wan #### HIDING -When you wish to hide from a creature, you must have cover or concealment (see Combat) from your foe, and that foe can’t observe you attempting to hide. If you duck behind a barrel to hide from a foe, your attempt to hide has a chance of succeeding only if your foe doesn’t notice you doing so. If you are being chased by a hungry dragon, you can hide only if you first move into a place where the dragon can’t observe you, such as turning a sharp corner into a tunnel full of giant stalagmites before the dragon does. You then make your hide attempt. +When you wish to [[Hide|hide]] from a creature, you must have cover or concealment (see Combat) from your foe, and that foe can’t observe you attempting to [[Hide|hide]]. If you duck behind a barrel to [[Hide|hide]] from a foe, your attempt to [[Hide|hide]] has a chance of succeeding only if your foe doesn’t notice you doing so. If you are being chased by a hungry dragon, you can [[Hide|hide]] only if you first move into a place where the dragon can’t observe you, such as turning a sharp corner into a tunnel full of giant stalagmites before the dragon does. You then make your [[Hide|hide]] attempt. -Most often, you use the Hide maneuver to hide during combat (see Maneuvers). If you do so while you have cover or concealment from a creature who isn’t observing you, you are automatically hidden from them unless the Director deems otherwise. If you hide outside of combat, the Director might ask you to make a test using the Hide skill. +Most often, you use the [[Hide]] maneuver to [[Hide|hide]] during combat (see Maneuvers). If you do so while you have cover or concealment from a creature who isn’t observing you, you are automatically hidden from them unless the Director deems otherwise. If you [[Hide|hide]] outside of combat, the Director might ask you to make a test using the [[Hide]] skill. If you are hidden from another creature, you gain an edge on attacks made against them, and the creature can’t target you with attacks. You are no longer hidden from a creature if you don’t have cover or concealment from them. If you use an ability, interact with an enemy creature, move without sneaking, or otherwise make noise or reveal yourself while hidden, you are no longer hidden once the thing you’re doing resolves. For instance, if you are hidden and then make an attack, you resolve the attack first, then are no longer hidden. @@ -6578,8 +6579,8 @@ If you are hidden from another creature, you gain an edge on attacks made agains You can search for creatures who are hidden from you as long as those creatures are within 10 squares of you and you have line of effect to them. To do so, you make an Intuition test as a maneuver and assess the result: -- **11 or lower**: You find any hidden creatures with an Agility of 0 or lower and who don’t have the Hide skill. -- **12–16**: You find any hidden creatures who don’t have the Hide skill. +- **11 or lower**: You find any hidden creatures with an Agility of 0 or lower and who don’t have the [[Hide]] skill. +- **12–16**: You find any hidden creatures who don’t have the [[Hide]] skill. - **17 or more**: You find all hidden creatures. As part of this maneuver, you can point out any creatures you find to allies within 10 squares of you, making those creatures no longer hidden from those allies. @@ -6598,48 +6599,48 @@ If your hero knows a language, they can speak, read, write, and understand it. #### CAELIAN EMPIRE -The Caelian Empire dominated five of the seven regions of Orden three thousand years ago. During the height of this most recent human empire, all humans (including folks from Vanigar in the far north, but not folks from the islands of Ix) learned to speak the Caelian tongue. For many, especially the noble classes and the well-to-do, Caelian effectively replaced their native language. +The Caelian Empire dominated five of the seven regions of Orden three thousand years ago. During the height of this most recent [[Human|human]] empire, all [[Human|humans]] (including folks from Vanigar in the far north, but not folks from the islands of Ix) learned to speak the Caelian tongue. For many, especially the noble classes and the well-to-do, Caelian effectively replaced their native language. -Some thirteen hundred years after the fall of the Caelian Empire, the languages of the different regions of the empire are enjoying a resurgence. Still, the Caelian tongue is spoken by most humans in most regions to one extent or another. +Some thirteen hundred years after the fall of the Caelian Empire, the languages of the different regions of the empire are enjoying a resurgence. Still, the Caelian tongue is spoken by most [[Human|humans]] in most regions to one extent or another. -Most people in Orden can speak and understand some Caelian, simply because the empire was so powerful and so widespread. Anyone trading with the empire or living near its borders or under its influence eventually learned to speak Caelian, including dwarves, elves, orcs, lizardfolk, and goblins. If you speak more than one language in Orden, your second language is almost certainly Caelian. As a result, that language of empire is now colloquially referred to as “the common tongue”—the language that most folk of Orden have in common. +Most people in Orden can speak and understand some Caelian, simply because the empire was so powerful and so widespread. Anyone trading with the empire or living near its borders or under its influence eventually learned to speak Caelian, including [[Dwarf|dwarves]], elves, [[Orc|orcs]], lizardfolk, and goblins. If you speak more than one language in Orden, your second language is almost certainly Caelian. As a result, that language of empire is now colloquially referred to as “the common tongue”—the language that most folk of Orden have in common. #### EXTANT SPOKEN LANGUAGES Folks have been speaking and writing in Orden for at least thirty thousand years, but most of those languages are now dead. Many have been forgotten. Others were spoken by peoples who never developed writing, preventing those languages from being preserved. And many languages that were preserved in writing left no related descendants, so that no one knows what sounds that writing represented. -The languages on the Vasloria Languages by Ancestry table are the most common languages in that region, actively spoken by significant populations. Most languages are associated with a specific ancestry and its culture, but being a member of an ancestry doesn’t automatically make you part of the associated culture the language is tied to. For example, if your orc hero was raised in a culture of elves, you probably speak one of the elven languages and might never have learned Kalliak. +The languages on the Vasloria Languages by Ancestry table are the most common languages in that region, actively spoken by significant populations. Most languages are associated with a specific ancestry and its culture, but being a member of an ancestry doesn’t automatically make you part of the associated culture the language is tied to. For example, if your [[Orc|orc]] hero was raised in a culture of elves, you probably speak one of the elven languages and might never have learned Kalliak. -Most languages have colloquial or casual names. For instance, many people in Orden call Kalliak “Orcish” and Hyrallic “Elvish,” but any sage knows there are many orcish and elven languages, just as there are multiple human languages. +Most languages have colloquial or casual names. For instance, many people in Orden call Kalliak “Orcish” and Hyrallic “Elvish,” but any [[Sage|sage]] knows there are many orcish and elven languages, just as there are multiple [[Human|human]] languages. ##### VASLORIA LANGUAGES BY ANCESTRY -| **Ancestry** | **Language** | **Notes** | -| ----------------- | ------------------ | -------------------------------------------------------------------- | -| Angulotls | Filliaric | Offshoot of Cyllinric | -| Demons | Proto-Ctholl | | -| Devils | Anjal | Language of contract law | -| Dwarves | Zaliac | Language of engineering | -| Dragons | Xakalliac | | -| Dragons, elder | The First Language | Language of magic | -| Elves, wode | Yllyric | Language of druids | -| Elves, high | Hyrallic | Language of interspecies diplomacy, the common language of the elves | -| Fae creatures | Khelt | Offshoot of Kheltivari | -| Giants | Kuric | | -| Gnolls | Anjal | | -| Gnomes | Variac | | -| Goblins | Szetch | | -| Kobolds | Kethaic | Patois of Xakalliac and Caelian | -| Lizardfolk | Khamish | | -| Ogres | Kuric | | -| Olothec | Urollialic | | -| Orcs | Kalliak | Offshoot of Zaliac | -| Overminds | Za’hariax | | -| Time raiders | Voll | | -| Trolls | Variac | Common language of the World Below | -| Voiceless talkers | Variac | | -| | Mindspeech | A symbolic language shared among native telepaths. | -| Everyone | Caelian | Common tongue | +| **Ancestry** | **Language** | **Notes** | +| ----------------------------------------------------------- | ------------------ | -------------------------------------------------------------------- | +| Angulotls | Filliaric | Offshoot of Cyllinric | +| Demons | Proto-Ctholl | | +| [[Devil\|Devils]] | Anjal | Language of contract law | +| [[Dwarf\|Dwarves]] | Zaliac | Language of engineering | +| Dragons | Xakalliac | | +| Dragons, elder | The First Language | Language of magic | +| Elves, wode | Yllyric | Language of druids | +| Elves, high | Hyrallic | Language of interspecies diplomacy, the common language of the elves | +| Fae creatures | Khelt | Offshoot of Kheltivari | +| Giants | Kuric | | +| Gnolls | Anjal | | +| Gnomes | Variac | | +| Goblins | Szetch | | +| Kobolds | Kethaic | Patois of Xakalliac and Caelian | +| Lizardfolk | Khamish | | +| Ogres | Kuric | | +| Olothec | Urollialic | | +| [[Orc\|Orcs]] | Kalliak | Offshoot of Zaliac | +| Overminds | Za’hariax | | +| [[Raider]]\[\[Time [[Raider]]\|Time [[Raider\|raiders]]\]\] | Voll | | +| Trolls | Variac | Common language of the World Below | +| Voiceless talkers | Variac | | +| | Mindspeech | A symbolic language shared among native telepaths. | +| Everyone | Caelian | Common tongue | ##### VASLORIA HUMAN LANGUAGES @@ -6657,9 +6658,9 @@ Most languages have colloquial or casual names. For instance, many people in Ord ##### LANGUAGE USAGE -**Hyrallic** is the primary language of the high elves in Orden. Although young for an elven language, Hyrallic is older than almost all other modern cultural languages, save those of the dwarves. As a result, while anyone who lives near or trades with a human culture probably speaks at least a little Caelian, most nobles across all ancestries make sure their children or offspring speak Hyrallic. Caelian is new from many cultures’ point of view, while Hyrallic as a language for diplomacy is considered cultured and traditional. +**Hyrallic** is the primary language of the high elves in Orden. Although young for an elven language, Hyrallic is older than almost all other modern cultural languages, save those of the [[Dwarf|dwarves]]. As a result, while anyone who lives near or trades with a [[Human|human]] culture probably speaks at least a little Caelian, most nobles across all ancestries make sure their children or offspring speak Hyrallic. Caelian is new from many cultures’ point of view, while Hyrallic as a language for diplomacy is considered cultured and traditional. -**Yllyric** is the cultural language of wode elves, and also the common language among those who defend and protect the natural forests of Orden. +**Yllyric** is the cultural language of wode elves, and also the common language among those who [[Defend|defend]] and protect the natural forests of Orden. Within any document concerning the workings of machines, masonry, or geology, you are likely to find a healthy supply of jargon using **Zaliac**, the most popular dwarven language. Even when such texts aren’t fully written in Zaliac, they use a lot of dwarven language when describing esoteric, complex ideas. @@ -6673,20 +6674,20 @@ For an adventuring hero with an ambition to create great works or unlock deep lo Most of these ancient writings were written by people who expected other people to read it. The lore might have been kept secret by not sharing it with anyone outside the college or cult whose members originally wrote it, but the actual writing was not intended to be difficult to read or understand. It wasn’t written in code—just in a language that people stopped speaking long ago. -Sages can reconstruct many of these languages by learning which modern languages descended from them, then comparing them to related languages from the same time period that might have survived. Translating such ancient languages has been extremely useful for the purposes of crafting and research. +[[Sage|Sages]] can reconstruct many of these languages by learning which modern languages descended from them, then comparing them to related languages from the same time period that might have survived. Translating such ancient languages has been extremely useful for the purposes of crafting and research. ##### DEAD LANGUAGES TABLE -| **Language** | **Related Languages** | **Common Topics** | -| ------------ | --------------------- | ----------------------------------- | -| Kheltivari | Yllyric, Cyllinric | Using a wode to travel through time | -| Khamish | Khoursirian | Beast magic | -| Old Sky Elf | Hyrallic | Flying castles | -| Old Sun Elf | Hyrallic, Yllyric | Liannar, the Sunmetal | -| Hobgoblin | Anjal | Zodiakol, the Bloodmetal | -| Old Star Elf | Hyrallic, Yllyric | Rovion, the Starmetal | -| Steel Dwarf | Zaliac | Valiar, the Truemetal | -| Old Variac | Variac | Kollar, the Sinmetal | +| **Language** | **Related Languages** | **Common Topics** | +| --------------- | --------------------- | ----------------------------------- | +| Kheltivari | Yllyric, Cyllinric | Using a wode to travel through time | +| Khamish | Khoursirian | Beast magic | +| Old Sky Elf | Hyrallic | Flying castles | +| Old Sun Elf | Hyrallic, Yllyric | Liannar, the Sunmetal | +| Hobgoblin | Anjal | Zodiakol, the Bloodmetal | +| Old Star Elf | Hyrallic, Yllyric | Rovion, the Starmetal | +| Steel [[Dwarf]] | Zaliac | Valiar, the Truemetal | +| Old Variac | Variac | Kollar, the Sinmetal | ### RENOWN @@ -6733,19 +6734,19 @@ When you attract a new follower, you decide on their name and ancestry, and choo ##### ARTISAN -Artisans are crafting experts who can contribute to your research and crafting projects (see Research and Crafting). +[[Artisan|Artisans]] are crafting experts who can contribute to your research and crafting projects (see Research and Crafting). *(Playtest note: The Research and Crafting section is still to come.)* -An artisan can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. +An [[Artisan|artisan]] can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. -When you recruit an artisan, choose four skills from the crafting skill group that they know. An artisan has a Might or Agility score of 1 (your choice), a Reason score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. +When you recruit an [[Artisan|artisan]], choose four skills from the crafting skill group that they know. An [[Artisan|artisan]] has a Might or Agility score of 1 (your choice), a Reason score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. ##### SAGE -Sages are research experts who can contribute to your research and crafting projects. A sage can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. +[[Sage|Sages]] are research experts who can contribute to your research and crafting projects. A [[Sage|sage]] can contribute one project roll per day to a project you choose while they remain at your stronghold, provided they have access to the necessary materials. -When you recruit a sage, choose four skills from the lore skill group that they know. A sage has a Reason and Intuition score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. +When you recruit a [[Sage|sage]], choose four skills from the lore skill group that they know. A [[Sage|sage]] has a Reason and Intuition score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice. #### SPECIFIC USES FOR RENOWN @@ -6791,13 +6792,13 @@ This isn’t an exhaustive list, but you and the Director can use the table to j #### HERO WEALTH TABLE -| Level | Individual | Group | -| -------- | ---------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------- | +| Level | Individual | Group | +| -------- | ----------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------- | | 1st–2nd | Mundane clothing, gear, armor, implements, and weapons; meals or drinks at a common tavern; stay at a common inn; passage on a boat | Horse and cart; dinner at a fine tavern; stay at a fine inn | -| 3rd–4th | Horse and cart; dinner at a fine tavern; stay at a fine inn | Catapult; small house | -| 5th–6th | Catapult; small house | Library; tavern; manor home; sailing boat | -| 7th–8th | Library; tavern; manor home; sailing boat | Church; keep; wizard tower | -| 9th–10th | Church; keep; wizard tower | Castle; shipyard | +| 3rd–4th | Horse and cart; dinner at a fine tavern; stay at a fine inn | Catapult; small house | +| 5th–6th | Catapult; small house | Library; tavern; manor home; sailing boat | +| 7th–8th | Library; tavern; manor home; sailing boat | Church; keep; wizard tower | +| 9th–10th | Church; keep; wizard tower | Castle; shipyard | ## ABILITIES @@ -6807,7 +6808,7 @@ Your class, kit, ancestry, titles, and other heroic options give you access to a Each ability has an evocative name that sets up what it does in the game, followed by a line or two of flavor text that provides a sense of how the use of the ability might appear if described in an action scene in a story. -The name and story text for abilities sometimes make reference to specific ways in which the ability is used—particularly combat abilities whose names imply specific types of weapons or tactics. However, that narrative flavor has no effect on how an ability can be used. For example, the fury’s *Impaling Strike* ability allows you to grab a target, setting up the idea of harpooning your monstrous foe with a sword, then wrenching them in close before pulling your weapon free. But you can use that ability with an axe, a mace, a hammer, or any other weapon. +The name and story text for abilities sometimes make reference to specific ways in which the ability is used—particularly combat abilities whose names imply specific types of weapons or tactics. However, that narrative flavor has no effect on how an ability can be used. For example, the [[Fury|fury]]’s *[[Impaling Strike]]* ability allows you to [[Grab|grab]] a target, setting up the idea of harpooning your monstrous foe with a sword, then wrenching them in close before pulling your weapon free. But you can use that ability with an axe, a mace, a hammer, or any other weapon. ### RESOURCE COST @@ -6827,7 +6828,7 @@ Abilities with the Attack keyword (referred to simply as “attacks”) deal dam #### CHARGE -Abilities with the Charge keyword can be used with the Charge action in place of a melee free strike (see Charge in Actions in Combat). +Abilities with the [[Charge]] keyword can be used with the [[Charge]] action in place of a melee [[Free Strike|free strike]] (see [[Charge]] in Actions in Combat). #### MAGIC @@ -6857,7 +6858,7 @@ The Weapon keyword is used in attacks that are made with blades, bows, and other #### IT’S NOT ALL ATTACKS! -> The Attack keyword and phrases like “makes an attack” are reserved for abilities that have a creature specifically targeting other creatures or objects (not an area) and dealing harm to them by making a power roll. Other abilities that target areas of effect, or that require the target to make a resistance roll instead of having the creature using the ability make the roll, are not attacks. They instead use the Area and Resistance keywords, respectively. That means if a feature distinctly interacts with an attack (for instance, the conduit’s Holy Infusion triggered action), that feature has no effect on abilities with the Area or Resistance keyword. +> The Attack keyword and phrases like “makes an attack” are reserved for abilities that have a creature specifically targeting other creatures or objects (not an area) and dealing harm to them by making a power roll. Other abilities that target areas of effect, or that require the target to make a resistance roll instead of having the creature using the ability make the roll, are not attacks. They instead use the Area and Resistance keywords, respectively. That means if a feature distinctly interacts with an attack (for instance, the [[Conduit|conduit]]’s [[Holy Infusion]] triggered action), that feature has no effect on abilities with the Area or Resistance keyword. ### TYPE @@ -6867,7 +6868,7 @@ If an ability takes 1 minute or longer to use, you can’t use it in combat. #### TRIGGER -If an ability requires a triggered action or a free triggered action to use, a "Trigger" entry is part of the ability. For example, the trigger for the tactician’s Parry ability is: “A creature makes a Weapon attack against the target.” +If an ability requires a triggered action or a free triggered action to use, a "Trigger" entry is part of the ability. For example, the trigger for the [[Tactician|tactician]]’s [[Parry]] ability is: “A creature makes a Weapon attack against the target.” ### DISTANCE @@ -6885,7 +6886,7 @@ If you make a ranged attack while an enemy is adjacent to you, you have a bane o #### MELEE OR RANGED -Some abilities have a melee distance and a ranged distance. When you use such an ability, you choose whether to use it as a melee or a ranged ability. The ability never has both the Melee and Ranged keywords at the same time. For example, if you have the Cloak and Dagger kit, which has a weapon damage bonus to melee and ranged abilities, only one bonus at a time applies to an ability with the Melee or Ranged keywords. +Some abilities have a melee distance and a ranged distance. When you use such an ability, you choose whether to use it as a melee or a ranged ability. The ability never has both the Melee and Ranged keywords at the same time. For example, if you have the [[Cloak And Dagger|Cloak and Dagger]] kit, which has a weapon damage bonus to melee and ranged abilities, only one bonus at a time applies to an ability with the Melee or Ranged keywords. #### AREA ABILITIES @@ -6938,7 +6939,7 @@ If an ability doesn’t provide a number of targets but instead says it applies If an ability requires a power roll, it has a “Power Roll” entry that tells you which characteristic to add to the 2d10 roll you make when you activate the ability. Unlike power rolls made as tests, ability power rolls always do something useful when you make them. You’re just rolling to see the impact of the ability, including damage and any effects based on the tier result of the power roll. -For instance, the fury’s Brutal Slam ability is a melee attack that targets a creature within reach, and which has the following effects: +For instance, the [[Fury|fury]]’s [[Brutal Slam]] ability is a melee attack that targets a creature within reach, and which has the following effects: - **Tier 1 (11 or lower):** The attack deals 3 damage and pushes the target back 1 square. - **Tier 2 (12–16):** The attack deals 8 damage and pushes the target back 2 squares. @@ -6948,7 +6949,7 @@ For instance, the fury’s Brutal Slam ability is a melee attack that targets a Both attacks and area abilities deal damage and often have an additional effect on their target. The amount of damage and the strength of the effect are determined by the power roll. -To keep things quick and easy to read at the table, damage and effects are separated in a power roll entry with a semicolon, with effects abbreviated whenever possible. An effect determined by the power roll result always applies to the target unless otherwise specified. For instance, the Brutal Slam ability described above has the following power roll setup: +To keep things quick and easy to read at the table, damage and effects are separated in a power roll entry with a semicolon, with effects abbreviated whenever possible. An effect determined by the power roll result always applies to the target unless otherwise specified. For instance, the [[Brutal Slam]] ability described above has the following power roll setup: **Power Roll + Might:** @@ -6960,11 +6961,11 @@ Unless otherwise indicated, any effects that are determined by a power roll resu ##### CRITICAL HIT -When you make a power roll as part of an attack or action and the total of the roll is 19 or 20 before adding your characteristic (a natural 19 or natural 20), you score a critical hit. This allows you to immediately take an additional action after resolving the power roll, whether or not it’s your turn and even if you are dazed (see Conditions). +When you make a power roll as part of an attack or action and the total of the roll is 19 or 20 before adding your characteristic (a natural 19 or natural 20), you score a critical hit. This allows you to immediately take an additional action after resolving the power roll, whether or not it’s your turn and even if you are [[Dazed|dazed]] (see Conditions). ##### DURING THE MOVE -Certain ability effects allow you to move and affect other creatures or objects during that move, such as the shadow’s Blade Dance ability. For such abilities, the move begins in the space you first leave when you move, and ends in the last space you move into. +Certain ability effects allow you to move and affect other creatures or objects during that move, such as the [[Shadow|shadow]]’s [[Blade Dance]] ability. For such abilities, the move begins in the space you first leave when you move, and ends in the last space you move into. #### ROLL AGAINST MULTIPLE CREATURES @@ -6974,12 +6975,12 @@ For example, if you target three creatures with an attack ability and your resul ### RESISTANCE ROLLS -Some abilities that are used by the heroes’ foes have the target of the ability make a resistance roll instead of the creature using the ability making a power roll. These abilities have the Resistance keyword, indicating that the target rolls to see how well they can resist the ability. For instance, the goblin cursespitter’s Eye of Surlach ability forces a target to make an Intuition resistance roll: +Some abilities that are used by the heroes’ foes have the target of the ability make a resistance roll instead of the creature using the ability making a power roll. These abilities have the Resistance keyword, indicating that the target rolls to see how well they can resist the ability. For instance, the [[Goblin Cursespitter|goblin cursespitter]]’s Eye of Surlach ability forces a target to make an Intuition resistance roll: **Target Resists + Intuition:** -- 11 or lower: 6 corruption damage; weakened (INU ends) -- 12–16: 5 corruption damage; weakened (EoT) +- 11 or lower: 6 corruption damage; [[Weakened|weakened]] (INU ends) +- 12–16: 5 corruption damage; [[Weakened|weakened]] (EoT) - 17+: 2 corruption damage Because a resistance roll measures how well a target shakes off an ability’s damage and effects, the higher the tier result of the roll, the weaker the ability’s damage and effects. @@ -6990,7 +6991,7 @@ Many abilities that require power rolls also have effect entries describing addi ### SPEND RESOURCE -Some abilities have a “Spend X [Heroic Resource]” entry. These are similar to effect entries, except they cost Heroic Resources to use. You must spend X of your Heroic Resource to activate the effect. If the entry reads “Spend [Heroic Resource]” with no number, then you can spend as much of your Heroic Resource as you like to increase the effect’s impact, as described in the entry’s details. +Some abilities have a “Spend X \[Heroic Resource\]” entry. These are similar to effect entries, except they cost Heroic Resources to use. You must spend X of your Heroic Resource to activate the effect. If the entry reads “Spend \[Heroic Resource\]” with no number, then you can spend as much of your Heroic Resource as you like to increase the effect’s impact, as described in the entry’s details. ### STACKING UNIQUE EFFECTS @@ -7008,9 +7009,9 @@ If an effect ends with “(EoT)” at the end of its description, a creature suf #### RESISTANCE ROLLS AND EFFECTS -If an effect ends with “([CHARACTERISTIC] resistance ends)” at the end of its description, then a creature suffering the effect can make a resistance roll at the end of your turn to remove the effect. Unless otherwise specified, a resistance roll to end an effect is set up as follows: +If an effect ends with “(\[CHARACTERISTIC\] resistance ends)” at the end of its description, then a creature suffering the effect can make a resistance roll at the end of your turn to remove the effect. Unless otherwise specified, a resistance roll to end an effect is set up as follows: -**Power Roll + [Specified Characteristic]:** +**Power Roll + \[Specified Characteristic\]:** - 11 or lower: The effect persists - 12–16: The effect ends at the end of your next turn @@ -7042,43 +7043,43 @@ Some abilities and other effects apply specific negative effects called conditio #### BLEEDING -While you are bleeding, you can’t regain Stamina. +While you are [[Bleeding|bleeding]], you can’t regain Stamina. #### DAZED -While you are dazed, you can do only one thing on your turn: use a maneuver, use an action, or take a move action. You also can’t use triggered actions, free triggered actions, or free maneuvers. +While you are [[Dazed|dazed]], you can do only one thing on your turn: use a maneuver, use an action, or take a move action. You also can’t use triggered actions, free triggered actions, or free maneuvers. #### FRIGHTENED -If you are frightened, attacks you make against the source of your fear take a bane. If that source is a creature, their attacks against you gain an edge. You can’t willingly move closer to the source of your fear if you know the location of that source. If you gain the frightened condition from one source while already frightened by a different source, the new condition replaces the old one. +If you are [[Frightened|frightened]], attacks you make against the source of your fear take a bane. If that source is a creature, their attacks against you gain an edge. You can’t willingly move closer to the source of your fear if you know the location of that source. If you gain the [[Frightened|frightened]] condition from one source while already [[Frightened|frightened]] by a different source, the new condition replaces the old one. #### GRABBED -While you are grabbed, your speed is 0, you can’t be force moved, you can’t use the Knockback maneuver, and you take a bane on attacks that don’t target the creature grabbing you. If the creature grabbing you moves, they bring you with them. If the creature’s size is equal to or less than yours, their speed is halved while they have you grabbed. +While you are [[Grabbed|grabbed]], your speed is 0, you can’t be force moved, you can’t use the [[Knockback]] maneuver, and you take a bane on attacks that don’t target the creature grabbing you. If the creature grabbing you moves, they bring you with them. If the creature’s size is equal to or less than yours, their speed is halved while they have you [[Grabbed|grabbed]]. -The creature grabbing you can use a maneuver to move you into an unoccupied space adjacent to them. The creature grabbing you can end the grab at any time (no action required). You can also attempt to escape being grabbed (see Escape Grab in Combat). If you teleport or if the creature grabbing you is force moved to a space that isn’t adjacent to you, you are no longer grabbed. +The creature grabbing you can use a maneuver to move you into an unoccupied space adjacent to them. The creature grabbing you can end the [[Grab|grab]] at any time (no action required). You can also attempt to escape being [[Grabbed|grabbed]] (see [[Escape Grab]] in Combat). If you [[Teleport|teleport]] or if the creature grabbing you is force moved to a space that isn’t adjacent to you, you are no longer [[Grabbed|grabbed]]. #### PRONE -While you are prone, you are flat on the ground, attacks you make take a bane, and melee attacks made against you gain an edge. You must crawl to move along the ground, which costs you 1 additional square of movement for every square you crawl. You can’t climb, jump, swim, or fly while prone. If you are climbing, flying, or jumping while you are knocked prone, you fall. +While you are [[Prone|prone]], you are flat on the ground, attacks you make take a bane, and melee attacks made against you gain an edge. You must [[Crawl|crawl]] to move along the ground, which costs you 1 additional square of movement for every square you [[Crawl|crawl]]. You can’t climb, [[Jump|jump]], swim, or [[Fly|fly]] while [[Prone|prone]]. If you are climbing, flying, or jumping while you are knocked [[Prone|prone]], you fall. -While prone, you can stand up as a maneuver (see Maneuvers in Combat), unless the ability or effect that imposed the condition says otherwise. You can use a maneuver to make an adjacent prone creature stand up. +While [[Prone|prone]], you can [[Stand Up|stand up]] as a maneuver (see Maneuvers in Combat), unless the ability or effect that imposed the condition says otherwise. You can use a maneuver to make an adjacent [[Prone|prone]] creature [[Stand Up|stand up]]. #### RESTRAINED -While you are restrained, your speed is 0 and you can’t be force moved. Your attacks take a bane, attacks and damaging area powers against you gain an edge, and you have a bane on Might and Agility resistance rolls. If you teleport while restrained, the condition ends. +While you are [[Restrained|restrained]], your speed is 0 and you can’t be force moved. Your attacks take a bane, attacks and damaging area powers against you gain an edge, and you have a bane on Might and Agility resistance rolls. If you [[Teleport|teleport]] while [[Restrained|restrained]], the condition ends. #### SLOWED -While you are slowed, your speed is 2 unless it is already lower. +While you are [[Slowed|slowed]], your speed is 2 unless it is already lower. #### TAUNTED -If you are taunted, you have a double bane on attacks that don’t include the creature who taunted you. If you gain the taunted condition from one creature while already taunted by a different creature, the new condition replaces the old one. +If you are [[Taunted|taunted]], you have a double bane on attacks that don’t include the creature who [[Taunted|taunted]] you. If you gain the [[Taunted|taunted]] condition from one creature while already [[Taunted|taunted]] by a different creature, the new condition replaces the old one. #### WEAKENED -While you are weakened, all your ability power rolls and tests (but not resistance rolls) take a bane. +While you are [[Weakened|weakened]], all your ability power rolls and tests (but not resistance rolls) take a bane. ## COMBAT @@ -7096,7 +7097,7 @@ When combat begins, the Director should position miniatures or tokens on a gridd A creature’s size indicates how many squares they occupy during combat, which defines the creature’s space. If a creature’s size is 1, they occupy a space of 1 square. If a creature is larger than 1 square, their size equals the number of squares they take up in length, width, and height. For example, a horse has a size of 2, which means that during combat, they occupy a space that is 2 squares long, 2 squares wide, and 2 squares high. You could also think of that space as a cube that is 2 squares on all sides. -If a creature is a size 1, their size value includes the letter T, S, M, or L, abbreviations of tiny, small, medium, and large respectively. Since the minimal amount of space a creature can take up during combat is 1, this letter indicates the difference between tiny pixies, small polders, medium humans, and large hakaan, each of which occupy of a space 1 square in combat. These sizes in order from smallest to largest are 1T, 1S, 1M, and 1L. +If a creature is a size 1, their size value includes the letter T, S, M, or L, abbreviations of tiny, small, medium, and large respectively. Since the minimal amount of space a creature can take up during combat is 1, this letter indicates the difference between tiny pixies, small [[Polder|polders]], medium [[Human|humans]], and large [[Hakaan|hakaan]], each of which occupy of a space 1 square in combat. These sizes in order from smallest to largest are 1T, 1S, 1M, and 1L. Objects can also have a size rating. If an object has an O (an abbreviation for oblong) next to its size, it indicates that the object’s size isn’t the number of squares the object occupies, but rather it's relative mass and weight to a creature of equivalent size. If an ability or feature allows you to interact with objects of a certain size that rule includes all objects of that size, oblong or otherwise. @@ -7107,9 +7108,9 @@ The Creature and Object Sizes table shows examples sizes of creatures and object | Size | Example Creature | Example Object | | ---- | ---------------- | -------------- | | 1T | Pixie | Potato | -| 1S | Polder | Heavy armor | -| 1M | Human | Wardrobe | -| 1L | Hakaan | Anvil | +| 1S | [[Polder]] | Heavy armor | +| 1M | [[Human]] | Wardrobe | +| 1L | [[Hakaan]] | Anvil | | 2 | Ogre | Carriage | | 3 | Treant | Sailboat | | 4 | Ancient Dragon | Galley | @@ -7161,7 +7162,7 @@ If the players do end up arguing in circles about what to do next, the Director > If planning everyone’s turn order isn’t fun for your group, you can leave it to the dice instead. At the start of combat, have each hero, enemy, and group of enemies make an Agility test, then record the results. When it’s time for someone on the heroes’ side to act, the hero with the highest result goes first. On the next hero turn, the hero with the second-highest result takes their turn, and so on. The Director-controlled creatures act the same way. Creatures on the same side should reroll tied Agility tests to determine who among the tied creatures acts before the others. > -> At the Director’s discretion, a hero can swap their turn in the initiative order with another willing hero at the start of a new round of combat. This allows certain abilities that interact with the core initiative system, such as the shadow’s **Hesitation is Weakness** ability, to better work with this alternative system. +> At the Director’s discretion, a hero can swap their turn in the initiative order with another willing hero at the start of a new round of combat. This allows certain abilities that interact with the core initiative system, such as the [[Shadow|shadow]]’s **Hesitation is Weakness** ability, to better work with this alternative system. ##### ENEMIES ACT IN GROUPS @@ -7179,9 +7180,9 @@ The Movement section breaks down how your move action works, while the Maneuvers ##### TRIGGERED ACTIONS AND FREE TRIGGERED ACTIONS -Your hero might have one or more unique triggered actions, each of which has a specified trigger that allows the action to be used. You can use one triggered action per round, either on your turn or another creature’s turn, but only when the action’s trigger occurs. For instance, a fury hero can use the **Relentless Toss** triggered action to force move a target, but only after an enemy has first tried to force move the fury or one of their allies. +Your hero might have one or more unique triggered actions, each of which has a specified trigger that allows the action to be used. You can use one triggered action per round, either on your turn or another creature’s turn, but only when the action’s trigger occurs. For instance, a [[Fury|fury]] hero can use the **[[Relentless Toss]]** triggered action to force move a target, but only after an enemy has first tried to force move the [[Fury|fury]] or one of their allies. -A free triggered action follows the same rules as a triggered action, but it doesn’t count against your limit of one triggered action per round. For instance, a shadow hero can use their **Hesitation is Weakness** ability to take their turn in response to the trigger of another hero ending their turn. But because that ability is a free triggered action, the shadow can still use their **In All This Confusion** triggered action if attacked by an enemy. +A free triggered action follows the same rules as a triggered action, but it doesn’t count against your limit of one triggered action per round. For instance, a [[Shadow|shadow]] hero can use their **Hesitation is Weakness** ability to take their turn in response to the trigger of another hero ending their turn. But because that ability is a free triggered action, the [[Shadow|shadow]] can still use their **[[In All This Confusion]]** triggered action if attacked by an enemy. If multiple triggered actions occur in response to the same trigger, any heroes and other player-controlled creatures taking a triggered action or a free triggered action decide among themselves which of those triggered actions are resolved first. Then the Director decides the same for creatures they control. @@ -7193,7 +7194,7 @@ Boring stuff like opening an unlocked door, picking up an arrow from the ground, At the Director’s discretion, circumstances could make something that is typically boring more impactful and exciting. For instance, if you need to pick a magic arrow up off the ground during a violent earthquake, what would otherwise be a free maneuver could require a maneuver or an action to accomplish. -Likewise, the nature of an activity might make it too complicated for a free maneuver. For example, picking up the body of an unconscious talent ally to carry them to safety can probably be done as a free maneuver. But if your Might is lacking and you need to pick up a tactician ally decked out in the Shining Armor kit, the Director might determine that you need to use a regular maneuver to hoist their armored form over your shoulders. +Likewise, the nature of an activity might make it too complicated for a free maneuver. For example, picking up the body of an unconscious talent ally to carry them to safety can probably be done as a free maneuver. But if your Might is lacking and you need to pick up a [[Tactician|tactician]] ally decked out in the [[Shining Armor]] kit, the Director might determine that you need to use a regular maneuver to hoist their armored form over your shoulders. Any effect that prevents you from making maneuvers also prevents you from making free maneuvers. @@ -7211,7 +7212,7 @@ Your hero starts with a speed based on their ancestry—usually 5. This represen All squares adjacent to your character cost 1 movement to move into. No, there is no Pythagorean theorem on the grid. It’s a game, don’t overthink it. -You can move freely through an allied creature’s space. You can move through an enemy creature’s space, but it counts as difficult terrain (see Difficult Terrain). You can’t stop moving in any other creature’s space, including making an attack or using an action or maneuver while in that space and then continuing your move. +You can move freely through an allied creature’s space. You can move through an enemy creature’s space, but it counts as [[Difficult Terrain|difficult terrain]] (see [[Difficult Terrain]]). You can’t stop moving in any other creature’s space, including making an attack or using an action or maneuver while in that space and then continuing your move. A creature can break up their movement granted by their move action with their maneuver and action however they wish. @@ -7221,13 +7222,13 @@ A single move or other effect can never allow a creature to move more squares th #### SHIFTING -Whenever you use your move action or when another effect allows you to move, you can instead shift to use up to half the maximum squares of movement the effect allows. Whenever you shift, creatures can’t make opportunity attacks against you during your movement (see Free Strikes). +Whenever you use your move action or when another effect allows you to move, you can instead shift to use up to half the maximum squares of movement the effect allows. Whenever you shift, creatures can’t make opportunity attacks against you during your movement (see [[Free Strike|Free Strikes]]). Certain effects might also allow you to shift a specific number of squares, including many effects that let you shift up to your speed. #### MOVEMENT TYPES -Creatures in the game can use eight types of movement: walk, burrow, climb, swim, jump, crawl, fly, and teleport. +Creatures in the game can use eight types of movement: [[Walk|walk]], [[Burrow|burrow]], climb, swim, [[Jump|jump]], [[Crawl|crawl]], [[Fly|fly]], and [[Teleport|teleport]]. ##### WALK @@ -7235,13 +7236,13 @@ Walking is the most common movement type, whether it refers to ambulating on leg ##### BURROW -A creature with “burrow” in their speed entry can move through dirt vertically or horizontally, and either has the means to breathe while doing so or doesn’t require air to live. Such creatures can’t move through more solid ground, such as stone, unless their stat block says otherwise. +A creature with “[[Burrow|burrow]]” in their speed entry can move through dirt vertically or horizontally, and either has the means to breathe while doing so or doesn’t require air to live. Such creatures can’t move through more solid ground, such as stone, unless their stat block says otherwise. ##### CLIMB OR SWIM If a creature’s speed entry includes the word “climb,” they can climb across vertical and horizontal surfaces at full speed. Likewise, if a creature has “swim” in their speed entry, they can swim in liquid at full speed. -Creatures without those types of movement can still climb or swim when a rule allows them to move, but each square of climbing or swimming costs 2 squares of movement. If a surface is difficult to climb (for instance, a sheer cliff or ice-covered wall) or a liquid is hard to swim through (a raging river or whirlpool), the Director can call for a Might test. On a failure, a creature can’t climb or swim but wastes no movement in the attempt. The Director can also impose other consequences to failure, such as being caught in the spinning current of a whirlpool. +Creatures without those types of movement can still [[Climb Or Swim|climb or swim]] when a rule allows them to move, but each square of climbing or swimming costs 2 squares of movement. If a surface is difficult to climb (for instance, a sheer cliff or ice-covered wall) or a liquid is hard to swim through (a raging river or whirlpool), the Director can call for a Might test. On a failure, a creature can’t [[Climb Or Swim|climb or swim]] but wastes no movement in the attempt. The Director can also impose other consequences to failure, such as being caught in the spinning current of a whirlpool. ##### CLIMBING OTHER CREATURES @@ -7249,7 +7250,7 @@ You can attempt to climb a creature whose size is greater than yours. If the cre **Power Roll + Might or Agility:** -- 11 or lower: You fail to climb the creature, and they can make a free strike against you. +- 11 or lower: You fail to climb the creature, and they can make a [[Free Strike|free strike]] against you. - 12–16: You fail to climb the creature. - 17+: You climb the creature. @@ -7257,45 +7258,45 @@ While you climb or ride a creature, you gain an edge to melee attacks against th **Power Roll + Might or Agility:** -- 11 or lower: You fall off the creature into an unoccupied adjacent space of your choice, taking falling damage and landing prone as usual (see Falling in Adventuring). -- 12–16: You slide down the creature into an unoccupied adjacent space of your choice and don’t land prone. +- 11 or lower: You fall off the creature into an unoccupied adjacent space of your choice, taking falling damage and landing [[Prone|prone]] as usual (see Falling in Adventuring). +- 12–16: You slide down the creature into an unoccupied adjacent space of your choice and don’t land [[Prone|prone]]. - 17+: You continue to hold on to the creature. -If you are knocked prone while climbing or riding a creature, you fall and land prone in an adjacent space of your choice, taking damage as usual from the fall. +If you are knocked [[Prone|prone]] while climbing or riding a creature, you fall and land [[Prone|prone]] in an adjacent space of your choice, taking damage as usual from the fall. ##### JUMP -When an effect allows you to move, you can long jump a number of squares up to your Might or Agility score (your choice; minimum 1 square) without a test as part of that movement. If you move at least 2 squares in a straight line immediately before your jump, you can long jump 1 additional square. +When an effect allows you to move, you can long [[Jump|jump]] a number of squares up to your Might or Agility score (your choice; minimum 1 square) without a test as part of that movement. If you move at least 2 squares in a straight line immediately before your [[Jump|jump]], you can long [[Jump|jump]] 1 additional square. -If you want to jump even farther than your initial jump allows, make an easy Might test. On a success, you jump 1 additional square, or 2 additional squares if you get a success with a reward. +If you want to [[Jump|jump]] even farther than your initial [[Jump|jump]] allows, make an easy Might test. On a success, you [[Jump|jump]] 1 additional square, or 2 additional squares if you get a success with a reward. -The height of your jump is 1 square. If you move at least 2 squares in a straight line immediately before your jump, you can jump 1 square higher. +The height of your [[Jump|jump]] is 1 square. If you move at least 2 squares in a straight line immediately before your [[Jump|jump]], you can [[Jump|jump]] 1 square higher. -You can’t jump farther or higher than the distance of the effect that allows you to move. +You can’t [[Jump|jump]] farther or higher than the distance of the effect that allows you to move. ##### CRAWL -If you are prone (see Conditions), you can remain prone and crawl on the ground. Doing so costs you 1 additional square of movement for every square you crawl. If you intentionally want to crawl, you can fall prone as a free maneuver on your turn. While voluntarily prone, you can choose to stand as a free maneuver. +If you are [[Prone|prone]] (see Conditions), you can remain [[Prone|prone]] and [[Crawl|crawl]] on the ground. Doing so costs you 1 additional square of movement for every square you [[Crawl|crawl]]. If you intentionally want to [[Crawl|crawl]], you can fall [[Prone|prone]] as a free maneuver on your turn. While voluntarily [[Prone|prone]], you can choose to stand as a free maneuver. ##### FLY -A creature who can fly can move through the air vertically or horizontally at full speed. Such creatures can also hover in midair. If a flying creature is knocked prone or has their speed reduced to 0, they fall (see Falling). +A creature who can [[Fly|fly]] can move through the air vertically or horizontally at full speed. Such creatures can also hover in midair. If a flying creature is knocked [[Prone|prone]] or has their speed reduced to 0, they fall (see Falling). ##### TELEPORT -When you teleport, you move from one space to another space instantaneously. The following rules apply to teleporting: +When you [[Teleport|teleport]], you move from one space to another space instantaneously. The following rules apply to teleporting: - Teleporting doesn’t provoke opportunity attacks. -- When you teleport, you bypass any obstacles between the space you leave and your destination space. +- When you [[Teleport|teleport]], you bypass any obstacles between the space you leave and your destination space. - The creature teleporting you must have line of effect from the space you leave and to your destination space. - Your destination space can’t be occupied by another creature or object. -- You don’t spend your movement when you teleport. Instead, the effect that lets you teleport tells you how far you can teleport. -- If you teleport while prone, you can be standing when you reach your destination space provided you are able to stand. If another creature teleports you, it is up to them if you remain prone or stand, provided you are able. -- If you teleport while affected by the grabbed or restrained conditions, those conditions end for you. +- You don’t spend your movement when you [[Teleport|teleport]]. Instead, the effect that lets you [[Teleport|teleport]] tells you how far you can [[Teleport|teleport]]. +- If you [[Teleport|teleport]] while [[Prone|prone]], you can be standing when you reach your destination space provided you are able to stand. If another creature [[Teleport|teleports]] you, it is up to them if you remain [[Prone|prone]] or stand, provided you are able. +- If you [[Teleport|teleport]] while affected by the [[Grabbed|grabbed]] or [[Restrained|restrained]] conditions, those conditions end for you. #### DIFFICULT TERRAIN -Areas of thick underbrush, rubble, spiderwebs, or other obstacles to movement create difficult terrain. It costs 1 additional square of movement to enter a square of difficult terrain. +Areas of thick underbrush, rubble, spiderwebs, or other obstacles to movement create [[Difficult Terrain|difficult terrain]]. It costs 1 additional square of movement to enter a square of [[Difficult Terrain|difficult terrain]]. #### HIGH GROUND @@ -7303,27 +7304,27 @@ When you make an attack against a creature or object and you occupy a space that #### FORCED MOVEMENT -Some actions and maneuvers allow you to push, pull, or slide another creature a specific distance across the battlefield. Collectively, these types of movement are called forced movement: +Some actions and maneuvers allow you to push, pull, or slide another creature a specific distance across the battlefield. Collectively, these types of movement are called [[Forced Movement|forced movement]]: - **Push X:** You move the target up to X squares away from you in a straight line, without moving them vertically. - **Pull X:** You move the target up to X squares toward you in a straight line, without moving them vertically. Each square you move the creature must bring them closer to you. - **Slide X:** You move the target up to X squares in any direction, except for vertically. -When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the conduit gets a tier 3 “push 5” result with their Thunder of the Divine ability, they can push targets any distance up to 5 squares, including choosing to not move certain targets at all. +When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the [[Conduit|conduit]] gets a tier 3 “push 5” result with their [[Thunder Of The Divine|Thunder of the Divine]] ability, they can push targets any distance up to 5 squares, including choosing to not move certain targets at all. -Forced movement ignores difficult terrain and never provokes opportunity attacks. When you force move a target into damaging terrain or into terrain that produces an effect, they are affected as if they had moved into it willingly. +[[Forced Movement|Forced movement]] ignores [[Difficult Terrain|difficult terrain]] and never provokes opportunity attacks. When you force move a target into damaging terrain or into terrain that produces an effect, they are affected as if they had moved into it willingly. ##### VERTICAL -If a forced movement effect has the word “vertical” in front of it, then the forced movement can move a target up or down in addition to horizontally. For example, if a forced movement effect says “vertical push 5,” then the creature targeted by the effect can be pushed up to 5 squares in any direction, as long as the forced movement is a straight line. +If a [[Forced Movement|forced movement]] effect has the word “vertical” in front of it, then the [[Forced Movement|forced movement]] can move a target up or down in addition to horizontally. For example, if a [[Forced Movement|forced movement]] effect says “vertical push 5,” then the creature targeted by the effect can be pushed up to 5 squares in any direction, as long as the [[Forced Movement|forced movement]] is a straight line. -If a creature who can’t fly is left in midair at the end of a vertical forced move, they fall. +If a creature who can’t [[Fly|fly]] is left in midair at the end of a vertical forced move, they fall. -Though you can’t push, pull, or slide a creature unless that forced movement specifies “vertical,” you can move them along a slope. For a creature to be force moved along a slope, each square of the slope can be no more than 1 square higher or lower than the previous square. +Though you can’t push, pull, or slide a creature unless that [[Forced Movement|forced movement]] specifies “vertical,” you can move them along a slope. For a creature to be force moved along a slope, each square of the slope can be no more than 1 square higher or lower than the previous square. ##### SLAMMING INTO CREATURES -When you force move a creature into another creature, the movement ends and both creatures take 1 damage for each square remaining in the first creature’s forced movement. You can also force move an object into a creature. The object’s movement ends and the creature takes 1 damage for each square remaining in the object’s forced movement. +When you force move a creature into another creature, the movement ends and both creatures take 1 damage for each square remaining in the first creature’s [[Forced Movement|forced movement]]. You can also force move an object into a creature. The object’s movement ends and the creature takes 1 damage for each square remaining in the object’s [[Forced Movement|forced movement]]. It is possible to move a creature or object of a larger size into several creatures of a smaller size at the same time. When this happens, all creatures in the collision take damage once. @@ -7343,32 +7344,32 @@ You can force move another creature into yourself with a pull or a slide. ##### SLAMMING INTO OBJECTS -When you force move a creature into a stationary object that is their size or larger and the object doesn’t break (see below), the movement ends and the creature takes 1 damage for each square remaining in their forced movement. +When you force move a creature into a stationary object that is their size or larger and the object doesn’t break (see below), the movement ends and the creature takes 1 damage for each square remaining in their [[Forced Movement|forced movement]]. If you force move a creature downward into an object that doesn’t break (including the ground), they also take falling damage. ##### HURLING THROUGH OBJECTS -When you move a creature into a mundane object, the object can break depending on how many squares of forced movement remain: +When you move a creature into a mundane object, the object can break depending on how many squares of [[Forced Movement|forced movement]] remain: -- It costs 1 remaining square of forced movement to destroy 1 square of glass. The creature moved takes 1 damage. -- It costs 3 remaining squares of forced movement to destroy 1 square of wood. The creature moved takes 3 damage. -- It costs 6 remaining squares of forced movement to destroy 1 square of stone. The creature moved takes 6 damage. -- It costs 9 remaining squares of forced movement to destroy 1 square of metal. The creature moved takes 9 damage. +- It costs 1 remaining square of [[Forced Movement|forced movement]] to destroy 1 square of glass. The creature moved takes 1 damage. +- It costs 3 remaining squares of [[Forced Movement|forced movement]] to destroy 1 square of wood. The creature moved takes 3 damage. +- It costs 6 remaining squares of [[Forced Movement|forced movement]] to destroy 1 square of stone. The creature moved takes 6 damage. +- It costs 9 remaining squares of [[Forced Movement|forced movement]] to destroy 1 square of metal. The creature moved takes 9 damage. -If any forced movement remains after the object is destroyed, you can continue to move the creature who destroyed the object. +If any [[Forced Movement|forced movement]] remains after the object is destroyed, you can continue to move the creature who destroyed the object. ##### FORCED INTO A FALL -If you can’t fly and are force moved across an open space that would cause you to fall, such as being pushed over the edge of a cliff, you continue moving the total distance you were moved first. If you are still in a position to fall when your move ends, you fall. +If you can’t [[Fly|fly]] and are force moved across an open space that would cause you to fall, such as being pushed over the edge of a cliff, you continue moving the total distance you were moved first. If you are still in a position to fall when your move ends, you fall. ##### FOR THE DIRECTOR: USE TACTICAL MAPS -> This is a tactical game. To get the most out of the rules for movement, difficult terrain, and falling, you should use encounter maps with interesting environmental features. You might have ledges, pits of acid, walls of fire, mechanical traps, columns, giant webs, magical hazards, and the like for creatures to be thrown into, thrown off of, or thrown through. You’ll want most of your battles to take place in environments with plenty of space to move around, avoiding a lot of long corridors that are 1 square wide. +> This is a tactical game. To get the most out of the rules for movement, [[Difficult Terrain|difficult terrain]], and falling, you should use encounter maps with interesting environmental features. You might have ledges, pits of acid, walls of fire, mechanical traps, columns, giant webs, magical hazards, and the like for creatures to be thrown into, thrown off of, or thrown through. You’ll want most of your battles to take place in environments with plenty of space to move around, avoiding a lot of long corridors that are 1 square wide. ##### STABILITY -Each creature has a stability that allows them to resist forced movement. When a creature is forced moved, they can reduce the movement up to a number of squares equal to their stability. Heroes start with a stability of 0 that can be increased through kit and ancestry options. +Each creature has a stability that allows them to resist [[Forced Movement|forced movement]]. When a creature is forced moved, they can reduce the movement up to a number of squares equal to their stability. Heroes start with a stability of 0 that can be increased through kit and ancestry options. ### MANEUVERS @@ -7386,19 +7387,19 @@ You can use this maneuver to drink a potion yourself or to administer a potion t #### ESCAPE GRAB -While you are grabbed by another creature (see Grab below), you can attempt to escape by making a resistance roll. You take a bane on the roll if the creature’s size is larger than yours. +While you are [[Grabbed|grabbed]] by another creature (see [[Grab]] below), you can attempt to escape by making a resistance roll. You take a bane on the roll if the creature’s size is larger than yours. **Power Roll + Might or Agility:** -- 11 or lower: You fail to escape the grab. -- 12–16: You can escape the grab, but if you do, the creature grabbing you can make a melee free strike against you before you are no longer grabbed. -- 17+: You are no longer grabbed. +- 11 or lower: You fail to escape the [[Grab|grab]]. +- 12–16: You can escape the [[Grab|grab]], but if you do, the creature grabbing you can make a melee [[Free Strike|free strike]] against you before you are no longer [[Grabbed|grabbed]]. +- 17+: You are no longer [[Grabbed|grabbed]]. #### GRAB -You attempt to grab a creature using the following ability: +You attempt to [[Grab|grab]] a creature using the following ability: -**GRAB** +**[[Grab|GRAB]]** - **Keywords:** Melee - **Type:** Maneuver @@ -7408,20 +7409,20 @@ You attempt to grab a creature using the following ability: **Power Roll + Might:** - 11 or lower: No effect -- 12–16: You can grab the target, but if you do, they can make a melee free strike against you right before they become grabbed by you. -- 17+: The target is grabbed by you. +- 12–16: You can [[Grab|grab]] the target, but if you do, they can make a melee [[Free Strike|free strike]] against you right before they become [[Grabbed|grabbed]] by you. +- 17+: The target is [[Grabbed|grabbed]] by you. -**Effect:** You gain an edge on the power roll if the creature’s size is smaller than yours. You can grab only one creature at a time this way. +**Effect:** You gain an edge on the power roll if the creature’s size is smaller than yours. You can [[Grab|grab]] only one creature at a time this way. #### HIDE -Using the Hide maneuver, you attempt to hide from other creatures who aren’t observing you while you have cover or concealment (see Hide and Sneak). +Using the [[Hide]] maneuver, you attempt to [[Hide|hide]] from other creatures who aren’t observing you while you have cover or concealment (see [[Hide]] and Sneak). #### KNOCKBACK You attempt to shove an adjacent creature using the following ability: -**KNOCKBACK** +**[[Knockback|KNOCKBACK]]** - **Keywords:** Melee - **Type:** Maneuver @@ -7444,33 +7445,33 @@ Complex or time-consuming tests might require an action if made in combat—or c #### SEARCH FOR HIDDEN CREATURES -You can use this maneuver to attempt to search for creatures hidden from you (see Hide and Sneak). +You can use this maneuver to attempt to search for creatures hidden from you (see [[Hide]] and Sneak). #### STAND UP -You can use this maneuver to stand up if you are prone, ending that condition. Alternatively, you can use this maneuver to make an adjacent prone creature stand up. +You can use this maneuver to [[Stand Up|stand up]] if you are [[Prone|prone]], ending that condition. Alternatively, you can use this maneuver to make an adjacent [[Prone|prone]] creature [[Stand Up|stand up]]. ### ACTIONS -When you take an action on your turn, you most often do so to use a unique ability defined on your character sheet (see Abilities). These abilities are the most unique, flavorful, and impactful things you can do with your action. You can also use your action to catch your breath, help another creature regain Stamina, charge into battle, defend yourself, or make a free strike. +When you take an action on your turn, you most often do so to use a unique ability defined on your character sheet (see Abilities). These abilities are the most unique, flavorful, and impactful things you can do with your action. You can also use your action to catch your breath, help another creature regain Stamina, [[Charge|charge]] into battle, [[Defend|defend]] yourself, or make a [[Free Strike|free strike]]. #### CATCH BREATH -By using the Catch Breath action, you spend a Recovery and heal an amount equal to your recovery value. In addition, you also gain the benefit of the Defend action. +By using the [[Catch Breath]] action, you spend a Recovery and [[Heal|heal]] an amount equal to your recovery value. In addition, you also gain the benefit of the [[Defend]] action. -If you are dying (see Dying and Death in Stamina), you can’t take the Catch Breath action, but other creatures can help you spend recoveries. +If you are dying (see Dying and Death in Stamina), you can’t take the [[Catch Breath]] action, but other creatures can help you spend recoveries. #### CHARGE -When you take the Charge action, you move up to your speed in a straight line, then make a melee free strike (see Free Strikes) against a creature when you end your move. You can’t shift when you charge. +When you take the [[Charge]] action, you move up to your speed in a straight line, then make a melee [[Free Strike|free strike]] (see [[Free Strike|Free Strikes]]) against a creature when you end your move. You can’t shift when you [[Charge|charge]]. #### DEFEND -When you take the Defend action, all attacks against you have a double bane until the end of your next turn. You gain no benefit from this action while another creature is taunted by you (see Conditions). +When you take the [[Defend]] action, all attacks against you have a double bane until the end of your next turn. You gain no benefit from this action while another creature is [[Taunted|taunted]] by you (see Conditions). #### FREE STRIKE -You can use this action to make a free strike (see Free Strikes). Most of the time, you’ll want to use the more impactful actions found on your character sheet, just as the director will use the actions in a creature’s stat block, but free strikes are always available for when all else fails. For instance, a fury who has no other options for ranged attacks might use the Ranged Weapon Free Strike attack with an improvised weapon when battling a flying creature. +You can use this action to make a [[Free Strike|free strike]] (see [[Free Strike|Free Strikes]]). Most of the time, you’ll want to use the more impactful actions found on your character sheet, just as the director will use the actions in a creature’s stat block, but [[Free Strike|free strikes]] are always available for when all else fails. For instance, a [[Fury|fury]] who has no other options for ranged attacks might use the Ranged Weapon [[Free Strike]] attack with an improvised weapon when battling a flying creature. #### HEAL @@ -7478,21 +7479,21 @@ You use your action to employ medicine or inspiring words to make an adjacent cr ### FREE STRIKES -Every creature can make a **free strike** as an action on their turn, though doing so typically isn’t the most effective choice. Most of the time, you’ll use free strikes when the rules call for it. Specific rules let you use free strikes as part of an action that allows you to also do something else impactful, such as how the Charge action lets you move and use a melee free strike in one action (see Charge above). +Every creature can make a **[[Free Strike|free strike]]** as an action on their turn, though doing so typically isn’t the most effective choice. Most of the time, you’ll use [[Free Strike|free strikes]] when the rules call for it. Specific rules let you use [[Free Strike|free strikes]] as part of an action that allows you to also do something else impactful, such as how the [[Charge]] action lets you move and use a melee [[Free Strike|free strike]] in one action (see [[Charge]] above). -Many rules and abilities allow heroes to make free strikes when it isn’t their turn, such as the tactician’s Overwatch ability. As well, all characters can make an opportunity attack free strike. +Many rules and abilities allow heroes to make [[Free Strike|free strikes]] when it isn’t their turn, such as the [[Tactician|tactician]]’s [[Overwatch]] ability. As well, all characters can make an opportunity attack [[Free Strike|free strike]]. #### OPPORTUNITY ATTACKS -Whenever a creature within the reach of your melee free strike moves out of it without shifting, you can take advantage of their movement to quickly make a melee free strike against them as a free triggered action. This is called an opportunity attack. +Whenever a creature within the reach of your melee [[Free Strike|free strike]] moves out of it without [[Shifting|shifting]], you can take advantage of their movement to quickly make a melee [[Free Strike|free strike]] against them as a free triggered action. This is called an opportunity attack. -If you have a bane or double bane on the power roll against the creature, you can’t make the free strike. +If you have a bane or double bane on the power roll against the creature, you can’t make the [[Free Strike|free strike]]. #### STANDARD FREE STRIKES -Every hero has two standard free strikes available to them. Your class might give you additional free strike options, and your kit can improve the standard options (see Kits). +Every hero has two standard [[Free Strike|free strikes]] available to them. Your class might give you additional [[Free Strike|free strike]] options, and your kit can improve the standard options (see Kits). -A melee weapon free strike is a melee attack made with an unarmed strike or an improvised weapon. A ranged weapon free strike is a ranged attack made with an improvised weapon. At the Director’s discretion, the damage type of an improvised weapon can change based on the object used. For example, if you use a burning torch as an improvised weapon, it could deal fire damage. +A melee weapon [[Free Strike|free strike]] is a melee attack made with an unarmed strike or an improvised weapon. A ranged weapon [[Free Strike|free strike]] is a ranged attack made with an improvised weapon. At the Director’s discretion, the damage type of an improvised weapon can change based on the object used. For example, if you use a burning torch as an improvised weapon, it could deal fire damage. ##### MELEE WEAPON FREE STRIKE @@ -7534,7 +7535,7 @@ When you have line of effect to a creature or object but that target has at leas ### CONCEALMENT -Darkness, fog, invisibility magic, and any other effect that fully obscures a creature but doesn’t protect their body grants that creature concealment. You can target a creature who has concealment with attacks, provided they aren’t hidden (see Hide and Sneak in Adventuring). However, attacks against such creatures take a bane. Even if you have line of effect to a creature, they have concealment from you if you can’t see them. +Darkness, fog, invisibility magic, and any other effect that fully obscures a creature but doesn’t protect their body grants that creature concealment. You can target a creature who has concealment with attacks, provided they aren’t hidden (see [[Hide]] and Sneak in Adventuring). However, attacks against such creatures take a bane. Even if you have line of effect to a creature, they have concealment from you if you can’t see them. #### INVISIBLE CREATURES @@ -7552,13 +7553,13 @@ Typical damage, such as that caused by weapons, falling, traps, and monstrous cl Damage immunity means that a creature can ignore some or all of the damage they would usually take from certain attacks or effects. -Damage immunity might have a damage type associated with it, expressed as “[damage type] immunity.” Alternatively, damage immunity might apply to any powers that deal damage with the Weapon, Magic, or Psionic keyword. Damage immunity of either kind often has a value associated with it, so that one creature’s stat block notes “fire immunity 5,” while another creature has “Magic immunity 5.” +Damage immunity might have a damage type associated with it, expressed as “\[damage type\] immunity.” Alternatively, damage immunity might apply to any powers that deal damage with the Weapon, Magic, or Psionic keyword. Damage immunity of either kind often has a value associated with it, so that one creature’s stat block notes “fire immunity 5,” while another creature has “Magic immunity 5.” Whenever a target with damage immunity takes damage of the indicated type or from a power with the indicated keyword, they reduce the damage by the value of the immunity (to a minimum of 0 damage). If the value of the immunity is “all,” then the target takes no damage of the indicated type or from those powers. -Certain creatures also have forced move damage immunity. Whenever they take damage from forced movement, that damage is reduced by a number equal to their immunity. +Certain creatures also have forced move damage immunity. Whenever they take damage from [[Forced Movement|forced movement]], that damage is reduced by a number equal to their immunity. -Damage immunity should be the last thing applied when calculating damage. For instance, if your hero has Weapon immunity 5 and takes 8 damage from a weapon attack, you would take 3 damage. If a tactician first halved the damage you take with the Parry triggered action, you would take 4 damage from the attack before immunity is applied, with immunity then reducing the damage to 0. +Damage immunity should be the last thing applied when calculating damage. For instance, if your hero has Weapon immunity 5 and takes 8 damage from a weapon attack, you would take 3 damage. If a [[Tactician|tactician]] first halved the damage you take with the [[Parry]] triggered action, you would take 4 damage from the attack before immunity is applied, with immunity then reducing the damage to 0. If multiple damage immunities apply to a source of damage, only the immunity with the highest value applies. @@ -7572,13 +7573,13 @@ If you have both damage immunity and weakness applied to a source of damage, app ### STAMINA -Your hero’s survivability is represented by your **Stamina**. Think of Stamina as a combination of a creature’s physical vitality and their overall energy for dodging and resisting incoming blows, spells, and other violence. It’s not that every instance of damage deals a bleeding wound to you, but that each one chips away at your ability to fight effectively. An attack might make you sweat as you leap back to avoid an arrow, while another might just graze your elbow with a dagger nick, leaving a dull, distracting pain. Eventually, though, this draining of energy leaves you open for bigger blows that can truly harm your body—or possibly kill you. +Your hero’s survivability is represented by your **Stamina**. Think of Stamina as a combination of a creature’s physical vitality and their overall energy for dodging and resisting incoming blows, spells, and other violence. It’s not that every instance of damage deals a [[Bleeding|bleeding]] wound to you, but that each one chips away at your ability to fight effectively. An attack might make you sweat as you leap back to avoid an arrow, while another might just graze your elbow with a dagger nick, leaving a dull, [[Distracting Pain|distracting pain]]. Eventually, though, this draining of energy leaves you open for bigger blows that can truly harm your body—or possibly kill you. After any damage you take is reduced by damage immunity or other effects, your Stamina is reduced by an amount equal to the remaining damage. Some effects can also reduce your Stamina maximum, limiting the amount of Stamina you can regain. #### RECOVERIES AND RECOVERY VALUE -Each hero has a number of Recoveries determined by their class. A hero also has a recovery value that equals one-third of their Stamina, rounded down. When you use the Catch Breath action (see Actions), you spend a Recovery and regain Stamina equal to your recovery value. Outside of combat, you can spend as many Recoveries as you have remaining. Some abilities, items, and other effects allow you to spend a Recovery to regain Stamina equal to your recovery value plus a little extra (as described by the effect), or to regain Stamina without spending a Recovery. +Each hero has a number of Recoveries determined by their class. A hero also has a recovery value that equals one-third of their Stamina, rounded down. When you use the [[Catch Breath]] action (see Actions), you spend a Recovery and regain Stamina equal to your recovery value. Outside of combat, you can spend as many Recoveries as you have remaining. Some abilities, items, and other effects allow you to spend a Recovery to regain Stamina equal to your recovery value plus a little extra (as described by the effect), or to regain Stamina without spending a Recovery. #### WINDED @@ -7588,7 +7589,7 @@ You can tell when other creatures are winded and vice versa. #### DYING AND DEATH -When your Stamina is 0 or lower, you are dying. While dying, you can’t take the Catch Breath action in combat, and whenever you make a test using Might or Agility, make an attack, or use an action, maneuver, or a triggered action, you lose 1d6 Stamina after the action, maneuver, or triggered action is resolved. This Stamina loss can’t be prevented in any way. While you are dying, your allies can help you spend recoveries in combat, and you can spend Recoveries out of combat as usual. +When your Stamina is 0 or lower, you are dying. While dying, you can’t take the [[Catch Breath]] action in combat, and whenever you make a test using Might or Agility, make an attack, or use an action, maneuver, or a triggered action, you lose 1d6 Stamina after the action, maneuver, or triggered action is resolved. This Stamina loss can’t be prevented in any way. While you are dying, your allies can help you spend recoveries in combat, and you can spend Recoveries out of combat as usual. While your Stamina is lower than 0, if it reaches the negative of your winded value, you die. When you die, you can’t be brought back to life without the use of a special powerful item such as a Scroll of Resurrection. @@ -7608,7 +7609,7 @@ Director-controlled creatures remain unconscious for 1 hour if no one does anyth ##### UNCONSCIOUS -While you are unconscious, you can’t take actions, maneuvers, triggered actions, free triggered actions, or free maneuvers; your speed is 0; you are unaware of your surroundings; and you are prone. Attacks against you have a double edge. If you wake up from being unconscious, you can stand up from prone as a free maneuver. +While you are unconscious, you can’t take actions, maneuvers, triggered actions, free triggered actions, or free maneuvers; your speed is 0; you are unaware of your surroundings; and you are [[Prone|prone]]. Attacks against you have a double edge. If you wake up from being unconscious, you can [[Stand Up|stand up]] from [[Prone|prone]] as a free maneuver. #### TEMPORARY STAMINA @@ -7637,9 +7638,9 @@ If a creature is fully submerged in water, they have fire immunity 5 and lightni ### MOUNTED COMBAT -A willing allied creature with the Mount role (see Creature Roles in the Bestiary) can serve as your mount as long as their size is greater than yours. You can climb onto your mount freely (see Climbing Other Creatures). You can then use your maneuver on your turn to allow your mount to take a move action instead of you. The mount can benefit from this extra move action only once per round. +A willing allied creature with the Mount role (see Creature Roles in the Bestiary) can serve as your mount as long as their size is greater than yours. You can climb onto your mount freely (see [[Climbing Other Creatures]]). You can then use your maneuver on your turn to allow your mount to take a move action instead of you. The mount can benefit from this extra move action only once per round. -If a creature riding a mount is force moved, they are knocked off the mount, and must make a test to determine how they land (see Climbing Other Creatures). If a mount is force moved, they carry any riders with them. +If a creature riding a mount is force moved, they are knocked off the mount, and must make a test to determine how they land (see [[Climbing Other Creatures]]). If a mount is force moved, they carry any riders with them. ### END OF COMBAT @@ -7655,7 +7656,7 @@ When the Director ends combat this way, the players typically choose how the bat ##### FLEEING FOES -> If you’ve played an RPG like this one before, odds are you’ve had an encounter where you didn’t chase down every last fleeing foe—and then one such foe grabbed another bunch of evil buddies and came back to ambush you. It takes only one experience like this to create players who promise, “No survivors. No mercy!” whenever foes break ranks. Chasing down every last foe can be fun once in a while, but it can easily turn a tactical encounter into a slog. +> If you’ve played an RPG like this one before, odds are you’ve had an encounter where you didn’t chase down every last fleeing foe—and then one such foe [[Grabbed|grabbed]] another bunch of evil buddies and came back to ambush you. It takes only one experience like this to create players who promise, “No survivors. No mercy!” whenever foes break ranks. Chasing down every last foe can be fun once in a while, but it can easily turn a tactical encounter into a slog. > > Luckily, this is a heroic game. Although the Director can surprise the players with dramatic reveals and twisty-turny stories, “Gotcha!” moments that make players suspicious of every fleeing bandit shouldn’t be part of those stories. If a bandit is fleeing an encounter, they’re running away to rethink their life. If they’re going for help, the players should get some sense of that—for example, the bandit screaming at the top of their lungs as they run toward their leader’s tent. That way, the players can process what’s happening, and will understand that stopping that fleeing bandit is part of the challenge of the encounter. @@ -7677,7 +7678,7 @@ A combat encounter might include one or more of the heroes’ enemies commanding Classic heroic fantasy is full of important objects that the heroes must protect from the forces of evil: magic rings, royal birth certificates, dragon eggs, and the like. Heroes often find themselves at violent odds with their enemies as they race to collect a valuable or important item from a guarded temple or castle, or when they need to steal the item from a group of enemies already in possession of it. -Objectives in this category work well when paired with other objectives. For instance, the heroes must steal a ledger containing a record of criminal activity from an overmind and her lackeys. However, even if they obtain the ledger, the battle won’t be over until they also defeat the overmind, who won’t let the book go without a fight! +Objectives in this category work well when paired with other objectives. For instance, the heroes must steal a ledger containing a record of [[Criminal|criminal]] activity from an overmind and her lackeys. However, even if they obtain the ledger, the battle won’t be over until they also defeat the overmind, who won’t let the book go without a fight! ##### DESTROY THE THING! @@ -7695,7 +7696,7 @@ Sometimes the heroes just need to buy time. They might need to battle a conqueri Sometimes combat is complicated by the fact that the heroes need to stop the villainous actions of their foes. It’s not enough to simply defeat the warriors in a cult. The heroes must also stop the zealots’ archdevil-summoning ritual! Or it might be that the heroes need to interrupt a wedding and make sure an evil mage doesn’t marry the heir to the throne. Despite combat, the mage forces the ceremony to continue! -Objectives in this category often have a timer associated with them. If the heroes don’t achieve the objective in a certain number of rounds, the conditions of the battle should change. For instance, if the cultists summon the archdevil, defeating the devil suddenly becomes the heroes’ new objective! +Objectives in this category often have a timer associated with them. If the heroes don’t achieve the objective in a certain number of rounds, the conditions of the battle should change. For instance, if the cultists summon the archdevil, defeating the [[Devil|devil]] suddenly becomes the heroes’ new objective! ##### MAKING OBJECTIVES KNOWN @@ -7703,11 +7704,11 @@ Objectives in this category often have a timer associated with them. If the hero > > In many combat encounters, the objectives are obvious. For instance, in a battle against a necromancer controlling a horde of undead minions, the players probably don’t need to be told that defeating the necromancer ends the encounter when that’s an easy assumption. In an encounter against cultists performing a world-ending ritual, the heroes can guess that stopping the ritual is one of their objectives. In fact, they probably went on this adventure to specifically achieve that objective. They’re not there for karaoke at the end of existence! > -> Not all objectives are so clear, however. In a battle against a goblin cursespitter, a kobold legionary, and three human knaves guarding the entrance to a bandit fortress, it can be difficult to know what the exact objective of the encounter is, beyond “Defeat them all!” The objective could be to simply diminish the enemy forces, but it could also be the case that the cursespitter leads the group, so that defeating the goblin causes the other forces to fall apart. In such a case, it helps if the Director provides at least a hint of that setup at the start of the battle. The cursespitter could clearly issue orders and even call the other bandits cowards, demanding that they not “run away like last time!” +> Not all objectives are so clear, however. In a battle against a [[Goblin Cursespitter|goblin cursespitter]], a kobold legionary, and three [[Human|human]] knaves guarding the entrance to a bandit fortress, it can be difficult to know what the exact objective of the encounter is, beyond “Defeat them all!” The objective could be to simply diminish the enemy forces, but it could also be the case that the cursespitter leads the group, so that defeating the goblin causes the other forces to fall apart. In such a case, it helps if the Director provides at least a hint of that setup at the start of the battle. The cursespitter could clearly issue orders and even call the other bandits cowards, demanding that they not “run away like last time!” ##### COMPLETE THE ACTION -The opposite of “Stop the Action,” this objective ending sees the characters charged with initiating an event, performing a ritual, and so forth. For instance, if the heroes are attempting to launch an airship while repelling a time raider boarding party, the encounter could be over the moment the heroes manage to activate the vessel and take off with just a few time raiders actually aboard. +The opposite of “Stop the Action,” this objective ending sees the characters charged with initiating an event, performing a ritual, and so forth. For instance, if the heroes are attempting to launch an airship while repelling a [[Time Raider|time raider]] boarding party, the encounter could be over the moment the heroes manage to activate the vessel and take off with just a few [[Time Raider|time raiders]] actually aboard. ##### OBJECTIVES AND ENCOUNTER DIFFICULTY @@ -7721,13 +7722,13 @@ If the heroes are able to end a fight with a dramatic finish, the Director assig #### EVENT ENDING -If the Director calls the end of combat when a specific objective in an encounter is achieved, the event ending creates a big narrative finish. The Director can pick a narrative trigger for an event ending before an encounter begins, or can come up with one on the fly if that makes more sense. +If the Director calls the end of combat when a specific objective in an encounter is achieved, the event ending creates a big narrative finish. The Director can pick a narrative trigger for an event ending before an encounter begins, or can come up with one on the [[Fly|fly]] if that makes more sense. Event endings can cover big scenarios, such as the characters destroying a dam to unleash a river upon their enemies, or completing a ritual that sends all the demons they've been battling back to the Abyssal Wasteland. These endings should be accompanied by vivid visual details. For example, if the heroes are battling a necromancer controlling a horde of zombies, the undead might crumble to dust upon the necromancer's defeat. Similarly, if the heroes destroy an eldritch machine sapping the land of its natural energy, the shockwave from its destruction could vaporize the cultists trying to protect it. ##### LAST-STAND STAMINA -> For players who enjoy fighting to the bitter end rather than ending combat early, the Director can use this **optional rule** to bring things to a quicker conclusion. When it's clear that the heroes are going to win a battle, their enemies are overcome with fear, despair, and panic. In this weakened state, each enemy's Stamina drops to 1, and each minion has a damage threshold of 1. The heroes can then swiftly finish off the remaining foes, getting the satisfaction of total annihilation through dice rolls. +> For players who enjoy fighting to the bitter end rather than ending combat early, the Director can use this **optional rule** to bring things to a quicker conclusion. When it's clear that the heroes are going to win a battle, their enemies are overcome with fear, despair, and panic. In this [[Weakened|weakened]] state, each enemy's Stamina drops to 1, and each minion has a damage threshold of 1. The heroes can then swiftly finish off the remaining foes, getting the satisfaction of total annihilation through dice rolls. ## NEGOTIATION @@ -7737,7 +7738,7 @@ Think of negotiation as something like learning a new system for combat, explora ### WHEN TO NEGOTIATE -In order for a negotiation to occur, an NPC must have an interest in negotiating with the heroes—but must also have a reason to not simply jump on board with whatever the heroes propose. Negotiations happen only when an NPC has that internal tension between interest and reluctance. For example, if the characters ask a king to send his army into a neighboring kingdom to battle a demon incursion, the king needs to be conflicted. He wants to stop the incursion, but he doesn’t want to risk the lives of his soldiers defending a foreign nation while leaving their own people unprotected. If the heroes want the help of the king’s army, they need to negotiate. +In order for a negotiation to occur, an NPC must have an interest in negotiating with the heroes—but must also have a reason to not simply [[Jump|jump]] on board with whatever the heroes propose. Negotiations happen only when an NPC has that internal tension between interest and reluctance. For example, if the characters ask a king to send his army into a neighboring kingdom to battle a demon incursion, the king needs to be conflicted. He wants to stop the incursion, but he doesn’t want to risk the lives of his [[Soldier|soldiers]] defending a foreign nation while leaving their own people unprotected. If the heroes want the help of the king’s army, they need to negotiate. Heroes aren’t expected to use the negotiation rules every time one character tries to convince an NPC to see things their way. For instance, if a hero wants information about a cult leader from a captured cultist, a single Presence test using the Lie skill or a Might test using Intimidate is likely all that’s needed. A character who wants to flirt with the local alchemist to obtain a free Healing Potion likely just needs to make a Presence test using the Flirt skill. @@ -7818,7 +7819,7 @@ An NPC with the benevolence pitfall has a cynical view of the world, believing t Arguments that appeal to a benevolence motivation contend that if the NPC strikes a deal with the heroes, the people the NPC cares about will benefit from the deal. Example arguments include the following: - “If you lend us the Sword of Agathor, we can make Capital safer for your guild by using it to lay your enemies low.” -- "If you can teleport us into the dragon’s cave, we’ll give you half the wyrm’s hoard once we cut off the creature’s head. That could benefit generations of students at your academy!" +- "If you can [[Teleport|teleport]] us into the dragon’s cave, we’ll give you half the wyrm’s hoard once we cut off the creature’s head. That could benefit generations of students at your academy!" ##### DISCOVERY @@ -7888,7 +7889,7 @@ Arguments that appeal to a legacy motivation contend that striking a deal with t ##### PEACE -An NPC with the peace motivation wants calm in their life. Under typical circumstances, they want to be left alone to run their business, farm, kingdom, criminal empire, or whatever small slice of the timescape is theirs. Some such NPCs don’t have peace and need help obtaining it, while others want their peaceful status quo to be maintained. +An NPC with the peace motivation wants calm in their life. Under typical circumstances, they want to be left alone to run their business, farm, kingdom, [[Criminal|criminal]] empire, or whatever small slice of the timescape is theirs. Some such NPCs don’t have peace and need help obtaining it, while others want their peaceful status quo to be maintained. An NPC with the peace pitfall hates being bored. They want excitement, drama, and danger in their life. For them, there’s nothing worse than the status quo. @@ -7910,17 +7911,17 @@ Arguments that appeal to a power motivation contend that working with the heroes ##### NPCS CHANGE OVER TIME -> Just like the heroes, NPCs in negotiations are complex individuals who can change over time. It’s possible that the heroes might have to negotiate with the same NPC for several different favors during the course of a campaign, over which time the NPC’s motivations and pitfalls might change. If the heroes turn a bandit captain with the greed and power motivations into a temporary ally, that criminal might learn from them, changing their ways to rob only those who exploit the poor and giving those earnings to people in need. The next time the heroes negotiate with the bandit captain, they have the benevolence and protection motivations. +> Just like the heroes, NPCs in negotiations are complex individuals who can change over time. It’s possible that the heroes might have to negotiate with the same NPC for several different favors during the course of a campaign, over which time the NPC’s motivations and pitfalls might change. If the heroes turn a bandit captain with the greed and power motivations into a temporary ally, that [[Criminal|criminal]] might learn from them, changing their ways to rob only those who exploit the poor and giving those earnings to people in need. The next time the heroes negotiate with the bandit captain, they have the benevolence and protection motivations. ##### PROTECTION -An NPC with the protection motivation has land, people, information, items, or an organization they want protected above all else. Keeping their charge safe is a duty they hold dear, and aiding in that protection earns their favor. Most people have friends or family they wish to protect, but an NPC with the protection motivation believes in doing so above all else. +An NPC with the protection motivation has land, people, information, items, or an organization they want protected above all else. Keeping their [[Charge|charge]] safe is a duty they hold dear, and aiding in that protection earns their favor. Most people have friends or family they wish to protect, but an NPC with the protection motivation believes in doing so above all else. An NPC with the protection pitfall is happy to leave others to fend for themselves. They don’t believe that it’s their responsibility to protect anyone other than themself, and might be outright disgusted at the thought of risking themself or their property to protect others. -Arguments that appeal to a protection motivation contend that helping the heroes allows an NPC to better protect their charge. Example arguments include the following: +Arguments that appeal to a protection motivation contend that helping the heroes allows an NPC to better protect their [[Charge|charge]]. Example arguments include the following: -- "Dead soldiers grow the necromancer’s ranks. Total annihilation is the only way to defeat her. March with us now, while her army is small, and we’ll defeat her. Or..." +- "Dead [[Soldier|soldiers]] grow the necromancer’s ranks. Total annihilation is the only way to defeat her. March with us now, while her army is small, and we’ll defeat her. Or..." ##### REVELRY @@ -7930,8 +7931,8 @@ An NPC with the revelry pitfall sees social encounters and hedonism as a waste o Arguments that appeal to the revelry motivation contend that striking a deal with the heroes will allow the NPC to get back to reveling sooner, longer, or harder. Example arguments include the following: -- "How would you like to have the most exclusive songs for your exclusive birthday celebration next week? I’ll write you a whole original set list, free of charge … provided you extend me and my band here an invitation." -- "I know you don’t want to forge five Chronokinesis Crowns. How’s this instead? You do that for me, and I’ll give you the fourteen kegs of whiskey we found in a steel-dwarf ruin. This stuff is old, unique, and forget-your-first-name potent. You can crack a keg with your friends to celebrate a job well done." +- "How would you like to have the most exclusive songs for your exclusive birthday celebration next week? I’ll write you a whole original set list, free of [[Charge|charge]] … provided you extend me and my band here an invitation." +- "I know you don’t want to forge five Chronokinesis Crowns. How’s this instead? You do that for me, and I’ll give you the fourteen kegs of whiskey we found in a steel-[[Dwarf|dwarf]] ruin. This stuff is old, unique, and forget-your-first-name potent. You can crack a keg with your friends to celebrate a job well done." ##### VENGEANCE @@ -7942,7 +7943,7 @@ An NPC with the vengeance pitfall believes that revenge solves nothing. They mig Arguments that appeal to the vengeance motivation contend that the NPC can gain payback for their pain by helping the heroes. Example arguments include the following: - "The servants of Ajax killed your sister as she scoured the city for his cults. The Black Iron Pact works for the Overlord. Give us her diaries, and we might uncover the pact’s hideaway and deal a great blow to your hated foes." -- "That prankster Huckable made your trousers tear at the last council meeting. Don’t you want to pay him back? We can arrange a delicious prank at the next gathering, but we need you to guarantee the safety of the orc refugees." +- "That prankster Huckable made your trousers tear at the last council meeting. Don’t you want to pay him back? We can arrange a delicious prank at the next gathering, but we need you to guarantee the safety of the [[Orc|orc]] refugees." ### OPENING A NEGOTIATION @@ -8128,13 +8129,13 @@ If the NPC’s patience is 0 or their interest is 5, then the offer the NPC make If the NPC’s interest is 0, the NPC ends the negotiation without accepting a deal. -The heroes can walk away from a negotiation without accepting a deal at any time. +The heroes can [[Walk|walk]] away from a negotiation without accepting a deal at any time. ### SAMPLE NEGOTIATION After killing the true lord of Bedegar, the tyrannical Lord Saxton took over the barony’s capital, and is presently gathering forces of his own to march on the rest of Bedegar’s settlements. The heroes recently saved Edmund, the true heir to Bedegar’s throne, and are now gathering forces to build an army that can stand against Saxton and defeat the tyrant. -The heroes are engaging in a negotiation with Zola Honeycut, the human guildmaster of the Clock—a thieves’ guild whose headquarters is located in Bedegar’s capital. The guild openly opposed Saxton when he first seized power, but the tyrant was quick to crack down on all known members of the Clock, forcing them into hiding or hanging them as a warning to others. The heroes’ hope is that they can convince Zola to support their armed resistance. +The heroes are engaging in a negotiation with Zola Honeycut, the [[Human|human]] guildmaster of the Clock—a thieves’ guild whose headquarters is located in Bedegar’s capital. The guild openly opposed Saxton when he first seized power, but the tyrant was quick to crack down on all known members of the Clock, forcing them into hiding or hanging them as a warning to others. The heroes’ hope is that they can convince Zola to support their armed resistance. #### ZOLA’S NEGOTIATION STATS @@ -8147,10 +8148,12 @@ Zola is neutral toward the heroes when the negotiation begins. She knows them on - **Impression:** 3 **Motivations** + - **Benevolence:** Zola’s name, Honeycut, comes from the fact that she always gives her fellow thieves a bigger cut than her own on jobs. - **Protection:** The members of the Clock are the only family Zola’s ever known. The guild’s motto is “The Clock is always ticking,” because they’re always planning the next job and their ever-richer future. Zola doesn’t want to be the guild’s last master. **Pitfalls** + - **Higher Authority:** Zola has no interest in serving anyone other than herself, and she scoffs at the suggestion of taking orders. - **Revelry:** Zola is all business and has no time for frivolity, especially while living under Saxton’s threat. @@ -8160,17 +8163,17 @@ Zola is glad that people are finally opposing Lord Saxton, but is angry that no #### NEGOTIATION IN ACTION -Here’s how the negotiation with Zola might play out. In this scenario, Alyssa is playing Jorn the tactician, Grace is playing Val the conduit, James is playing Korvo the shadow, and Matt is playing Linn the talent. All the heroes have a Renown of 2 except for Jorn, who has a Renown of 3 and is therefore famous to Zola. +Here’s how the negotiation with Zola might play out. In this scenario, Alyssa is playing Jorn the [[Tactician|tactician]], Grace is playing Val the [[Conduit|conduit]], James is playing Korvo the [[Shadow|shadow]], and Matt is playing Linn the talent. All the heroes have a Renown of 2 except for Jorn, who has a Renown of 3 and is therefore famous to Zola. -**Director:** The windows are boarded up, allowing no light to enter the seemingly abandoned Goat’s Eye tavern. The whole place smells of charred wood, evidence of the fire that burned most of the building’s interior three years ago. As the door shuts behind you, light from a hooded lantern on the opposite side of the tavern suddenly fills the room. Amid the blackened walls and pillars, you see that six burly ruffians flank your group on both sides. The human holding the lantern smiles. “Welcome. I’m Zola. Willoughby told me you were coming. Have a seat.” She motions to a few crates arranged in a circle around a wide barrel. +**Director:** The windows are boarded up, allowing no light to enter the seemingly abandoned Goat’s Eye tavern. The whole place smells of charred wood, evidence of the fire that burned most of the building’s interior three years ago. As the door shuts behind you, light from a hooded lantern on the opposite side of the tavern suddenly fills the room. Amid the blackened walls and pillars, you see that six burly ruffians flank your group on both sides. The [[Human|human]] holding the lantern smiles. “Welcome. I’m Zola. Willoughby told me you were coming. Have a seat.” She motions to a few crates arranged in a circle around a wide barrel. -**James (playing Korvo):** I have a seat and say, “Korvo at your service, Ms. Honeycut. And these here are the finest companions a polder could ask for: Linn, Jorn, and Val.” +**James (playing Korvo):** I have a seat and say, “Korvo at your service, Ms. Honeycut. And these here are the finest companions a [[Polder|polder]] could ask for: Linn, Jorn, and Val.” **Director:** Zola nods to each of you in turn, then says, “You’ll excuse me if I dispense with more pleasantries. These days, no place is safe for the Clock. We keep moving. So tell me, what are you here for?” **Alyssa (playing Jorn):** “We’re building an army to take down Saxton once and for all.” -**Director:** Zola gives a mirthless chuckle as she shakes her head. “Oh is that all? I have to tell you, I don’t think the four of you stand much of a chance. Unless you’re hiding a legion or two of dwarves in your pockets. Yes, you have Jorn the Mighty with you, but you’ll need more than one famous warrior to win the day.” +**Director:** Zola gives a mirthless chuckle as she shakes her head. “Oh is that all? I have to tell you, I don’t think the four of you stand much of a chance. Unless you’re hiding a legion or two of [[Dwarf|dwarves]] in your pockets. Yes, you have Jorn the Mighty with you, but you’ll need more than one famous warrior to win the day.” **Alyssa:** Ah! So she has heard of me at least! Thanks, Renown. @@ -8178,7 +8181,7 @@ Here’s how the negotiation with Zola might play out. In this scenario, Alyssa **Director:** Zola nods, impressed. “I’m glad the boy is safe, but that’s all he is—a boy, not an army.” -**Matt (playing Linn):** “He’s a boy people will rally around. We have no army, but that’s why we’re here. We’re planning on changing that. Can you spare any soldiers for our cause?” +**Matt (playing Linn):** “He’s a boy people will rally around. We have no army, but that’s why we’re here. We’re planning on changing that. Can you spare any [[Soldier|soldiers]] for our cause?” The negotiation officially starts. The heroes have stated what they want from Zola. The Director begins by prompting them to make an argument. @@ -8208,7 +8211,7 @@ Korvo inadvertently made an argument using a pitfall by appealing to a higher au The heroes now know both of Zola’s pitfalls: higher authority and revelry. -**Linn:** Linn is going to say, “We’re recruiting more than just the Clock. We have a good chance of recruiting the elves of the wode and the orcs of Forest Rend, and we’re already training the people of Gravesford to put up a fight. If we strike before Saxton can fully build his forces, we all stand a better chance of survival. If you don’t stand with us, Saxton will still come for you. He’s already coming for you. The Clock stands less of a chance alone.” +**Linn:** Linn is going to say, “We’re recruiting more than just the Clock. We have a good chance of recruiting the elves of the wode and the [[Orc|orcs]] of Forest Rend, and we’re already training the people of Gravesford to put up a fight. If we strike before Saxton can fully build his forces, we all stand a better chance of survival. If you don’t stand with us, Saxton will still come for you. He’s already coming for you. The Clock stands less of a chance alone.” **Director:** I think that’s a Reason test, since you’re using logic to point out that you have a better chance together than on your own. It’s easy too, since you’re appealing to one of her motivations. @@ -8232,7 +8235,7 @@ Because Linn appealed to a motivation, Zola’s interest increases to 2, and her **Alyssa:** I wonder if we can try to figure out another one of her motivations. -**James:** Is there anything I know about Zola’s reputation? I have the Criminal Underworld skill. +**James:** Is there anything I know about Zola’s reputation? I have the [[Criminal]] Underworld skill. **Director:** Make a hard Reason test. diff --git a/Kits/Caster Kits/Caster Kit Table.md b/Kits/Caster Kits/Caster Kit Table.md index 4750b67..d80b524 100644 --- a/Kits/Caster Kits/Caster Kit Table.md +++ b/Kits/Caster Kits/Caster Kit Table.md @@ -9,8 +9,8 @@ subtype: caster kits # Caster Kit Table -| Caster Kits | Kit Armor | Implement | Stamina | Speed | Stability | Magical Damage | Magic Distance | Area | -| -------------- | --------- | --------- | ------- | ----- | --------- | -------------- | -------------- | ---- | +| Caster Kits | Kit Armor | Implement | Stamina | Speed | Stability | Magical Damage | Magic Distance | Area | +| ------------------ | --------- | --------- | ------- | ----- | --------- | -------------- | -------------- | ---- | | [[Bloodpact]] | None | Metal | +6 | — | — | +2/+2/+2 | +5 | — | | [[Dancer]] | None | Glass | — | +2 | — | +0/+1/+2 | — | — | | [[Frigid]] | None | Crystal | +3 | — | — | — | +7 | +1 | diff --git a/Kits/Martial Kits/Martial Kits Table.md b/Kits/Martial Kits/Martial Kits Table.md index 7457a34..b3c1b82 100644 --- a/Kits/Martial Kits/Martial Kits Table.md +++ b/Kits/Martial Kits/Martial Kits Table.md @@ -9,20 +9,20 @@ subtype: martial kits # Martial Kits Table -| Kit | Armor | Weapon | Stamina | Speed | Stability | Melee Damage | Ranged Damage | Weapon Distance | Reach | Mobility | -| ---------------- | -------------- | ------------------ | ------- | ----- | --------- | ------------ | ------------- | --------------- | ----- | -------- | +| Kit | Armor | Weapon | Stamina | Speed | Stability | Melee Damage | Ranged Damage | Weapon Distance | Reach | Mobility | +| -------------------------------------- | -------------- | ------------------ | ------- | ----- | --------- | ------------ | ------------- | --------------- | ----- | -------- | | [[Cloak And Dagger\|Cloak and Dagger]] | Light | Light | +3 | +2 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | -| [[Guisarmier]] | Medium | Polearm | +6 | — | +1 | +2/+2/+2 | — | — | +1 | — | -| [[Martial Artist]] | None | Unarmed Strike | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | -| [[Mountain]] | Heavy | Heavy | +9 | — | +2 | +0/+0/+4 | — | — | — | — | -| [[Panther]] | None | Heavy | +6 | +1 | +1 | +0/+0/+4 | — | — | — | — | -| [[Pugilist]] | None | Unarmed Strike | +6 | +2 | +1 | +1/+1/+1 | — | — | — | — | -| [[Raider]] | Medium, Shield | Light | +9 | +1 | — | +1/+1/+1 | — | +5 | — | Yes | -| [[Ranger]] | Medium | Medium, Bow | +6 | +1 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | -| [[Rapid-fire\|Rapid-Fire]] | Light | Bow | +3 | +1 | — | — | +2/+2/+2 | +7 | — | Yes | -| [[Retiarius]] | Light | Polearm, Ensnaring | +3 | +1 | — | +2/+2/+2 | — | — | +1 | Yes | -| [[Shining Armor]] | Heavy, Shield | Medium | +12 | — | +1 | +2/+2/+2 | — | — | — | — | -| [[Sniper]] | None | Bow | — | +1 | — | — | +0/+0/+4 | +10 | — | Yes | -| [[Stick And Robe\|Stick and Robe]] | Light | Polearm | +3 | +2 | — | +1/+1/+1 | — | — | +1 | Yes | -| [[Swashbuckler]] | Light | Medium | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | -| [[Whirlwind]] | None | Whip | — | +3 | — | +1/+1/+1 | — | — | +1 | Yes | +| [[Guisarmier]] | Medium | Polearm | +6 | — | +1 | +2/+2/+2 | — | — | +1 | — | +| [[Martial Artist]] | None | Unarmed Strike | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | +| [[Mountain]] | Heavy | Heavy | +9 | — | +2 | +0/+0/+4 | — | — | — | — | +| [[Panther]] | None | Heavy | +6 | +1 | +1 | +0/+0/+4 | — | — | — | — | +| [[Pugilist]] | None | Unarmed Strike | +6 | +2 | +1 | +1/+1/+1 | — | — | — | — | +| [[Raider]] | Medium, Shield | Light | +9 | +1 | — | +1/+1/+1 | — | +5 | — | Yes | +| [[Ranger]] | Medium | Medium, Bow | +6 | +1 | — | +1/+1/+1 | +1/+1/+1 | +5 | — | Yes | +| [[Rapid-fire\|Rapid-Fire]] | Light | Bow | +3 | +1 | — | — | +2/+2/+2 | +7 | — | Yes | +| [[Retiarius]] | Light | Polearm, Ensnaring | +3 | +1 | — | +2/+2/+2 | — | — | +1 | Yes | +| [[Shining Armor]] | Heavy, Shield | Medium | +12 | — | +1 | +2/+2/+2 | — | — | — | — | +| [[Sniper]] | None | Bow | — | +1 | — | — | +0/+0/+4 | +10 | — | Yes | +| [[Stick And Robe\|Stick and Robe]] | Light | Polearm | +3 | +2 | — | +1/+1/+1 | — | — | +1 | Yes | +| [[Swashbuckler]] | Light | Medium | +3 | +3 | — | +2/+2/+2 | — | — | — | Yes | +| [[Whirlwind]] | None | Whip | — | +3 | — | +1/+1/+1 | — | — | +1 | Yes | diff --git a/Rules/Draw Steel Rules.html b/Rules/Draw Steel Rules.html deleted file mode 100644 index 7316a20..0000000 --- a/Rules/Draw Steel Rules.html +++ /dev/null @@ -1,17222 +0,0 @@ - - - - - - - - Draw Steel Rules - - - -

    Draw Steel Compendium is an independent product published - under the DRAW STEEL Creator License and is not affiliated with - MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, - LLC.

    -
    -

    WHAT IS THIS GAME?

    -

    This is a game about fighting monsters. About - larger-than-life, extraordinary heroes plunging into battle - against terrifying, monstrous enemies.

    -

    That covers a lot! So let's get specific and talk about what - this game is, and what it is not.

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    This game will absolutely feature dungeons. Ancient - underground complexes filled with ravenous undead or creeping - oozes. But it isn't a dungeon crawler. It's not about “clearing - rooms.” It's not a survival horror game where you must track - light and food and the weight of every object you carry.

    -

    You can fight monsters in a dungeon, but the game is not - about dungeons. Lots of games focus on that gameplay and do it - really well! Like Shadowdark.

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    It's not a wilderness exploration game, aka a hex crawl. - It's not about surviving in extreme weather, getting lost, or - trying to navigate your way back to safety.

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    You can fight monsters in the wilderness, even run a whole - campaign in the wilderness, but this game is not about the - wilderness. We love games that focus on that fantasy, like - Forbidden Lands.

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    You can run adventures with horror themes, but this is not a - horror roleplaying game like Call of Cthulhu. Your - sessions can and will feature comedy, but this isn't a comedy - RPG like Paranoia.

    -

    We genuinely love all those games. But we love them because - they focus on specific genres of gameplay and deliver on them - really well.

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    Our game is heroic fantasy. That's its genre. Extraordinary - people fighting dragons and necromancers.

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    But “heroic fantasy” is still a little too broad for our - purposes, so we added two other keywords to explain how our - game might be different from other games in this genre: - tactical and cinematic.

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    These terms are just guidelines. A vibe. But we find them - useful when trying to choose between different features. “Both - of these ideas are cool, but which is the most cinematic? The - most heroic?”

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    So let's talk about what we mean when we use these - terms.

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    TACTICAL

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    Strategy is: “What are we trying to do?” Break a siege, - free a prisoner, rescue a captive, steal a tome of ancient - lore. Strategy is about long-term goals.

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    Tactics is about: “How are we going to do that?” We're - going to … surround them! Sneak around them! Pick them off - one by one! Kill their leader first. Kill their priest first! - “No resurrections!”

    -

    In a tactical game, positioning matters. So our game is - played on a grid. Effects and distances are measured in - squares. This means everyone is looking at the same problem, - and there is no ambiguity regarding where the heroes and - villains are in relation to each other. The hobgoblin - troopers are setting themselves up in a line to stop our - tactician and fury from getting into melee with the hobgoblin - war mage. We can all see that happening, and can talk about - what we're going to do to stop it.

    -

    That means teamwork matters. That's why initiative works - the way it does—to encourage the players to plan! “Okay, you - use Concussive Slam on that trooper, it'll push him back, and - on my turn I can use Phalanx Forward to get us all into melee - with the death captain.”

    -

    We think focusing on teamwork also makes the game more - heroic! :D

    -

    In a tactical game, you have many choices each round. You - are never reduced to just swinging your sword. You have - options. If we do a good job, you don't feel like you - outlasted your opponents because you wore their hit points - down before they could reduce yours to 0—you feel like you - beat those hobgoblins! Through stealth and sorcery, - coordination and ferocity!

    -

    As you play with the same group of characters, you learn - what they can all do. You discover synergies, “combos.” Some - of them intended by the designers, some not! You start to - learn these unique characters, and rely on them to do their - cool things. It's a great feeling when another player comes - up with a cool plan that relies on your unique abilities.

    -

    You learn which characters are the “squishies” who need to - be protected or healed. You learn which characters can push - themselves right to the edge and keep fighting. “Don't worry - about healing Barlaca. She's our fury. She's happier with 3 - Stamina.”

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    Our game is not about tactics. It's not a war game. But it - is tactical.

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    HEROIC

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    Our game is definitely about heroism! :D

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    For us, this means a couple of things. It means we don't - assume your character is primarily motivated by greed. They - might be! But we don't assume that. Instead we assume you're - going to do the right thing. It might take some convincing, - and there might be some reluctant heroes in your party, but - that's part of the fun!

    -

    You should absolutely be able to run a Chain of - Acheron-style campaign where the heroes are hard-bitten - mercenaries in a morally ambiguous world. But that's not the - baseline assumption. The fiction and adventures that inspire - us feature epic villains trying to remake the world in their - image, and the dashing, unyielding heroes who strive against - them even in the face of impossible odds.

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    So that's one component of the heroic keyword. But another - component, equally important, is what kinds of things happen - “on-screen,” so to speak. This is very closely related to the - cinematic keyword.

    -

    For instance, you never see Indiana Jones having to find a - local sporting goods store because he needs to stock up on - ammo. You never see Katniss Everdeen have to stop and take a - shower because she stinks.

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    These things do happen. No one watching Raiders of the - Lost Ark thinks that Indy's gun is magical and doesn't - need bullets—but we just don't need to see Indy doing that - stuff. We don't need to waste time on it.

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    CINEMATIC

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    Closely tied to the heroic keyword, the cinematic keyword - is about how we like powers and abilities with a strong - visual component. You can imagine your character doing or - saying these things. “In All This Confusion” is a good name - for the shadow's ability to slip out of melee and retreat to - safety. The text of the ability says how it works, but the - name creates a visual that explains how it's working.

    -

    When Sir Vanazor the dragon knight fury leaps onto a - goblin war spider, cleaving through the goblins riding the - creature in a single turn, you can see it in your mind. It - feels like a movie. It doesn't feel simply as if you rolled - well, but like an epic scene, complete with slow motion and a - Carpenter Brut soundtrack.

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    You should imagine your tactician character leading the - battle, granting your allies free attacks, extra maneuvers. - Coordinating the battle. That's what the name implies. And if - we've done a good job, when you read the character's - abilities, you think, “Yes! This is what I was imagining! I - can't wait to do this!”

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    FANTASY

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    Just … you know … it's got dragons and stuff. :D

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    It's worth mentioning—while everyone basically already - knows what fantasy means in this context, we do imagine it a - little more broadly than your average classical medieval - fantasy. We like that stuff! Vasloria is our medieval - European fantasy analog with knights on horseback and wizards - in towers. But we also like high fantasy urban intrigue, and - so we're developing Capital, the City of the Great Game, the - Greatest City In This or Any Age. Vasloria is mostly humans - and elves and orcs and dwarves, but Capital has dozens, - hundreds of different ancestries in it.

    -

    Looking back at movies like Star Wars and the work of - artists like Chris Foss, that '70s stuff now seems explicitly - fantastical. There's nothing scientific or even plausible - about a lightsaber or a John Berkey spaceship. But damn, they - look cool!

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    So our setting includes the timescape—our multiverse, of - which the world of Orden containing Capital and Vasloria is - only one part. The timescape is more explicitly “space - fantasy.”

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    These core rules mostly cover the classic fantasy stuff. - But we think Capital and the timescape will help us deliver a - game where more people can see their fantasy in our - worlds.

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    For us, fantasy includes magic, like wizards casting - spells, and psionics, the natural and focused ability some - creatures have to manipulate and warp reality with their - minds. You know, telekinesis and telepathy! Jean Grey style! - Although heroes have a few of these options in the core - rules, you'll see more psionics in later products.

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    IF YOU'RE COMING FROM D20 FANTASY…

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    If you've most often played medieval fantasy RPGs that use - a d20 and have Strength, Dexterity, Constitution, - Intelligence, Wisdom, and Charisma as primary creature - statistics, you're going to notice a lot of similarities - between that style of game and Draw Steel. But as talked - about above, our game is explicitly heroic and tactical, and - it includes our own ideas of what a fantasy world should - include. As such, you'll definitely notice some differences. - We might use similar terminology for rules, but our use of - those game terms might mean different things, because we're - trying to support a specific style of play and there are only - so many words that make sense to use with a fantasy game in - the English language.

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    Here are a few key distinctions between this game and - typical d20 fantasy that you'll notice right away. These - aren't the only distinctions, but they're the most - obvious:

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    THE BASICS

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    The flow of playing Draw Steel is like playing any other - tabletop roleplaying game with a Director (also called a Game - Master or GM in other games). Play is a conversation between - the Director and the heroes that describes the story. The - Director sets the scene, describing the important elements of - the environment that the heroes would notice.

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    Director: You stand in the doorway of the - top level of the ruined necromancer's tower. The air is stale - and reeks of death. A pale full moon shines through a broken - ceiling, illuminating six sarcophagi upon a raised dais, each - with a lid carved in the likeness of a devil. Broken flasks, - beakers, and other laboratory glass covers the floor.

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    After the Director sets the scene, each player describes how - their character interacts with the area. The Director then - describes how the environment and any creatures in it respond - to the heroes' actions.

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    Alyssa (playing Jorn): I'm going to hang - out at the back of the group with my warhammer drawn. I want to - be ready in case any of those skeletons we snuck by on the - lower levels make their way up the stairs.

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    Matt (playing Linn): Linn uses her - Telekinesis ability to sweep up the glass on the floor and form - a path free of glass that goes from the door to the dais.

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    James (playing Korvo): I'll light a torch - as I step into the room. Is there anything new we can see - now?

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    Director: With the glass cleared away and - brighter light glowing in the room, you can see that the floor - is covered in faded sigils.

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    At some point, a player will have their hero attempt a task - that has a risk of failing in a way that is narratively - interesting. In such cases, the Director calls for some dice to - be rolled! Don't worry—the rules outline when and how to do - this.

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    Grace (playing Val): Before anyone steps on - them, I want to examine the symbols and figure out what they - mean.

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    Director: Okay, well for that, I need you - to make an easy Reason test.

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    Grace: I got a 12! What do I know?

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    Director: You can tell these old sigils are - part of a necromancy spell that has been woven into the stone - floor. Also, Jorn can hear something coming up the steps. It's - the clicking and clacking of bone on stone.

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    Alyssa: Uh, let's make a decision here, - folks. We got boneheads incoming!

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    Matt: Linn has had enough of this - dillydallying. She moves to the dais and ushers everyone inside - the room so we can shut and barricade the door.

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    Grace: Uh-oh.

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    Director: Before anyone else can move, - Linn's foot connects with one of the sigils. A burst of red - lightning cracks from the place where her foot touched the - floor, running to the walls and up to the ceiling.

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    Matt: Oh, right. Necromancy.

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    Grace: Yeah. Should have warned you.

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    Director: The whole tower starts to sway as - the sarcophagus lids slide to the floor and clawed undead hands - emerge from within. Six decaying devils, each tattooed with - glowing green runes, rise. They're eager for violence.

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    James: I think we found the Rotting Lords - of Hell.

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    Director: Draw steel!

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    CHARACTERISTICS

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    Each creature in the game has five characteristics that - represent their capacity to interact with other creatures and - the environment.

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    MIGHT

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    Might (MGT) represents strength and brawn. A creature's - ability to break down doors, swing an axe, stand up during - an earthquake, or hurl an ally across a chasm is determined - by Might.

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    AGILITY

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    Agility (AGL) represents coordination and nimbleness. A - creature's ability to backflip out of danger, shoot a - crossbow, dodge an explosion, or pluck keys from a guard's - belt is determined by Agility.

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    REASON

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    Reason (REA) represents a logical mind and education. A - creature's ability to solve a puzzle that unlocks a door, - recall lore about necromancy, decipher a coded message, or - blast a foe with psionic power is determined by Reason.

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    INTUITION

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    Intuition (INU) represents instincts and experience. A - creature's ability to hear the approach of a distant rider, - figure out the tell of a bluffing gambler, calm a rearing - horse, or track a monster across the tundra is determined - by Intuition.

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    PRESENCE

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    Presence (PRS) represents force of personality. A - creature's ability to lie to a judge, convince a crowd to - join a revolution, impress a queen at a royal banquet, or - cast a magic spell by singing a song is determined by - Presence.

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    CHARACTERISTIC SCORES

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    Each characteristic has a score that runs from −5 to +5. - The higher a score, the more impact the creature has with - that characteristic. A baby bunny rabbit would have a Might - score of −5, while an ancient dragon would have a Might - score of 5. The average human has a score of 0 in all their - characteristics. Characteristic scores are added to power - rolls—the dice rolls you make whenever your character - attempts a task with an uncertain outcome (see Power - Rolls).

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    DICE

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    This game uses ten-sided dice (also called d10s). Each - player and the Director should have two of these. The game - also makes occasional use of a six-sided die (called a d6), - so it's helpful if each player has one or two of those as - well.

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    D3S

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    On rare occasions, the rules ask a player to roll one or - more three-sided dice (also called d3s). If you don't have - a d3, you can roll a six-sided die instead, treating a roll - of 1–2 as a 1, a roll of 3–4 as a 2, and a roll of 5–6 as a - 3.

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    POWER ROLLS

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    Whenever a hero or other creature in the game attempts a - task with an uncertain outcome, such as attacking a foe, - sneaking by a guard patrol without being seen, or persuading - a queen to provide military aid, the creature makes a power - roll to determine the outcome of their actions.

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    TYPES OF POWER ROLLS

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    The game uses three types of power rolls:

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    • Ability Roll: Used when you activate - certain abilities to determine their impact.
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    • Resistance Roll: Made to avoid - harmful effects.
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    • Test: Made outside of using your - abilities to affect or interact with the world around - you.
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    MAKING A POWER ROLL

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    When you make a power roll, you roll two ten-sided dice - (sometimes noted as 2d10 in the rules) and add one of your - characteristics. The characteristic you add depends on the - kind of roll you're making, as outlined in Abilities and - Tests.

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    POWER ROLL OUTCOMES
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    The result of a power roll determines your outcome - tier—three levels that determine how successful your - power roll is.

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    Tier 1: If your power roll result is - 11 or lower, it is a tier 1 result. This is the worst - result a power roll can have. If you're using an ability, - a tier 1 result means you still do something, but the - impact of what you do is minimal. With this result, an - attack ability might deal a little bit of damage and not - do much else. For a test, a tier 1 result means you fail - at what you set out to do, and you might also suffer a - negative consequence.

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    Tier 2: If your power roll result is - 12 to 16, it is a tier 2 result. This is the average - result of many power rolls, especially for heroes who are - 1st level. When using an ability, a tier 2 result means - that what you do has a moderate impact. With this result, - an attack ability deals a decent amount of damage and has - an effect that briefly helps allies or hinders enemies. - For a test, a tier 2 result means you might succeed at - what you set out to do— though depending on the - difficulty, success might have a cost.

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    Tier 3: If your power roll result is - 17 or higher, it is a tier 3 result. This is the best - result a power roll can have. When using an ability, a - tier 3 result means you deliver the maximum impact - possible. With this result, an attack ability deals a lot - of damage and has a powerful or lasting effect on enemies - or allies. For a test, a tier 3 result means you succeed - at what you set out to do. If the test has an easy - difficulty, you also get a little something extra in - addition to your success

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    DOWNGRADE A POWER ROLL
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    Whenever you make a power roll, you can downgrade it - to select the result of a lower tier. For instance, if an - ability has a tier 3 result that lets you impose the - restrained condition on a creature, but the tier 2 result - for that ability lets you impose the slowed condition, - you can use the tier 2 result if you would rather have - the creature slowed than restrained.

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    If you downgrade a critical hit, you still get the - extra action benefit of the critical hit (see Critical - Hit in Abilities).

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    NATURAL RESULT
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    The result of your power roll before your - characteristic or any other modifiers are applied is - called the natural result. The rules often refer to this - as “rolling a natural X,” where X is the result of the - roll. For example, if you get a 20 on the power roll - before adding your characteristic, this is called rolling - a natural 20.

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    Whenever you roll a natural 19 or 20 on a power roll, - you always achieve the tier 3 result, no matter what - characteristic is added to the roll.

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    EDGES AND BANES

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    An archer standing on a castle wall fires down into a - throng of enemies, hitting the mark each time thanks to - their high ground. A drunken bandit struggles to land blows - on sober opponents as alcohol clouds their senses. Under - certain circumstances, you need more than just a - characteristic to represent the advantages and - disadvantages that heroes, their enemies, and their allies - might have.

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    EDGE
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    An edge represents a situational advantage a hero or - an enemy has when making a power roll. For example, a - standing hero who makes a melee attack against a prone - creature gains an edge on the power roll for their - attack. A pair of magic gloves that makes your hands - sticky might grant you an edge when making a power roll - to climb walls!

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    When you make a power roll with a single edge, you add - 2 to the roll. If you make a power roll with two or more - edges, you have a double edge. This means you don't add - anything to the power roll, but the result of the roll - automatically improves one tier (to a maximum of tier - 3).

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    BANE
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    A bane represents a situational disadvantage a hero or - an enemy has when making a power roll. For example, if - you make an attack while prone, the power roll for the - attack takes a bane. A rainstorm might give you a bane on - a power roll made to climb an outdoor wall because the - weather makes the stone surface extra slick.

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    When you make a power roll with a single bane, you - subtract 2 from the roll. If you make a power roll with - two or more banes, you have a double bane. This means you - don't subtract anything from the power roll, but the - result of the roll automatically decreases one tier (to a - minimum of tier 1).

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    ROLLING WITH EDGES AND BANES
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    Under certain circumstances, you might have one or - more edges and banes on the same roll. For instance, you - might take a bane when weakened by poison, even as you - gain an edge for attacking a prone creature. In general, - edges and banes cancel each other out, resolving as - follows:

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    • If you have an edge and a bane, or if you have a - double edge and a double bane, the roll is made as - usual without any edges or banes.
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    • If you have a double edge and just one bane, the - roll is made with one edge, regardless of how many - single edge instances contribute to the double - edge.
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    • If you have a double bane and just one edge, the - roll is made with one bane, regardless of how many - single bane instances contribute to the double - bane.
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    WHEN TO USE EDGES AND BANES
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    The rules tell you when to modify a roll with an edge - or a bane. The Director can also modify rolls with edges - and banes as a response to narrative or environmental - circumstances. For instance, no rule specifically says - that rain imposes a bane on power rolls made to climb a - stone wall. But it makes sense that rainy conditions - should make climbing that wall harder, so a Director - should absolutely do so!

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    WHY CAP?
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    We capped edges and banes at a maximum of two each - for several reasons, including thinking about the - narrative of those penalties. Every little advantage or - disadvantage in a heroic story has diminishing returns, - acknowledging that a creature can only benefit or be - hindered by short-term circumstances so much. For - example, a character who is prone and weakened by - poison already finds it difficult to attack—so that - becoming restrained by a net can't really make it - harder.

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    We also liked capping edges and banes at two because - it keeps play quick. It's nice to not need to count - beyond two positive or negative circumstances in a - battle with a lot of effects flying around.

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    BONUSES AND PENALTIES

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    While edges and banes cover most circumstantial effects - that can have an impact on a power roll, a few rules add - numeric bonuses or penalties to power rolls. Bonus and - penalty values are specified in the rules that impose them, - and are calculated independently of edges and banes, and - before edges and banes are factored into a power roll. - There is no limit to the number of bonuses or penalties - that can apply to a power roll, and bonuses and penalties - always add together.

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    Though it might sound as if the math with bonuses and - penalties can get confusing, fear not! Bonuses and - penalties are rare except in the case of skills, which - appear on your character sheet (see Skills for more - information).

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    HERO TOKENS

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    When players roleplay their heroes well or take big risks, - the Director can reward them with the potential to restore - vitality when it's needed, in the form of hero tokens. Hero - tokens are given out by the Director one at a time, either to - an individual player or to the group as a whole. They can be - tracked using poker chips, stones, or other markers, and are - then shared by all players.

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    Whenever hero tokens are available, you can spend a hero - token on your turn or whenever you take damage (no action - required). When you do, you regain Stamina equal to your - recovery value without spending a Recovery. A hero token - benefits only one creature at a time, and you can't spend - more than one hero token per turn.

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    Players can also be awarded hero tokens as part of a - test's outcome when they succeed in a task with a reward (see - Tests). Unless the Director decides otherwise, unused hero - tokens disappear at the end of a session.

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    FOR THE DIRECTOR: AWARDING HERO TOKENS

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    You can award hero tokens to the players for taking - risks with their heroes beyond what the game typically - expects of them. For instance, battling a group of - monsters is part of the game and doesn't earn a hero - token. However, the following sorts of activities - might:

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    • A hero stands alone against a group of enemies to - allow their comrades to escape.
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    • A hero willingly jumps into quicksand, into lava, - off a cliff, or into some other hazard to save another - character.
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    • The group is presented with an easy way out of a - difficult situation that involves lying, cheating, - stealing, or the like, but they take the more arduous - and honorable path.
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    • A hero gives away an important resource, such as a - Healing Potion, to help another creature in need.
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    GAME OF EXCEPTIONS

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    This game has a fair number of rules. But it also has - plenty of character options, specialized equipment, and other - game elements that let you break those rules. This is on - purpose! Breaking the rules allows heroes to feel special and - makes their foes seem extra dangerous.

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    If you're not sure what to do when two rules come into - conflict with each other, remember that a specific exception - always beats a more general rule. The Director has the final - say in how rules are adjudicated.

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    ALWAYS ROUND DOWN

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    There are times when the rules tell you to divide a number - in half. Whenever you divide an odd number in half and it - results in a decimal, round the result down to the nearest - whole number. For instance, if you have a speed of 7 and - become slowed (a condition that halves your speed), then your - speed becomes 3.

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    CREATURES AND OBJECTS

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    This game uses the terms “creature” and “object.” - Creatures are living or unliving beings such as animals, - elves, humans, dragons, giants, zombies, and valok. Objects - are inanimate matter such as walls, carriages, cups, swords, - ropes, coins, paintings, columns, and buildings. Creatures - always have stat blocks that relay their statistics, but - objects do not.

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    When a creature dies, their body becomes an object, and - can be affected by abilities and other effects that target - objects. For example, a talent can't use their Telekinesis - power to slide an unwilling enemy cult leader into an evil - temple's pit of hellfire. But if that boss dies, the talent - can slide their body into the pit to prevent the boss from - being raised as a powerful undead by the temple's magic.

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    The game sometimes refers to “unattended objects,” which - are objects that aren't held, worn, or controlled by a - creature. Whenever an ability affects objects, it affects - only unattended objects unless the Director determines - otherwise.

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    PCS AND NPCS

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    Two types of characters inhabit the world of the game— the - player characters (also called PCs or heroes) who are created - and controlled by the players, and nonplayer characters - (NPCs) created and controlled by the Director. NPCs can - include any of the game's monsters, but when the rules refer - to NPCs, they generally do so in the context of interacting - with them outside of combat.

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    BUILDING A HEROIC NARRATIVE

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    The game takes place in a series of scenes with the heroes - as the main characters. An adventure is a collection of - scenes that make up a single story arc, and a campaign is a - collection of adventures that tell the entire epic tale of a - group of heroes. You can think of each adventure as a movie - in a saga of films, a book in a series of novels, or a season - of a television show. While many heroes have their stories - told over the course of a campaign, some wrap up their - careers in a single adventure that takes place in one game - session, called a one-shot. You can think of a one-shot as a - great stand-alone novella or movie.

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    This game is built so that each adventure you play and - each battle you fight gets more exciting as it goes on. In - fantastic tales, the heroes and their foes both grow in power - over the course of an adventure. But it isn't time alone that - grows a hero's capabilities. Rather, it's the adrenaline that - comes from battle, the danger of the hero's profession, and - the pressure to save the world that pushes a character to do - the impossible. Each small act of heroism gives a hero the - confidence and bravery to perform legendary feats against all - odds.

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    The things a hero can achieve at the end of the story are - far more daring and impactful than what they do at the start, - and the final showdown against a villain's forces is more - deadly and desperate than the first. The rules of the game - help build a heroic narrative in this same fashion, making - use of the four most important mechanics for building heroic - narratives: Victories, Experience, Heroic Resources, and - Recoveries.

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    VICTORIES

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    Your hero's power increases throughout an adventure as - you fight more battles and overcome other challenges, - measured through a stat called Victories. At the start of - an adventure, your hero has 0 Victories.

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    VICTORIES AFTER COMBAT
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    Each time your hero survives a combat encounter in - which the party's objectives are achieved, your Victories - increase by 1. The Director can decide that a trivially - easy encounter doesn't increase a hero's Victories.

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    VICTORIES AFTER NONCOMBAT CHALLENGES
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    When your hero successfully overcomes a big challenge - that doesn't involve combat, the Director can award you 1 - Victory. Such challenges can include things like a - particularly complicated and deadly trap, a negotiation, - a montage test, a complicated puzzle, or the execution of - a clever idea that avoids a battle.

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    VICTORIES RESET
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    Whenever you finish a respite (see Respite), your - Victories are converted into Experience.

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    FOR THE DIRECTOR: AWARDING VICTORIES

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    We're still figuring out rules for encounter building, - but here are some general guidelines.

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    A successful combat in which the party's objectives - are achieved earns the heroes 1 Victory. Particularly - hard encounters are worth 2 Victories when completed. - We'll have better guidelines on this topic in the future, - but for now, consider tough boss battles worth 2 - Victories.

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    A successful negotiation or montage test should earn - the heroes 1 Victory. Other noncombat challenges are left - to the Director's discretion, but consider the following - guidelines to help you determine when awarding 1 Victory - is warranted:

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    • If the heroes overcome a complicated trap that - requires more than one test to find and disarm, award - them 1 Victory.
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    • If the heroes investigate a series of clues in a - mystery, award 1 Victory when they solve the - mystery.
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    • If the heroes solve a complicated puzzle that - requires them to use resources or would take most - people at least 10 minutes to complete, award them a - Victory.
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    • If the heroes achieve a major story goal that - accomplishes a quest (such as saving a prince trapped - by an evil baroness or stopping a necromancer from - performing a world-ending ritual), award them 1 - Victory.
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    • If the heroes use clever thinking to easily and - surprisingly overcome or bypass a combat encounter, a - negotiation, a montage test, a trap, a puzzle, or some - other challenge that would award them 1 or more - Victories in a more difficult fashion, award them 1 - Victory. Clever thinking is just as worthy of a - Victory—if not more so!
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    At the Director's discretion, particularly hard - negotiations, puzzles, mysteries, and other noncombat - challenges can be worth 2 Victories.

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    EXPERIENCE

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    Victories temporarily increase a hero's power during an - adventure, but Experience (or XP) permanently improves - their capabilities. Each time you finish a respite (see - below), you gain XP equal to your Victories, then your - Victories drop to 0. In other words, your Victories are - converted to XP when you finish a respite.

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    For more information on how XP increases your hero's - power, see Heroic Advancement.

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    HEROIC RESOURCES

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    Your hero has a Heroic Resource (sometimes two Heroic - Resources) determined by your class, and which you manage - during play. For many classes, earning Resources can - increase your hero's power, and Resources are spent to - activate your most powerful abilities. Other classes, like - the talent, earn a negative resource that gives them a - penalty during battle, and they gain the resource to - activate their most powerful abilities. Each class gains - and uses its Heroic Resource differently, and resources - aren't equivalent across classes. For example, 1 piety for - the conduit isn't worth as much as 1 focus for the - tactician.

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    Some classes, such as the tactician and the fury, - generate and use Heroic Resources only during combat - encounters. Others, such as the shadow and the talent, can - use their Heroic Resources both in and out of combat.

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    Your hero's class description has more information about - how to use your Heroic Resource.

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    BAGS OF RATS AIN'T HEROIC

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    Some players might think that quickly starting a fight - with some bar patrons or carrying around a bag of rats is - a good way to gather up those sweet, sweet Victories and - Heroic Resources. Those strategies don't work! The rules - of the game exist to help you tell a cool heroic fantasy - story, not so you can try to be clever and exploit them - by harming innocent rats to “win.” In order to generate - Victories and Heroic Resources, you must face and - overcome challenges worthy of a hero!

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    RECOVERIES

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    Each hero has a limited number of Recoveries that they - can use to heal themself. Recoveries are a way to rally and - get back some of the energy you lose in battle by taking a - breather, accepting a little magical help from a conduit or - troubadour, getting an allied tactician to inspire you with - a rush of adrenaline, and so forth. Of course, your body - can only rally so many times before your energy reserves - are completely shot, so you have a limited number of - recoveries as a result.

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    When you spend a Recovery, you regain Stamina equal to - your recovery value, which is one-third your Stamina - maximum.

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    SPENDING RECOVERIES
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    During combat encounters and similarly dangerous - situations when time is tracked in rounds (see Combat), - you can use the Catch Breath action to regain Stamina. - See Catch Breath in Actions for more information. Some - heroes have abilities that allow them or their allies to - spend more Recoveries without using the Catch Breath - action.

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    Outside of combat and other dangerous situations, you - can spend Recoveries freely.

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    REGAINING RECOVERIES
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    You regain all lost Recoveries when you finish a - respite (see Respite).

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    RESPITE

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    A respite is a focused period of rest and recuperation - that allows heroes to regain Stamina and Recoveries. During - a respite, you must spend 24 hours uninterrupted and doing - nothing but sleeping, eating, dressing your wounds, and - recuperating. You can also undertake one respite activity, - such as making a project roll (see Research and Crafting in - future packets for more information), or changing your kit - (see Kits).

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    When you finish a respite, you regain all your - Recoveries and Stamina, and your Victories convert to - Experience. It is best to take a respite in a safe place - where you aren't in a hostile environment or at risk of - being attacked. If your respite is interrupted by enemies - attacking, an earth tremor, swarms of biting insects, and - similar serious distractions, the respite ends early and - you don't gain the benefits for finishing it.

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    The standard eightish hours of sleep one gets at night - doesn't count as a respite. The rules assume that all - heroes take the time to sleep, eat, and take care of all - the other functions necessary for life even if they aren't - engaged in a respite.

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    ORDEN AND THE TIMESCAPE

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    A new game demands new worlds! Welcome to the timescape—a - collection of worlds spanning high fantasy, dark fantasy, and - even space fantasy! We sincerely hope you take these rules - and adapt them to your own world, or adapt your world to - these rules, or something in between!

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    Our tour begins on the world of Orden, the Prime - Manifold—a realm of elves, dwarves, humans, orcs, dragons, - and more. But human civilization and politics dominate here, - especially in the great city of Capital, a hotbed of urban - fantasy intrigue.

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    Orden contains seven major regions, the largest of which - is Vasloria.

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    VASLORIA

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    A forested medieval and feudal land, Vasloria holds few - cities—just towns and villages. Western Vasloria, including - most of Aendrim and Corwell and parts of Graid, was until - recently ruled by Good King Omund. His draconian knights, - the Dragon Phalanx, protected the weak from the strong, - dispensing justice throughout the land. But Omund died - fifteen years ago—and so died the rule of law in Vasloria. - Now, forests claim towns and roads once held safe under his - rule. The woods are dangerous, their only law that of tooth - and claw.

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    When Omund was betrayed by Mandrake, a captain of the - Dragon Phalanx, his castle fell to Ajax the Invincible—now - called the Overlord and the Iron Saint. Ajax's wizard - Mortum unlocked the secret of the ancient flying cities of - the sky elves to raise the Chrysopolis, Ajax's - city-fortress in the sky.

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    Ajax abolished all faiths and temples in Vasloria. He - executed the dukes who served King Omund loyally, leaving - only the three surviving baronies of Dalrath, Bedegar, and - Tor to hold human civilization together. Once, the people - of all the lands of Vasloria were loose allies. There was - trade between humans, elves, dwarves, and orcs.

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    Now there is only suspicion.

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    The high elves of the Fallen City, once the sky elf city - of Irranys, pay tribute to Ajax with ancient artifacts they - plunder from their ruined home. The wode elves of the - Orchid Court, lacking any centralized government or cities, - refuse to bow to the Iron Saint.

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    The dwarves of Kal Kalavar pay tribute in prisoners they - abduct from among those foolish enough to travel the roads - unescorted—prisoners who serve Ajax as forced labor or are - fed into the Body Banks. Brooding under the mountains in - their fabled Hanging City of Kal Kalavar, the stone dwarves - do not like this deal with the Overlord, but they lack the - power—or perhaps the will—to rebel.

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    The Hawklords of the High Aerie now act as Ajax's royal - guard. Mounted on their giant hawks, these human warriors - project Ajax's power, enforce his tyrannical order, and - extend his influence into every corner of the wilderness. - Their mastery of the air means that any revolt or rebellion - is seen and crushed quickly.

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    The Dragon Phalanx is broken now, its knights scattered. - Ajax has placed a high bounty on their heads. Some folk - still see Omund's knights as symbols of justice, heroes of - a lost age before might made right. But in every town, - every village, there are always desperate people willing to - collect the bounty, summoning the Hawklords to pluck any - dragon knight foolish enough to travel without a disguise - away to the Chrysopolis.

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    The peoples of Dalrath, Bedegar, and Tor, isolated and - outnumbered, desperately fight a losing battle against the - encroaching wilderness. Law dies. Chaos thrives.

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    CAPITAL

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    The Greatest City in This or Any Age! City of the Great - Game! Located west across the Bale Sea from Vasloria on the - eastern coast of Rioja, Capital is not only the largest - city in Orden. It's the largest city there has ever - been—larger than the fabled steel dwarf capital of Kalas - Valiar, larger even than Alloy, the City at the Center of - the Timescape. Capital is the exception to many rules.

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    It is a city of playwrights and opera, of spies and - sorcery. Famed throughout the world as a city of high magic - where flying tapestries act as taxis. But the reality of - living in Capital is somewhat more mundane, for only the - very wealthy can afford such luxuries.

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    THE GREAT HOUSES
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    The Great Houses, Capital's ancient noble families, - reluctantly share power with the upstart guilds who think - that their vast wealth entitles them to rule. The members - of the Great Houses are proud of their city, and believe - anyone, from anywhere, should be able to come to Capital - and earn a living, own property, and expect justice. They - just don't think anyone else should be able to rule. The - guilds of the city, by contrast, are more egalitarian, - more democratic, largely obsessed with accruing - wealth—and caring little for the welfare of the city or - its people.

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    The Great Game is espionage, and House Alvaro are the - best players in the world. Led by Duke Prospero, House - Alvaro sponsors the Imperial University, the greatest - center of learning in the world. Nobles from across - Orden, including from lands as far away as Vanigar, send - their children to learn diplomacy and statecraft at the - university. The greatest spies in the world are all - graduates of the Actian School, one of the university's - many colleges, which once doubled as the intelligence - agency of Capital's late prince.

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    House Vorona runs the city's navy, the largest - military organization of any kind in Orden. Their - engineers perfected the secret of blackpowder and guard - it jealously.

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    The Imperial Navy's canons protect trade across Orden, - placing Capital at the center of international affairs. - Vorona's Far Mariners, aka the marines, are the closest - thing to a citywide law enforcement organization. Each - Great House is expected to police its own district.

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    Duke Marco Vorona sponsors the Imperial War College, - also known as the Academy. A prestigious institution - rivaling any college of the Imperial University, the - Academy boasts graduates among all the noble families in - Orden. This widespread allegiance creates a vast informal - network in the city, referred to cynically as the Old - Class Ring, that gives House Vorona access to - intelligence that other factions can only dream of.

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    House Navarr, the oldest of the Great Houses, enforces - the law of the Church of Saint Ysabella the Pitiless, - which theycall justice. The house is led by His Grace - Orsino, Duke Navarr, archbishop of that most powerful - church in the city. Under his rule, House Navarr - consolidates a vast network of different churches and - knights across the region under one elaborate system of - patronage.

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    Arguably the most powerful Great House, House Valetta - controls the city's tax collectors, known as the Arbitros - Fiat. Valetta is led by the Duchess Lenore, who opened - theCodex Mortis while in mourning for her assassinated - husband Maximo, speaking a ritual from that ancient - necromantic artifact that should have returned her love - to life. Instead, she brought about the Lilac Night, - which transformed everyone in her district into - undead—including herself. The Duchess Lenore is now an - immortal vampire queen, a dead lady ruling over a dead - city.

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    THE POWER OF THE GUILDS
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    After the Lilac Night, with the city no longer able to - rely on House Valetta to deliver the taxes it collected, - Lady Shirome bought Great House status for the - Fulcrum—the city's assayer's guild she controls—along - with the Broadsheet Guild and the Farrier's Guild. The - Fulcrum controls the Trade Integrity Board, which sets - lending rates and leads trade negotiations between - Capital and other governments in Orden. It was that guild - that convinced the late prince to switch the city to - paper money. As a result, Capital is the first and only - city in Orden to have a robust monetary policy.

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    The Broadsheet Guild, formally known as the Font, - publishes the thrice-daily news sheets that everyone in - the city reads. Guildmaster Inān al-Adwiyya uses a vast - network of young people called the Paperfeathers to - deliver and sell the broadsheets throughout the city. - Lady al-Adwiyya knows almost everything happening - anywhere in Capital.

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    The Farrier's Guild, popularly known as the Rasp, - controls transport throughout the city. The guild is led - by Lord Kashimir, a heliox from the planar gateway city - of Alloy. It was he who introduced the flying tapestries - that metaphorically shrank Capital, allowing the rich and - powerful to cross the thirteen-mile-wide city in just a - few minutes. He also created the Kites, couriers famous - for being able to get a message to anywhere in Capital in - only a few hours. His monopoly on importing flying - tapestries from Alloy gives Lord Kashimir enormous power, - and he is not shy about wanting more.

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    THE MYRIAD WORLDS OF THE TIMESCAPE

    -

    Orden is only one world in the timescape! Each star in - the night sky is another world, though this fact is not - known to most people living on Orden. Higher worlds are - more energetic, affording access to alien technologies. - Great star freighters ply the space lanes, with knights - wielding psionically powered hard-light blades dueling - against star pirates with hard-light blasters.

    -

    The lower worlds lack the energy necessary for such - extraordinary technology to function, and so rely on magic - to break the rules.

    -

    On Axiom, the Plane of Uttermost Law, the memonek live - on a world teeming with complex, inorganic life. UNISOL, - the Universal Solar League, ensures and protects trade - across the upper worlds, defending the star freighters from - pirates such as the time raiders and the infamous - Sunrunners on their legendary ship the K.R.A.D - Fearless.

    -

    Meanwhile, on Proteus, the Sea of Eternal Change, the - formless proteans rebelled against the synlirii who once - ruled the plane of uttermost chaos, exiling the voiceless - talkers to the World Below. Now the masters of their world, - the proteans take to the stars in their living - change-ships, hurling their small fleet against what they - perceive as the tyrannical might of UNISOL.

    -

    On Quintessence, the lowest of the upper worlds, - proteans and memonek alike rub shoulders with devils, fire - dwarves, and even humans in Quintessence's capital city of - Alloy, the City at the Center of the Timescape. The Free - City of Alloy, also known as the City of Brass, is the - gateway to the timescape. People traveling to or from the - upper and lower worlds meet here to trade goods and - information, free from the inflexible laws of UNISOL.

    -

    Traveling downward from Quintessence, one arrives on - Orden, the Plane of Gods and Sorcery, highest of the lower - worlds where magic rules. The gods, forbidden from - interfering directly in a world with such a low energy - state, rely on saints to enact their will. The technology - from the upper worlds does not function down here, unless - powered by a strong psionic mind, or the miracle mineral - prismacore.

    -

    Almost coterminous with Orden is its sister-plane, the - World Below, and the Dark Under All. This plane of exiles - is ruled by A Lie Cloaked In Star's Silver—the Queen of - Night, and the first of the Three Sisters Below. The World - Below is a land of vast caves and sunless seas. There are - no stars here, no sky, but only endless caves and warrens. - Some of those are vast enough to hold entire cities, - including Or-Mazaar, the City of the Black Star, from where - the Queen of Night rules.

    -

    The power of the World Below wanes, even as the power of - Equinox rises. Also known as Dusk, this smaller parasitic - manifold is home to the exiled shadow elves and ruled by - the Queen of Shadows, third of the Three Sisters Below. She - plots to return her people to their homeland in Orden, and - to escape the twisted shadow world.

    -

    The last plane of law, the Seven Cities of Hell, is - among the lowest of the lower planes. A realm of devils - proud of their civilization, the Seven Cities are each - ruled by an archduke who schemes to ascend to the Throne of - Hell. Living in a world of bureaucratic law, the devil - denizens of Hell have little interest in the other planes. - Life is so much more interesting down here. The seven dukes - of Hell conspired together once, agreeing to create the - Order of Desolation, also known as the illriggers. Doing so - was meant to extend their power into the timescape, and to - defend the Seven Cities from the demon hordes below.

    -

    The demons of the Abyssal Waste, the lowest plane, claw - and scramble over each other, competing for souls in this - heat-blasted desert under a baleful, giant orange sun. - Mindless collections of organs, claws, and teeth, demons - collect souls until they reach sentience, gaining identity - and the blessing of memory. These demons will do anything - to escape upward out of the wasteland, lest they lose their - collected souls, lose their identities, and fall into that - mindless state called lethe.

    -

    At the center of the Abyssal Waste lies the Necropolitan - Ruin, the Last City. A great city of the dead, the site is - ruled by Khorsekef, once the Infinite Pharaoh of the desert - wasteland of Khemhara, now the Ultralich. Khorsekef intends - to return to Orden and sit once again on his throne in the - grand Heliopolis at the center of Khemhara—and he has a - plan …

    -
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    THE TIMESCAPE IN YOUR GAME

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    -

    We use the timescape and its medieval fantasy land - Orden as the default setting presented in these books. - Doing so makes it easier for us as designers to marry our - design with real examples from a real (imaginary) fantasy - world. We also think it's easier for you to take the - names for places, languages, and gods, and replace them - with your own. We might reference some hero or villain, - saint or god, whose name makes you think, “Well, I don't - have that in my setting.” If we do a good job, though, - you might be inspired to say, “But that makes me think …” - And being inspired is part of the fun!

    -

    If you're the Director, you can use as many or as few - of the details of the timescape as you like. You might - wish to create your own world within the timescape, or - use a setting you've created that exists outside of the - official MCDM manifolds. You can use details from - settings published by other companies. There are no rules - when it comes to world-building. Feel free to take what - you like from this book and change the rest. For example, - you might not care for our dwarves having literal stone - skin. That's fine. You can make them fleshy, stout, - bearded folk, or mohawked, barrel-chested punk rockers, - or anything else you wish. As long as you're running a - heroic fantasy campaign about fighting monsters, then the - game's rules are still likely to serve your narrative - even if that narrative deviates from ours.

    -

    If you're a player, ask your Director about the - setting where the game takes place and discuss with them - the sort of hero you want to create. Maybe you want to - play a more traditional gruff and bearded dwarf rather - than go all short and stony. An open dialogue and honest - discussion with your Director can lead to everyone - getting what they want out of the game.

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    MAKING A HERO

    -

    If you're not the Director, then you create and play one of - the main characters in the game's story—a hero. Your hero is a - person motivated to fight forces of evil to protect the - innocent, but each hero has their own personal reason for doing - so. You don't have to be a pure beacon of good. Heroes have - flaws and are complex, just like people in the real world. But - your hero should be someone who isn't afraid to battle monsters - for altruistic reasons. If you're only interested in playing a - money-grubbing sellsword, you can achieve that with these - rules, but you'll likely be happier playing another game.

    -

    The hero you create will be roleplayed by you. Often when - referring to your hero, the rules use second-person pronouns - (you/your) for shorthand, only making a distinction between you - and your hero when that distinction is important.

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    -

    YOUR FIRST SESSION

    -

    Getting together with your friends to make characters can - be a lot of fun. Many groups spend most of their first - session talking about the campaign's story, making heroes, - and going over expectations for the game. It's a great way to - kick off a long-term campaign.

    -

    The Director should make an agenda for a campaign's first - session—often called “session zero”—which can include any of - the following items:

    - -
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    STEP-BY-STEP HERO MAKING

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    Use the following step-by-step guide to create a hero. - These steps are presented in what we believe is the best way - to approach making your first hero for Draw Steel. - That said, the order of the steps is still a suggestion, not - a hard and fast rule.

    -

    Many players like to build a hero from the backstory up, - making ancestry and culture ideal first choices. However, - some players like to start more in the present, choosing an - inciting incident and a class—the choices with the most - potential impact on what your character can do in the - game—and then going back and figuring out where their hero - came from. There's no wrong way to do it!

    -

    You'll want a character sheet to fill out while you make - your hero.

    -

    (Playtest note: The character sheet is still to - come.)

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    -

    1. THINK

    -

    The first thing you should do is think about the kind of - hero you want to make. Ask yourself the following - questions:

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    • Do you fight with weapons, magic, psionics, or some - combination of these abilities?
    • -
    • Outside of combat, what do you want your hero to do - well?
    • -
    • What did you do before becoming a hero?
    • -
    • Why did you choose to become a hero?
    • -
    • What is your personality like?
    • -
    • What people, places, and objects are important to - you?
    • -
    • How will your hero complement the strengths and - weaknesses of the other heroes?
    • -
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    2. ANCESTRY

    -

    Choose your hero's humanoid ancestry from among the - range of ancestries available in the game—devil, dragon - knight, dwarf, hakaan, high elf, human, memonek, orc, - polder, revenant, time raider, or wode elf. Future - supplements will introduce additional ancestries you can - choose from. See Ancestries for more - information.

    -

    (Playtest note: A selection of the game's full range - of ancestries are currently available, some of which - feature lore entries.)

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    3. CULTURE

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    Create your hero's culture. Although ancestry gives your - hero a number of physiological benefits, your culture - describes the community that raised you and gives you - languages and skills. See Culture for more - information.

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    4. CAREER

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    Choose your hero's career, which describes what you did - for a living before you became a hero. Your career gives - you skills and a title, and might also give you languages, - Renown, or knowledge for crafting and research. See - Careers for more information.

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    5. CLASS

    -

    Choose your hero's class. This choice has the biggest - impact on how your hero interacts with the rules of the - game, especially the rules for combat. Your class provides - your characteristic scores and Stamina, in addition to - skills, several abilities, and other benefits. You can be a - censor, conduit, elementalist, fury, null, shadow, - tactician, talent, or troubadour. See Classes for - more information.

    -

    (Playtest note: The currently available classes are - the conduit, elementalist, fury, shadow, and tactician, - each of which includes only 1st-level features.)

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    6. KIT

    -

    Choose your hero's kit. Your kit provides you with - equipment and a fighting style that grants a signature - ability and bonuses to one or more of your game - statistics.

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    7. ADD FREE STRIKES

    -

    Every hero has the ability to make free strikes under - certain circumstances—extra attacks that don't require your - action. (You can also make a free strike as an action on - your turn, though you'll usually have better options for - your action.) Your class might grant you free strike - options, but each character also has two standard free - strikes.

    -

    A melee weapon free strike is a melee attack made with - an unarmed strike or improvised weapon. A ranged weapon - free strike is a ranged attack made with an improvised - weapon.

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    MELEE WEAPON FREE STRIKE
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    • Keywords: Attack, Melee, - Weapon
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    • Type: Action
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    • Distance: Reach 1
    • -
    • Target: 1 creature or object
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    Power Roll + Might or Agility:

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    • 11 or lower: 2 damage
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    • 12–16: 6 damage
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    • 17+: 9 damage
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    RANGED WEAPON FREE STRIKE
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    • Keywords: Attack, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or object
    • -
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    Power Roll + Might or Agility:

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    • 11 or lower: 2 damage
    • -
    • 12–16: 5 damage
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    • 17+: 8 damage
    • -
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    See Free Strikes for more information on - using free strikes, and see Abilities for - information on the ability format.

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    8. COMPLICATION

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    Your hero experienced an event that has left them with a - benefit and a drawback. Complications are optional, so - check with your Director to make sure your game is using - them. See Complications for more information.

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    9. DETERMINE DETAILS

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    Once you've created your hero, it's time to determine - the additional details of their backstory, appearance, and - personality. How do the events of their culture, career, - inciting incident, and class tie together into a cohesive - narrative? What's their name? What do they look like? Do - they have any cool scars? Any dope tattoos? Do they still - sleep with their teddy bear? These sorts of details can - help define a well-rounded hero.

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    10. MAKE CONNECTIONS

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    Ask the Director if all the heroes start the campaign - knowing each other. If they do, talk to the other players - and build some connections between your heroes. If you - like, you can use the following prompts to make those - connections, or to come up with prompts of your own:

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    • While fighting a monster, another hero saved your - life. What were you battling and who saved you?
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    • In your group, who looks after everyone's health and - well-being and makes sure that all the characters get - along? If it's not you, how do you view this other - hero?
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    • Who is the grumpiest member of your party? If it - isn't you, how do you react to that hero's sour nature? - If it is you, how do you react to other characters - teasing you or trying to cheer you up?
    • -
    • What's one thing your fellow heroes know about you - that other people do not?
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    • What's your favorite way to bond with your fellow - heroes?
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    • You've known one of the other heroes in your party - longer than the rest. Who is it, and how did you - meet?
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    • Another hero creates food, music, clothing, trinkets, - or something else that you enjoy. Who is that hero and - what do they make?
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    • Another hero is teaching you a new skill. Who is it, - and what are they teaching you?
    • -
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    Answer these questions with the other players present, - and be sure to get a player's approval if your answer makes - use of their character.

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    CHOOSING SKILLS

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    This game has lots of skills, and lots of - opportunities during character creation to gain them. We - recommend recording a list of all the skills you might - gain from the different steps of the character creation - process, then making your choices at the end of that - process rather than flipping back and forth through the - book.

    -

    If you gain the same specific skill from two different - sources (for instance, from a career and a class), you - can pick a different skill from the same skill group. See - Skills for more information.

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    CHANGING CHARACTER OPTIONS

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    If you pick a skill, ability, class, or any other option - that you end up not liking after using it in the game—even - your character's ancestry—you can always freely change that - option between game sessions. If you want to change an option - during a session, ask your Director. If they say it's fine to - swap that option out for something else, go for it.

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    HEROIC ADVANCEMENT

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    Your character's heroic advancement is marked by level. - Each time you gain a new level in your class, your Stamina - increases, and you gain new features or abilities according - to your class's advancement, as detailed in - Classes.

    -

    In the standard setup for the game, heroes gain Experience - each time they finish a respite. When you gain sufficient - Experience, you gain a level during the same respite (see - Building a Heroic Narrative). The Heroic Advancement - table shows how much Experience (XP) you need to advance from - one level to the next. The amount of Experience you gain is - cumulative.

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    HEROIC ADVANCEMENT TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    XP RangeLevel
    0–91
    10–242
    25–393
    40–544
    55–695
    70–846
    85–997
    100–1148
    115–1299
    130+10
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    ALTERNATIVE ADVANCEMENT

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    Though many games might advance using the standard setup - for heroic advancement, the Director can decide that their - game uses different advancement. Check with your Director - to see what method of advancement they plan to use.

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    ADJUSTED XP ADVANCEMENT
    -

    Some Directors prefer that heroes level up faster or - slower to suit the pace of their story. The Adjusted - XP Advancement table is set up for campaigns where - heroes advance at double or half the usual pace. - Directors can also create their own customized pace for - XP-based advancement.

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    ADJUSTED XP ADVANCEMENT TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelXP for Double SpeedXP for Half Speed
    10–40–19
    25–1220–49
    313–2050–79
    421–2880–109
    529–36110–139
    637–43140–169
    744–51170–199
    852–58200–229
    959–65230–259
    1066+260+
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    MILESTONE
    -

    Rather than tracking XP, some games see the heroes - advance in level when they achieve a particular story - milestone. For example, when a party defeats the main - villain of an adventure and foils their dastardly plot, - each hero gains a level for achieving this objective, no - matter how many or few obstacles they faced along the - way.

    -

    For many Directors using milestone advancement, the - end of each adventure within a campaign serves as a - milestone for leveling up. The Director can share these - milestones with the players to encourage them to work - toward particular goals, and to engage with the story and - world the Director has prepared. For example, in a - campaign where the heroes have to face nine evil mages, - it makes sense that each time the heroes defeat a mage, - they gain a level. The Director should keep milestone - goals flexible, though. Defeating a mage could mean - stopping them with violence, using negotiation to make - them stand down, or anything else that thwarts their evil - plans.

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    DIRECTOR SAYS SO
    -

    Some games don't track XP or goals at all. The heroes - simply gain a level whenever the Director decides it's - appropriate for the story.

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    ANCESTRIES

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    Fantastic peoples inhabit the worlds of Draw Steel. - Among them are devils, dwarves, elves, time raiders—even humans - with their ability to sense the supernatural.

    -

    Your hero is one of these folks! The fantastic ancestry you - choose bestows benefits that come from your anatomy and - physiology. This choice doesn't grant you cultural benefits, - like crafting or lore skills. While many game settings have - cultures made of mostly one ancestry, other cultures and worlds - have a cosmopolitan mix of peoples.

    -

    Ancestry describes how you were born. Culture (in the next - chapter) describes how you grew up. If you want to be a wode - elf who was raised in a forest among other wode elves, you can - do that! If you want to play a wode elf who was raised in an - underground city of dwarves, humans, and orcs, you can do that - too!

    -
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    ON THE ORIGIN OF SPECIES

    -

    Orden is a fantasy world. It works on principles similar - to those many people throughout history believed governed the - real world. “I dunno, a god did it probably.”

    -

    Humans, elves, orcs, dwarves, dragons—all have creator - gods—the elder gods, four of whom made the world for some - reason. Maybe they were bored.

    -

    The fashion among those gods for creating new, intelligent - species petered after the orcs. Once humans came along and - invented war, it stopped being fun.

    -

    It may be all species were created by gods. That's - certainly what a lot of people throughout our own history - assumed. Orden has no Darwin and probably won't ever. There's - still inheritance. People expect children to look like their - parents, but there aren't evolutionary pressures except on a - very local scale.

    -

    And in a world where powerful, world-altering magics are - available, mortals sometimes try to recreate the gods' - efforts. Some succeed, and new intelligent, speaking peoples - are born.

    -

    However, mortals are not gods and lack their ineffable - wisdom. They are, in fact, very effable. Many have sought the - power to create. It is available to any sorcerer of - near-godlike power with the right rituals, though these days - that power is very obscure. Creating new intelligent species - was easier for mortal wizards back in the youth of the world - when magic was friskier.

    -

    In every instance in recorded history, attempts by mortals - to make obedient servitor species backfire. The steel dwarves - worked marvels with valiar, the truemetal, and the miracle - mineral prismacore that grants objects a semblance of life. - Eventually, their science and magics produced the omnivok, - machines that were self-aware. Perhaps uniquely, when the - dwarves realized they had created beings equal to themselves, - they stopped their work and gave their creation full rights - and independence, preferring to work with them rather than - attempt, and inevitably fail, to be their masters.

    -

    Normally, it doesn't work out that nicely. Even with the - best of intentions, things go awry. The Dragon Phalanx were - created by Good King Omund's wizard Vitae to be the perfect - knights, dispensing justice throughout the lands. But the - same sorceries that grant self-awareness also grant - independence. Agency. And though they enjoyed thirty years of - peace and justice, eventually the dragon knights were - betrayed by one of their own, seduced by the power offered by - Ajax.

    -

    The law of unintended consequences applies to the just and - the unjust alike.

    -

    Usually when some powerful being tries to create an - intelligent people, it's for less than virtuous reasons. The - synliroi are responsible for several intelligent species in - the timescape, each an attempt to create a perfectly obedient - servitor species. The most notorious example are the - kuran'zoi, the time raiders who rebelled almost immediately - and carry a burning hate for the voiceless talkers to this - day.

    -

    A perhaps less egregious use of this power is called - quickening. Used when a powerful mage lives in and amongst - some clever species just on the cusp of self-awareness. These - instances, which are much more numerous than creating a new - species from whole cloth, are more like the concept of - uplifting found in science fiction. The mage or witch or - shaman didn't create anything. They just gave these cute, - clever, frog-things a little boost. A little nudge. And - suddenly there are angualotls walking around having - conversations with each other, wondering when someone will - invent a fabric that doesn't get moldy in the swamp.

    -

    This also carries serious ethical repercussions! “You - didn't create angualotls! You screwed up some perfectly good - frogs! Look at them, you gave them anxiety!”

    -

    This is only how it works on Orden. You may have - completely different explanations for why there are several - different intelligent species walking around in your world. - Or no explanation! Or competing and irreconcilable theories - on the matter! Use whatever inspires you.

    -

    At the end of the day, if you throw out all of this and - replace it with something you made up, it will be better. - Because it's yours!

    -
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    STARTING SIZE AND SPEED

    -

    Unless otherwise noted, a character from any of these - ancestries is size 1M and has a speed of 5.

    -

    Where an ancestry provides you with an ability, see - Abilities for details of the ability format.

    -
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    -

    DEVIL

    -

    “Go to hell!”

    -

    “You know, I have a rather interesting story about - that…”

    -

    The native ancestry of the Seven Cities of Hell, devils - are humanoids with red or blue skin expressed in a wide - variety of hues, from bright crimson to deep purple. Each - devil is born with some hellmark—horns, a tail, cloven - hooves, a forked tongue, fanged incisors, or even wings.

    -

    Hell is dominated by the Seven Cities of Hell, each ruled - by a different archdevil who constantly plots and schemes - against the others in the hope of ascending to the Throne of - Hell.

    -

    Those devils who join “the trade,” as their civil service - is called, spend their days in bureaucratic service, hoping - or scheming for promotion. Devils looking for a quick path up - the bureaucratic ladder sign up for the Exchange, whereby - mortals in the mundane world who perform the right rituals - can summon a devil, who bargains with the supplicant on - behalf of their archdevil. Archdevils can grant temporary - worldly power in exchange for a supplicant's soul, with the - summoned devil acting as the broker.

    -

    On rare occasions, the summoning goes wrong and the - supplicant dies before the deal can be struck, stranding the - summoned devil on Orden permanently. Some stranded devils - seek to return to Hell, but most prefer life in Orden, where - the phrase “stabbed in the back by a colleague” is usually a - metaphor.

    -

    The majority of devils in Orden are not from, nor have - ever been to, the Seven Cities. They are descendants of - devils who were stranded in the mundane world decades, - centuries, even millennia ago.

    -
    -

    ON DEVILS

    -

    Adelard scuttled across the floor of his basement, a - heavy tome clutched in one hand, his index finger marking a - page. Occasionally he would stop, open the book, consult a - diagram, look at the chalk markings he'd made on the floor, - tilt his head, then bend down and refine or rub out an - esoteric symbol.

    -

    One of the red candles suddenly guttered out, making the - small room noticeably darker. “Damn and blast!” he hissed. - Then he relit it from another candle.

    -

    Stepping back to admire his handiwork, Adelard crossed - his arms and nodded. He'd spent his last coppers on the - candles—they weren't cheap. And he feared the skull might - be fake, but did it matter? The book just said a - skull—it didn't even specify a human skull! Did it - matter if it was real? It was probably real. What kind of - market was there for replica skulls? But it was awfully - cheap. Anyway, did it matter? How would the ritual know if - the skull was real?

    -

    He was wittering, putting off the inevitable. He pulled - himself together. It was either going to work, or it - wasn't, and wittering wasn't going to help. He opened the - book and turned the page—then began to speak the - ritual.

    -

    Moments later, the candles flared, there was a burst of - flame, and acrid brimstone filled his nostrils. When the - smoke cleared… there was a devil standing in his - basement—dark purple skin, horns, even a twitching - tail.

    -

    “Aha! Yes, finally.” It rubbed its hands together. “It's - about time,” the creature said, pulling on the bottom of - his waistcoat to straighten it. “Now then! How does it go? - Oh, yes.” He cleared his throat. “On behalf of my lord, his - grace Archduke Dispater, Lord of Dis, I am empowered to - offer you…”

    -

    But his speech fell on deaf ears.

    -

    “It worked!” Adelard said, holding his clenched fists - up. “Ahahaha! It worked! Finally, after years! I will have - my revenge! Hahaha…!” cough cough Adelard - was suddenly gripped by a coughing fit, but he kept - crowing. “Dismiss me from service, will they?! - cough Old and useless… am I?! I'll show them!” He - coughed again, fighting to breathe now. “I will hex them - and torture them until they…”

    -

    He stopped cavorting and capering, and his eyes went - wide. “Until they… until…” He clutched his chest.

    -

    “Uh-oh,” the devil said, genuinely worried.

    -

    “HNNG!” Adelard grunted. Then he collapsed to the - ground, curled into a fetal position, obviously in immense - pain.

    -

    “Nono. Nurse!” the devil called out. “Doctor!? Is - anyone… you should lie down. Well, you are lying down. Do - some… some deep-breathing exercises. Have a cup of tea! - That always…”

    -

    Adelard gasped one last time and uncurled, muscles - relaxed. Eyes open but unseeing.

    -

    “…calms me down,” the devil said quietly.

    -

    Suddenly, the candles were extinguished as one, plunging - the room into pitch-blackness. The devil's hellsight meant - this was only a minor inconvenience for him. “Um,” he said - to the empty room. “Uh-oh.”

    -

    He poked the tip of his boot at the chalk symbol - surrounding him on the floor. Nothing happened. He stepped - on it. Nothing happened. He put his weight on that foot. No - alarms went off.

    -

    He walked out of the circle. Nothing happened. No one, - it seemed, cared.

    -

    A few moments later, the door to a small home, little - more than a wooden shack on the outskirts of a small - village, opened. A well-dressed devil peeked out and then - slowly emerged, stepping onto the dirt road that led - through the center of the village. A keep stood atop a hill - in the distance.

    -

    “Ah,” the devil said.

    -

    A wide woman dressed in wool, carrying a pile of clean - clothes, saw him and stopped in her tracks, her mouth - open.

    -

    “Oh! Good day to you, madam, I wonder if you could tell - me…”

    -

    “AAAHHHHH!!!” she screamed. For quite a long time. Then - she dropped her laundry and ran.

    -

    “Ah. Um. Hmm.”

    -

    A young man in a low, stone building saw this exchange, - grabbed what looked like a long iron poker, and ran out to - confront the new arrival.

    -

    “Have at you, devil!” he said, assuming something like a - dueling pose.

    -

    “I say! Steady on!” The devil raised his hands.

    -

    The two of them stood there, frozen in the middle of the - street for a few moments.

    -

    Then the devil turned and ran away as quickly as he - could.

    -

    “And that's how I ended up here!” Riyalkin toasted his - dinner companion. “Now, after years of obscurity, a - legendary hero!”

    -

    “Legendarily vain,” his dinner guest teased with a - smile.

    -

    “Simply playing my part, darling. People expect a - certain amount of vanity in a troubadour, don't they?”

    -

    She laughed. “Riyalkin the Red Pen is every bit as - advertised.”

    -

    “Thank you. And besides, accusations of vanity are a bit - rich coming from my leading lady.”

    -

    “Not all actors are vain.” She took offense beautifully. - “Just the good ones.” She sipped her drink.

    -

    “Well then, you must be very vain indeed,” the devil - said.

    -

    “Anyway, does that answer your question?”

    -

    “Mostly. Do they speak Caelian in hell?”

    -

    “What a good question. Unless it's very old, the ritual - usually grants knowledge of the summoner's language. I - gather in the bad old days, we used to just show up in a - cloud of brimstone and gabble at people. I'm sure it was - impressive, but what did it achieve? Not very professional, - I can tell you that.”

    -

    “No cloud of brimstone now?” she teased.

    -

    He waggled his eyebrows. “Style counts for - something.”

    -

    “But wait, that was….” She did some quick mental math. - “Fifteen years ago?”

    -

    “Well, I was an accountant here in Capital for several - years in between.”

    -

    “An accountant!”

    -

    Riyalkin shrugged. “It's what I did before. I'm - moderately good at it.”

    -

    “And how does one go from being an alien accountant to a - famous troubadour?”

    -

    “Well…” Riyalkin seemed uncomfortable suddenly. “It's - just that… the thing is, accountancy in the Seven Cities is - just so much more interesting than it is here. Plotting and - scheming, always on the lookout for an assassin, people - constantly trying to claw their way up the ladder, usually - over your dead body. And I guess I just… missed the - excitement.”

    -

    “The excitement of being an accountant.”

    -

    “The excitement of being an accountant in Hell,” - Riyalkin said. “In any event, enough about me and the - thrill of double-entry bookkeeping. Perhaps you can - enlighten me. Why is it, in spite of my impeccable taste - and the outrageous sums I spend looking good, I always feel - underdressed in your presence? Do you employ sorcery? Or is - it that any outfit is improved by your unearthly - beauty?”

    -

    She blushed in spite of herself and raised her own glass - in a toast.

    -

    “You silver-tongued devil.”

    -
    -
    -

    DEVIL BENEFITS

    -

    As a devil character, you have the following - benefits:

    -
    -
    FIENDISH FEATURES
    -

    When you create a devil character, you have 3 fiend - points, which you use to select a number of the following - features.

    -
      -
    • -

      BARBED TAIL (1 FIEND POINT): Your - pointy tail allows you to punctuate all your actions. - Once per round, you can deal 1 extra damage on a - melee attack or free strike.

      -
    • -
    • -

      BEAST LEGS (2 FIEND POINTS): Your - powerful legs improve your speed by 1.

      -
    • -
    • -

      EXPOSED SKELETON (2 FIEND - POINTS): Your bones are visible and hardened - above your skin, granting you Weapon immunity 2.

      -
    • -
    • -

      GLOWING EYES (1 FIEND POINT): - Your eyes are a solid, vibrant color that flares to - show your excitement or rage. Whenever you take - damage from a creature, you can use a triggered - action to curse that creature for daring to do you - harm. The creature takes 1d10 psychic damage.

      -
    • -
    • -

      HELLSIGHT (1 POINT): Your eyes - let you see through the dark, fog, and other types of - concealment. You don't take a bane on attacks against - concealed, unhidden creatures.

      -
    • -
    • -

      HORNS (1 FIEND POINT): Your - cherished horns are a hardened representation of your - force of will, granting you an edge on Presence - resistance rolls.

      -
    • -
    • -

      PREHENSILE TAIL (2 FIEND POINTS): - Your prehensile tail allows you to challenge foes on - all sides. You can't be flanked.

      -
    • -
    • -

      WINGS (2 FIEND POINTS): You - possess wings powerful enough to take you airborne. - As a maneuver, you can switch between walking and - flying when you are touching the ground, or vice - versa when you are within 1 square of the ground. - While flying, your stability drops to 0 and you have - damage weakness 5. While using your wings to fly, you - can stay aloft for a number of rounds equal to your - Might (minimum of 1 round) before you fall prone.

      -
    • -
    • -

      SILVER TONGUE: You can twist how - your words are perceived to get a better read on - people. You gain an edge when attempting to discover - an NPC's motivations and pitfalls during negotiations - (see Negotiation).

      -
    • -
    -
    -
    -
    -
    -

    DRAGON KNIGHT

    -

    “I thought the dragon knights would save us, but even they - couldn't stop Ajax. Now the roads aren't safe. People are - taken from their homes without cause or warning, never to - return. I don't know what's going to happen now, except - everyone's afraid all the time.”

    -

    “I think things are going to get a lot worse before they - get better.”

    -

    The Ritual of Dracogenesis that grants - the power to create a generation of dragon knights—also known - as draconians or wyrmwights—is obscure and supremely - difficult for even an experienced sorcerer to master. Small - populations of draconians in Khemhara, Higara, and Khorshir - attest to this. Descendants of original generations created - millennia ago by powerful wizards, they have never been - numerous. A typical clutch yields only a single egg. After - only a few generations, these draconians begin to show new - adaptations like feathers or frilled ridges.

    -

    The largest extant population of draconians is the - remnants of the Dragon Phalanx in Vasloria. Created by Good - King Omund's wizard Vitae, the Dragon Phalanx once numbered - several thousand of the king's greatest knights, ensuring the - rule of law across the land.

    -

    Knighthood was a title carried by every member of that - first generation of dragon knights. Within the Dragon Phalanx - were shadows, censors, tacticians, and elementalists. Members - of virtually every heroic vocation could be found in one of - the eight dragonflights that made up the phalanx. For over - thirty years, these heroes were symbols of justice, - protecting the weak from the strong, and standing between the - common folk and those who sought power over others. Those who - grew up in that place and time could never have imagined any - other way of life.

    -

    Then Ajax came.

    -
    -

    ON THE DRAGON KNIGHTS

    -

    The cloaked figure at the back of the inn stood up. As - they did so, their hood slipped down, revealing their head - and face. A susurration rippled through the crowd. One man - standing near the bar dropped his jaw, followed by his - flagon of mead.

    -

    A tall, broad draconian stepped into the light. He was - old, his scales battle-scarred. He rested one clawed hand - on the pommel of a mace that hung from a loop on his belt, - while the other carried his shield by a strap. His flat, - expressionless look was more terrifying than any - threatening glower.

    -

    The three human bandits took a step back. One of the - dwarves just sneered—then, sensing his human compatriot's - reluctance, turned to look at them. “What's this?” the lead - dwarf growled.

    -

    “Don't be cowards now!” the other dwarf said, a hint of - joy in his voice. “Look what a prize we have caught!”

    -

    “We didn't…” one bandit said, shaking. “We didn't - know…”

    -

    Looking at the dragon knight, the other bandit added - quickly, “We didn't know there was one of you here.”

    -

    The draconian didn't move. Didn't give any indication he - heard the man. Just stared unblinking at the lead - dwarf.

    -

    “Think of the bounty,” the dwarf hissed to the humans, - but he kept his eye on the draconian. “We'll all be - rich.”

    -

    “I don't…” One of the bandits dropped her sword and held - her hands up as she backed away from the group toward the - exit. “I don't need it that bad,” she said. Then she turned - and ran out the door. Her human compatriots followed.

    -

    The two dwarves surveyed the tavern. The people were now - all facing them. A few had stood up. They weren't afraid - anymore.

    -

    “We'll be back,” the lead dwarf said, and the two of - them backed out of the inn, sheathing their shortswords - before they turned and left.

    -

    As one, the people in the tavern turned to look with - undisguised awe at the dragon knight. He noticed this, - ducked his head to avoid their gaze. “Show's over,” he - growled, then he turned to go back to his seat in the - rear.

    -

    “Thank you,” the woman behind the bar said. “Thank you - for…”

    -

    She stopped when she saw the draconian was ignoring - her.

    -

    A short, doughty, middle-aged man stood up, and two - equally doughty women at the same table stood up with him. - “Excuse me, sir knight,” the man said as the dragon knight - walked past their table.

    -

    The knight moved on, ignoring them. The man reached out - and grabbed the massive draconian's arm. The knight wheeled - on the peasant, looming over him.

    -

    The man bowed his head and touched his forelock. The two - women with him curtseyed and tried to avoid making eye - contact.

    -

    “Begging your pardon, sir, but we been lookin' for - you.”

    -

    The dragon knight sneered and bared a set of sharp - teeth. “Look for someone else,” he growled as he pulled his - arm away.

    -

    The man scurried around to stand in front of the - draconian, blocking his way. He took off his worn cap and - held it over his breast. “I'm sorry sir, but there ain't no - one else. And there's this new tax, you see, from the new - baron. And a priest says he's of Saint Ajax.”

    -

    The knight bared his impressive teeth, ready to scare - Jago and the other two away—when someone else spoke.

    -

    “You might want to hear 'em out, Vaant,” said a voice - from the table the three peasants had been sitting at.

    -

    The dragon knight turned sharply to look at the man - who'd spoken. His back was to the draconian, but the voice - gave him away.

    -

    “John?”

    -

    The man turned to look up.

    -

    “Hi Vaant,” he said, smiling. He rose from the table. He - was middle-aged, fit. Black hair hung down to his - shoulders. He was armed with many weapons, looked like a - captain of the guard. “Folks,” he said, “this is - Vaantikalisax, Knight of King Omund in the Thunder Phalanx. - He may be the last of the Storm Knights.”

    -

    The man held out his hand. The dragon knight looked at - it for a moment before reaching out slowly to grasp it. - “What are you doing out here?” Vaantikalisax asked.

    -

    “These people need help. I said I'd find it. Heard a - rumor someone matching your description was holed up here - having a drinking contest with Mr. John - Barleycorn.”

    -

    The draconian sniffed, released John's hand, and looked - at the three peasants. “Why do you people need me? You're - in the company of Sir John, Commander of the Fifth …”

    -

    “Just John,” Sir John said, holding a hand up. “The new - baron stripped me of my title. My lands.”

    -

    “I didn't know that.” The draconian's voice softened. - “I'm sorry.”

    -

    “I'll be fine. But these people…” John said, gesturing - to the three older peasants. Vaantikalisax waved him to - silence.

    -

    “Sure,” he said. “But why me?”

    -

    “Thought maybe you'd like to get back in the game.”

    -

    “The game.”

    -

    “Yeah.” Sir John smiled. “The hero game.”

    -

    Vaantikalisax said nothing. The inn had mostly gone back - to its business but the three peasants watched intently. - Eventually, the dragon knight spoke again, his voice - low.

    -

    “I owe you a lot, John—but not everything.”

    -

    “I'm not asking everything.”

    -

    “No, that's not how it starts. But I have this feeling - that's how it'll end.”

    -

    “What does your oath say? ‘Even should the sun stop in - the sky, even should the night—'”

    -

    “John,” the dragon knight said, his voice suddenly sad. - Exasperated. “You don't want to quote my oath to me. You - really don't. I liked serving with you. I have fond - memories of that time—of you. Don't spoil it.” He looked at - his friend, the three peasants, then shook his head and - turned to leave the inn.

    -

    “Vaant,” Sir John said, following. “Sir Vaantikalisax, - by your oath!”

    -

    The dragon knight stopped and spun around. Everyone in - the inn was watching the show again. Act two.

    -

    “The people need leadership,” John said as he looked at - all the folk watching.

    -

    Vaantikalisax's reptile eyes flashed in anger. “They had - it. Thirty years, and what did it amount to?! I watched - Ajax… I watched him…” The dragon knight's eyes flinched. - His clawed hands tightened on his mace and shield. “I - watched the oath… fail.”

    -

    “Vaant… Vaant, the Dragon Phalanx didn't fail. You were - betrayed. It was Mandrake! One of your own, don't you get - it? You're just as fallible as the rest of us. You were - never ‘incorruptible.' It's just what we wanted to believe. - You're just people—like the rest of us.”

    -

    The dragon knight looked at the people around him, at - the three peasants desperate for someone, anyone, to help - them. Then he looked back to his friend.

    -

    “Exactly,” Vaantikalisax said. Then he turned and left - the inn.

    -
    -
    -

    DRAGON KNIGHT BENEFITS

    -

    As a dragon knight character, you have the following - benefits:

    -
    -
    WYRMPLATE
    -

    Your hardened scales grant you immunity 5 to one of - the following damage types: cold, corruption, fire, - lightning, or poison. You can change your damage immunity - type while out of combat (no action required).

    -
    -
    -
    KNIGHTHOOD
    -

    The legacy of the Dragon Phalanx lives in you. Choose - one of the following benefits.

    -
      -
    • -

      DRACONIAN RUSH: As a maneuver, - you can fly in a straight line up to your speed. - Until you reach level 6, you must end your turn on a - solid surface or fall, then fall prone.

      -
    • -
    • -

      DRACONIAN GUARD: When you or a - creature adjacent to you is attacked, you can use a - triggered action to swing your wings around and guard - against the blow, reducing any damage from the attack - by an amount equal to your level + your - Victories.

      -
    • -
    • -

      DRACONIAN PRIDE: You can use the - following ability:

      -
    • -
    -

    DRACONIAN PRIDE

    -

    You let loose a mighty roar to repel your foes and - shake their spirits.

    -

    Keywords: Area, Magic

    -

    Type: Action

    -

    Distance: 2 burst

    -

    Target: All enemies

    -

    Power Roll + Might or Presence:

    -
      -
    • -

      11 or lower: 2 damage; push 1

      -
    • -
    • -

      12–16: 4 damage; push 3

      -
    • -
    • -

      17+: 7 damage; push 5; frightened (EoT)

      -

      Effect: You have a bane on the - power roll for this ability when you use it in - consecutive rounds of the same encounter.

      -
    • -
    -
    -
    -
    -
    -

    DWARF

    -

    “Remember, we are dwarves. Our strength is the strength of - the earth. The strength of the marble column that rises to - the heavens. The strength of the granite foundation that - reaches deep into the ground. But what is the value of - strength if it is not used in service of justice?”

    -

    —Zarok the Lawgiver, Hero, Dwarves 232

    -

    Possessed of a strength that belies their size, dwarves - have flesh infused with stone—a silico-organic hybrid making - them physically denser than other humanoids. They enjoy a - reputation in Orden as savvy engineers and technologists - thanks to the lore they inherited from their elder siblings, - the long-extinct steel dwarves.

    -

    Dwarves are the children of the elder god Ord, and a - common phrase among dwarves is “Ord made the world”—their way - of saying, “What will be, will be.” They take great pride in - knowing that along with Aan, Eth, and Kul, their god created - the mundane world, and many dwarves leave their homes to see - the world and seek glory in Ord's name.

    -
    -

    ON DWARVES

    -

    There's nothing a team of dwarves can't do! Five dwarves - alone can easily kill a dragon. Ten dragons!1 Why, Vorka the Fell-Handed - alone slew five dragons at the Siege of Var Loska before - succumbing to her wounds. One dwarf! Think what a small, - dedicated party of dwarves could do!

    -

    There aren't many of the great dragons left, alas, so we - must … I mean, dwarves must content themselves with - fighting lesser evils. Necromancers, tyrants. Folks who - cheat at dice.

    -

    Dwarves take the long view. Well, so do elves, but elves - seem more interested in preserving things. Dwarves want to - make things! Improve the world! “The world is fine the way - it is …” Shut up! No it's not! The world is full of pain, - misery, injustice. We cannot make a perfect world, but we - can strive to improve the one we've got!

    -

    Anyway. Humans make too much of this so-called rivalry - between dwarves and elves. Yes, it was an elf army that - slew the last steel dwarves in the War Against Night, but - that was tens of thousands of years ago. And anyway, those - were the shadow elves, long banished to the World Below. - And none now live who remember those days.

    -

    The steel dwarves—the greatest of us—are dead now, and - our cousins the fire dwarves left this world for - Quintessence long ago. There they built Alloy, the City of - Brass, the City at the Center of the Timescape. A marvel! - Not so large as Capital, perhaps, but not so … fragrant - either.

    -

    It is left to us, the stone dwarves, the Last Children - of Ord, to work stone, create great marvels with it. Our - greatest days are not behind us! Who speaks thus?! Have we - not been to the Hanging City of Kal Kalavar together? Will - you ever forget that place? I will not should I live to be - a thousand, and neither will you. And it was finished in my - lifetime. Only three hundred years ago! It's brand new!

    -

    Elven rivalry. Pagh! Did we not name the most precious - metal in the earth “valiar” after their god Val? Val is a - noble god, a worthy patron of the elves. He seeks justice - and glory in his own way, we deem. Were one to choose the - path of the conduit, you could pick worse gods than Val to - serve.

    -

    It is the humans who make so much of rivalries between - the ancestries. It was the humans who called us “dwarves.” - We do not know the significance of this word in their - tongue, but we accept it. Their speech is crude, true, but - they are a young species after all. We must not judge them - too harshly. “Elemental” would be a faithful translation of - our word for ourselves into the Caelian tongue.

    -

    Ah, the record of dwarven achievement is long … too long - to tell in so short a space. And it is not seemly to - compare ourselves so. This entry spends many words on elves - and men as though we were competitors, but who says it? Why - should it be thus? Was it a dwarf who slew Baalorak the - Griefbringer? No! It was the Crown of Nine Stars! That - legendary company of heroes who counted three dwarves among - their number, but also elves and orcs and humans. Like the - great cosmopolitan city of Alloy, we are stronger - together.

    -

    Look you again at the Hanging City. Yes, your eyes well - with tears from the magnificence of it, but see it clearly. - Is it a dwarven city? Everyone calls it thus, but do you - know how many humans live there? Thousands. And orcs. And - elves! Of course! How else should it be?

    -

    Some say the greatest ages of the world are behind us, - but this is not so. Not so. While there is yet will in the - world, there is greatness. You will see. The elves, the - orcs. Humans and dwarves. All the speaking peoples have - wonder in them yet. Our greatest days are ahead. Did not - Ord make the world?

    -

    None of us ask to come into this world, and apart from - the Hakaan, none of us know how we will leave it. But - remember, you are a dwarf. You have it in you to work - marvels. To change the world, be you a holy conduit of - Valak-koth the Peacebringer, one of the talented Mind - Masters of the White Gem, a beastheart of the Darkdivers - seeking through the World Below for deep knowledge, or a - master tactician of the Imperial War College in Capital. - You will make a better world.

    -

    You are young yet, but already those who work evil deeds - should fear you. You are a dwarf. You have a great destiny - ahead.

    -
    -
    -

    DWARF BENEFITS

    -

    As a dwarf character, you have the following - benefits:

    -
    -
    GROUNDED
    -

    Your heavy stone body and connection to the earth - makes it difficult for others to move you. Your stability - increases by 1.

    -
    -
    -
    RUNIC CARVING
    -

    You can carve a magic rune onto your skin. The rune - you carve determines the benefit you receive. You can - change or remove this rune with 10 minutes of work while - not engaged in combat.

    -
      -
    • Detection: Pick a specific type of - creature, such as “goblins” or “humans” or an object, - such as “magic swords” or “potions.” Your rune glows - softly when you are within 20 squares of a chosen - creature or object, regardless of line of effect. You - can change the type of creature as a maneuver.
    • -
    • Light: Your skin sheds light for - 10 squares. You can turn this on and off as a - maneuver.
    • -
    • Voice: As a maneuver, you can - communicate telepathically with another willing - creature you have met before whose name you name, who - can speak and understand a language you know, and is - within 1 mile of you. You and the creature can respond - to one another as if having a normal conversation. You - can change the person you communicate with by changing - the rune.
    • -
    -
    -
    -
    SPARK OFF YOUR SKIN
    -

    Your stone skin affords you potent protection. Your - Stamina increases by 6 at 1st level, then increases by an - additional 1 each time you gain a new level

    -
    -
    -
    -
    -

    ELF, WODE

    -

    See you the wood so dark and deep, Where runs the fox and - hare? You know now why your mother weeps. Your father's bones - lie there.

    -

    See you the river clear and sweet So beautiful and fair? - Follow it in and you may meet The Queen of Dark and Air.

    -

    Children of the sylvan celestials and masters of the - elf-haunted forests called wodes, wode elves see all forests - as their domain by birthright. They know and enjoy their - reputation among humans for snatching children who wander too - far into the woods. Humans should fear the trees.

    -

    The wode elves' natural ability to mask their presence, - called glamor, complements their guerilla style of fighting, - letting them strike quickly from cover and then meld back - into the underbrush. These traits also make the relatively - few wode elves who dwell in cities naturally adept at urban - warfare.

    -
    -

    ON WODE ELVES

    -

    “I'm scared,” Wenna said. “We should go back.” The - forest felt as if it was closing in on them.

    -

    “We're not going back,” Jeremy said. Normally, such a - statement would be the end of the discussion, but they were - alone and far from home.

    -

    “What if we're going in circles?”

    -

    “Then we keep going in circles!” Dade said from - somewhere up ahead. “Until we find the elves.”

    -

    “The elves have found you!” a clear, bright voice called - out. The children froze. They scanned the wood, but there - were no signs of the speaker.

    -

    Then, only a few feet from them, a half-dozen figures - melded out of the background, as if the trees and bushes - and grass had been painted on them to perfectly match the - wode. They wore light armor covered in leaves, moss, and - vines, and they bristled with weapons.

    -

    “Black gods!” Meliora gasped. Credan frowned, and Wenna - hushed her for swearing. Dade was ushered back toward them - by two more wode elves, his bow in hand. The children - huddled together, Credan's hand on the symbol of Saint - Gryffyn around his neck, and Jeremy's hand on the hilt of - his sword.

    -

    The elves were tall, taller than an adult human, but - seemed always to crouch as soon as they stopped moving. - Their eyes were unsettling, widely spaced and huge. But it - was their ears, long and tall and twisting and set with - great scoops to catch all sound, that marked them as elves - of the wode.

    -

    “Admittedly, though, most terrans regret the - experience.”

    -

    The voice they had heard called out again—from above. - The children looked up and now saw a wode elf with long, - furry, twisting ears and nut-brown skin smiling down at - them. They were wearing a brightly colored outfit. The - children watched the elf leap lightly from branch to lower - branch until finally landing with a flourish on the forest - floor before them.

    -

    “Consort!” An elf before them spoke in Yllyric as he - stood from his crouch and bowed. “We have been tracking - these since they entered the wode.”

    -

    Meliora, who understood the words, whispered to the - others. “They called that one ‘consort!'”

    -

    Llyander smiled, looking from Meliora to the elf who had - just addressed them with a See? I told - you! look on their face.

    -

    The tall, swashbuckling elf bowed to the children. “I am - Llyander, the Lightning Strike, Consort to Queen Imyrr.” - They indicated the elf who had spoken. “This is my cousin, - Rhythylthin.”

    -

    “How did you know we were here?” Jeremy asked. Dade - stood just behind him, with an arrow now nocked.

    -

    The one called Rhythylthin reached out while Dade was - turned, looking at the queen's consort, and deftly plucked - the arrow from the young man's bow.

    -

    “Nothing happens within the wode without our knowledge,” - the elf said. Dade spun on him and nocked another arrow. - “And approval,” Rhythylthin added, closing his hand and - snapping the arrow in it.

    -

    “You come bearing a gift for our queen—the Codex - Dryadalis.” Llyander nodded at the heavy scroll Meliora - carried. “My cousin Rhythylthin here was sent to capture - you and escort you to the Orchid Court. But I am the - queen's consort, and have my own thoughts on the - matter.”

    -

    The elf smiled at the children. “But have no fear,” they - said. Their Vaslorian was perfect, their voice a song. “You - are safe … now.” The pause before “now” spoke volumes.

    -

    “Are you a … a … boy or a girl?” Wenna asked.

    -

    Llyander smiled gaily. “I am a song! I contain melodies - and harmonies alike,” they said. Wenna smiled.

    -

    Rhythylthin rolled his eyes. Llyander noticed this and - winked at him. “Fashions change. My cousin here wears the - new trends.” They gestured at the other wode elf's garb and - masculine appearance. “Me? I'm old-fashioned.” They - gestured to their own outfit and appearance. “Grace never - goes out of style.”

    -

    Llyander turned to Rhythylthin and the rest of the wode - elf band. “Their gift goes to Lord Tear, methinks. I will - escort them.” Then, suddenly imperious, they added, “You - may go.”

    -

    In spite of his previous skepticism toward the queen's - consort, Rhythylthin straightened and bowed. As one, the - elves turned and flowed into the wode. In only a few steps, - they melded into the trees and undergrowth.

    -

    “How did they do that?” Meliora demanded, spinning to - confront their benefactor.

    -

    “Hmm? Do what?” Llyander asked, looking after the elves, - wondering what Meliora meant.

    -

    “Just … disappear like that!”

    -

    Llyander looked at the other children with a combination - of wonder and annoyance. “Do terran children not play - hiding games?”

    -

    “Well …” Jeremy looked at Dade, who was no help. “We do, - but …”

    -

    Llyander made a theatrical, dismissive gesture with one - arm. “Well, it is the same thing, then. But for our people, - it is a game we practice all our lives! We would be poor - protectors of the wode if we could not conceal ourselves - within it.”

    -

    “But that was …” Meliora was frustrated at the elf's - seeming evasion. “That was magic!”

    -

    “You say? Well,” Llyander mused, “terrans are a part and - apart, it is said. It is your blessing and your curse - methinks. Perhaps someday you can explain it to me!” The - elf's eyes twinkled at Meliora's frustration.

    -

    Llyander turned and marched off. “Come!” they called. - The children ran to catch up.

    -

    “Where are we going?” Wenna asked.

    -

    “I enjoy the favor of Lord Tear,” Llyander said. “We are - old friends. With me as your guide, he will treat you - well—likely bestow favor upon you! You should be in - anticipation of great treasure.” They smiled.

    -

    The elf stopped suddenly and spun toward them, serious - but kindly. They pointed to each of the children in - turn.

    -

    “I will instruct you on the proper etiquette, but - remember this: Lord Tear will test us. Some tests for you - and some for me. The high elves and the wode elves are but - distant cousins. You will hear much that is polite, much - that is flattering, but it is all another kind of glamor. - It hides deep tensions, recently exacerbated by the treaty - with Ajax.”

    -

    The children nodded. The elf, satisfied, marched off and - they followed.

    -

    Jeremy turned to Dade. “I feel like we're in a dream,” - he whispered.

    -

    “You are!” their escort called out. “The wode is a - dream! With a little luck, one you may soon wake safely - from.”

    -
    -
    -

    WODE ELF BENEFITS

    -

    As a wode elf character, you have the following - benefits.

    -
    -
    OTHERWORLDLY GRACE
    -

    Your elven body and mind can't be contained for long, - and accessing memories is as easy as living in the - present for you. You gain an edge on resistance rolls, - and on tests that use any skills you have from the lore - skill group.

    -
    -
    -
    SWIFT
    -

    Your speed is 6.

    -
    -
    -
    WODE ELF GLAMOR
    -

    You can magically alter your appearance to better - blend in with your surroundings. You gain an edge on - Agility tests made to hide and sneak, and tests made to - find you while you are hidden take a bane.

    -
    -
    -
    -
    -

    ELF, HIGH

    -

    “Ajax has a kind of crude style, perhaps, but no taste. I - have no objection to a villain, you understand. The world is - a tale, but a tale is only as good as its villain. And Ajax - is so … artless. We deserve a better villain.”

    -

    Children of the solar celestials created to tend their - libraries and attend to the true elves as heralds, the high - elves remember a better age, before the coming of humans and - war. A time when the celestials were still in the world, and - all that mattered was art and beauty.

    -

    In the millennia since their creators retired to Arcadia, - the high elves built a civilization for themselves, primarily - living in and among the fallen celestial sky cities. With no - creators left to please, the elves continue as they did - before—collecting lore and knowledge, worshiping art, and - turning more inward and distrusting of outsiders with each - generation.

    -
    -

    ON HIGH ELVES

    -

    “They're so beautiful,” Wenna said. “It's hard to - imagine we're in danger.”

    -

    “It's not that hard,” Dade said darkly.

    -

    The five children stood alone in the center of a large - circular courtyard open to the sky, their wode elf escort - Llyander at their side. Lord Tear, King of the High Elves, - sat on a marble throne, holding the scroll of the Codex - Dryadalis in his lap. He had not spoken since Llyander made - their speech and handed the codex over. The members of the - court, nobles and courtiers and learned sages, gathered to - watch. Implacable warriors in golden plate with fine - filigree etched into the metal stood guard around the - perimeter. They bristled with weapons.

    -

    “They seem like …” Meliora said, searching for the - words.

    -

    “Like the lords of all the world,” Wenna said with awe - and wonder.

    -

    “And we are their prisoners,” Jeremy said, looking at - his brother Dade and Credan beside him.

    -

    “You're not prisoners,” Llyander said quietly. “You are - guests. You're safer here than you would be even in your - own homes.”

    -

    “Yes,” Jeremy said, looking at the nearest guards with - their longspears and swords. “We feel very safe.”

    -

    “Who are you kidding?” Dade said. “Everyone knows how - much elves hate humans.”

    -

    At this, Lord Tear exchanged a look with Llyander, - consort to Queen Imyrr. It was a knowing look, full of - sadness and melancholy. Then he broke his silence.

    -

    “Show me an elf who hates humans,” he said, his voice - deep and sonorous, “and I will show you an elf who loved a - human and watched them grow old and die.” He looked at the - children for the first time and smiled a melancholy smile. - “Love is like sunlight for us, you see. We love completely - but rarely. The loss of it means an eternity of grief for - us.”

    -

    The king tapped the scroll against his lap, seeming to - have reached a decision.

    -

    “Well done, consort. Young humans, your escort here - seeks to shame me. For they know well they could have taken - this prize to their queen and earned her favor. Instead, - Llyander brought it to me in the hopes that by doing so, - they deliver me the power necessary to throw off the yoke - of Ajax's rule. Long has Llyander resented the decision I - made and sought to change it …” He looked at Llyander. “… - by changing my mind.”

    -

    Llyander nodded deferentially, silently congratulating - the king on his insight.

    -

    “Alas, your escort's efforts are for naught.” Then the - king's face became softer. He held up the heavy scroll. - “But this is not nothing,” he said. “We made a treaty with - Ajax to deliver unto him any artifacts our search teams - discover from the ruins of this city. He benefits from this - bargain more than we. But this, methinks, will stay with - us. It was written by my mother in the youth of the world, - and there are some things which must be denied the Iron - Saint, even should they violate the treaty.”

    -

    Llyander turned to the children and smiled brilliantly, - eyebrows waggling in a show of glee. Wenna and Credan - couldn't help but smile. “Well, you see, children?” - Llyander said. “We only have more to do, not everything to - do.”

    -

    The king stood up and a herald beside the throne - announced, “Gather ye, and attend! The Lord of Fallen - Irranys, Morning Dew On a Single Leaf Like a Tear from the - Sun, speaks. And know his word is law!”

    -

    Lord Tear glided down the steps until he was standing, - as tall as Llyander, before the children. His face was - noble and beautiful. Wisps of silver-like strands of smoke - spread across his golden skin. He seemed at once eternal - and youthful.

    -

    “You have heard many things about my people, but this - above all you should know. We do not value lore for lore's - sake, but beauty first and above all other things. And the - truth, to us, is a kind of beauty. Thus do we find - knowledge beautiful.

    -

    “You have returned something not only of enormous - worldpower, but at the same time, a work of art my mother - labored over for many of your centuries. It is something of - a miracle that it is returned to me now. I will not forget - this. You have made an ally of the lord of the high elves. - And though you lead brief lives, while you live, you shall - have the favor of the elves.” He turned to hand the scroll - over to a sage and confer with his herald.

    -

    “He seems wise,” Credan said.

    -

    “And smart,” Meliora said.

    -

    “I'm surprised how kind he is,” Jeremy said. “He seems a - good king.”

    -

    Llyander chuckled. Wenna noticed. She didn't say - anything at first, but eventually, she couldn't resist. - “What?”

    -

    Llyander raised an eyebrow, then walked in front of the - children so that as the wode elf spoke, their back was to - the king.

    -

    “Do you remember when my cousin's soldiers hid in the - wode?” they said, their voice low. “How astonished you - were?”

    -

    Wenna and Meliora nodded. Llyander nodded to the guards - and guests. “This is their glamor. Whatever you find - pleasant and attractive in another? That is what you see in - them. If you value good humor, they are jesters. If you - value beauty, they are breathtaking. If you find - intelligence attractive, they are sages. It is not just an - effect of appearance, though it is also that. It is one of - demeanor.”

    -

    “But how do they do …” Meliora started.

    -

    Llyander put a finger to their lips, silencing young - Meliora. “It is not a thing they do. It is an effect in - your mind.”

    -

    “You mean they don't even know they're doing it?” - Meliora asked.

    -

    “Then what do they really look like?” Wenna asked.

    -

    Llyander shrugged. “What does anyone really look like?” - And while the other children chalked this up to their - escort's normally abstruse mode of communication, Meliora - caught a glimpse of understanding somewhere in her - mind.

    -

    The king turned back to them. “Should any of you seek - hidden lore or deep wisdom, please allow me to serve you - first. But you, young woman, the human child who learned - our language, I name thee elf friend. And my naming carries - power. You will find the learning of our lore will come - more quickly to you, and all those who still revere the - elves will give you safe passage in their lands.”

    -

    Llyander put their hands on their hips and regarded the - children. “Not bad for your second quest. What shall you do - for an encore?”

    -
    -
    -

    HIGH ELF BENEFITS

    -

    As a high elf character, you have the following - benefits.

    -
    -
    HIGH ELF GLAMOR
    -

    A magic glamor makes others perceive you as - interesting and engaging, granting you an edge on - Presence tests using the Flirt or Persuade skills. This - glamor makes you look and sound slightly different to - each creature you meet, since what is engaging to one - might be different for another. However, you never appear - to be anyone other than yourself.

    -
    -
    -
    OTHERWORLDLY GRACE
    -

    Your elven body and mind can't be contained for long, - and accessing memories is as easy as living in the - present for you. You gain an edge on resistance rolls, - and on tests that use any skills you have from the lore - skill group.

    -
    -
    -
    UNSTOPPABLE MIND
    -

    Your mind allows you to maintain your cool in any - situation. You can't be dazed.

    -
    -
    -
    -
    -

    HAKAAN

    -

    “COME FORTH, SONS OF ORD!” the hakaan metamorph bellowed - as Ajax's dwarven legion advanced. “AND MEET A BETTER WOMAN - THAN THEE!!”

    -

    In spite of their friendly, outgoing nature, the rare - presence of a hakaan in human society is considered a - harbinger—an omen of dark times.

    -

    Descended from a tribe of giants in upper Vanigar, the - original Haka'an tribe made a bargain with Holkatja, the - Vanigar trickster god. They traded some of their gigantic - size and strength for the ability to see the future.

    -

    But Holkatja betrayed them, and the only future they are - allowed to see is the moment and nature of their own death. - These visions are never of some mundane tragedy. No hakaan - ever received a vision of dying from choking on a grape. The - doomsight is always momentous—always dramatic.

    -

    This doomsight can happen at any moment. It does not come - for all or even most hakaan, but when it comes, it is - considered an act of overwhelming hubris to ignore it. Trying - to escape the doomsight means a painful, tragic death, and - cursing your family to live with shame.

    -

    For this reason, the only hakaan the average human meets - is one trying to fulfill their doom. The human - superstition—that the arrival of one or more hakaan in human - lands is a sign of great forces acting in the world, - auspicious times—is literally true. In dark times, many - hakaan experience the doomsight and leave their communities - to venture out into the mundane world, in search of their - destiny.

    -

    Humans in Vanigar have their own word for this concept of - a personal fate, “wyrd.” Traditional hakaan sometimes refer - to the doomsight as wyrdken.

    -
    -

    ON HAKAAN

    -

    “You … you know when you're going to die?”

    -

    The Pillar, dressed in her civilian clothing—a simple - pleated dress cinched at the waist that left her bare arms - free to work—dipped her hand in the pail of water. It - immediately sprang to life, the water sizzled and danced as - her fingers cooled. She pulled her hand out, shook off the - water, and went back to sculpting the granite.

    -

    The hard, tough stone melded like clay under her - fingers. Whatever she was doing, it generated enormous heat - in her fingertips, hence the pails of water beside her. The - Arrow couldn't tell if this was her talent manifest, or - something her people could do, or neither. As he watched, - he realized he recognized the bust. It was the girl they - rescued during the Society's recent battle with the - Academy.

    -

    “Not exactly,” the Pillar said as she concentrated on - her art. “Not when. More sort of …” She looked away from - her sculpture and looked out the window, thinking. “How. - Why. I am told there is a sense of …” she looked at the - young man, a teenager, only recently recruited to the - Society. “Anticipation. Eagerness when the time is nigh. - So,” she took in a deep breath, which was an impressive - sight to see in a 9-foot-tall woman, and let it out, - smiling at the young man. “Not anytime soon.” Her smile was - like a sunrise.

    -

    Though he had lived with fear most of his young life, - mortality was not something that plagued the Arrow's mind. - He had a hard time grasping it. “That must be … awful.”

    -

    “Oh no,” she went back to her work. “No it's … I do not - know how to say it in Caelian. It is a blessing. I have - seen people die for no reason. Be taken from their loved - ones without warning, without … without purpose. There are - unjust deaths. They destroy families. Communities.

    -

    “But the doomsight only comes in time of great need. - People forget Holkatja is also the goddess of luck, and - those who beat luck—under … underdogs, as you say. She gave - more than she stole, I sometimes think.

    -

    “I do not know how long I have. No one does, but I know - my death will have meaning. I know it, do you understand? I - know it like I know my own name. Often I feel …” Her great - hands clenched and unclenched, as though she were trying to - grasp something just out of reach. “I yearn for it. I want - it to happen. What greater end can there be than fulfilling - one's destiny?” She looked at the mostly-finished - sculpture. “It gives everything I do a sense of purpose.” - She went back to work.

    -

    “My people are a serene and peaceful lot. We do not seek - glory like the folk of Vanigar. But, in battle sometimes, - knowing I am getting closer to my wyrd, my destiny, I think - I know how they feel. Something comes over me, some - enormous sense of … of rightness.” She smiled again at the - young man. “It scares my friends sometimes, I know.”

    -

    The Arrow had seen it, and enthusiastically agreed.

    -

    “You're not from the Barrow Hills,” he said.

    -

    The Pillar shook her head. “No, I do not wot of your - hills. I am from the hills north of the Blue Cloud - Mountains in far Vanigar.” She turned and looked down at - the Arrow with some pride. “My people are descended from - the original Haka'an tribe.” She went back to work. “Though - I am sure the Barrow Men, as you call them, are a fine - people. We're all related, you see.”

    -

    “Is that why you joined the Society?”

    -

    “Oh yes,” the Pillar said. “I had only left home a - fortnight previous when Memory came to Vanigar to recruit - me. I had a sense my wyrd lay in some distant land, but I - did not know the world was so big.”

    -

    “Did she look like herself?” the Arrow asked, smiling, - enjoying a moment of shared experience with the giant - woman.

    -

    The Pillar chuckled, and the Arrow's chest vibrated with - the force of it. “No, she looked like an agéd wise woman of - Vanigar. I think only in fabled Alloy could the Memory of a - Sunset at Dawn walk the streets without ‘scaring the - horses,' as they say.”

    -

    “Alloy?”

    -

    The Pillar looked at the Arrow out of the corner of her - eye. “You'll see,” she said with some glee.

    -

    “You were following your vision, you said.”

    -

    “Yes, my wyrd as the Vanigair call it.”

    -

    “What did you see?”

    -

    “Oh,” she smiled and blushed, “it is not meet to - say.”

    -

    “It's bad luck?”

    -

    “Mmmm … you would say maybe. I think … rude is closer, - but the doomsight is rarely clear in any event. It is full - of symbolism and metaphor. My father is the shaa'er of our - tribe. The skald as the Vanigair call it. He thought the - symbolism was a kind of protection. So that I might know - with certainty the meaning, but be unable to clearly convey - it to others.” She nodded. “I think he is right.”

    -

    “Is it like a dream or a nightmare?” The Arrow wasn't - sure how much it was okay to ask.

    -

    “No, it was not a dream, it was a thing that happened.” - She turned to face the Arrow and leaned her massive arms on - her legs. “I know not how it is for other doomseekers, but - this is how it was for me. I was collecting flecks of - jasper, a … a mineral we add to our food. I was picking - flakes of rock up off the ground when I saw a bee that - could not fly and a horde of ants all around, one with - wings. In that moment, that was all that I could see. It - was like the rest of the world fell away, and the bee and - the ants filled my sight. Though the bee was surrounded and - the ants seemed to go on forever, I could see the ants were - afraid. There were dozens of dead ants on the ground.”

    -

    “What did you do?”

    -

    “Mm?” The Pillar was lost for a moment, remembering the - moment.

    -

    “What happened next?”

    -

    The Pillar shrugged, giant muscles in her shoulders - rippling. “That was the end of my vision. At that moment, I - knew I had to leave home.”

    -

    “Wow.”

    -

    “Indeed. Its meaning is clear to me. I stand alone - against the endless horde. In my heart, they are Ajax's war - dogs. I think I know this, but …” She shrugged again.

    -

    “But how come you're alone? Where am I? Where's the - Society?”

    -

    “Who knows?” she smiled. “When the vision comes upon - you, it is all you can see. Maybe it is like a painting, - and I am the painter. And if only I could turn my head a - little ways to the left or right, I would see my friends - there, fighting with me. I like to think mine is a great - sacrifice, made so my friends can escape some overwhelming - evil. It is a common theme among the fated I am told.”

    -

    “What about the bee? What happened to the bee?”

    -

    “Oh, feeling sorry for it, I placed my finger gently on - the ground, and you must see,” she held up her pinky, “even - my little finger is like a mighty wall for the bee. I - sought only to protect it from the ants, but it quickly - scrambled onto my finger, and after I stood up, it cleaned - itself and flew away.”

    -

    “It could fly!” the Arrow said, suddenly full of - youthful exuberance. “It could fly the entire time! It was - just waiting … for someone else to come along.”

    -

    The Arrow stared, wide-eyed at the Pillar. Even before - the young man spoke, the hakaan talent's eyes widened in - realization. “My vision …” she said.

    -

    “Wasn't over!” the Arrow said, his joy impossible to - hide.

    -
    -
    -

    HAKAAN BENEFITS

    -

    As a hakaan character, your size is 1L, and you have the - following benefits:

    -
    -
    DOOMSIGHT
    -

    Working with your Director, you can predetermine an - encounter in which you will die. When that encounter - begins, you become doomed. While doomed, you lose the - Undaunted benefit from this ancestry, you automatically - get tier 3 results on tests and resistance rolls, and you - don't die no matter how low your Stamina falls. You then - die immediately at the end of the encounter.

    -

    If you don't predetermine your death encounter, you - can choose to become doomed while you are dying with the - director's approval (no action required). Doing so should - be reserved for encounters in which you are dying as a - result of suitable heroism, such as making a last stand - against a boss or saving civilians, or when the - consequences of your actions have finally caught up to - you—not because you're playing a one-shot and have - nothing to lose, Hacaarl.

    -
    -
    -
    HAKAAN MIGHT
    -

    When you force move a creature or object, you can - increase the distance moved by 1.

    -
    -
    -
    UNDAUNTED
    -

    You can't be weakened. Additionally, when your Stamina - equals the negative of your winded value, you turn to - rubble instead of dying. You are unaware of your - surroundings in this state. After 12 hours, you regain - Stamina equal to your recovery value.

    -
    -
    -
    -
    -

    HUMAN

    -

    “Humans,” the dwarf said with a combination of - exasperation and awe. “Their only virtue seems to be - believing in impossible things.”

    -

    “Humans belong to the world in a way the other speaking - peoples do not. You can sense the presence of magic—that… - oily smell in the air, as I've heard it described. And the - presence of deathless causes the hairs on the back of your - neck to stand up. Or why do you think graveyards affect you - so? Whatever magic is, its grip on you is light. Whatever - drives the deathless, your nature rebels against it.

    -

    “No one knows why this should be. We elves have no such - senses. Nor do the elementals or the kanin … the dwarves and - the orcs as you say. What is it that sets humans apart? I am - an historian, not a physician. I cannot say. Perhaps some of - you will one day find out and teach us all the reason.”

    -
    -

    ON HUMANS

    -

    So, we arrive here at the end of your first semester of - Human Culture. I hope to see you next year in the Caelian - Empire course, and though it may be hard to believe now, I - often see former students' names in our textbooks years - later. Perhaps that will be some of you.

    -

    I will now answer the one question I am asked most - often, and which I save answering until the last day of - class: What do I think of humans?

    -

    I am a high elf, as you deem it in your tongue. A child - of the solar celestials. And I have taught this class, - mostly to young humans, since the Caelian emperors founded - this city. I was asked to join the faculty by the first - chancellor. I have seen generations of your people come - through this classroom, and that alone would well qualify - me to answer this question.

    -

    What do I think of humans? Well, I will tell you.

    -

    I was here, teaching this class during the fire of - Enlightenment 373. The fire leveled this city. Can you - imagine that? Can you imagine the heat, the death, - destruction that such a thing causes?

    -

    Six months after the Great Fire, your ancestors had - rebuilt… everything. I have seen many miracles in my life. - Witnessing that feat might be chief among them.

    -

    Liches are almost always humans. Did you know that? I - think I know why. Your lives are so short—almost as soon as - you're born, you're thinking about dying, and you refuse to - yield.

    -

    That refusal to yield to death… to death… is what drives - you, I think. Drives you to leave the world better than you - found it. Causes ruined people to rebuild great city.

    -

    We studied human history in this room. Did you feel that - those great ancestors of yours were perhaps made of finer - stuff than you? Do not think thus. I knew them, and I know - you, and your future is greater. I sometimes think each - human generation greater than the last—more courageous, - more generous. Quicker to forgive.

    -

    Today, Ajax's name is on everyone's tongue, but I have - seen many great evils arise in the world. I was teaching in - this classroom when the Pharaoh Khorsekef, desperate, his - power failing, opened the Great Tet and drank of the time - stored there, becoming the Ultralich. He was defeated, and - now rules the Necropolitan Ruin in the Abyssal Waste.

    -

    I was alive, though not yet a professor, when Cthrion - Uroniziir tried to reduce the timescape into one singular - universe, wiping out reality as we know it. She was - defeated, and we see her cage every day.

    -

    Each of these great evils was defeated by a coalition. - The armies and heroes of many speaking peoples. And all of - them—all of them—were led… by humans. That's a fact. That's - history. You can look it up.

    -

    Is there some rare trait that makes you uniquely - qualified to lead disparate peoples, bring them together to - achieve great things? I think… there must be.

    -

    Those great humans, your ancestors, did not focus on - differences. They did not weigh different people and grade - them based on arbitrary traits deemed virtues and flaws. - That is what Ajax does. No, those humans focused on the - future. On making a better world… for all of us. A world - many of them knew they would not live to see. That is a - sacrifice… I can scarcely imagine.

    -

    The people who stand against Ajax and tyrants like him - will be just like you—normal people. Priests and scholars - and merchants and farmers. Maybe even teachers.

    -

    Stopping Ajax will require you to become something else. - You must become heroes. Conduits of saints, warmasters of - great armies. Censors and shadows. That may seem unlikely - now, but the future has a way of surprising us.

    -

    Some of your names, I will see written in future - textbooks.

    -

    But some of your names, I will see written in the - stars.

    -

    (Professor Cilliarwn did not elaborate on this.)

    -
    -
    -

    HUMAN BENEFITS

    -

    As a human character, you have the following - benefits:

    -
    -
    DETECT THE SUPERNATURAL
    -

    As a maneuver, you open your awareness to detect - supernatural creatures and phenomena. Until the end of - your next turn, you know the location of any supernatural - object, Undead, Construct, or creature from another plane - of existence within 5 squares of you, even if you don't - have line of effect to them. You know if you're detecting - an item or a creature, and you know if a creature is - Undead, a Construct, or from another plane of - existence.

    -
    -
    -
    RESIST THE SUPERNATURAL
    -

    Your connection to the natural world protects you from - supernatural forces. You have Magic immunity 2 and - Psionic immunity 2. Each of these immunities increases by - 1 each time you level up.

    -
    -
    -
    STAYING POWER
    -

    Your human anatomy allows you to fight, run, and stay - awake longer than others. Increase your number of - Recoveries by 2.

    -
    -
    -
    -
    -

    MEMONEK

    -

    “This world of yours. Ships of wood and swords of steel. - It's so … primitive. Like a fairy tale.”

    -

    “Where do you come from, lady, that our world seems a - fable? You have no ships and swords?”

    -

    “We have them.” Lady Urusistra cast a hand across the sky. - “You see those stars? That is my home—the timescape. Our - ships are great star freighters that ply the space lanes. And - among those stars, light hits as hard as steel.”

    -

    The native denizens of Axiom, the Plane of Uttermost Law, - memonek dwell in a land with lakes and trees and birds and - flowers. But on this alien world, the lakes are seas of - mercury, the birds glitter with wings of glass stretched - gossamer thin, and the flowers' petals are iridescent metal - as flexible and fragile as any earthly rose.

    -

    The minds of memonek are highly ordered. Their reason is - their great pride. But when descending to the lower planes, - including a manifold like Orden where law and chaos mix, a - sickness comes over them—an uncontrollable sensation called … - emotion.

    -
    -

    ON MEMONEK

    -

    “You want to tell me what just happened?” Sir John - asked.

    -

    Count Revile avoided his gaze, then turned and stamped - away across the bloody battlefield.

    -

    “I'm fine!” Revile shouted, all evidence to the - contrary.

    -

    “I know what I saw,” John said as he followed his - friend. “You went into a bloodlust. And it's not the first - time. Whether you like it or not, whether I like it or not, - I'm in charge of this mission. Either you tell me what's - going on, or I have no choice. I have to conclude you're a - danger to the team and cut you loose.”

    -

    Revile stopped and turned to look at the rest of the - party, recovering from their wounds. The memonek's white - porcelain chest heaved as he tried to calm himself. His - ceramic skin looked as strong as plate, but John knew it - was brittle, fragile.

    -

    Count Revile took a deep breath. “We call it - velloparatha,” he said. “In your tongue it would be … - world-sick … or world-sickness? It is a thing that happens - … to my people … when they come to your world. It is an - illness of … of feeling. Emotion.”

    -

    “Are you going mad?” John asked in a whisper.

    -

    The memonek smiled ruefully. “It feels that way - sometimes. I spent an hour this morning staring at an - insect that landed on my finger—a grasshopper, the polder - called it. I thought I had never seen a thing so perfect - and beautiful. That was awe. As powerful as I have ever - felt. In the battle today, anger—just as powerful.

    -

    “I thought I could resist it. When I arrived here and - felt no different, I thought perhaps world-sickness was a - legend. But it is a slow process, this illness, these - insidious emotions.”

    -

    “No emotions where you're from?”

    -

    Count Revile shook his head. “Not like this. We are - creatures of reason, we of Axiom. It is our art, our - pride—our religion sometimes, methinks. We have emotions. - Joy, sadness, wonder, grief. Love. But they are… a fashion. - They do not happen to us. They are something we indulge in, - out of propriety. Here… everything is order and chaos - mixed—even in me. In me.” Revile placed his hand on his - chest.

    -

    “In the battle today,” he said. “That anger was not - directed at Ajax's War Dogs. It was directed at - myself.”

    -

    “At yourself? Why? What did you—”

    -

    “John,” the memonek said, and now it was his turn to - whisper. “I was afraid. Afraid of … of being wounded, of - failing you, failing my friends … of dying. And out of that - fear came … enormous anger—at myself. Anger that I was so - weak, so … useless. Anger so … strong, so powerful … I - forgot who I was.”

    -

    John chuckled. “That's just …” He smiled broadly. - “That's normal, man. That's just normal. We all feel that - way.”

    -

    “What? No, you don't understand—”

    -

    “Oh, I don't understand? Okay, let me guess—it felt like - you were gonna piss yourself.”

    -

    “Yes!”

    -

    “Yeah, happens to all of us.”

    -

    “Even you?!”

    -

    Sir John shrugged. “Are you kidding? Sure. But it - doesn't help. You still got a job to do. In fact, I'd say - that is the job. Anyone can learn the blade.” He placed his - hand on the pommel of his sword. “Nothing special about - that. It's learning to deal with the fear. That's the - job—what separates the professionals from the - amateurs.”

    -

    Count Revile said nothing, just thinking.

    -

    “Feeling better?”

    -

    Revile nodded. “I always recover afterward, but these - outbursts come unbidden, like thunder from a clear - sky.”

    -

    “Hmm. Yeah. Well, that explains what happened when you - met Embers.”

    -

    Count Revile did not like being reminded of that. He - looked to the sky and shook his head. “I made a fool of - myself.”

    -

    “Don't be so hard on yourself. If you're trying to - seduce our void mage, you made a good start of it. She's - three thousand years old, I've known her since I was - fifteen. I don't think I've ever seen her blush. Anyway, - now that I know what's going on, now that I know you're - basically a giant teenager with overactive glands, I can - relax a little.”

    -

    Sir John and Count Revile, both tacticians, stood - together on the bloody battlefield, looking at each - other.

    -

    “John, I fear this may get worse before it gets - better.”

    -

    “So, just like everything else?” He clapped the memonek - on the shoulder. “Don't worry, we'll help you get through - it. I'll let the others know. Once they understand, they'll - help too. They'll probably just take the piss out of you. - That'll help, you'll love that.”

    -

    “You're a good friend, John.”

    -

    “Heh. Is that you, or the world-sickness talking?”

    -

    “Me, I think. The world-sickness would have me say … - you're a bastardly son of a bitch. But you're my bastardly - son of a bitch.” Count Revile smiled.

    -

    John laughed and put his arm around his friend as they - headed back to the party. “Funny. The world-sickness sounds - a lot like me.”

    -
    -
    -

    MEMONEK BENEFITS

    -

    As a memonek character, you have the following - benefits:

    -
    -
    -

    LIGHTWEIGHT

    -

    Your silicone body is aerodynamic and low in density. - Your speed is 7, and whenever you fall, you reduce the - distance of the fall by 2 squares. Additionally, your - stability decreases by 2 to a minimum of 0. When you are - force moved, you are force moved an additional 2 - squares.

    -
    -
    -

    KEEPER OF ORDER

    -

    When you or a creature adjacent to you makes a power - roll, you can remove an edge or a bane on the roll as a - free triggered action. You can only use this benefit once - per round.

    -
    -
    -
    -

    ORC

    -

    “Even should an arrow pierce their heart, each kanin - warrior has within them one last act of revenge.”

    -

    An anger that cannot be hidden. A fury that drives them in - battle. Orcs are famed throughout the world as consummate - warriors—a reputation that the peace-loving orcs find - distasteful.

    -

    The fifth of the speaking peoples, orcs arrived on Orden - after humans and elves. They made their homes in the - borderlands between those two cultures, preferring the - natural forests and avoiding the elf-haunted wodes. For - generations, this put them directly in the path of humans who - cut down the trees and built roads and farms.

    -

    Each orc has within them a fire that causes their veins to - glow once blood is drawn. This anger propels them right to - the edge of death. The dichotomy between their desire to be - left alone and their zeal in battle is summarized in a - dwarven proverb:

    -

    “Be thankful orcs do not hold grudges.”

    -
    -

    ON ORCS

    -

    What a world we have made.

    -

    Indeed, what a marvel!

    -

    It is a marvel now, with the dragons and celestials, - elementals and terrans.

    -

    It is unseemly. It was better before things started - talking.

    -

    And having opinions. About our creation. About us!

    -

    Oh, I don't know. I thought I agreed, but then look you - what our sibling Ord has made. A fine people, these - elementals. They make marvels. Ord made them, and now they - make miracles.

    -

    We make marvels. The world is a miracle, and enough.

    -

    Yes. But still. I think I might try my hand at children. - It seems a worthy pursuit.

    -

    Heed the lesson of our Shamèd Brother. It was better - before the coming of the terrans. Before the coming of - war.

    -

    But war has come. Ord and I are of one mind in this: - what is done cannot be undone. My children should not seek - war, but they would excel at it should it come to them.

    -

    They would be strong, like the elementals. But theirs - would be a strength of spirit. They would never relent, - never give up. Always seeking, always striving. Like life - itself.

    -

    They should love the forest and green things, like the - children of Val. But they should be at home in the cities - the terrans and elementals build. In this world of chaos - and law, they should seek balance. Not quick to anger. But - once angered? A wildfire.

    -

    If they excel at war, the terrans will be jealous. They - will be in constant conflict with each other.

    -

    Perhaps. Yes, I think you're right. It seems to be the - great tragedy of our creation, war. But the constant threat - of it will bring wisdom. It will take great wisdom to avoid - such conflict, and those possessed of such wisdom will - become great leaders.

    -

    Would they be lorewise and crafty?

    -

    Oh, I would leave that to them. It is not meet that - children should be too closely molded by their parents. But - you ask, and my mind goes to Ket. They should lack the - pride of Ket's children…

    -

    Look where that got him.

    -

    Hush, you. We should not be too hard on our Brother In - Mourning. He has paid for his hubris. My children would - love the world more than lore. That is my answer.

    -

    They seem a fine people, if you ask me.

    -

    And there they are, look at them! Kul, your thoughts - made real! Only in the world a little while, and already - growing, learning.

    -

    Ah! My children! So fierce and unyielding. I see you - lead short lives, like the terrans. Perhaps this is - good.

    -

    I see they get along well with Ord's children. I think - this a good sign.

    -

    Already they make homes in the forests by the elves. - Some little skirmishing over borders, I note. Nothing - serious.

    -

    What shall you call them?

    -

    Oh, I do not care for such things. They should be free - of our designs, like the terrans. Let them name - themselves.

    -

    Oh! They already have! Kanin. It means “the people” in - their tongue. I like that. Very democratic. Good for - them.

    -

    And will they know you?

    -

    If they wish. Much as I agreed with…the Father of Men…I - find worship unseemly.

    -

    Agreed.

    -

    Agreed!

    -

    Let me introduce myself, at least.

    -

    Ahem.

    -

    “Hear me, kanin! This world we made is yours, as much as - it is anyone's. You belong here.

    -

    “Know that you are my children, the children of Kul, he - who put fire within the world. And there is fire in you. - And though the world and fate and baser minds may conspire - to destroy your light, you will survive. And more than - survive, you will thrive. And in thriving, you will - conquer!”

    -
    -
    -

    ORC BENEFITS

    -

    As an orc character, you have the following - benefits.

    -
    -
    BLOODFIRE RUSH
    -

    When you take damage, your speed increases by 2 until - the end of your next turn. You can benefit from this - feature only once per round.

    -
    -
    -
    RELENTLESS
    -

    When a creature deals damage to you that leaves you - dying, you can make a free strike against any creature. - If the creature is reduced to 0 Stamina by your attack, - you can spend a Recovery.

    -
    -
    -
    -
    -

    POLDER

    -

    “Wait, where'd he go? Where'd that little son of a bitch - go? AAAAGGH!”

    -

    After humans, polders are the most numerous and diverse - ancestry in Orden. They are not humans, but they live in and - among humans, sharing their gods and culture. Almost every - human culture in Orden has a polder saint or a human saint - venerated by polder.

    -

    Short creatures averaging three-and-a-half feet tall, - polders have obscure origins. They are a young species who, - like humans, have no single patron god. Their natural ability - to blend in with shadows makes them excellent spies and - thieves. However, many polders consider this stereotype a - base slander, pointing out that they're also famed as - chefs—though polders can be found in virtually every - profession, especially in cities.

    -
    -

    ON POLDERS

    -

    The three peasants—Jago, his wife Sarah, and his sister - Beth—sat together watching the three heroes talk in the - crowded common room of the inn. Well, Jackson Bootblack - seemed to be doing most of the talking.

    -

    “This kind of shit doesn't work if it's just a bunch of - ratcatchers like us,” the polder said. “You need the people - to rise up. Been fifteen years since Omund died—fifteen - years of fighting wolves and bandits and worse. The people - welcome a tyrant after that. They like order, you know? - They adapt.”

    -

    “If you stand on the grass long enough, it learns to lie - flat,” A Mist Coils Around Dying Embers said. “But what do - you say?”

    -

    “Eh?” the polder asked her. But he glanced at Sir John - staring at him.

    -

    “You say the people have no stomach for rebellion,” - Embers said. “But what about you?”

    -

    “Oh,” the polder said, “I say it doesn't matter much - what I say. Why's he looking at me like that?” the polder - asked the high elf and pointed at Sir John. Realizing he - was being rude, John shook his head to clear it. “Sorry, I - just … I never met a polder before,” he said.

    -

    “Are you kidding me?” Jackson said.

    -

    “No! Sorry, I just …”

    -

    “What are you, from the moon? Where you from that you - never met a polder before? There's polder in every fucking - village and town from here to the sea.”

    -

    “Really? That's weird. I'm from Tor, I've been all - over—just never met a polder before.”

    -

    Jackson looked at his friend, the high elf void mage. - “Am I crazy?”

    -

    “You're not crazy,” Embers smiled. She was enjoying - watching two of her friends get to know each other.

    -

    “John's just never run into one, it seems.”

    -

    “Well, we're adorable,” the polder said, and drank some - ale.

    -

    “They must have been around I guess,” John said. “I - probably just never noticed.”

    -

    The polder put his drink down. “Oh, thank you. Thank you - very much. You know, it's funny. I never have any problem - noticing you big assholes. One of you makes about as much - noise as a cow, which … I don't even know how you manage - that.”

    -

    “You're talking just … my voice is just as loud as - yours!”

    -

    “I mean the way you walk around. Just the way you move, - the way you stand up and sit down. You make so much goddamn - noise.”

    -

    Jago, Sarah, and Beth all smiled at the exchange.

    -

    “Humans are loud, yes,” Embers agreed.

    -

    “Do we have to … can we talk about something else, - please?”

    -

    “I just …” The polder wouldn't let it go. “You seriously - never … you never been to an inn? Cavall's teeth, I can't - count how many inns and taverns I've been to run by - polders, got polders in the kitchen or waiting tables. One - of the only two things we're good at, I think.”

    -

    “Yeah?” John asked. “What's the other one?”

    -

    The little man smiled. “Getting into places we ain't - supposed to be.”

    -

    “Now we're talking,” Sir John said. “You were saying we - need the people behind us. I agree.”

    -

    “Yeah, okay. To business: How to rally the people.” The - polder took the question seriously. “It's not hard. First, - we need someone they'll rally around. I could make someone - up, invent a local folk hero, but if we can find the real - thing? They just need to look the part, that's all. I'll - take care of the rest.”

    -

    “I'm working on that,” John said. “But it's … slower - going than I thought. I'm betting on a long shot.”

    -

    “What's the holdup?”

    -

    John thought about how to put what he knew into words. - “You know,” he shrugged. “Some people can only be heroes if - they think they're above everyone else. Some people can - only be heroes once they realize they're not. And some - people …”

    -

    He looked at his drink, at the expensive clear glass the - innkeep had given him because he recognized Sir John. He - turned the glass slowly on the table and now he was mostly - talking to himself. “Some people still have to figure that - out.”

    -

    “Which is best?” Jackson asked, and Embers could tell - the little man was testing John.

    -

    John took a deep breath and came back to reality. “Well. - If we could be picky, we wouldn't need a hero,” he - said.

    -

    The polder looked at the high elf and nodded, impressed. - Test passed.

    -

    “Okay. Well, if you've already got a candidate, I could - get things started. The other half is: we need a good - story—short, punchy. Something that'll catch on, needs to - be easy to relate to, but bigger than life. A tax. A toll! - Bridge toll, classic. An ogre … no, three ogres. Yeah, - three is better. Three ogres in Ajax's livery. A lone - figure standing against them. See? Easy.”

    -

    “Where are we going to find three ogres?” John - asked.

    -

    “What do you mean?” Now it was the polder's turn to be - confused.

    -

    “What do you mean, ‘What do I mean?'” John said.

    -

    “I'm not … we don't need real ogres.” Jackson looked at - the elf. “Is he for real?”

    -

    “Trust me,” the void mage said.

    -

    “You mean you're going to make it up?!” John - exclaimed.

    -

    “I…” Jackson looked with incredulity at the high elf - void mage, then back at the human. “Yes, I do mean that. - Does he know what I do?” he asked the elf.

    -

    “He'll learn,” Embers smiled.

    -

    The polder turned back to Sir John. “Hello. I lie for a - living. And I'm really good at it. Sometimes also kill - people, but only if lying or running away doesn't - work.”

    -

    John turned to Embers. “I thought he was a thief.”

    -

    “I was a thief,” the polder said.

    -

    “You were a thief.”

    -

    “Yeah, I was with the Clock. Probably still am—they - don't exactly let you just walk away. We sort of have an - agreement. I agree to do what they tell me and they agree - not to tell me to do anything.”

    -

    “Did they kick you out, or did you quit?”

    -

    “Depends on who you ask. I don't like being told what to - do. It's sort of a polder thing. Hereditary or ancestral or - whatever. Everybody wants a polder chef until they start - trying to tell us what to cook.”

    -

    “So what are you now?”

    -

    “I'm annoying.”

    -

    The elf smiled. “He's a troubadour—one of the best.”

    -

    Sir John looked at him, nodded. “No lute, I notice. And - you don't seem the type to sit by the hearth telling - stories.”

    -

    The polder grinned. “I ain't that kind of troubadour. - I'm the other kind. I think the best story is the one - people tell each other.”

    -

    “Propaganda,” Sir John said, a grin spreading across his - face. The polder pointed a finger at him and smiled. John - heard the door to the inn open behind him. This wasn't - notable, but the gasp from the customers was.

    -

    “Hey,” the polder said, looking past John to the - doorway. “Hey, I think our folk hero just showed up. Damn, - he looks the part all right. Or she, I can never tell with - these guys.”

    -

    John turned to see. Sir Vaantikalisax loomed just inside - the doorway, his scales and armor glowing in the light of - the hearth fire. Sir John shot up out of his chair, a huge - smile on his face.

    -

    “I, uh …” Vaantikalisax said. The tall, broad draconian - looked from John to the three peasants. Jago, Sarah, and - Beth were beaming with even more joy than John, if that - were possible.

    -

    The knight stared at them for a moment, then turned back - to his friend.

    -

    “Maybe you're right,” the dragon knight said.

    -
    -
    -

    POLDER BENEFITS

    -

    As a polder character, your size is 1S and you have the - following benefits.

    -
    -
    POLDER GEIST
    -

    When you start your turn while no creatures have line - of effect to you, or while you are hidden from or have - concealment from all creatures with line of effect to - you, your speed is increased by 3 until the end of your - turn.

    -
    -
    -
    SHADOWMELD
    -

    You gain the following ability:

    -
    -
    SHADOWMELD
    -

    You become an actual shadow.

    -
      -
    • Keywords: Magic
    • -
    • Type: Maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: You flatten yourself into a - shadow against a wall or floor you are touching, and - become hidden from any creature you have cover or - concealment from or who isn't observing you. While in - shadow form, you have full awareness of your - surroundings, attacks against you and tests made to - find you take a bane, and you can't move or take - actions or maneuvers except to exit this form. Any - ability or effect that targets more than 1 square - affects you in this form only if it explicitly affects - the surface you are flattened against. You can exit - this form as a maneuver.

    -
    -
    -
    -
    -
    -

    REVENANT

    -

    “I will suck the life from your flesh and leave you a - withered corpse!”

    -

    The revenant null flexed his arms and assumed a fighting - pose. He smiled.

    -

    “Little late for that.”

    -

    The dead walk among us. Some of them are happier about it - than others.

    -

    Unlike the necromantic rituals that produce wights and - wraiths and zombies, revenants rise from the grave through a - combination of an unjust death and a burning desire for - vengeance. Creatures sustained on pure will, they have no - need of food or water or air—and, unlike their zombified - cousins, they retain all their memories and personality from - life.

    -

    These revenants are rare. Many are hunted by ignorant - villagers who see only their dead flesh and assume the worst. - Those who survive the pitchfork brigade either choose a - solitary life, often as a wandering soul seeking out living - company yet constantly in fear of it, or they migrate to a - metropolis such as Blackbottom or Capital, where lost souls - gather to make a home.

    -
    -

    ON REVENANTS

    -

    “I'm telling you, we are being followed.”

    -

    “No one knows we're here. No one even knows this place - exists! We got all day. We stash everything here, and take - a sample to …” The head thief pulled a vial out of a crate - stuffed with straw and looked at it.

    -

    “It's just …” The junior cutpurse spoke nervously. - “There was this lady knight in Blackbottom sniffing around. - She seemed serious. I got this weird … chill when I looked - at her.”

    -

    “Hey,” the head thief said, his brow furrowed as he - looked at the label on the vial. “Where'd you say you - bought this stuff? You said a ship—a ship from where?”

    -

    “I dunno, uh … uh, Capital I think.”

    -

    The head thief looked at the panicking cutpurse. “This - lady knight—she have a red and blue device on her - shield?”

    -

    “Black gods,” one of the other thieves said. “It can't - be Lady Filliamo, can it?”

    -

    There was a firm knock at the door to the safe house. A - door which, from the outside, looked like an unremarkable - section of wall.

    -

    “Oh, you've got to be kidding me.”

    -

    “Nonono! How could she … Capital was nine months - ago!”

    -

    “She's a revenant, idiot! She doesn't even need air. She - could have walked here! Just … into the water and across - the bottom of the sea! Black gods, why didn't you say - anything?”

    -

    “I did! You asshole, I just did! I been trying to tell - you for—”

    -

    “Man, there is a difference between, ‘Hey I think we're - being shadowed,' and, ‘There's a deathless copper coming - after us!'”

    -

    One of the four thieves opened a vial and dipped his - dirk into the red oil within.

    -

    “What is that gonna do? She's already dead!”

    -

    Another knock at the hidden door. “Forget it. Let her - knock. Grab as many as you can, and we'll go out the - back.”

    -

    The head thief ran for the door out the back of the safe - house. He jerked it open—and the other thieves watched as a - silver flash silently flared across his forehead.

    -

    Through the open door, they could see the silhouette of - the knight, her open hand held up in front of her.

    -

    She clenched her hand into a fist and the judgment she - had placed on the head cutpurse detonated, hurling him - backward. He sprawled across the floor, conscious but - stunned.

    -

    The gray-skinned knight walked into the room. Metal - heels rang out on the wooden floor. She seemed relaxed, but - her eyes burned with inner fire.

    -

    “Boys,” Lady Filliamo said pleasantly. “Busy - morning.”

    -

    “How did you … this is impossible, how did you find - us?”

    -

    She looked at the man groaning on the floor. “Your boss - didn't tell you about the vengeance mark?”

    -

    “You marked us. Back in Capital. You marked one of us - and just … just walked here.”

    -

    “Don't be stupid. I marked you in Blackbottom. Capital - was just normal detective work. I came here by ship.” She - smiled—black lips on pale gray skin.

    -

    “Come on.” The braver of the three remaining thieves - drew twin daggers. “She can't get all of us at—”

    -

    Lady Filliamo made a broad gesture with her right hand - and argent marks flared across the foreheads of all three - thieves. A clatter of weapons hitting the floor. Three - pairs of hands slowly rose in the air.

    -

    “Good boys. Here, put these on.” She tossed three pairs - of manacles on the floor.

    -

    “Hang on, you can't arrest us,” one of the thieves, - unarmed and still holding his hands up, said. “This isn't - Capital. You don't have jurisdiction!”

    -

    Lady Filliamo shrugged. “I'm a knight of the church. - Jurisdiction's for the city watch.” She drew her silver - sword a few inches from the scabbard just to show them the - blade.

    -

    “I deal in steel.”

    -
    -
    -

    REVENANT BENEFITS

    -

    As a revenant character, you have the following - benefits.

    -
    -
    FORMER LIFE
    -

    Choose the ancestry you were before you died. Your - size equals that ancestry's size. Your speed is 5. You - lose all other ancestral benefits from your original - ancestry.

    -
    -
    -
    VENGEANCE MARK
    -

    As a maneuver, you place a magic sigil on a creature - within 10 squares of you. When you place a sigil, you can - decide where it appears on the creature's body, and - whether the sigil is visible to only you or to all - creatures.

    -

    You always know the direction to the exact location of - a creature who bears one of your sigils and is on the - same plane of existence as you.

    -

    Additionally, you gain the following ability.

    -
    -
    -
    DETONATE SIGIL
    -

    A magical sigil you placed on a creature explodes with - energy.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 10
    • -
    • Target: 1 creature with your - sigil
    • -
    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 3 damage; slide 1
    • -
    • 12–16: 7 damage; slide 2
    • -
    • 17+: 10 damage; slide 3
    • -
    -

    Effect: The sigil disappears from the - creature.

    -

    You can have an active number of sigils equal to your - level. You can remove a sigil from a creature harmlessly - (no action required). If you are already using your - maximum number of sigils, your oldest sigil disappears - with no other effect.

    -
    -
    -
    TOUGH BUT WITHERED
    -

    Your undead body grants you cold, corruption, - lightning immunity, and poison immunity equal to your - level. You also have fire weakness 5. You can't - suffocate, and you don't need to eat or drink to stay - alive.

    -

    Additionally, when your Stamina equals the negative of - your winded value, you become inert instead of dying. You - can continue to observe your surroundings, but you can't - speak, take actions, maneuvers, or triggered actions, or - move and you fall prone. If you take any fire damage - while in this state, your body is destroyed and you die. - Otherwise, after 12 hours, you regain Stamina equal to - your recovery value.

    -
    -
    -
    UNDEAD INFLUENCE
    -

    Your supernatural gifts allow you to influence other - undead. You gain an edge on Reason, Intuition, and - Presence tests made to interact with undead - creatures.

    -
    -
    -
    -
    -

    TIME RAIDER

    -

    “I fear no living thing, but the time raiders.”

    -

    —Chief Executive Admiral Lithiri Aswandala

    -

    Commander of the HOV First Get Behind Them Memonek

    -

    The original servitor species of the synliiroi—evil psions - with near god-like power—the kuran'zoi liberated themselves - during the First Psychic War. In the centuries since, they - built their own culture and civilization as nomads of the - timescape. The exonym “time raiders” was given to them by - denizens of the lower worlds who, seeing the advanced - technology they wield, concluded they must be from the - future.

    -

    Extraordinarily rare in Orden, the time raiders thrive on - the Sea of Stars, the Sea Between Worlds, where the winds of - limbo roar.

    -

    In place of eyes, kuran'zoi possess crystalline ocular - sensors that grant them high-spectral vision hardened against - the extreme radiations encountered in the Sea of Stars, - permitting them to operate freely outside their vessels with - only their portable rebreathers. Time raiders also have two - sets of arms, allowing them to wield melee weapons at the - same time as ranged weapons. A single well-trained kuran'zoi - is like a squad unto themself.

    -
    -

    ON TIME RAIDERS

    -

    “You will tell me the location of the ship you came here - in.”

    -

    Taxiarch Lycaon paced outside the ruined church. The - four-armed woman with crystal eyes and flaming pink hair in - a strip down the center of her shaved head sneered at him. - She was chained to the ruin of a stone column outside the - ruin of a stone church.

    -

    “Is it that your brain is so small you must talk in - order to think?” The woman's smile was a sneer.

    -

    Lycaon strode toward the alien, grabbed a length of - chain around her waist, and yanked on it, pulling it taut - so the chain around her neck tightened. “You are going to - die in any event,” he said. “If you wish to deny me the - pleasure of hearing you howl and scream for mercy, tell me - what I want to know now and my dogs will kill you - quickly.”

    -

    Up close she could see the fine stitching along Lycaon's - cheeks and forehead, the very slight differences in skin - tone that showed his skin was not his own.

    -

    “You seem to be made of bits,” the alien said as she - peered at Lycaon, her crystalline eyes catching and - reflecting prismatic light. “And not the best bits. - Leftovers? Is that what you are? A walking assemblage of - cast-off scraps? Hahah, I thought the proteans were - hideous. Someone should let them know! There are creatures - even more foul-seeming and useless in the timescape.”

    -

    The Taxiarch smiled to himself, nodded with respect at - the woman's epithets. He placed his foot on a low piece of - rubble, once part of the wall of the stone church, and - leaned his arm on his knee. He was not dressed as the other - war dogs. No black leather for him. He wore a gold - breastplate with the embossed head of a ram molded into it, - a white cape over his back. Gold greaves and red leather - boots and gloves. The other war dogs only had patches of - hair but his was long and blonde.

    -

    He struck a casual, jaunty pose. “Where is your - worldship?” he said in a more reasonable voice. “Or came - you here in a single-seater starskimmer?” At this, the - alien's crystal eyes went wide, betraying surprise.

    -

    “You see?” The Taxiarch said, impressed with himself. “I - am not a primitive like these peasants, who hounded you - because you are alien,” he nodded at the folk of the small - town watching from the stables some distance away. “I am - Ajax's elite. Better than his chosen. I was made for - victory.”

    -

    Indeed, Taxiarch Lycaon looked almost fully human. - Handsome and fit like a statue from Phaedros, which his - model had almost certainly been inspired by. Unless you - looked closely, there was no sign he was a product of the - body banks. “If you agree to lead me to your vessel, I will - let you go free.”

    -

    The alien sighed. “‘Blaap blaap blaap,'” she said. “You - should hear yourself. Like barking thrazz, you sound to me. - Who holds your leash I wonder? For surely a microbrain such - as you could not command any more than these rabble,” she - nodded her head at the other twenty or so war dogs.

    -

    Her taunts worked. Lycaon hauled back and punched the - alien in the jaw. Her head smashed into the ruined column. - She was dazed but she shook it off and laughed.

    -

    “Look how easily this one is goaded!” she said. She spat - out dark blue blood and turned to the peasants gathered. - “You people! Why do you let yourselves be cowed by these … - bits? Bits of people kludged together? Even the least of - you is worth more than these.”

    -

    “Perhaps from the air,” Flight Captain Lyria offered, - and she stroked the feathers of her giant hawk mount to - calm it. “I could scout the forest around the …”

    -

    “No!” Taxiarch Lycaon pointed a finger at the hawklord - and strode toward her. “You are the elite of Ajax's winged - harriers, I am his chosen brigade commander. We are not - scavengers! This one,” he stabbed a gloved finger at the - alien, “will come to heel, or I will give her to my war - dogs.” He turned to face the chained alien, who yawned. - Lycaon seethed.

    -

    “They may pull you apart,” he said to her, and at this, - his squadron of soldiers, all in black leather and golden - pauldrons, started making barking sounds. Then they laughed - at each other.

    -

    “Or I may let my crucibite melt the skin from your - bones.”

    -

    At that, a war dog clad in leather from head to foot - wearing a heavy mask with glass circles where the eyes - should be and some kind of canister over his mouth stepped - forward. The long thin brass tube in his hands connected to - a large metal tank on his back.

    -

    “Shall I let you choose?” the Taxiarch said and drew a - dagger from his belt. “I will cut off one finger. If you - cry out, I kill you. If not, another finger. And if you cry - out then…”

    -

    Slowly everyone assembled could make out the sounds of a - conversation, quiet with a metallic ring to it. The voices - got louder until eventually they could be heard.

    -

    “…should be ready for anything,” one voice said, deep, - commanding, and images started to form around and between - the war dogs, the hawklord, and the Taxiarch. Like faded - images in a manuscript they seemed, gaining pigment and - clarity and, eventually, depth as their voices grew louder - and clearer.

    -

    “Oh, thank you for the brilliant tactical advice,” - another voice, high pitched, piped up.

    -

    Suddenly, the images became three dimensional, solid, - and four heroes stood among them. A human in working battle - plate. A polder with twin rapiers in his hands. A tall - willowy high elf with night-black skin and golden hair. And - a Dragon Knight. The people of the town gasped when they - saw him. Even at a distance, even with the war dogs between - them, they recognized the device of Good King Omund on the - knight's shield.

    -

    The war dogs scrambled. For a moment, it seemed they - might flee at this sudden intrusion, but the Taxiarch - bellowed “Hold fast!” and they held their ground, - uncertainty over the unknown threat of a band of heroes - battling in each of them with the certain fear of their - commander.

    -

    John immediately read the situation. It was a clear - enough picture.

    -

    There was something about the war dogs. They loved - Ajax's cruelty—reveled in it. John had crossed swords with - other commanders in Ajax's army before. Ground Commander - Vordokov was a professional—could be reasoned with, but he - was an orc.

    -

    Not the war dogs—they were fanatics.

    -

    “What's this?” the Taxiarch called out with a hungry - grin. “Allies of the alien?” He was projecting confidence. - Trying to muster his wary soldiers.

    -

    Sir John ignored the war dog, tilted his head toward the - alien. “Embers?”

    -

    “A kuran'zoi,” the high elf said, and the alien held her - head up with pride. “A time raider from the upper worlds. - What the truth is I cannot say, and no people are all one - thing. But by reputation? They're intractable, - ungovernable, they loathe authority, hate tyranny and are - totally, utterly without fear.”

    -

    John watched the alien. They sneered their approval at - Ember's summary. That was enough for Sir John, they could - work out the details later. After everything they'd been - through before, he trusted Embers implicitly.

    -

    He could see the shape of the next moments play out, all - he had to do was take the initiative. If he was right, the - whole thing would be over in seconds. There was no time to - communicate. No time to plan, and everyone, everyone had to - play their part.

    -

    John knew what came next, but he wasn't an assassin. He - had his own part to play. He took a step forward, away from - his teammates, and noted the Taxiarch didn't react. This - spoke volumes. He locked eyes with his enemy.

    -

    “She goes free,” John commanded, his voice steel, “or - you die here.” He could feel the muscles tightening in his - comrades, the whole company like a steel spring wound - tight.

    -

    Lycaon cocked his head at Sir John and took a few - foolish steps toward the tactician. He was just out of - reach. But close enough.

    -

    “I see you are a man, like Ajax. Why do you lower - yourself with these … creatures?” the war dog Taxiarch - looked at the elf, polder, and dragon knight. “Little more - than slimy things crawled out of the sea? Join us. Join me. - Join Ajax. It'll be nice for you,” his voice lowered almost - to a whisper, “to be on the winning side for a change.”

    -

    Sir John took a deep breath, his body language changed - and that was enough. Several things then happened at once, - so quickly no one would later be able to say who acted - first.

    -

    Ember's eyes flashed into a starfield. The time raider's - chains dissolved into starspace and reappeared around - Flight Captain Lyria pinning her arms to her side. She was - giving the hawklord an excuse to sit this one out. Gods, - John was glad she was with them.

    -

    The time raider's right upper hand shot out, as though - she'd been waiting for the void mage to do exactly what she - just did, and her meson blaster leapt out of the hands of - the war dog who'd chained her. The pistol made of glass and - bronze slammed into her hand and its tip flared with - prismatic light.

    -

    From the sun's shadow cast by Taxiarch Lycaon, the - polder Jackson Bootblack emerged, a rapier in each hand, - and no one had seen him move from where he'd been a moment - before.

    -

    At the same instant, a call—a horn. From directly behind - John a blast of sound like a chord played by a dozen - trumpets, and hope sang in John's heart—the Clarion Call of - the last Storm Knight!

    -

    John hadn't hesitated, he'd already drawn his sword.

    -

    “All right, you patchwork son of a bitch.” He charged - Lycaon, who fumbled with the short-sword on his belt.

    -

    “Draw steel!”

    -
    -
    -

    TIME RAIDER BENEFITS

    -

    As a time raider character, you have the following - benefits.

    -
    -
    FORESIGHT
    -

    Your senses extend past mundane obscuration and the - veil of the future alike. You instinctively know the - location of any concealed creatures who aren't hidden - from you, negating the usual bane on attacks against - them. Additionally, whenever you are attacked, you can - use a triggered action to impose a bane on the power - roll.

    -
    -
    -
    FOUR ARMS
    -

    Your multiple arms let you take on multiple tasks at - the same time. Whenever you use the Grab or Knockback - maneuver against an adjacent creature, you can target an - additional adjacent creature, using the same power roll - for both targets. You can grab up to two creatures at a - time.

    -
    -
    -
    PSIONIC GIFT
    -

    Your mind is a formidable layer of defense, granting - you psionic immunity 5.

    -
    -
    -
    -
    -
    -

    CULTURE

    -

    What makes a hero? Is their desire to stand up for the - innocent and protect others somehow innate? Are they born - knowing that tyrants must fall? Does a higher power instill the - idea that sometimes those least deserving of compassion are - those who need it most?

    -

    No. A hero's life experience teaches them right from - wrong—and that experience starts with the culture that raised - them.

    -

    (Playtest note: Sample cultures are coming.)

    -
    -

    CREATING A CULTURE

    -

    A hero's culture describes the beliefs, customs, values, - and way of life held by the community in which they were - raised. This community provides life experiences that give a - character some of their game statistics. Even if a hero - doesn't share their culture's values, those values shaped - their early development and way of life. In fact, some people - become heroes primarily from the rejection of the ways of - their culture.

    -

    For our purposes, a hero's culture represents people, not - a place. Yes, you might have grown up in the city of Capital, - but your culture is more specific than that. One hero's - culture might be House Alvaro, a noble house in Capital where - they were raised. Another's culture could be a group or - organization that moves around, such as a band of pirates or - a secret order of sorcerers sworn to protect books of fell - magic. It helps to get specific when thinking about your - culture, and working with the four aspects of a culture can - help you do that: language, environment, organization, and - upbringing.

    -
    -

    USING CULTURE

    -

    Directors can use the rules in this section to build - cultures that players can choose for their characters. - Players can use these rules to build a unique culture or - modify an existing culture for their character, working - with the Director to find a right place for that culture - within the world of the campaign's world. The Vasloria - Cultures table provides a cultural breakdown for Vasloria, - the game's medieval European fantasy analog.

    -
    -

    (Playtest note: That table is still to come.)

    -
    -

    You can use the table for a campaign that takes place in - Vasloria, or pillage from it liberally for a custom - setting.

    -

    In many worlds, at least some cultures have a majority - ancestry. The people of Bedegar, a duchy in Vasloria, are - mostly humans. The folk dwelling in the Great Wode, a - forest realm north of Bedegar, are primarily wode elves. - However, you can always choose to be from one of these - cultures and take a different ancestry. A dwarf raised in - the culture of the Great Wode speaks Yllyric and probably - knows a lot about nature, while a dwarf raised in the - dwarven thanedom of Kal Kalavar speaks Zaliac and might - know a good deal about smithing.

    -
    -
    -

    WHY BUILD A CULTURE?

    -

    Building a character is about more than adding up your - stats, picking skills and abilities, and recording that - information on a character sheet. You're building a hero—a - main character in a story, be it a one-shot or a heroic - campaign. Think about the personality and the past of who - you are creating. That's why the game lets you build a - culture rather than simply saying, “Pick three skills and a - bonus language.” We want players to imagine their heroes as - complex and intricate characters.

    -
    -
    -
    -

    CULTURE BENEFITS

    -

    The culture you choose or create grants you the following - benefits:

    - -
    -

    LANGUAGE

    -

    Your culture's language aspect determines how the people - of your culture communicate. This can be any language in - Languages.

    -
    -
    -

    ENVIRONMENT

    -

    Your culture's environment aspect describes where the - people of that culture spend most of their time. Is your - culture centered in a bustling city or a small village? Did - you spend your early life in an isolated monastery? Or did - you wander the wilderness, never staying in one place for - long?

    -

    When you build a culture, select its environment aspect - from the following options: nomadic, rural, secluded, - urban, or wilderness. You then gain skill options from your - chosen environment. All of these environments can be found - in any sort of terrain, whether aboveground, in - subterranean caverns, deep in trackless forest, or even - underwater.

    -
    -
    NOMADIC
    -

    A nomadic culture travels from place to place to - survive. They might follow animal migrations or the - weather, travel to sell their wares or services, or - simply enjoy a restless lifestyle full of new experiences - and peoples. Those who grow up in nomadic cultures learn - to navigate the wilderness and interact with others.

    -

    Skill Options: One skill from the - exploration or interpersonal skill groups.

    -
    -
    -
    RURAL
    -

    A rural culture is one located in a town, village, or - smaller settled enclave. People dwelling in such places - often cultivate the land, trade goods or services with - travelers passing through, harvest fish from the sea, or - mine metals and gems from the earth.

    -

    Living among a small population, most folks in a rural - community learn a trade and are handed down bits of - essential knowledge to help their community survive. For - example, when a rural culture has only one blacksmith, - it's important to have an apprentice already learning at - the anvil well before that smith starts to get old. If - the only priest in town gets the sniffles, folks want an - acolyte ready to wear the fancy robes should the worst - occur.

    -

    Skill Options: One skill from the - crafting or lore skill groups.

    -
    -
    -
    SECLUDED
    -

    A secluded culture is based in one relatively - close-quarters structure—a building, a cavern, and so - forth—and interacts with other cultures only rarely. Such - places are often buildings or complexes such as - monasteries, castles, or prisons. Folk in a secluded - culture have little or no reason to leave their home or - interact with other cultures on the outside, but might - have an awareness of those cultures and of events - happening outside their enclave.

    -

    When people live together in close quarters, they - typically learn to get along. They often spend much time - in study or introspection, as there is not much else to - do in seclusion.

    -

    Skill Options: One skill from the - interpersonal or lore skill groups.

    -
    -
    -
    URBAN
    -

    An urban culture is always centered in a city. Such a - culture might arise within the walls of Capital, a - massive metropolis with a cosmopolitan population; within - a network of caverns that hold an underground city; or in - any other place where a large population lives relatively - close together. The people of urban cultures often learn - to effectively misdirect others in order to navigate the - crowds and the political machinations that can come with - city life.

    -

    Skill Options: One skill from the - interpersonal or intrigue skill groups.

    -
    -
    -
    WILDERNESS
    -

    A wilderness culture doesn't attempt to tame the - terrain in which its people live, whether desert, forest, - swamp, tundra, ocean, or more exotic climes. Instead, the - folk of such a culture thrive amid nature, taking their - sustenance and shelter from the land itself. A wilderness - culture might be a circle of druids protecting a great - wode, a band of brigands hiding out in desert caves, or a - camp of orc mercenaries who call the trackless mountains - home. People in a wilderness culture learn how to use the - land for all they need to live, typically crafting their - own tools, clothing, and more.

    -

    Skill Options: One skill from the - crafting or exploration skill groups.

    -
    -
    -
    -

    ORGANIZATION

    -

    Your culture's organization aspect determines the - functioning and leadership of your community. You might - come from a place with an officially recognized government - and a system of laws. Or your culture might have enjoyed a - less formal organization, with the people in charge having - naturally gravitated toward their positions without any - official offices or oaths.

    -

    When you build a culture, select its organization aspect - from the following options: anarchic, bureaucratic, or - communal. You then gain skill options from your chosen - system of organization.

    -
    -
    ANARCHIC
    -

    In an anarchic culture, there are no rules and no one - person leads the others. This might sound like complete - chaos—people taking what they want when they want it—and - some cultures that practice anarchy are. Other anarchic - cultures are peaceful places where people mostly work for - themselves, their friends, or their family, but rely on - the whole group when times get tough.

    -

    Many anarchic cultures come together when the need - arises, but they leave day-to-day responsibilities up to - the individual. If an informal leader appears, it's - because each member of the culture has decided to follow - that person for a time, and the leader enjoys their power - only as long as they keep everyone happy. A group of - rangers who protect a vast forest, a gang of rebels - fighting against a tyrannical despot leader, and a bandit - group roving the wilds without a leader are all anarchic - cultures.

    -

    Most anarchic cultures operate outside of settled - lands, sticking to the wilds, city sewers, or other - secret places. For even when such cultures are harmless, - their members know that outsiders might try to impose - rules upon them if they live in the same place. As such, - many folks in anarchic cultures learn how to navigate the - wilds and fend for themselves while avoiding the danger - that other folks can represent.

    -

    Skill Options: One skill from the - exploration or intrigue skill groups.

    -
    -
    -
    BUREAUCRATIC
    -

    Bureaucratic cultures are steeped in official - leadership and formally recorded laws. Members of such a - culture are often ranked in power according to those - laws, with a small group of people holding the power to - rule according to birthright, popular vote, or some other - official and measurable standard. Many bureaucratic - communities have one person at the very top, though - others might be ruled by a council. A trade guild with a - guildmaster, treasurer, secretary, and a charter of rules - and regulations for membership; a feudal lord who rules - over a group of knights, who in turn rule over peasants - who work the land; and a militaristic society with ranks - and rules that its people must abide are all examples of - bureaucratic cultures.

    -

    Those who thrive in bureaucratic cultures don't just - follow the rules. They know how to use those rules to - their advantage, either bending, changing, or - reinterpreting policy to advance their own interests. - Schmoozing with those who make the laws is often key to - this approach. Others in a bureaucratic culture might - specialize in operating outside the strict regulations - that govern the culture without getting caught.

    -

    Skill Options: One skill from the - intrigue or lore skill groups.

    -
    -
    -
    COMMUNAL
    -

    A communal culture has no formal book of laws or rules - for governing. Instead, the community works together to - pick leaders and make important decisions. Often in these - cultures, each person has a relatively equal say in how - the culture operates, and everyone contributes to help - the culture survive and thrive. People share the burdens - of governing, physical labor, childcare, and other - duties. A collective of farmers who work together to - cultivate and protect their land without a noble, a city - of pirates where each person can do as they wish, and a - traveling theatrical troupe whose members vote on every - artistic and administrative decision are all communal - cultures.

    -

    Some communal cultures have one or more people who - serve as leaders, but the way these leaders come to power - is never official. Some are thrust into the role by - people who admire their stances and actions. Other - leaders seize power without the help of an official - process, dethroning a previous leader and claiming their - power without a challenge. People in communal cultures - learn that their voice and individuality has worth, as do - the opinions and hard work of others.

    -

    Skill Options: One skill from the - crafting or interpersonal skill groups.

    -
    -
    -
    -

    UPBRINGING

    -

    Your culture's upbringing aspect is a more specific and - personal part of your hero's story, describing how you were - individually raised within your culture. Were you trained - to become the newest archmage in a secret order of wizards, - or to be a sword-wielding bodyguard who protected that - arcane organization? Did you learn to delve deep into mines - looking for ore in a mountain kingdom, or did you build - machines meant to dig faster and deeper than any person - could alone? Whatever your culture, your upbringing makes - you special within that culture.

    -

    Pick your upbringing aspect from the following list: - academic, creative, illegal, labor, martial, or noble. You - then gain skill options from your chosen aspect.

    -
    -
    ACADEMIC
    -

    Heroes with an academic upbringing were raised by - people who collect, study, and share books and other - records. Some academics focus on one area of study, such - as a college for wizards dedicated to the study of magic, - or a church that teaches the word of one deity. People in - an academic culture learn how to wield the power that is - knowledge.

    -

    Skill Options: One skill from the - lore skill group.

    -
    -
    -
    CREATIVE
    -

    Heroes with a creative upbringing were raised among - folk who create art or other works valuable enough to - trade. A creative culture might produce fine art such as - dance, music, or sculpture, or more practical wares such - as wagons, weapons, tools, or buildings. People in such - cultures learn the value of quality crafting and - attention to detail.

    -

    Skill Options: The Music or Perform - skill, or one skill from the crafting skill group.

    -
    -
    -
    ILLEGAL
    -

    Heroes with an illegal upbringing had caregivers who - performed activities that other folk—whether within or - outside their culture—considered unlawful. A band of - pirates, a guild of assassins, or an organization of - spies all commit unlawful acts for money. People with - illegal upbringings typically don't mind breaking the - rules when it suits them—and are good at making sure no - one finds out they did.

    -

    Skill Options: One skill from the - intrigue skill group.

    -
    -
    -
    LABOR
    -

    People who labor for a living survive through - cultivation, typically raising crops or livestock on a - farm; by harvesting natural resources, whether by - hunting, trapping, logging, or mining; or through manual - labor tied to settlement and trade, such as construction, - carting, loading cargo, and so forth. People with a labor - upbringing know the value of hard work.

    -

    Skill Options: One of the - Blacksmithing or Handle Animals skills, or one skill from - the exploration skill group.

    -
    -
    -
    MARTIAL
    -

    Heroes who have a martial upbringing are raised by - warriors. These might be the soldiers of an established - army, a band of mercenaries, a guild of monster-slaying - adventurers, or any other folk whose lives revolve around - combat. Heroes with a martial upbringing are always ready - for a fight—and they know how to finish that fight.

    -

    Skill Options: One of the Alertness, - Blacksmithing, Climb, Endurance, Fletching, Intimidate, - Jump, Monsters, Ride, or Track skills.

    -
    -
    -
    NOBLE
    -

    Heroes with a noble upbringing were raised by leaders - who rule over others and play the games of politics to - maintain power. Many families are nobles by birthright, - but some cultures have noble titles that are earned - through deeds or popularity. Whatever the case, heroes - with this background understand why the whispered words - in the right ear can sometimes be more powerful than any - army.

    -

    Skill Options: One skill from the - interpersonal skill group.

    -
    -
    -
    BUT I REALLY WANT ALERTNESS
    -
    -

    If the culture you create doesn't grant a skill that - you want, check with your Director about modifying what - the culture's aspects offer. For instance, you can - easily make the case that a culture with the martial - upbringing aspect should give a character access to the - Alertness skill, given that being successful in battle - means always being aware of your surroundings.

    -
    -
    -
    -
    -
    -
    -

    CAREER

    -

    Hero isn't a job. It's a calling. But before you answered - that call, you had a different job or vocation that paid the - bills. Thank the gods for that, because the experience you - gained in that career is now helping you save lives and slay - monsters.

    -

    (Playtest note: Eight careers are detailed below, with more - coming.)

    -
    -

    CAREER QUESTIONS

    -

    The careers in this section don't go into great detail - about the actual jobs they represent. We assume that you know - the basics of what an artisan, a criminal, or a gladiator - does for a living. However, each career does include a list - of questions that you should think about to help you define - the specific details of your hero's career. For instance, if - you pick the Artisan career, one of the questions is, “What - did you create?” You don't need to answer these questions, - but doing so helps shape a more complete picture of your - hero.

    -
    -
    -

    CAREER BENEFITS

    -

    Your career describes what your life was before you became - a hero. When you select a career, you gain a number of - benefits, the details of which are specified in the career's - description.

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    SKILLS

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    Each career grants you two or three skills. If a career - grants you a skill you already have, you can select a - different skill.

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    LANGUAGES

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    Some careers allow you to learn extra languages, chosen - from those available in Languages.

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    RENOWN

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    Some careers increase your starting Renown score. See - Renown for more information.

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    PROJECT POINTS

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    Some careers provide project points that you can put - toward research and crafting projects (see Research and - Crafting in future packets for more information). These - points can be divided among multiple projects, but they - can't be used more than once. At the Director's discretion, - your career might also let you start the game with the - materials needed for one or more projects, so that you can - immediately put your project points toward them.

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    CAREER TITLE

    -

    Your career provides you with a common title. See Titles - for more information.

    -

    (Playtest note: The Titles section is still to - come.)

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    INCITING INCIDENT

    -

    Each career has a list of inciting incidents, each of - which suggests a potential reason why you gave up your - career, turned away from a possibly comfortable and reliable - living, and took up the sword (or axe or wand) to become an - adventuring hero. Each inciting incident represents a - life-changing event that might have motivated you to change - course, becoming a person who risks it all to save - others.

    -

    You can roll for or choose an inciting incident from the - table that accompanies each career. You can also use the - table as inspiration and work with your Director to come up - with a unique inciting incident of your own.

    -

    (Playtest note: There are currently three inciting - incidents for each career. More are coming.)

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    WHAT WAS TAKEN FROM YOU?

    -

    During your inciting incident, something was taken from - you. It might have been a material object, such as an - heirloom sword or a locket that proves your royal heritage. - It could be a person you loved who was killed, kidnapped, - or cursed. It might be something deeper and more abstract, - as with a chance for happiness or a lifetime goal snatched - away.

    -

    It might be the case that you're obsessed with getting - back what you lost. You might be in a position where you'll - never recover what was taken from you, but you want to - prevent that same loss from happening to others. It might - be a little bit of both. Whatever the case, the loss you've - suffered is part of what drives you to be a hero. Record - what was taken from you on your character sheet, and let - your Director know.

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    ARTISAN

    -

    You started off making and selling art or useful wares. In - defining your career, think about the following - questions:

    - -

    You gain the following career benefits:

    - -
    -

    ARTISAN INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Continue the Work: A great hero - was a fan of the things you created, and gave you a - generous commission to create your best work for - them. While working on this commission, you and the - hero became close friends. The day you finished the - work was the same day they disappeared. To honor - their legacy, you took up the mantle of a hero with - the intent of finishing your friend's work.
    2Inspired: As you traveled the - road selling your wares, troll bandits attacked you. - One of the bandits claimed an item belonging to - someone precious to you—or perhaps claimed that - person's life—but the rest were driven off or slain - by a group of heroes. Seeing the quick work these - heroes made of the bandits inspired you to follow in - their footsteps.
    3Robbery: A criminal gang stole - your goods and harmed a number of people who worked - for you. You became a hero to prevent such - indignities from being visited upon others, to seek - revenge for the assault, or to find the thieves and - get your stuff back.
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    CRIMINAL

    -

    You once worked as a bandit, insurgent, smuggler, outlaw, - or even as an assassin. In defining your career, think about - the following questions:

    - -

    You gain the following career benefits:

    - -
    -

    CRIMINAL INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Atonement: The last criminal job - you pulled led to the death of someone or the - destruction of something you love. In order to make - up for the loss you caused, you left your criminal - ways behind and became a hero.
    2Friendly Priest: You went to - prison for your crimes and eventually escaped. An - elderly priest took you in and shielded you from the - law, convinced that your soul wasn't corrupt. They - never judged you for your past, speaking only of the - future. Eventually, the priest died, imparting final - words that inspired you to become a hero.
    3Stand Against Tyranny: When a - tyrant rose to power in your homeland, they began - cracking down on all criminals with deadly raids and - public executions. The nature of the crime didn't - matter—pickpockets and beggars were made to kneel - before the axe alongside murderers. After losing - enough friends, you stood up and joined the - resistance—not just against this tyrant, but against - authoritarians anywhere.
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    GLADIATOR

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    In the past, you entertained the masses with flashy - displays of violence in the arena. In defining your career, - think about the following questions:

    - -

    You gain the following career benefits:

    - -
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    GLADIATOR INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Betrayed: A local crime lord - offered you money to throw your last bout, promising - that you'd live through the ordeal and get a cut of - all the wagers placed on the match. You held up your - end of the deal—which made the knife in your back - after the loss so surprising. You woke in a shallow - grave, barely alive, and ready to mete out - justice.
    2Heckler: As you stood victorious - on the arena sands, a voice cried out among the - cheering. “This violence is just for show. You should - be ashamed. There are people who need you—who need - your skills!” Why did that voice ring so clear? And - why did it sound so familiar? You never saw the face - of the person who uttered the words, but they weighed - heavy on you. The next day, you fled the arena to - begin a hero's life.
    3New Challenges: You earned every - title you could. You beat every opponent willing to - face you in the arena. Your final battle with your - rival ended with you victorious—and yet you were - unsatisfied. There are other, greater foes out there, - and you mean to find them.
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    LABORER

    -

    You worked as a farmer, a builder, a lumberjack, a miner, - or some other profession engaged in hard manual labor. In - defining your career, think about the following - questions:

    - -

    You gain the following career benefits:

    - -
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    LABORER INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Disaster: A disaster, such as a - cave-in, wildfire, or tidal wave, hit your crew while - you were working. You saved as many folks as you - could, but the ones you couldn't save weigh heavily - on your mind. You took up the life of a hero to save - as many people as possible, vowing that what happened - to you won't happen again.
    2Embarrassment: A noble you - worked for admonished you publicly for work done - poorly—more than once. Finally, you had enough. You - vowed to take up a new path and show this noble that - you are far more than what they make you out to - be.
    3Live the Dream: You worked with - a good friend, and on the job you'd always fantasize - about what it'd be like to hit the road as - adventuring heroes—someday. You didn't count on your - friend falling ill and passing away. Now it's time to - live out that dream for both of you.
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    MAGE'S APPRENTICE

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    For long years, you studied magic under the mentorship of - a more experienced mage. In defining your career, think about - the following questions:

    - -

    You gain the following career benefits:

    - -
    -
    ARCANE TRICK
    -

    You cast an entertaining spell that creates a minor but - impressive magical effect.

    -

    Keywords: Magic

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    Type: Action

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    Distance: Self

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    Target: Self

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    Effect: Choose one of the following - effects:

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    • You teleport an unattended size 1T or 1S object - within 1 square of you to an unoccupied space within 1 - square of you.
    • -
    • Until the start of your next turn, a part of your - body shoots a shower of harmless noisy sparks that give - off light within 1 square of you.
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    • You ignite or snuff out (your choice) every mundane - light source within 1 square of you.
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    • You make up to 1 pound of edible food you can touch - taste delicious or disgusting.
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    • Until the start of your next turn, you make your body - exude a particular odor you've smelled before. This smell - can be sensed by creatures within 5 squares of you, but - can't impose any condition or other drawback on - creatures.
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    • You place a small magical inscription on the surface - of a mundane object you can touch, or remove an - inscription that was made by you or by another creature - using Arcane Trick.
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    • You cover a size 1T object that you touch with an - illusion that makes it look like another object. A - creature who handles the object can see through the - illusion. The illusion ends when yo
    • -
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    MAGE'S APPRENTICE INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Oops: While studying magic, you - accidentally sent yourself from your original world - to this one. Now you're stranded here, hoping to get - back home by finding ancient texts or powerful - magical treasures that might transport you there. A - life of adventure it is!
    2Ultimate Power: The mage you - worked for was a kindly old soul, but the basic magic - they taught you always seemed like a small part of - something bigger. It wasn't until you met an - adventuring elementalist that you realized hitting - the road as a hero was the only way to truly improve - and hone your skills. You resigned your - apprenticeship and found yourself walking the path of - a hero the next day.
    3Missing Mage: One day you woke - up and the mage you worked for was just gone. They - didn't take any of their belongings, and there was no - sign of any foul play—just the scent of sulfur in - their bedchamber. You set out on your heroic journey - in the aftermath, and have been looking for them ever - since.
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    PERFORMER

    -

    You can sing, act, or dance well enough that people - actually pay to see you do it. Imagine that! In defining your - career, think about the following questions:

    - -

    You gain the following career benefits:

    - -
    -

    PERFORMER INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Cursed Audience: During a - performance, you watched in horror as the audience - was suddenly overcome by a curse that caused them to - disintegrate before your eyes. You're not sure what - happened, but seeking that answer quickly led you to - places where only heroes dare to go.
    2Fame and Fortune: You thought - you were famous—then that hero came to your show. - Suddenly, all eyes were on the dragon-slaying brute - instead of the stage where they belonged. The - audience even gave them a standing ovation when they - entered the room. All you got was polite applause. - Fine. If people want a hero, then a hero you shall - be.
    3Tragic Lesson: When a producer - who once shortchanged you shouted out on the street - for you to stop a thief who had picked their pocket, - your spite toward the producer inspired you to let - the thief run right on by. But that decision led to - tragedy when the thief later harmed someone you - loved. From that moment on, you decided to make it - your responsibility to protect others.
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    SAGE

    -

    From an early age, you dedicated yourself to learning, - whether you shared the knowledge of the world with others or - sought out secret lore only for yourself. In defining your - career, think about the following questions:

    - -

    You gain the following career benefits:

    - -
    -

    SAGE INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Bookish Ideas: You were always - content to live a peaceful life in your library, - until you found that one book—the one that told the - tale of heroes who had saved the timescape. They - didn't spend their days behind a desk. They made a - real difference. It was time for you to do the - same.
    2Cure the Curse: You used to - think knowledge could fix everything. You were wrong. - When someone you loved fell under a curse, the means - to cure them couldn't be found in any of the books - you owned. But that wasn't going to stop you. The - answers are out there, and you'll find them even if - you need to face down death to do so.
    3Lost Library: An evil mage took - all your books for themselves, cackling at your - impotence as they raided your shelves. Now you're off - to search through ancient ruins and secret libraries - to rebuild your collection of rare tomes—and to find - the mage who stole from you.
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    SOLDIER

    -

    In your formative years, you fought tirelessly in - skirmishes and campaigns against enemy forces. In defining - your career, think about the following questions:

    - -

    You gain the following career benefits:

    - -
    -

    SOLDIER INCITING INCIDENTS

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    d3Incident
    1Dishonorable Discharge: You - enlisted in the military to protect others, but your - commander ordered you to beat and kill civilians. - When you refused, things got violent. You barely - escaped the brawl that ensued, but now you vow to - help people on your own terms.
    2Out of Retirement: You had a - long and storied career as a soldier before deciding - to retire to a simpler life. But when you returned to - your old home, you found that your enemies had laid - waste to it. Now the skills you earned on the - battlefield are helping you as you become a different - kind of warrior, seeking to save others from the fate - you suffered.
    3Sole Survivor: You were the last - surviving member of your unit after an arduous battle - or monstrous assault, surviving only because of your - luck. You turned away from the life of a soldier - then, seeking to become a hero who could stand - against such threats.
    -
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    CLASSES

    -

    (Playtest note: Introduction to come.)

    -

    Your class provides you with most of your abilities. For - details on the ability format, see Abilities.

    -

    (Playtest note: The currently available classes are the - conduit, elementalist, fury, shadow, and tactician, each of - which includes only 1st-level features.)

    -
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    -

    CONDUIT

    -

    The power of the gods flows through you! As a vessel for - divine magic, you don't just keep your allies in the fight. You - make those allies more effective, even as you rain divine - energy down upon your foes. While the deity or saint you serve - might have other faithful and clergy, you are special among - worshippers, receiving your abilities from the highest - source.

    -

    As a conduit, you heal and buff your allies, and debuff your - foes while smiting them with divine magic. The spark of - divinity within you shines, aweing your enemies and granting - you increased empathy.

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    BASICS

    - -
    -

    CONDUIT ADVANCEMENT

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelFeatures
    1stDeity and Domains, Piety, Domain Feature, Healing - Grace, Pious Force, Triggered Action, Conduit - Abilities Signature, 3,5
    2ndGift of the Gods, Domain Feature, Domain Ability - Signature, 3, 5, 5 (Domain)
    3rdRestore Life, 7-Piety, Ability Signature, 3, 5, 5 - (Domain), 7
    -
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    1ST-LEVEL FEATURES

    -

    As a conduit, you gain the following features.

    -
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    DEITY AND DOMAINS

    -

    Choose a god or saint who you revere from the Conduit - Deities table, or ask your Director about the deities in - your campaign world. With the Director's permission, you - can also create your own deity, and can choose four domains - to be part of their portfolio.

    -

    After choosing your deity, pick two domains from their - portfolio. Your choice of domains determines many of the - features you'll gain from this class.

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    (Playtest note: More gods and saints are coming, along - with their descriptions.)

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    CONDUIT DEITIES
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    DeityDomains
    AdunLove, Protection, Storm, War
    CavallKnowledge, Protection, Sun, War
    CyrvisFate, Death, Nature, Trickery
    MalusCreation, Fate, Life, Knowledge
    SalornaDeath, Nature, Storm, Sun
    VirasCreation, Life, Love, Trickery
    -
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    PIETY

    -

    Your deity grants you a Heroic Resource called piety to - fuel your abilities. You use piety to heal and empower your - allies, and to unleash your deity's power upon your - foes.

    -

    Outside of combat and other dangerous situations tracked - in turns and rounds, you have piety equal to your - Victories. If you lose some or all of this piety outside of - combat, it takes you 1 minute to regain it.

    -

    When a combat encounter begins, you keep any piety you - had outside of combat. At the start of each of your turns - during combat, you gain 2 piety. You can also use the - Prayer ability to gain additional piety. When combat ends, - you once again have piety equal to your Victories.

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    PRAYER
    -

    I beseech you!

    -

    Keywords: Magic

    -

    Type: Maneuver

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    Distance: Self

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    Target: Self

    -

    Power Roll + Intuition:

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      -
    • 11 or lower: 1d6 damage; bleeding (EoT)
    • -
    • 12–16: Gain 1 piety
    • -
    • 17+: Gain 2 piety and choose and use a domain - effect
    • -
    -

    Effect: The first time you use this - ability during an encounter, it has a double edge. The - second time you use it, it takes an edge. The third time - you use it, it takes a bane. The fourth and each - subsequent time you use this ability during an encounter, - it has a double bane.

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    DOMAIN EFFECTS
    -

    Whenever you get the tier 3 result of the Prayer - ability, you can choose one of your domain's effects to - immediately take effect.

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    CREATION DOMAIN EFFECT
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    You create a 5 wall of stone within 10 squares of - you.

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    DEATH DOMAIN EFFECT
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    Two enemies of your choice within 10 squares of you - take corruption damage equal to 5 + your conduit - level.

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    FATE DOMAIN EFFECT
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    Choose another creature you have line of effect to. - That creature automatically gets a tier 1 or tier 3 - result (your choice) on their next power roll.

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    KNOWLEDGE DOMAIN EFFECT
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    Choose up to three allies within 10 squares of you. - Each ally has a double edge on the next power roll they - make.

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    LIFE DOMAIN EFFECT
    -

    You or an ally within 10 squares of you can spend 2 - Recoveries, can end any effects on them that have a - duration of EoT or are ended by a resistance roll, and - can stand up if they are prone. Alternatively, you or - an ally within 10 squares of you gains 20 temporary - Stamina.

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    LOVE DOMAIN EFFECT
    -

    Each ally within 10 squares of you gains 5 temporary - Stamina, and gains an edge on the next power roll they - make before the end of the encounter.

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    NATURE DOMAIN EFFECT
    -

    Vines whip up from the floor or ground around a - creature of your choice within 10 squares of you, then - slide that creature a number of squares equal to 3 - times your Intuition score.

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    PROTECTION DOMAIN EFFECT
    -

    An ally of your choice within 10 squares of you - gains damage immunity equal to your Intuition score - plus your level, which lasts until the end of your next - turn.

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    STORM DOMAIN EFFECT
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    Each enemy in a 3-cube area within 10 squares of you - takes lightning damage equal to 5 + your conduit - level.

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    SUN DOMAIN EFFECT
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    An enemy of your choice within 10 squares of you - takes fire damage equal to 10 + your conduit level.

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    TRICKERY DOMAIN EFFECT
    -

    Choose a creature within 10 squares of you. You can - slide that creature a number of squares equal to 5 + - your conduit level. If you choose a willing ally, this - movement can ignore their stability.

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    WAR DOMAIN EFFECT
    -

    Your attacks deal extra damage equal to twice your - Intuition score until the end of your next turn.

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    1ST-LEVEL DOMAIN FEATURE

    -

    You gain a domain feature from one of your domains, as - shown on the 1st-Level Conduit Domain Features table. - Additionally, you gain a skill from the chosen domain, - selected from the skill group indicated on the table.

    -
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    1ST-LEVEL CONDUIT DOMAIN FEATURES
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    DomainFeatureSkill
    CreationHands of the MakerCrafting
    DeathGrave SpeechLore
    FateFate TranceLore
    KnowledgeCypher MindLore
    LifeRevitalizing RitualExploration
    LoveCompassionate AuraInterpersonal
    NatureAnimal SpiritExploration
    ProtectionAlertness WardExploration
    StormControl WeatherExploration
    SunInner LightLore
    TrickeryDivine ThieveryIntrigue
    WarRitual of PreparationExploration
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    ALERTNESS WARD
    -

    You exude a magic aura of awareness, granting you and - each ally within 2 squares of you an edge on tests that - use the Alertness skill.

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    ANIMAL SPIRIT
    -

    As an action, you conjure an animal spirit that takes - the form of any animal you have seen. The incorporeal - animal can't physically interact with the world, but they - have a speed of 5 (fly) and can move through mundane - objects. While you are within 20 squares of the spirit, - you can sense everything an animal of their form could - sense, in addition to sensing your own surroundings. You - can dismiss the spirit at any time (no action - required).

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    COMPASSIONATE AURA
    -

    You exude a magic aura that can soothe those willing - to socially engage with you. You gain an edge on any test - made to assist another creature with a test. - Additionally, when you are present at the start of a - negotiation, the NPC's patience increases by 1 (to a - maximum of 5), and the first test made to influence them - gains an edge.

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    CONTROL WEATHER
    -

    When you finish a respite, you can decide the weather - conditions in the local area. Those weather conditions - follow you through any mundane outdoors locations where - you travel until the end of your next respite. Choose one - of the following types of weather:

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      -
    • Clear: You and your allies each - gain an edge on tests that use the Search or Navigate - skills.
    • -
    • Foggy: You and your allies each - gain an edge on tests that use the Hide skill.
    • -
    • Overcast: You and your allies each - gain an edge on tests that use the Endurance - skill.
    • -
    • Precipitation: When the ground is - muddy or snowy, you and your allies each gain an edge - on tests that use the Track skill.
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    CYPHER MIND
    -

    Given a little time, you can translate almost any text - into a language you know, even if you don't know the - text's original language. For the purpose of making - project rolls (see Research and Crafting in future - packets for more information), you are considered fluent - in all languages.

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    DIVINE THIEVERY
    -

    The gods favor your thievery with magic. Whenever you - make a test that uses a skill you have from the intrigue - skill group, you can use Intuition on the test instead of - another characteristic.

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    FATE TRANCE
    -

    If you spend 10 minutes in an uninterrupted meditative - state without moving, you get a glimpse of any - significant events that will happen in the area around - you in the next 24 hours unless you or your allies - intercede in those events. As described by the Director, - these glimpses of the future might be clear and concise, - or might be vague and hard to understand.

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    GRAVE SPEECH
    -

    You gain the following ability.

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    -
    GRAVE SPEECH
    -

    The power of death lets you speak with those who - have passed from the world.

    -
      -
    • Keywords: Magic
    • -
    • Type: Maneuver
    • -
    • Distance: Reach 1
    • -
    • Target: Special
    • -
    -

    Effect: You can speak to the corpse - or head of a creature who has died within the last 24 - hours and who can speak a language you know. The target - regards you as they would have in life, and you might - need to make tests to influence them and convince them - to speak with you. After 1 minute, the effect ends. You - can't use this ability on the same creature twice.

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    HANDS OF THE MAKER
    -

    You gain the following ability.

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    HANDS OF THE MAKER
    -

    Craft objects with the power of your mind!

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      -
    • Keywords: Magic
    • -
    • Type: Maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
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    Effect: You create a mundane object - no larger than size 1S that you hold. If you use this - feature again or stop holding the object, it - disappears.

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    INNER LIGHT
    -

    Each time you finish a respite, you can choose - yourself or another character who is also ending a - respite to gain the benefit of a divine ritual. As you - perform the ritual, you place a ray of morning light into - the target's soul, granting the target an edge on - resistance rolls. This benefit lasts until you complete - another respite.

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    REVITALIZING RITUAL
    -

    Each time you finish a respite, you can choose - yourself or another character who is also ending a - respite to gain the benefit of a divine ritual. When you - perform the ritual, the target's recovery value increases - by an amount equal to your level. This benefit lasts - until you complete another respite.

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    RITUAL OF PREPARATION
    -

    As a respite action, you can bless a weapon. Any - creature who wields the weapon gains a +1 bonus to damage - with abilities that use the weapon. This benefit lasts - until you complete your next respite.

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    HEALING GRACE

    -

    You gain the following ability, which you can use once - on your turn.

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    HEALING GRACE
    -

    Your divine energy restores the righteous.

    -
      -
    • Keywords: Magic, Ranged
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 5
    • -
    • Target: Self or 1 ally
    • -
    -

    Effect: The target can spend 1 - Recovery.

    -

    Spend Piety: For each piety spent, - you can choose one of the following enhancements:

    -
      -
    • You can target one additional ally within - distance.
    • -
    • You can end one effect on a target that has a - duration of EoT or is ended by a resistance roll.
    • -
    • A prone target can stand up.
    • -
    • A target can spend 1 additional Recovery.
    • -
    -
    -
    -
    -

    PIOUS FORCE

    -

    You gain the following ability, which can be used as a - ranged free strike.

    -
    -
    PIOUS FORCE
    -

    You unleash a blast of raw divine magic upon your - foe.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or object
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 2 damage
    • -
    • 12–16: 6 damage
    • -
    • 17+: 9 damage
    • -
    -

    Effect: You can choose to change the - damage type to holy.

    -
    -
    -
    -

    TRIGGERED ACTION

    -

    Choose one of the following triggered actions.

    -
    -
    DIVINE DISRUPTION
    -

    You sap the strength of an attacking enemy with divine - energy.

    -
      -
    • Keywords: Magic, Ranged
    • -
    • Type: Triggered
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 enemy
    • -
    • Trigger: The target makes an - attack. You can use this ability after seeing the - result of the attack.
    • -
    -

    Effect: The attack takes a bane and - the damage to one creature targeted by the attack is - reduced by an amount equal to your Intuition.

    -

    Spend 1 Piety: The attack has a - double bane and the damage to one creature targeted by - the attack is reduced by an amount equal to twice your - Intuition score.

    -
    -
    -
    HOLY INFUSION
    -

    You invigorate an attacking ally with divine - energy.

    -
      -
    • Keywords: Magic, Ranged
    • -
    • Type: Triggered
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 ally
    • -
    • Trigger: The target makes an - attack. You can use this ability after seeing the - result of the attack.
    • -
    -

    Effect: The attack gains an edge and - deals holy damage equal to twice your Intuition - score.

    -

    Spend 1 Piety: The attack has a - double edge and deals holy damage equal to twice your - Intuition score.

    -
    -
    -
    -

    CONDUIT ABILITIES

    -

    Your training and faith let you specialize in magic that - buffs your allies, debuffs your foes, and lets you hold - your own in combat even while aiding your friends.

    -
    -
    SIGNATURE ABILITY
    -

    Select one signature ability from the options below. - Signature abilities can be used at will.

    -
    -
    HOLY LANCE
    -

    A tendril of divine energy shoots forth to draw in - your foe.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 2 holy damage; pull 2
    • -
    • 12–16: 6 holy damage; pull 3
    • -
    • 17+: 9 holy damage; pull 4
    • -
    -
    -
    -
    LIGHTFALL
    -

    Holy light scours your foes and sets your allies - into perfect attack position.

    -
      -
    • Keywords: Area, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Cube 3 within 5
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 2 holy damage
    • -
    • 12–16: 3 holy damage
    • -
    • 17+: 4 holy damage
    • -
    -

    Effect: You can teleport each ally - in the area and yourself (if you're in the area) to an - unoccupied space within the area.

    -
    -
    -
    SACRIFICIAL OFFER
    -

    The divine energy of creation tears at your foe.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 2 corruption damage
    • -
    • 12–16: 6 corruption damage; the next ally to - damage the target before the start of your next turn - deals an extra 1d6 corruption damage
    • -
    • 17+: 9 corruption damage; the next ally to damage - the target before the start of your next turn deals - an extra 1d10 corruption damage
    • -
    -
    -
    -
    WITHER
    -

    A bolt of holy energy saps the life from a foe.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 2 corruption damage
    • -
    • 12–16: 6 corruption damage; the target takes a - bane on ability power rolls (EoT)
    • -
    • 17+: 9 corruption damage; the target has a double - bane on ability power rolls (EoT)
    • -
    -
    -
    -
    -
    HEROIC ABILITIES
    -

    You make use of a number of heroic abilities, all of - which channel piety to empower them.

    -
    -
    -
    3-PIETY ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 3 piety to use.

    -
    -
    ANGEL OF WRATH (3 PIETY)
    -

    You conjure an angelic spirit who lashes your foes - with burning radiance.

    -
      -
    • Keywords: Magic, Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: Special
    • -
    -

    Effect: You summon an angelic - spirit of size 1M who can't be harmed, and who appears - in an unoccupied space within distance. The spirit - lasts until the end of your next turn. You and your - allies can move through the spirit's space, but enemies - can't. The first time on a turn that an enemy moves - within 1 square of the spirit or starts their turn - there, they take holy damage equal to twice your - Intuition score.

    -
    -
    -
    PUNISHING SMITE (3 PIETY)
    -

    Your divine fury is a hammer that crashes down upon - the unrighteous.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 6 holy damage
    • -
    • 12–16: 8 holy damage; prone
    • -
    • 17+: 13 holy damage; prone and can't stand - (EoT)
    • -
    -
    -
    -
    RIGHTEOUS REBUKE (3 PIETY)
    -

    Divine wrath strikes your foe with lightning that - follows them across the battlefield.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 6 lightning damage
    • -
    • 12–16: 8 lightning damage
    • -
    • 17+: 13 lightning damage
    • -
    -

    Effect: If the target deals damage - to another creature before the end of their next turn, - the target of this ability takes another 1d10 lightning - damage.

    -
    -
    -
    THUNDER OF THE DIVINE (3 PIETY)
    -

    A resounding clap of thunder disrupts your foes.

    -
      -
    • Keywords: Area, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: 4 cube within 5
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 4 sonic damage; push 1
    • -
    • 12–16: 5 sonic damage; push 3
    • -
    • 17+: 8 sonic damage; push 5
    • -
    -

    Effect: You can also push each - willing ally in the area, and their stability doesn't - count against this forced movement.

    -
    -
    -
    -
    5-PIETY ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 5 piety to use.

    -
    -
    ARMOR OF THE FAITHFUL (5 PIETY)
    -

    The divine light of protection surrounds your - allies.

    -
      -
    • Keywords: Magic, Ranged
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 5
    • -
    • Target: 3 allies
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: Gain 10 temporary Stamina
    • -
    • 12–16: Gain 15 temporary Stamina
    • -
    • 17+: Gain 20 temporary Stamina
    • -
    -

    Effect: This temporary Stamina - disappears at the end of the encounter.

    -
    -
    -
    DIVINE WEAKNESS (5 PIETY)
    -

    Divine energy scours your target to make them more - susceptible to harm.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 7 corruption damage; whenever the - target takes damage, they take an extra 3 corruption - damage (EoT)
    • -
    • 12–16: 10 damage; whenever the target takes - damage, they take an extra 5 corruption damage - (EoT)
    • -
    • 17+: 16 damage; whenever the target takes damage, - they take an extra 5 corruption damage (EoE)
    • -
    -
    -
    -
    TERRIFYING SMITE (5 PIETY)
    -

    A mote of holy light racks your foe with their - greatest fear.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 7 holy damage
    • -
    • 12–16: 10 holy damage; frightened (EoT)
    • -
    • 17+: 16 holy damage; frightened (EoE)
    • -
    -
    -
    -
    WAVE OF VIRTUE (5 PIETY)
    -

    A pulse of divine magic lets your comrades draw on - their reserves of inner strength.

    -
      -
    • Keywords: Area, Magic
    • -
    • Type: Action
    • -
    • Distance: 5 burst
    • -
    • Target: All allies
    • -
    -

    Effect: Each target can spend one - or two Recoveries, and end one effect that has a - duration of EoT or is ended by a resistance roll.

    -
    -
    -
    -
    -
    -
    -

    ELEMENTALIST

    -

    Air for movement. Earth for permanence. Fire for - destruction. Water for change. Green for growth. Rot for death. - Void for the unknown. Years of study and practice and poring - over tomes brought you the revelations that allow you to - manipulate these building blocks of reality. Now you use your - mastery of the seven elements to destroy, create, and warp the - world with magic.

    -

    As an elementalist, you can unleash your wrath across a - field of foes, put an enemy exactly where you want them, - debilitate foes with harmful effects, ward yourself and allies - against danger, manipulate terrain, warp space, and more. Your - choice of elemental specialization determines which of these - things you do best.

    -
    -

    BASICS

    - -
    -

    ELEMENTALIST ADVANCEMENT

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelFeatures
    1stElemental Specialization, Essence, Hurl Element, - Persistent Magic, Practical Magic, Specialization - Feature, Specialization Triggered Action, - Elementalist Abilities Signature, 1, 3, 5
    2ndSpecialization Feature, New 5-Essence Ability - Signature, 1, 3, 5, 5
    3rdSpecialization Feature, 7-Essence Ability - Signature, 1, 3, 5, 5, 7
    -
    -
    -
    -

    1ST-LEVEL FEATURES

    -

    As an elementalist, you gain the following features.

    -
    -

    ELEMENTAL SPECIALIZATION

    -

    Through your studies, you know and can manipulate the - seven primal elements of the timescape:

    -
      -
    • Air is the element of movement. Air - abilities allow you to manipulate speed, quickness, - flight, and breath.
    • -
    • Earth is the element of permanence. - Earth abilities create and shape physical terrain in a - permanent way, and bolster the strength and hardiness of - allies.
    • -
    • Fire is the element of destruction. - Fire abilities harm enemies and objects.
    • -
    • Green is the element of creation and - growth. Green abilities make and manipulate plants, - fungi, and other forms of life to hamper foes and nourish - your allies.
    • -
    • Rot is the element of death. Rot - abilities decay and debuff enemies.
    • -
    • Void is the element of the unknown. - Void abilities warp space and reality, allowing you to - teleport, create illusions, and make things - incorporeal.
    • -
    • Water is the element of change. - Water abilities enhance what your allies can do, and - alter the abilities of your enemies for the worse.
    • -
    -

    Heroic abilities that include your specialization's - keyword have their initial essence cost reduced by 1 (to a - minimum of 1). This reduced cost doesn't apply to abilities - you gain because of your specialization, such as Manipulate - Earth or Void Sight.

    -

    Choose one of the following elements to be your - specialty: earth, fire, green, or void. (Other elemental - specializations will be featured in future products.) Your - choice of specialization determines many of the features - you'll gain from this class.

    -
    -
    -

    ESSENCE

    -

    You channel the substance of creation in the form of a - Heroic Resource called essence. In times of great stress, - you can focus your control on this substance, gathering and - burning it to cast and maintain spells.

    -

    Outside of combat and other dangerous situations tracked - in turns and rounds, you have essence equal to your - Victories. If you lose some or all of this essence outside - of combat, it takes you 1 minute to regain it. You can also - dedicate that essence to maintaining persistent abilities - (see Persistent Magic below).

    -

    When combat begins, you keep any essence you had outside - of combat. At the start of each of your turns during - combat, you gain 2 essence. When combat ends, you once more - have essence equal to your Victories.

    -
    -
    -

    HURL ELEMENT

    -

    You gain the following ability, which can be used as a - ranged free strike:

    -
    -
    HURL ELEMENT
    -

    You hurl a ball of elemental energy at a nearby - foe.

    -
      -
    • Keywords: Attack, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or object
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 2 damage (type varies)
    • -
    • 12–16: 6 damage (type varies)
    • -
    • 17+: 9 damage (type varies)
    • -
    -

    Effect: When you make this attack, - choose the damage type from one of the following options: - acid, cold, corruption, fire, lightning, poison, or - sonic.

    -
    -
    -
    -

    PERSISTENT MAGIC

    -

    Some of your heroic abilities have the Persistent - keyword. Whenever you use a persistent ability, you decide - whether you want to maintain it. If you maintain a - persistent ability in combat, you reduce the amount of - essence you earn at the start of your turn by an amount - equal to the ability's persistent value, which enables the - ability's persistent effect. All your active persistent - abilities end when combat ends.

    -

    You can maintain a persistent ability outside of combat - as long as you have Victories equal to or greater than its - persistent value. If you maintain a persistent ability - outside of combat, the maximum essence you can use on other - abilities is reduced by the ability's persistent value. For - instance, if you have 4 Victories and maintain the Stone - Ward ability (a persistent ability with a cost of 1 - essence), you can only use abilities costing 3 essence or - less outside of combat.

    -

    You can't maintain any abilities that would make you - earn a negative amount of essence at the start of your turn - or have a negative amount of essence outside of combat. You - can stop maintaining an ability at any time (no action - required).

    -

    If you maintain the same ability on several targets and - the effect includes a power roll, you make that roll once - and apply the same effect to all targets. A creature can't - be affected by multiple instances of a persistent - ability.

    -

    Whenever you take damage while you have an active - persistent ability, you must make the following power - roll.

    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: You lose all active persistent - abilities.
    • -
    • 12–16: If you have only one persistent ability - active, it remains active. Otherwise, you lose one active - persistent ability of your choice.
    • -
    • 17+: All your active persistent abilities remain - active.
    • -
    -
    -
    -

    PRACTICAL MAGIC

    -

    You have the following ability:

    -
    -
    PRACTICAL MAGIC
    -

    Your mastery of elemental power lets you customize - your magic.

    -
      -
    • Keywords: Magic
    • -
    • Type: Maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: Choose one of the following - effects:

    -
      -
    • You use the Knockback maneuver, but you make a - Reason test instead of a Might test. For this use of - the maneuver, you can target a creature at a distance - equal to the distance of your Hurl Element - ability.
    • -
    • You choose a creature within the distance of your - Hurl Element ability and deal damage to that creature - equal to your Reason score. The damage type can be - acid, cold, corruption, fire, lightning, poison, or - sonic.
    • -
    • You teleport a number of squares equal to your - Reason score.
    • -
    -
    -
    -
    -

    1ST-LEVEL SPECIALIZATION FEATURE

    -

    Your elementalist specialization grants you a feature, - as shown on the 1st-Level Elementalist Specialization - Features table.

    -
    -
    1ST-LEVEL ELEMENTALIST SPECIALIZATION FEATURES
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    SpecializationFeature
    EarthManipulate Earth
    FireMelt
    GreenSpeech of the Wild
    VoidVoid Sense
    -
    -
    -
    MANIPULATE EARTH
    -

    You gain the following ability:

    -
    -
    MANIPULATE EARTH (2 ESSENCE)
    -

    The earth rises, falls, or opens at your - command.

    -
      -
    • Keywords: Earth, Magic, - Melee
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: Special
    • -
    -

    Effect: You touch a square - containing mundane dirt, stone, or metal and create a 5 - wall of the same material, which rises up out of the - ground and must include the square you touched.

    -

    Alternative Effect: You touch a - structure of mundane dirt, stone, or metal that takes - up at least 2 squares. You can open a 1-square opening - in the structure where you touched it.

    -

    Alternative Effect: You touch a - doorway or other opening in a mundane dirt, stone, or - metal surface that is no larger than 1 square. The - opening is sealed by the same material that makes up - the surface.

    -

    Spend No Essence: You can use this - ability without spending essence. If you do, you must - spend 1 uninterrupted minute using the ability while - within reach of the target before its effect - occurs.

    -
    -
    -
    -
    MELT
    -

    You gain the following ability:

    -
    -
    MELT (2 ESSENCE)
    -

    With the merest touch, you cause an object to turn - into slag or ash.

    -
      -
    • Keywords: Fire, Magic, - Melee
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 mundane object
    • -
    -

    Effect: You heat the target and - cause it to combust and melt. If the object is larger - than 1 square, then only the square of the object that - you touch is destroyed.

    -

    Spend No Essence: You can use this - ability without spending essence. If you do, you must - spend 1 uninterrupted minute using the ability while - touching the target before its effect occurs.

    -
    -
    -
    -
    SPEECH OF THE WILD
    -

    You can speak with and understand Animals, Plant - Creatures, and Monstrosities, even if they don't share a - language with you. Your ability to communicate with such - creatures doesn't make them inherently more intelligent - or less hostile toward you.

    -

    Additionally, when you touch a living plant object, - you can communicate with it telepathically. You can use - words to communicate with the plant, but it communicates - with you only by transmitting feelings and sensations - that can't be overly specific.

    -
    -
    -
    VOID SENSE
    -

    You instantly recognize illusions for what they are, - you can see invisible creatures, and supernatural effects - can't conceal creatures and objects from you. You always - know if an area or object you observe is magical or - affected by magic, and the specifics of what that magic - can do.

    -

    You also gain the following ability:

    -
    -
    SHARED VOID SENSE (1+ ESSENCE)
    -

    You share your special senses with others.

    -
      -
    • Keywords: Magic, Ranged, - Void
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 5
    • -
    • Target: Special
    • -
    -

    Effect: For each essence you spend, - you can target 1 creature. That creature gains the - benefit of your Void Sense feature until the end of - your next turn, but doesn't gain the use of Shared Void - Sense.

    -
    -
    -
    -
    -

    SPECIALIZATION TRIGGERED ACTION

    -

    Your specialization grants you a triggered action, as - shown on the Elementalist Triggered Actions table.

    -
    -
    ELEMENTALIST TRIGGERED ACTIONS
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    SpecializationTriggered Action
    EarthEarthen Force
    FireExplosive Assistance
    GreenMend the Soul
    VoidVoid Embrace
    -
    -
    -
    EARTHEN FORCE
    -

    You imbue an attack with the strength of stone.

    -
      -
    • Keywords: Earth, Magic, - Ranged
    • -
    • Type: Triggered
    • -
    • Distance: Ranged 5
    • -
    • Target: Self or 1 ally
    • -
    • Trigger: The target makes a melee - attack.
    • -
    -

    Effect: The attack deals extra damage - equal to 3 times your Reason score.

    -

    Spend 1 Essence: The attack deals - extra damage equal to 4 times your Reason score instead - and pushes the target a number of squares equal to your - Reason score.

    -
    -
    -
    EXPLOSIVE ASSISTANCE
    -

    You add a little magic to an ally's aggression at just - the right time.

    -
      -
    • Keywords: Fire, Magic, Ranged
    • -
    • Type: Triggered
    • -
    • Distance: Ranged 5
    • -
    • Target: Self or 1 ally
    • -
    • Trigger: The target force moves a - creature or object.
    • -
    -

    Effect: The distance of the forced - movement is increased by a number of squares equal to - your Reason score.

    -

    Spend 1 Essence: The distance of the - forced movement is increased by a number of squares equal - to twice your Reason score instead.

    -
    -
    -
    MEND THE SOUL
    -

    The power you channel grants the ability to get back - in the fight.

    -
      -
    • Keywords: Green, Magic, - Ranged
    • -
    • Type: Triggered
    • -
    • Distance: Ranged 5
    • -
    • Target: Self or 1 ally
    • -
    • Trigger: The target starts their - turn.
    • -
    -

    Effect: The target can spend a - Recovery.

    -
    -
    -
    VOID EMBRACE
    -

    You call on the void to swallow and spit out an - ally.

    -
      -
    • Keywords: Magic, Ranged, Void
    • -
    • Type: Triggered
    • -
    • Distance: Self or Ranged 5
    • -
    • Target: Self or 1 ally
    • -
    • Trigger: The target starts their - turn or moves.
    • -
    -

    Effect: At any point during the move, - you teleport the target a number of squares equal to your - Reason.

    -

    Spend 1 Essence: You teleport the - target a number of squares equal to twice your Reason - score instead.

    -
    -
    -
    -

    ELEMENTALIST ABILITIES

    -

    Your mastery of elemental magic grants you unique - magical abilities that let you damage, move, and debuff - your enemies, empower your allies, and alter the terrain - around you.

    -
    -
    SIGNATURE ABILITY
    -

    Select one signature ability from the options below. - Signature abilities can be used at will.

    -
    -
    DEBRIS
    -

    A sudden storm of detritus assaults your foes and - leaves them struggling to move.

    -
      -
    • Keywords: Area, Earth, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: 3 cube within 5
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 2 damage
    • -
    • 12–16: 3 damage
    • -
    • 17+: 4 damage
    • -
    -

    Effect: The ground beneath the area - becomes difficult terrain for your enemies.

    -
    -
    -
    FIRE LANCE
    -

    A jet of fire erupts with elemental fury where it - strikes.

    -
      -
    • Keywords: Attack, Fire, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 2 fire damage; push 2
    • -
    • 12–16: 6 fire damage; push 3
    • -
    • 17+: 9 fire damage; push 5
    • -
    -
    -
    -
    GROWING PAINS
    -

    Whipping vines erupt from a foe's body to grasp at - another close by.

    -
      -
    • Keywords: Attack, Green, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 2 damage
    • -
    • 12–16: 6 damage
    • -
    • 17+: 9 damage
    • -
    -

    Effect: A creature within 5 squares - of the target is pulled 2 squares toward the - target.

    -
    -
    -
    VOID RAY
    -

    A beam of energy corrupts and hinders whatever it - touches.

    -
      -
    • Keywords: Attack, Magic, Ranged, - Void
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 2 corruption damage
    • -
    • 12–16: 6 corruption damage; slowed (EoT)
    • -
    • 17+: 9 corruption damage; slowed (EoT)
    • -
    -
    -
    -
    -
    HEROIC ABILITIES
    -

    You channel a range of heroic abilities, all of them - fueled by your essence

    -
    -
    -
    3-ESSENCE ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 3 essence to use.

    -
    -
    BURN! (3 ESSENCE)
    -

    Fire engulfs a target of your choice and burns at - your command.

    -
      -
    • Keywords: Attack, Fire, Magic, - Persistent, Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 6 fire damage
    • -
    • 12–16: 8 fire damage
    • -
    • 17+: 13 fire damage
    • -
    -

    Persistent 1: If the target is - within distance at the start of your turn, make a power - roll for this ability again.

    -
    -
    -
    INVIGORATING GROWTH (3 ESSENCE)
    -

    Mushrooms erupt from a foe, sapping their vitality - to spread strengthening spores.

    -
      -
    • Keywords: Attack, Green, Magic, - Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 6 poison damage
    • -
    • 12–16: 9 poison damage
    • -
    • 17+: 14 poison damage
    • -
    -

    Effect: The mushrooms can be - removed by the target or by an adjacent creature as an - action. While the mushrooms are on the target, each of - your allies adjacent to the target gains an edge on - attacks against them.

    -
    -
    -
    PUNCH THE EARTH (3 ESSENCE)
    -

    You slam the ground, which buckles out from you in - every direction.

    -
      -
    • Keywords: Area, Earth, - Magic
    • -
    • Type: Action
    • -
    • Distance: 3 burst
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 5 damage
    • -
    • 17+: 8 damage; prone
    • -
    -

    Effect: You must be touching the - ground or floor to use this ability. The surface - beneath the area becomes difficult terrain for your - enemies.

    -
    -
    -
    STARE INTO THE ABYSS (3 ESSENCE)
    -

    You open a rift into the void to harry your - enemies.

    -
      -
    • Keywords: Area, Magic, - Persistent, Ranged, Void
    • -
    • Type: Action
    • -
    • Distance: 4 cube within 5
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 3 psychic damage
    • -
    • 12–16: 4 psychic damage
    • -
    • 17+: 6 psychic damage
    • -
    -

    Persistent 1: At the start of your - turn, you can use this ability again as a maneuver - without spending essence.

    -
    -
    -
    -
    5-ESSENCE ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 5 essence to use.

    -
    -
    CONFLAGRATION (5 ESSENCE)
    -

    A storm of fire descends upon your enemies.

    -
      -
    • Keywords: Area, Fire, Magic, - Persistent, Ranged
    • -
    • Type: Action
    • -
    • Distance: 4 cube within 5
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 5 fire damage
    • -
    • 12–16: 7 fire damage
    • -
    • 17+: 10 fire damage
    • -
    -

    Persistent 2: At the start of your - turn, you can use this ability again as a maneuver - without spending essence.

    -
    -
    -
    INCORPOREALNESS (5 ESSENCE)
    -

    The material substance of a creature shreds away at - your command.

    -
      -
    • Keywords: Magic, Melee, - Persistent, Void
    • -
    • Type: Maneuver
    • -
    • Distance: Self or Reach
    • -
    • Target: Self or 1 ally
    • -
    -

    Effect: Until the start of your - next turn, the target has damage immunity 5 and can - move through 1 square of solid matter once per turn. If - the target ends their turn inside solid matter, they - are shunted out into the space where they entered it - and this effect ends.

    -

    Persistent 1: The effect lasts - until the start of your next turn.

    -
    -
    -
    NOURISHING RAIN (5 ESSENCE)
    -

    You call down a rain that burns your enemies and - restores your allies.

    -
      -
    • Keywords: Area, Green, - Magic
    • -
    • Type: Action
    • -
    • Distance: 5 burst
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: 3 acid damage
    • -
    • 12–16: 5 acid damage
    • -
    • 17+: 7 acid damage
    • -
    -

    Effect: You and each ally in the - area suffering any effect that has a duration of EoT or - is ended by a resistance roll have all such effects - end.

    -
    -
    -
    OPEN THE EARTH (5 ESSENCE)
    -

    The surface of the world around you opens up at your - command.

    -
      -
    • Keywords: Magic, Earth, - Persistent, Ranged
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 5
    • -
    • Target: Special
    • -
    -

    Effect: You open four holes with - 1-square openings that are 6 squares deep, and which - can be placed on any mundane surface within distance. - You can place these holes next to each other to create - fewer holes with wider openings. For each creature - standing above a hole when it opens and small enough to - fall in, make a power roll.

    -

    Power Roll + Reason:

    -
      -
    • 11 or lower: The target can shift up to 1 square - from the edge of the hole to the nearest unoccupied - space of their choice.
    • -
    • 12–16: The target falls into the hole.
    • -
    • 17+: The target falls into the hole and can't - reduce the height of the fall.
    • -
    -

    Persistent 1: At the start of your - turn, you open another hole.

    -
    -
    -
    -
    -
    -
    -

    FURY

    -

    You do not temper the heat of battle within you, you unleash - it! Like a raptor, a panther, a wolf, your experience in the - wild taught you the secret of channeling unfettered anger into - martial prowess. Primordial chaos is your ally. Leave it to - others to use finesse to clean up the pieces you leave - behind.

    -

    As a fury, you have abilities that deal a lot of damage, - move you around the battlefield, and grow in strength as your - rage increases. Nature has no concept of fairness—and neither - do you.

    -
    -

    BASICS

    - -
    -
    -

    FURY ADVANCEMENT

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelFeaturesAbilities
    1stPrimordial Aspect, Rage, Growing Rage, Mighty - Leaps, Aspect Features, Aspect Triggered Action, Fury - AbilitiesSignature, 3, 5
    2ndAspect Feature, Aspect AbilitySignature, 3, 5, 5 (Aspect)
    3rdAspect Feature, 7-Rage AbilitySignature, 3, 5, 5 (Aspect), 7
    -
    -
    -

    1ST-LEVEL FEATURES

    -

    As a fury, you gain the following features.

    -
    -

    PRIMORDIAL ASPECT

    -

    You come from a tradition older than civilization, older - than warfare, older than most of the world. You have - undergone a rite of passage that revealed the building - blocks of the timescape—the Primordial Chaos—and which left - an aspect of the Primordial Chaos inside you. As you - channel the rage that shapes you, you can choose a - primordial aspect from the following:

    -
      -
    • Berserker: You channel your rage - into expressions of physical might, acting as a living - version of the forces that reshape the world. You gain - the Lift skill.
    • -
    • Reaver: You channel your rage into - instinct and cunning, challenging the false order of - civilization. You gain the Hide skill.
    • -
    • Stormwight: You channel your rage - into the form of animals and primordial storms. You gain - the Track skill.
    • -
    -

    Your choice of primordial aspect determines many of the - features you'll gain from this class.

    -
    -
    -

    RAGE

    -

    As the battle intensifies around you, your determination - and anger grow, fueling a Heroic Resource called rage.

    -

    Outside of combat and other dangerous situations tracked - in turns and rounds, you have fury equal to your Victories. - If you lose some or all of this rage outside of combat, it - takes you 1 minute to regain it.

    -

    When a combat encounter begins, you keep any rage you - had outside of combat. At the start of each of your turns - during combat, you gain 1d3 rage. When combat ends, you - once again have rage equal to your Victories.

    -
    -
    -

    GROWING RAGE

    -

    You gain certain benefits in combat based on the amount - of rage you have. See Aspect Features for details. The - benefits from your growing rage last until the end of your - turn, even if a benefit would become unavailable to you - because of the amount of rage you spend during your - turn.

    -
    -
    -

    MIGHTY LEAPS

    -

    You always succeed on Might tests made to jump. You can - still roll to see if you get a reward result.

    -
    -
    -

    1ST-LEVEL ASPECT FEATURES

    -

    Your chosen primordial aspect grants you features as - shown on the 1st-Level Primordial Aspect Features - table.

    -
    -
    1ST-LEVEL PRIMORDIAL ASPECT FEATURES
    - - - - - - - - - - - - - - - - - - - - - -
    AspectFeature
    BerserkerPrimordial Strength
    ReaverPrimordial Cunning
    StormwightPrimordial Shape, Relentless Hunter
    -
    -
    -
    PRIMORDIAL CUNNING
    -

    You are never surprised. Additionally, whenever you - would push a target with forced movement, you can slide - them instead.

    -

    As your rage grows, your primordial cunning - intensifies. These benefits are cumulative.

    -
    -
    PRIMORDIAL CUNNING GROWING RAGE
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    RageBenefit
    2• You gain an edge on Agility tests and - resistance rolls.
    - • Once per turn, when you slide a target or when - you move adjacent to a target during a shift, you - can deal weapon damage to the target equal to - your Agility score.
    4Once per turn, when you slide a target or - when you move adjacent to a target during a - shift, you can deal weapon damage to the target - equal to twice your Agility score, instead of - once your Agility score.
    6You have a double edge on Agility tests and - resistance rolls.
    -
    -
    -
    -
    -

    PRIMORDIAL SHAPE

    -

    When you select a martial kit, you can instead select a - stormwight kit (see Stormwight Kits). Your stormwight kit - grants you a number of benefits, including effects tied to - your Growing Rage feature.

    -
    -
    PRIMORDIAL STRENGTH
    -

    When you damage an object with a weapon attack, it - takes an additional 5 damage. Additionally, whenever you - push another creature, you can make it a vertical - push.

    -

    As your rage grows, your primordial strength - intensifies. These benefits are cumulative.

    -
    -
    PRIMORDIAL STRENGTH GROWING RAGE
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    RageBenefit
    2• You gain an edge on Might tests and - resistance rolls.
    - • You gain a bonus to weapon damage equal to your - Might score if you are at least 2 squares from - where you started your turn when you attack.
    4You gain a bonus to weapon damage equal to - twice your Might score, instead of once your - Might score, if you are at least two squares from - where you started your turn when you attack.
    6You have a double edge on Might tests and - resistance rolls.
    -
    -
    -
    -
    RELENTLESS HUNTER
    -

    You gain an edge on tests that use the Track - skill.

    -
    -
    -
    -

    ASPECT TRIGGERED ACTION

    -

    Your primordial aspect grants you a triggered action, as - shown on the Fury Triggered Actions table.

    -
    -
    FURY TRIGGERED ACTIONS
    - - - - - - - - - - - - - - - - - - - - - -
    AspectTriggered Action
    BerserkerRelentless Toss
    ReaverUncanny Dodge
    StormwightRegeneration
    -
    -
    -
    REGENERATION
    -

    Your transformative abilities bring you back into the - fight.

    -
      -
    • Keywords: Melee
    • -
    • Type: Triggered
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    • Trigger: You lose Stamina and are - not dying.
    • -
    -

    Effect: After damage is resolved, if - your rage is high enough, you can enter your animal or - hybrid form as a free triggered action. If you can't gain - the temporary Stamina from that form because you have - already done so this encounter, you gain temporary - Stamina equal to your Might.

    -

    Spend 1 Rage: If you are not dying, - you can spend a Recovery.

    -
    -
    -
    RELENTLESS TOSS
    -

    The Primordial Chaos allows you to redirect kinetic - energy for a monstrous smash!

    -
      -
    • Keywords: Magic, Melee
    • -
    • Type: Triggered
    • -
    • Distance: Self or reach
    • -
    • Target: Self or 1 creature
    • -
    • Trigger: The target is force - moved.
    • -
    -

    Effect: You can select a new target - of the same size or smaller within distance to be force - moved instead. Additionally, you can increase the forced - move distance by a number of squares equal to your Might - score. You can use your Primordial Strength benefit to - make this forced movement vertical.

    -

    Spend 1 Rage: You can increase the - forced move distance by a number of squares equal to - twice your Might score instead.

    -
    -
    -
    UNCANNY DODGE
    -

    When a damaging effect surrounds you, you stay two - steps ahead.

    -
      -
    • Keywords: Melee
    • -
    • Type: Triggered
    • -
    • Distance: Reach 1
    • -
    • Target: Self
    • -
    • Trigger: You are targeted by a - damaging area of effect.
    • -
    -

    Effect: You shift up to 2 squares. If - that moves you out of the area of effect, you ignore the - attack. Otherwise, you take half damage.

    -

    Spend 1 Rage: You move a willing - adjacent ally affected by the attack with you, applying - the same outcome to them.

    -
    -
    -
    -

    FURY ABILITIES

    -

    You specialize in dealing massive damage on the - battlefield, mastering a number of unique martial abilities - that allow you to strike hard and keep moving in - combat.

    -
    -
    SIGNATURE ABILITY
    -

    Select one signature ability from the options below. - Signature abilities can be used at will.

    -
    -
    BRUTAL SLAM
    -

    The heavy impact of your weapon attacks drives your - foes ever backward.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 3 damage; push 1
    • -
    • 12–16: 8 damage; push 2
    • -
    • 17+: 12 damage; push 4
    • -
    -
    -
    -
    HIT AND RUN
    -

    Keeping in constant motion helps you slip out of - reach after a brutal assault.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 8 damage
    • -
    • 17+: 12 damage; slowed (EoT)
    • -
    -

    Effect: You can shift 1 square - after the attack is resolved.

    -
    -
    -
    HUMILIATING STRIKE
    -

    You hit with a strength that's worth the risk of - raising your opponent's ire.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 8 damage
    • -
    • 17+: 12 damage
    • -
    -

    Effect: You can choose to do an - extra 1d6 damage to the target. If you do, the target - gains an edge on their next attack against you.

    -
    -
    -
    IMPALING STRIKE
    -

    Fighting up close lets you keep your foe exactly - where you want them.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature of your size - or smaller
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 3 damage; slowed (EoT)
    • -
    • 12–16: 8 damage; grabbed
    • -
    • 17+: 12 damage; grabbed
    • -
    -

    Effect: If the target is grabbed, - they take a bane on attempts to escape the grab. If you - move while you have the target grabbed, they take 1 - damage for each square you move.

    -
    -
    -
    -
    HEROIC ABILITIES
    -

    You fight with an array of heroic abilities, all of - which cost rage to fuel them.

    -
    -
    -
    3-RAGE ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 3 rage to use.

    -
    -
    DEATH BEFORE BEAUTY (3 RAGE)
    -

    Your enemies will get out of your way—whether they - want to or not.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 3 damage; slide 2
    • -
    • 12–16: 5 damage; slide 3
    • -
    • 17+: 8 damage; slide 5
    • -
    -

    Effect: When you force move the - target, you can move into squares they leave. The - target takes the damage from any free strikes you - provoke with this movement.

    -
    -
    -
    STAB ME SO I CAN PULL MYSELF CLOSER TO YOU (3 - RAGE)
    -

    When you barrel through your foes, they feel your - wrath.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: Move up to your speed in a - straight line toward a creature or object. You don't - treat enemy creatures as difficult terrain for this - move. If the target is a creature, you can end your - movement in the target's square, moving them to an - adjacent open square. Make a power roll against the - target and every enemy you moved through.

    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 5 damage
    • -
    • 12–16: 6 damage
    • -
    • 17+: 9 damage
    • -
    -

    Effect: The target takes an extra - 1d6 damage for every free strike you triggered from - your move.

    -
    -
    -
    WHIRLWIND STRIKE (3 RAGE)
    -

    As your foes close in around you, why bother taking - them on one by one?

    -
      -
    • Keywords: Area, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: 1 burst
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 4 damage; push 1
    • -
    • 17+: 7 damage; push 3
    • -
    -
    -
    -
    YOUR ENTRAILS ARE YOUR EXTRAILS! (3 RAGE)
    -

    Unless they get some help, your foe is finished.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 6 damage; slowed (EoT)
    • -
    • 12–16: 9 damage; slowed (EoT)
    • -
    • 17+: 14 damage; slowed (EoE)
    • -
    -

    Effect: While slowed in this way, - the target takes an extra 3 damage at the start of each - of your turns.

    -
    -
    -
    -
    5-RAGE ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 5 rage to use.

    -
    -
    BLOOD FOR BLOOD! (5 RAGE)
    -

    A mighty strike leaves your foe reeling.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 7 damage; weakened and bleeding - (EoT)
    • -
    • 12–16: 11 damage; weakened and bleeding - (EoT)
    • -
    • 17+: 17 damage; weakened and bleeding (EoE)
    • -
    -

    Effect: You can choose to deal 1d6 - damage to yourself to deal an extra 2d6 damage to the - target.

    -
    -
    -
    BRUTE PRECISION (5 RAGE)
    -

    You can always trust your anger to get the job - done.

    -
      -
    • Keywords:
    • -
    • Type: Free maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: The next attack you make - this turn automatically achieves a tier 3 result and - deals an extra 1d6 damage.

    -
    -
    -
    DYING BLOW (5 RAGE)
    -

    You focus your rage into a single devastating - strike.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 9 damage
    • -
    • 12–16: 13 damage
    • -
    • 17+: 21 damage
    • -
    -

    Spend 1 or More Additional Rage: If - you are winded, you can add 1d6 damage for each rage - spent. If you are dying, you can add 1d10 damage for - each rage spent. In either case, you then lose 1d6 - Stamina.

    -
    -
    -
    PRIMORDIAL SHOCKWAVE (5 RAGE)
    -

    The destructive power of nature cannot be - contained.

    -
      -
    • Keywords: Area, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: 5 × 1 line within - 1
    • -
    • Target: All enemies
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 4 damage; push 2
    • -
    • 12–16: 5 damage; push 4
    • -
    • 17+: 8 damage; push 6
    • -
    -

    Effect: Targets are pushed one at a - time, starting with the target closest to you.

    -
    -
    -
    -
    -
    -

    STORMWIGHT KITS

    -

    The primordial aspect of the stormwight lets you channel - your rage into the form of an animal and grants you knowledge - of one of a number of special stormwight kits. You can master - additional stormwight kits through play, swapping them out - during a Respite as with any other kit. (See Kits.)

    -
    -

    KIT FEATURES

    -

    All stormwight kits have the following features in - common.

    -
    -
    ASPECT BENEFITS
    -

    You always have the noted benefits, whether in your - true form, the animal form you can take at any time, or - the hybrid form that some stormwight kits grant you as - your rage increases.

    -
    -
    -
    ANIMAL FORM
    -

    You have some of the noted benefits all the time, but - gain other benefits only while in animal form, as noted - on the table that tracks the benefits you gain from your - Growing Rage feature for each stormwight kit.

    -

    The animal form feature for each stormwight kit grants - you the following ability:

    -
    -
    ANIMAL FORM
    -

    You take on the form of the animal who channels your - rage.

    -
      -
    • Keywords:
    • -
    • Type: Maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: You can shapeshift into the - animal defined by your stormwight kit or back into your - true form. While in animal form, you can't use - signature abilities or heroic abilities unless they - have the Animal keyword.

    -

    Additionally, you can both speak normally and speak - to animals who share your form. If negotiation with an - animal comes into play, you treat your Renown as 2 - higher than usual while in your animal form.

    -

    Spend 1 Rage: As a free maneuver on - your turn, you can shapeshift a second time, either - into another animal form or back into your true - form.

    -
    -
    -
    -
    PRIMORDIAL STORM
    -

    Each stormwight is associated with a primordial storm - that refers to a specific damage type used by certain - stormwight abilities.

    -
    -
    -
    EQUIPMENT
    -

    You wear no armor and wield only your unarmed - strikes—which become devastating natural weapons as your - rage grows.

    -
    -
    -
    KIT BONUSES
    -

    These bonuses apply in your true form, your animal - form, and your hybrid form if you have one.

    -
    -
    -
    GROWING RAGE
    -

    Each stormwight gains a specific set of benefits for - their fury Growing Rage feature, as noted in the table - for each stormwight kit. These benefits are - cumulative.

    -
    -
    -
    -

    BOREN

    -

    With this stormwight kit, you channel your primordial - rage into the form of a bear, becoming large, durable, and - imposing. Boren are tied to the craggy, rocky north, and - this aspect is associated with the blizzard's bitter - cold.

    -
    -
    ASPECT BENEFITS
    -

    Whenever you use forced movement to push a creature, - you can pull that creature instead. Whenever an attack - pulls a creature adjacent to you, you can attempt to grab - that creature as a free triggered action.

    -
    -
    -
    ANIMAL FORM: BEAR
    -

    When you are in your bear form, your speed increases - by 2, your size becomes 2, and you have a +1 reach bonus - with melee attacks. You gain 10 temporary Stamina the - first time you shapeshift into bear form during an - encounter.

    -
    -
    -
    PRIMORDIAL STORM: BLIZZARD
    -

    Your primordial damage type is cold.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +9
    • -
    • Stability Bonus: +2
    • -
    • Melee Weapon Damage Bonus: - +0/+0/+4
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -
    -
    BEAR CLAWS
    -

    Attacks with your sharp and deadly claws send your - foes staggering back.

    -
      -
    • Keywords: Animal, Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 2 creatures or - objects
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 2 damage; push 1
    • -
    • 12–16: 3 damage; push 2
    • -
    • 17+: 8 damage; push 3
    • -
    -
    -

    BEAR GROWING RAGE

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    RageBenefit
    2• You gain an edge on Might tests, - resistance rolls, and power rolls made to - grab.
    - • While in bear form, your attacks deal extra - damage equal to your Might score, and any - target you have grabbed at the start of your - turn takes damage equal to your Might - score.
    4While in bear form, you can use all your - abilities, your attacks deal extra damage equal - to twice your Might score, and any target you - have grabbed at the start of your turn takes - damage equal to twice your Might score, instead - of once your Might score.
    6You have a double edge on Might tests, - resistance rolls, and power rolls made with the - Grab ability.
    -
    -
    -
    -
    -
    -

    CORVEN

    -

    With this stormwight kit, you channel your primordial - rage into the form of a crow. Corven are tied to the - mountain passes and the hot winds that flow through them. - This aspect is associated with the katabatic wind.

    -
    -
    ASPECT BENEFITS
    -

    You gain an edge on tests made to hide and sneak. - Whenever you are falling, you can use your Animal Form - ability as a free triggered action.

    -
    -
    -
    ANIMAL FORM: CROW
    -

    When you are in your crow form, your movement gains - the Fly keyword, and your size becomes 1T. You can use - the Hide maneuver as a free maneuver, and you can use - your allies as cover when you hide.

    -

    Whenever your rage is 4 or higher, you can shapeshift - to become a hybrid bipedal crow of your true form's size. - You gain 10 temporary Stamina the first time you - shapeshift into hybrid crow form during an encounter.

    -
    -
    -
    PRIMORDIAL STORM: KATABATIC WIND
    -

    Your primordial damage type is fire.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +3
    • -
    • Melee Weapon Damage Bonus: - +2/+2/+2
    • -
    • Mobility: When an enemy ends their - turn adjacent to you, you can shift up to 2 squares as - a free triggered action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -
    -
    WING BUFFET
    -

    Foes who try to close around you do so at their - peril.

    -
      -
    • Keywords: Animal, Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 3 creatures or - objects
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 5 damage
    • -
    • 17+: 7 damage
    • -
    -

    Effect: Resolve each attack - individually using one power roll. You can shift 1 - square after resolving damage for each target, then - choose your next target from your new location.

    -
    -
    -
    CROW GROWING RAGE
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    RageBenefit
    2• You can shift 1 square as a free maneuver - once per turn.
    - • While in crow form, your attacks deal extra - damage equal to your Agility score.
    - • Once per turn while in crow form, when you move - away from an enemy, that enemy takes damage equal - to your Agility score.
    4• While in crow or hybrid crow form, you can - use all your abilities, and your attacks deal - extra damage equal to twice your Agility score, - instead of once your Agility score.
    - • Once per turn while in crow or hybrid crow - form, when you move away from an enemy, that - enemy takes damage equal to twice your Agility - score, instead of once your Agility score.
    6You can shift up to 2 squares as a free - maneuver once per turn.
    -
    -
    -
    -
    -

    RADEN

    -

    With this stormwight kit, you channel your primordial - rage into the form of a rat. Raden are associated with the - true nature of the rat, before cities became their habitat. - Rats are avatars of the balance between green and rot, and - this aspect is associated with the rat flood.

    -
    -
    ASPECT BENEFITS
    -

    You gain an edge on tests made to hide and sneak. - Additionally, you ignore difficult terrain, and you gain - an edge on tests made to climb other creatures. If you - are hidden, you automatically achieve a tier 3 result on - attempts to climb and remain hidden.

    -
    -
    -
    ANIMAL FORM: RAT
    -

    When you are in your rat form, your movement gains the - Climb keyword, and your size becomes 1T. You can use the - Hide maneuver as a free maneuver, and you can use your - allies as cover when hiding. You can stay hidden while - moving through squares occupied by a creature.

    -

    Whenever your rage is 4 or higher, you can shapeshift - to become a hybrid bipedal rat of your true form's size. - You gain 10 temporary Stamina the first time you - shapeshift into hybrid rat form during an encounter.

    -
    -
    -
    PRIMORDIAL STORM: RAT FLOOD
    -

    Your primordial damage type is corruption.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +3
    • -
    • Melee Weapon Damage Bonus: - +2/+2/+2
    • -
    • Mobility: When an enemy ends their - turn adjacent to you, you can shift up to 2 squares as - a free triggered action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -
    -
    DRIVING POUNCE
    -

    Your enemies try in vain to fall back from your - pouncing attack.

    -
      -
    • Keywords: Animal, Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 2 creatures or - objects
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 5 damage; push 1
    • -
    • 17+: 6 damage; push 2
    • -
    -

    Effect: Resolve each attack one at - a time. After each attack, you can shift the same - number of squares that you pushed the target. You - select your second target from the square where you end - your shift, which can be the first target again.

    -
    -
    -
    RAT GROWING RAGE
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    RageBenefit
    2• You have Weapon immunity 2.
    - • While in rat form, your attacks deal extra - damage equal to your Agility score.
    - • While in rat form, if you attack a creature you - are climbing, that creature is bleeding - (EoT).
    4While in rat or hybrid rat form, you can use - all your abilities, and your attacks deal extra - damage equal to twice your Agility score, instead - of once your Agility score.
    6You have Weapon immunity 2. Any damage you - ignore because of this immunity is dealt to each - enemy adjacent to you when you are attacked.
    -
    -
    -
    -
    -

    VUKEN

    -

    With this stormwight kit, you channel your primordial - rage into the form of a wolf. Vuken are tied to forests and - open steppes, and this aspect is associated with the - thunderstorm.

    -
    -
    ASPECT BENEFITS
    -

    You and an ally gain the benefits of flanking whenever - you are both adjacent to a target. If you and at least - two other allies are all adjacent to a target, each of - you has a double edge for flanking.

    -
    -
    -
    ANIMAL FORM: WOLF
    -

    When you are in your wolf form, your speed increases - by 2, you ignore difficult terrain, and your size becomes - 1M.

    -

    Whenever your rage is 4 or higher, you can shapeshift - to become a hybrid bipedal wolf of your true form's size. - You gain 10 temporary Stamina the first time you - shapeshift into hybrid wolf form during an encounter.

    -
    -
    -
    PRIMORDIAL STORM: LIGHTNING STORM
    -

    Your primordial damage type is lightning.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +9
    • -
    • Speed Bonus: +2
    • -
    • Melee Weapon Damage Bonus: - +2/+2/+2
    • -
    • Mobility: When an enemy ends their - turn adjacent to you, you can shift up to 2 squares as - a free triggered action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -
    -
    PROBING ATTACK
    -

    A savage assault forces your foes back.

    -
      -
    • Keywords: Animal, Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 5 damage
    • -
    • 12–16: 9 damage; push 1
    • -
    • 17+: 12 damage; push 2; prone if the target is - your size or smaller
    • -
    -

    Effect: You can shift up to 2 - squares as long as you end the shift adjacent to the - target.

    -
    -
    -
    WOLF GROWING RAGE
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    RageBenefit
    2• You gain an edge on Agility tests and - resistance rolls.
    - • While in wolf form, your attacks deal extra - damage equal to your Agility score.
    - • When you attack a target while in wolf form, - the next ally to damage that target before the - start of your next turn deals extra damage equal - to your Agility score.
    4• While in wolf or hybrid wolf form, you can - use all your abilities, and your attacks deal - extra damage equal to twice your Agility score, - instead of once your Agility score.
    - • When you attack a target while in wolf or - hybrid wolf form, the next ally to damage that - target before the start of your next turn deals - extra damage equal to twice your Agility score, - instead of once your Agility score.
    6You have a double edge on Agility tests and - resistance rolls.
    -
    -
    -
    -
    -
    -
    -

    SHADOW

    -

    Subtlety is your art, the tip of the blade your brush. You - studied at a secret college, specializing in alchemy, illusion, - or shadow-magics. Your training and knowledge places you among - the elite assassins, spies, and commandos. But more powerful - than any weapon or sorcery is your insight into your enemy's - weakness.

    -

    As a shadow, you have abilities that deal a lot of damage, - let you move swiftly across the battlefield and away from - hazards, and allow you to fade from notice even in the middle - of the most heated combat encounter. You also possess more - skills than any other hero.

    -
    -

    BASICS

    - -
    -

    SHADOW ADVANCEMENT

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelFeaturesAbilities
    1stShadow College, Insight, College Feature, College - Triggered Action, Hesitation is Weakness, Shadow - AbilitiesSignature, 3, 5
    2ndCollege Feature, College AbilitySignature, 3, 5, 5 (College)
    3rdAssess and Aim, 7-Insight AbilitySignature, 3, 5, 5 (College), 7
    -
    -
    -
    -

    1ST-LEVEL FEATURES

    -

    As a shadow, you gain the following features.

    -
    -

    SHADOW COLLEGE

    -

    Shadow colleges are secret institutions that turn - ordinary folk into something else. Finding a college is the - first step in a rigorous initiation process that tests the - mettle of an applicant. Even those who make the cut often - wash out—or are kicked out—as the master shadows who teach - stealth, magic, and assassination to their students are - often less than gentle in their approach.

    -

    You are one of the few who has graduated from a shadow - college, chosen from the following options:

    -
      -
    • College of Black Ash: The College of - Black Ash founded the art of being a shadow. Its - graduates use Black Ash sorcery to teleport around the - battlefield in clouds of soot, and to manipulate and - create darkness. Graduates of the college are unmatched - in mobility. You gain the Magic skill.
    • -
    • College of Caustic Alchemy: The - College of Caustic Alchemy teaches its students recipes - for the acids, bombs, and poisons used in their grim - work. Graduates of the college are exceptional assassins. - You gain the Alchemy skill.
    • -
    • College of the Harlequin Mask: - Graduates of the College of the Harlequin Mask learn - illusion magic, which they use to infiltrate enemy - strongholds and create orchestrated chaos in combat. You - gain the Lie skill.
    • -
    -

    Your choice of shadow college determines many of the - features you'll gain from this class.

    -
    -
    -

    INSIGHT

    -

    By observing your enemy, you learn how to use their - weaknesses against them. You have a Heroic Resource called - insight.

    -

    Outside of combat and other dangerous situations tracked - in turns and rounds, you have insight equal to your - Victories. If you lose some or all of this insight outside - of combat, it takes you 1 minute to regain it.

    -

    When a combat encounter begins, you keep any insight you - had outside of combat. At the start of each of your turns - during combat, you gain 2 insight. You gain 1 insight - whenever you get a tier 3 result with an attack. When - combat ends, you once again have insight equal to your - Victories.

    -
    -
    -

    1ST-LEVEL COLLEGE FEATURES

    -

    Your choice of college grants you one or two features, - as shown on the 1st-Level Shadow College Features - table.

    -
    -
    1ST-LEVEL SHADOW COLLEGE FEATURES
    - - - - - - - - - - - - - - - - - - - - - -
    CollegeFeature
    Black AshBlack Ash Teleport
    Caustic AlchemyCoat the Blade, Smoke Bomb
    Harlequin MaskI'm On Your Side
    -
    -
    -
    BLACK ASH TELEPORT
    -

    You gain the following ability.

    -
    -
    BLACK ASH TELEPORT
    -

    In a swirl of black ash, you step from one place to - another.

    -
      -
    • Keywords: Magic
    • -
    • Type: Maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: You teleport up to 5 - squares. If you end this movement in concealment or - cover, you can use the Hide maneuver even if you are - observed.

    -

    Spend Insight: You teleport 1 - additional square for each insight spent.

    -
    -
    -
    -
    COAT THE BLADE
    -

    You gain the following ability.

    -
    -
    COAT THE BLADE
    -

    Just a little poison goes a long way.

    -
      -
    • Keywords:
    • -
    • Type: Maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: You coat one of your - weapons with a harmful poison. The next creature you - damage with an ability that uses that weapon takes - extra poison damage equal to twice your Presence score - or the target is weakened (EoT). You choose the effect - when you apply the poison. The poison loses its potency - after you damage the creature or at the end of the - encounter.

    -

    Spend Insight: For each insight you - spend, the damage dealt by the poison increases by a - number equal to your Presence score. You can't spend - more Insight than your shadow level on this - ability.

    -
    -
    -
    -
    I'M ON YOUR SIDE
    -

    You gain the following ability.

    -
    -
    I'M ON YOUR SIDE
    -

    Taking on the illusory countenance of another - creature gives you an advantage on subterfuge.

    -
      -
    • Keywords: Magic
    • -
    • Type: Maneuver
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: Choose a creature of your - size, whose size is no more than 1 greater than yours, - and who is within 10 squares of you. Your body is - covered in an illusion that makes you appear to be that - creature. This illusion covers your entire body, - including clothing and armor, and changes your voice to - sound like the creature. While this illusion lasts, you - gain an edge on attacks against and Presence tests made - to interact with the creature's allies, and you don't - provoke opportunity attacks from those allies. These - benefits don't apply against the creature whose - appearance you've taken on. The illusion ends when you - harm another creature, when you and another creature - physically interact, when you use this ability again, - or when you end the illusion (no action required).

    -
    -
    -
    -
    SMOKE BOMB
    -

    You always carry a supply of smoke bombs to make it - easy for you to distract and get away from foes. You can - use the Hide maneuver even if you are observed and don't - start in cover or concealment. If you do, you can shift a - number of squares equal to your Agility. If you end this - movement in cover or concealment, you are hidden.

    -
    -
    -
    -

    COLLEGE TRIGGERED ACTION

    -

    Your college grants you a triggered action, as shown on - the Shadow Triggered Actions table.

    -
    -
    SHADOW TRIGGERED ACTIONS
    - - - - - - - - - - - - - - - - - - - - - -
    CollegeTriggered Action
    Black AshIn All This Confusion
    Caustic AlchemyDefensive Roll
    Harlequin MaskMisdirection
    -
    -
    -
    DEFENSIVE ROLL
    -

    When an enemy attacks, you roll with the impact to - reduce the harm.

    -
      -
    • Keywords:
    • -
    • Type: Triggered
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    • Trigger: Another creature damages - you.
    • -
    -

    Effect: You shift up to 2 squares, - halve the triggering damage, and don't suffer any effect - associated with the damage. If you end this movement with - concealment or cover, you can use the Hide maneuver even - if you are observed.

    -

    Spend 1 Insight: If the triggering - damage was from an attack, you also reduce the attack's - damage by one tier.

    -
    -
    -
    IN ALL THIS CONFUSION
    -

    You teleport away in a plume of black smoke to avoid - danger.

    -
      -
    • Keywords: Magic
    • -
    • Type: Triggered
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    • Trigger: You take damage.
    • -
    -

    Effect: You teleport up to 4 squares, - halve the triggering damage, and don't suffer any effect - associated with the damage.

    -

    Spend Insight: You teleport 1 - additional square for each insight spent.

    -
    -
    -
    MISDIRECTION (1 INSIGHT)
    -

    You sow a moment of confusion in combat, to your - enemy's peril.

    -
      -
    • Keywords: Magic
    • -
    • Type: Triggered
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    • Trigger: An enemy attacks - you.
    • -
    -

    Effect: Choose an enemy within - distance of the attack. The attack targets that enemy - instead.

    -
    -
    -
    -

    HESITATION IS WEAKNESS

    -

    You know how to seize the advantage in battle, working - with your allies to find the perfect moment to strike. You - have the following ability.

    -
    -
    HESITATION IS WEAKNESS (1 INSIGHT)
    -

    Waiting for your enemies to act was never your - style.

    -
      -
    • Keywords:
    • -
    • Type: Free triggered action
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    • Trigger: Another hero ends their - turn.
    • -
    -

    Effect: You take your turn - immediately.

    -
    -
    -
    -

    SHADOW ABILITIES

    -

    You specialize in dealing damage, then getting out of - harm's way before the inevitable counterattack. You know a - number of unique martial abilities that define your - presence on the battlefield.

    -
    -
    SIGNATURE ABILITY
    -

    Select one signature ability from the options below. - Signature abilities can be used at will.

    -
    -
    DISTRACTING PAIN
    -

    Your precise strikes let your allies take advantage - of a target's agony.

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1 or Ranged - 3
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 8 damage; the next attack against the - target gains an edge
    • -
    • 17+: 12 damage; the target falls prone
    • -
    -
    -
    -
    I WORK BETTER ALONE
    -

    Facing an enemy alone lets you exploit their - overconfidence.

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1 or Ranged - 3
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 8 damage
    • -
    • 17+: 12 damage
    • -
    -

    Effect: If the target has no allies - adjacent to them, you gain an edge on the attack.

    -
    -
    -
    SHOT AND STEP
    -

    Being fast on your feet makes your ranged attacks - especially deadly.

    -
      -
    • Keywords: Attack, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 7 damage
    • -
    • 17+: 10 damage
    • -
    -

    Effect: You can shift 1 square - before or after the attack.

    -
    -
    -
    SUCKER SLICE
    -

    Keeping an enemy's focus on you lets your ally hit - hard.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 8 damage
    • -
    • 17+: 12 damage
    • -
    -

    Effect: If you are flanking the - target when you make this attack, one ally who is - flanking with you has a double edge on melee attacks - against the target until the end of the ally's next - turn, even if they are no longer flanking the - target.

    -
    -
    -
    -
    HEROIC ABILITIES
    -

    A range of heroic abilities define your combat - prowess, all of which make use of your insight.

    -
    -
    -
    3-INSIGHT ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 3 insight to use.

    -
    -
    BLADE DANCE (3 INSIGHT)
    -

    As you move across the battlefield, every foe within - reach feels your wrath.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: You move up to your speed, - and that movement doesn't provoke opportunity attacks. - You make one power roll that targets each enemy who - becomes adjacent to you during the move.

    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 4 damage
    • -
    • 17+: 7 damage
    • -
    -
    -
    -
    QUICK PURSUIT (3 INSIGHT)
    -

    A foe forced away from you might assume they're out - of danger, but they'll soon learn otherwise.

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 6 damage; slide 2
    • -
    • 12–16: 9 damage; slide 3
    • -
    • 17+: 14 damage; slide 5
    • -
    -

    Effect: You can shift into squares - the target leaves behind when you force move them.

    -
    -
    -
    TWO THROATS AT ONCE (3 INSIGHT)
    -

    Striking two foes at once is second nature to - you.

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1 or Ranged - 5
    • -
    • Target: 2 creatures or - objects
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 6 damage
    • -
    • 17+: 9 damage
    • -
    -
    -
    -
    WOUNDING STRIKE (3 INSIGHT)
    -

    You leave your foe bleeding out after a devastating - attack.

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1 or Ranged - 3
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 6 damage
    • -
    • 12–16: 9 damage; bleeding until a creature uses a - maneuver to staunch the wound
    • -
    • 17+: 14 damage; bleeding until a creature uses an - action to staunch the wound
    • -
    -

    Effect: While bleeding, the target - takes 4 damage at the start of each of your turns.

    -
    -
    -
    -
    5-INSIGHT ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 5 insight to use.

    -
    -
    ASSASSINATE (5 INSIGHT)
    -

    You seize the perfect moment and strike with fatal - precision!

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 2d6 + 8 damage
    • -
    • 12–16: 2d6 + 12 damage
    • -
    • 17+: 2d6 + 18 damage
    • -
    -
    -
    -
    GET IN, GET OUT (5 INSIGHT)
    -

    Move unexpectedly, strike fast, and be gone!

    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 7 damage
    • -
    • 12–16: 11 damage
    • -
    • 17+: 17 damage
    • -
    -

    Effect: You can move up to your - speed, and that movement doesn't provoke opportunity - attacks. You can move before or after your attack, or - can split your movement before and after your - attack.

    -
    -
    -
    IMPAIRING SHOT (5 INSIGHT)
    -

    Your attack leaves a foe in the perfect position for - your allies to finish them.

    -
      -
    • Keywords: Attack, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature
    • -
    -

    Power Roll + Agility:

    -
      -
    • 11 or lower: 7 damage; attacks against the target - gain an edge (EoT)
    • -
    • 12–16: 11 damage; attacks against the target gain - an edge (EoT)
    • -
    • 17+: 17 damage; attacks against the target have a - double edge (EoT)
    • -
    -
    -
    -
    QUICKNESS (5 INSIGHT)
    -

    You put on a burst of magical speed to get the job - done.

    -
      -
    • Keywords: Magic
    • -
    • Type: Action
    • -
    • Distance: Self
    • -
    • Target: Self
    • -
    -

    Effect: You make two signature - attacks that each deal extra damage equal to twice your - Agility.

    -
    -
    -
    -
    -
    -
    -

    TACTICIAN

    -

    Strategist. Defender. Leader. With sword in hand, you lead - allies into the maw of battle, barking out commands that - inspire your fellow heroes to move faster and strike more - precisely. All the while, you stand between your compatriots - and death, taunting the followers of evil to best you if they - can.

    -

    As a tactician, you have abilities that heal your allies and - grant them extra damage, movement, and attacks. You can taunt - your enemies into attacking you instead of targeting your - allies, and can help soak up damage when those allies stand - alone.

    -
    -

    BASICS

    - -
    -

    TACTICIAN ADVANCEMENT

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelFeaturesAbilities
    1stTactical Doctrine, Focus, Mark, Seize the - Opening, Doctrine Features, Doctrine Triggered - Action, Field ArsenalField Arsenal, 3, 5
    2ndDoctrine Features, Doctrine AbilityField Arsenal, 3, 5, 5 (Doctrine)
    3rdAll According to Plan, 7-Focus AbilityField Arsenal, 3, 5, 5 (Doctrine), 7
    -
    -
    -
    -

    1ST-LEVEL FEATURES

    -

    As a tactician, you gain the following features.

    -
    -

    TACTICAL DOCTRINE

    -

    Warfare is as old as civilization—and perhaps even - older. As battle became ever more developed and complex, - military leaders invented doctrine, outlining how - combatants should be structured, used, and deployed. - Doctrine can be learned at war colleges passing on ancient - martial traditions, or directly through blood and sweat on - the battlefield.

    -

    You have developed a mastery of tactics of historical - significance, letting you choose one of the following - doctrines:

    -
      -
    • Vanguard (Shock and Awe): You have - learned the tactics and stratagems of the heroes of - ancient history, letting you lead from the front lines of - battle and seek victory through sheer force of will and - personality. You gain a skill from the interpersonal - skill group.
    • -
    • Mastermind (Grand Strategy): You - have an encyclopedic knowledge of warfare, viewing the - battlefield as a game board, and seeking victory by - thinking multiple steps ahead of your opponents. You gain - a skill from the lore skill group.
    • -
    • Insurgent (Asymmetric Warfare): - Doing your duty, playing fair, and dying honorably in - battle is your opponent's job. By contrast, you'll do - whatever it takes to keep your allies alive. You gain a - skill from the intrigue skill group.
    • -
    -

    Your choice of doctrine determines many of the features - you'll gain from this class.

    -
    -
    -

    FOCUS

    -

    The ring of steel panics others but brings order to your - mind, granting you a Heroic Resource called focus.

    -

    Outside of combat and other dangerous situations tracked - in turns and rounds, you have focus equal to your - Victories. If you lose some or all of this focus outside of - combat, it takes you 1 minute to regain it.

    -

    When a combat encounter begins, you keep any focus you - had outside of combat. At the start of each of your turns - during combat, you gain 2 focus. If an ally gets a tier 3 - result on an attack against a target you have marked, you - gain 1 focus. When combat ends, you once again have focus - equal to your Victories.

    -
    -
    -

    MARK

    -

    You know how to focus the attention of your allies as - you push them toward victory. You have the following - ability.

    -
    -
    MARK
    -

    You draw your allies' attention to a specific foe—with - devastating effect.

    -
      -
    • Keywords: Ranged
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 10
    • -
    • Target: 1 creature
    • -
    -

    Effect: The target is marked by you - until the start of your next turn. When attacking a - marked target, you and each of your allies gains an edge - on power rolls and deals extra damage equal to your - Reason score.

    -

    Spend 1 Focus: You mark 1 additional - creature within distance.

    -
    -
    -
    -

    SEIZE THE OPENING

    -

    Your ability to command your allies in combat grants you - the following ability.

    -
    -
    SEIZE THE OPENING
    -

    As the battle unfolds, you tell your allies exactly - when to strike!

    -
      -
    • Keywords: Ranged
    • -
    • Type: Action
    • -
    • Distance: Ranged 10
    • -
    • Target: 1 ally
    • -
    -

    Effect: The target makes a signature - attack as a free triggered action, and deals extra damage - equal to your Reason score.

    -

    Spend 5 Focus: You target two allies - instead of one.

    -
    -
    -
    -

    1ST-LEVEL DOCTRINE FEATURES

    -

    Your chosen doctrine grants you two features, as shown - on the 1st-Level Tactical Doctrine Features table.

    -
    -
    1ST-LEVEL TACTICAL DOCTRINE FEATURES
    - - - - - - - - - - - - - - - - - - - - - -
    DoctrineFeature
    VanguardImposing Attitude
    MastermindI Read Your Book!
    InsurgentCovert Operations
    -
    -
    -
    COVERT OPERATIONS
    -

    While in your presence or working according to your - plans, each of your allies gains an edge on tests with - any skill from the intrigue skill group. Additionally, - you can use the Lead skill to assist on any test made - with a skill from the intrigue skill group. At the - Director's discretion, you and your allies can use skills - from the intrigue skill group to attempt research or - reconnaissance during a negotiation instead of outside of - negotiation.

    -
    -
    -
    IMPOSING ATTITUDE
    -

    You command any room you walk into. While you are - present, each hero with you is treated as having a Renown - 2 higher than usual for the purpose of negotiations and - influencing tests. Additionally, each hero with you has a - double edge on tests made to stop combat and start a - negotiation with the other side.

    -
    -
    -
    I READ YOUR BOOK!
    -

    Your encyclopedic knowledge of the history of battle - lets you apply that knowledge to current challenges. - While you are with them, any hero treats the Discover - Lore project as one category cheaper, with projects - seeking common lore becoming free. (See Research and - Crafting in future packets for more information.)

    -

    Additionally, if you have a reasonable amount of time - before a combat encounter or negotiation, and you have at - least one clue or rumor regarding the encounter, you can - make a Reason test as a Respite activity. The following - test results apply to a combat encounter:

    -
      -
    • 11 or lower: The Director tells - you the number of creatures in the encounter.
    • -
    • 12-16: The Director tells you the - number and level of the creatures in the - encounter.
    • -
    • 17+: As 12-16 and when the - encounter begins, all enemies are surprised.
    • -
    -

    The following test results apply to a negotiation:

    -
      -
    • 11 or lower: The Director tells - you three different motivations, one of which is one of - the NPC's motivations, and the other two are not.
    • -
    • 12-16: The Director tells you one - of the NPC's motivations.
    • -
    • 17+: As 12-16 and you and your - allies gain an edge on tests made to influence NPCs - during the negotiation.
    • -
    -

    You can only make this test once for each encounter - and negotiation.

    -
    -
    -
    -

    DOCTRINE TRIGGERED ACTION

    -

    Your doctrine grants you a triggered action, as shown on - the Tactician Triggered Actions table.

    -
    -
    TACTICIAN TRIGGERED ACTIONS
    - - - - - - - - - - - - - - - - - - - - - -
    DoctrineTriggered Action
    VanguardParry
    MastermindOverwatch
    InsurgentFlank Them Now!
    -
    -
    -
    FLANK THEM NOW!
    -

    You help keep your side in motion as attacks rain down - on your foes.

    -
      -
    • Keywords: Ranged
    • -
    • Type: Triggered
    • -
    • Distance: Self or Ranged 10
    • -
    • Target: You or an ally
    • -
    • Trigger: A nontarget ally is about - to make an attack.
    • -
    -

    Effect: The target can shift up to 2 - squares before the attack resolves. After the attack - resolves, both the original attacker and the target can - shift up to 2 squares.

    -

    Spend 1 Focus: The attack deals an - extra 1d6 damage.

    -
    -
    -
    PARRY
    -

    Your quick reflexes cost an enemy the precision they - seek.

    -
      -
    • Keywords: Melee, Weapon
    • -
    • Type: Triggered
    • -
    • Distance: Self or Reach 1
    • -
    • Target: Self or 1 ally
    • -
    • Trigger: A creature makes a Weapon - attack against the target.
    • -
    -

    Effect: The attack's damage against - the target is halved.

    -

    Spend 1 Focus: The result of the - attack's power roll is treated as one tier lower before - the damage is halved. If the attack is a critical hit, - the attacker can still take an additional action.

    -
    -
    -
    OVERWATCH
    -

    Under your direction, an ally waits for just the right - moment to strike.

    -
      -
    • Keywords: Ranged
    • -
    • Type: Triggered
    • -
    • Distance: Ranged 10
    • -
    • Target: 1 enemy
    • -
    • Trigger: The target moves.
    • -
    -

    Effect: At any point during the - target's movement, one ally can make a free strike - against the target.

    -

    Spend 1 Focus: The target's speed - becomes 0 (EoT).

    -
    -
    -
    -

    FIELD ARSENAL

    -

    You have drilled with a broad array of weapons and have - developed techniques to optimize their use. Whenever you - select or change your kit, you can select an additional - martial kit and gain the benefits of both kits. (See - Kits.)

    -

    If both kits grant you the same benefit, you take one or - the other and can't change your choice until you finish a - Respite. (This usually means taking the higher of two - bonuses.) You also gain access to the signature abilities - of both kits.

    -

    For example, if you take the Shining Armor and Sniper - kits, you gain the following benefits overall:

    -
      -
    • Stamina Bonus: +12
    • -
    • Stability Bonus: +1
    • -
    • Melee Weapon Damage Bonus: - +2/+2/+2
    • -
    • Speed Bonus: +1
    • -
    • Ranged Weapon Damage Bonus: - +0/+0/+4
    • -
    • Distance Bonus: +10
    • -
    • Mobility: When an enemy ends their - turn adjacent to you, you can shift up to 2 squares as a - free triggered action.
    • -
    • You also gain the use of the Protective - Attack and Patient Shot signature - abilities.
    • -
    -

    Kit signature abilities already have their bonuses - applied. For example, you might take the Martial Artist - kit, which gives a melee weapon damage bonus of +2/+2/+2, - and the Mountain kit, which gives a melee weapon damage - bonus of +0/+0/+4. If you choose to use the Mountain kit's - damage bonus, then the Battle Grace signature ability from - the Martial Artist kit would reduce its damage by −2/−2/−2, - as it loses the bonus from the Martial Artist kit. It then - gains the +0/+0/+4 of the Mountain kit, to deal damage of - 3/7/14 for its tier 1, tier 2, and tier 3 results.

    -
    -
    -

    TACTICIAN ABILITIES

    -

    You are a formidable combatant in your own right, but - your greatest strength in battle is the ability to make - your allies even more formidable. You know a range of - abilities that shape the scope of your control of the - battlefield.

    -
    -
    KIT SIGNATURE ABILITY
    -

    Your additional kit from your Field Arsenal feature - grants you a second signature ability. Signature - abilities can be used at will.

    -
    -
    -
    HEROIC ABILITIES
    -

    Your heroic abilities cover a range of combat tactics, - all of which require focus to use them.

    -
    -
    -
    3-FOCUS ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 3 focus to use.

    -
    -
    BATTLE CRY (3 FOCUS)
    -

    Hearing your shout of triumph fills your allies with - combat fervor.

    -
      -
    • Keywords: Ranged
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 10
    • -
    • Target: Up to three allies
    • -
    -

    Effect: Each target gains an edge - on the next attack or resistance roll they make before - the end of the encounter.

    -
    -
    -
    DAZING BLOW (3 FOCUS)
    -

    Your precise strike leaves your foe struggling to - respond.

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach or Ranged 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 6 damage; slowed (EoT)
    • -
    • 12–16: 8 damage; dazed (EoT)
    • -
    • 17+: 13 damage; dazed (EoE)
    • -
    -
    -
    -
    INSPIRING STRIKE (3 FOCUS)
    -

    You hit a foe so hard that it gets your allies back - in the fight.

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1 or Ranged - 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 6 damage; you or an ally within 10 - can spend a Recovery
    • -
    • 12–16: 8 damage; you or an ally within 10 can - spend a Recovery
    • -
    • 17+: 13 damage; you or an ally within 10 can - spend a Recovery, and each of you gains an edge on - the next attack they make this encounter
    • -
    -
    -
    -
    PHALANX FORWARD! (3 FOCUS)
    -

    On your command, you and your allies force back the - enemy line.

    -
      -
    • Keywords: Ranged, Weapon
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 10
    • -
    • Target: Self and all allies
    • -
    -

    Effect: Each target can move their - speed, push an adjacent enemy 1 square at the end of - that move, and shift 1 square into the square the enemy - left.

    -
    -
    -
    -
    5-FOCUS ABILITIES
    -

    Choose one heroic ability from the following options, - each of which costs 5 focus to use.

    -
    -
    HAMMER AND ANVIL (5 FOCUS)
    -

    Your attack is your allies' signal to strike!

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1 or Ranged - 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 7 damage; an ally within 10 can make - a signature attack against the target as a free - triggered action
    • -
    • 12–16: 10 damage; an ally within 10 can make a - signature attack with an edge against the target as a - free triggered action
    • -
    • 17+: 16 damage; two allies within 10 can each - make a signature attack with an edge against the - target as a free triggered action
    • -
    -

    Effect: If an attack is left to be - resolved and the target was reduced to 0 Stamina, the - attacker can pick a different target.

    -
    -
    -
    NOW! (5 FOCUS)
    -

    Your allies wait for your command—then unleash - death!

    -
      -
    • Keywords: Ranged
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 5
    • -
    • Target: All allies
    • -
    -

    Effect: Each target can make a free - strike.

    -
    -
    -
    THEIR WEAKNESS IS OUR STRENGTH (5 FOCUS)
    -

    Leaving your foe struggling gives your allies a - strategic opening.

    -
      -
    • Keywords: Attack, Melee, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1 or Ranged - 5
    • -
    • Target: 1 creature or - object
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 7 damage; weakened (EoT)
    • -
    • 12–16: 10 damage; weakened (EoT)
    • -
    • 17+: 16 damage; weakened (EoE)
    • -
    -

    Effect: The target is marked (EoE). - Each of your allies can spend a Recovery the first time - they attack any target you've marked before the start - of your next turn.

    -
    -
    -
    THIS IS WHAT WE PLANNED FOR (5 FOCUS)
    -

    A quick signal from you gives your allies a chance - to turn the tide of battle.

    -
      -
    • Keywords: Ranged
    • -
    • Type: Maneuver
    • -
    • Distance: Ranged 10
    • -
    • Target: 2 allies
    • -
    -

    Effect: Each target who hasn't - acted yet this round can take their turn in any order - immediately after yours.

    -
    -
    -
    -
    -
    -
    -

    KITS

    -

    (Playtest note: This is not all the kits we imagine will be - available in the game, but just a sampling. There might be more - implement and weapon categories too.)

    -

    The knight in shining armor. The warrior priest. The hermit - mage. As you build your character, you can tap into these and - many more archetypal concepts using kits. A kit is a - combination of weapons, armor, implements, and fighting and - spellcasting techniques that lets you personalize your - character for battle.

    -

    The game features two types of kits. A hero can take any - kit, but some kits are better suited to specific classes.

    - -
    -

    CHANGING YOUR KIT

    -

    Your choice of kit is always flexible, and your character - is never locked into a specific kit. If you want to change - your kit, you can do so as a respite activity (see - Respite).

    -
    -
    -

    KIT EQUIPMENT

    -

    Each kit includes an armor entry. Martial kits also have a - weapons entry, and caster kits have an implement entry. It's - important to know what equipment a kit uses, because that - informs your hero's appearance and story. It also determines - the type of treasures they can wield.

    -

    The description of gear in your kit is limited to broad - categories, leaving you free to decide the specifics that - best align with your vision of the character. For instance, - the Guisarmier kit provides medium armor and a polearm. One - player using this kit could wear heavy layers of hide and - wield a longspear, while another might wear a shining - breastplate and carry a halberd into battle.

    -

    The equipment categories your kit gives you are part of - what affects the math behind your kit's benefits, alongside - the fighting techniques each kit provides.

    -
    -

    CUSTOMIZING EQUIPMENT APPEARANCES

    -

    You should absolutely feel free to describe your - equipment in a way that makes sense for the story of your - game and hero. For instance, if your hero uses a weapon in - the whip category as part of their kit, they could use a - leather whip, a spiked chain, or a dagger tied to a knotted - rope. A hero who wears heavy armor might wear a suit of - chain mail, plate armor, or heavy wooden planks tied - together. Your choices for equipment aren't limited just to - the examples in this book.

    -
    -
    -

    KIT ARMOR CATEGORIES

    -

    Each kit has an armor category that indicates the kind - of protection you have while using the kit.

    -
      -
    • None: If a kit has no armor, you can - wear whatever clothing you like! Robes, a fashionable - tunic and pants, or just a loincloth—it's totally up to - you.
    • -
    • Light Armor: If a kit features light - armor, you might wear padded cloth, leather armor, or - even a chain shirt.
    • -
    • Medium Armor: If a kit has medium - armor, you might wear layers of thick hides, a - breastplate, or armor made of metal scales.
    • -
    • Heavy Armor: If a kit has heavy - armor, then you're likely wearing metal from head to toe. - Chain mail, ring mail, and suits of plate armor protect - you better than any other mundane protection.
    • -
    • Shield: If a kit has a shield, then - you wield a shield that can be any shape and made of any - mundane material you like. The best shields have a sweet - insignia on them, so start thinking about yours!
    • -
    -
    -
    -

    KIT WEAPON CATEGORIES

    -

    Each martial kit has a weapon category that indicates - the types of weapons you wield while using the kit. You can - use any ability with the Weapon keyword even if your kit - doesn't have a weapon, but you don't get to apply your - kit's bonuses to that ability.

    -
    -
    NONE
    -

    If a kit uses no weapons, then you don't wield any - weapons effectively, not even your own fists and - feet.

    -
    -
    -
    BOW
    -

    Bows cover any weapon used to fire an arrow or bolt - projectile. This includes crossbows, longbows, and - shortbows. You don't need to track mundane ammunition for - these weapons, unless the Director says otherwise.

    -
    -
    -
    ENSNARING WEAPON
    -

    Ensnaring weapons include bolas, nets, and other - weapons made to capture an enemy and hold them in - place.

    -
    -
    -
    HEAVY WEAPON
    -

    Heavy weapons are two-handed melee weapons with - weighty bladed or bludgeoning heads, made to seriously - harm or kill enemies in a single mighty blow. - Greatswords, greataxes, mauls, and morningstars are all - examples of heavy weapons.

    -
    -
    -
    LIGHT WEAPON
    -

    Light weapons are one-handed melee weapons that can be - used to make several strikes in rapid succession. Many - such weapons can be thrown or used as an off-hand - defensive weapon. Daggers, shortswords, rapiers, and - throwing hammers are typical light weapons.

    -

    If your kit uses a light weapon, you can wield two - light weapons at a time.

    -
    -
    -
    MEDIUM WEAPON
    -

    Medium weapons are one-handed melee weapons that can - be carried into battle while leaving one hand free, or - while using that hand to hold a shield or implement. - Battleaxes, clubs, longswords, and warhammers are medium - weapons.

    -
    -
    -
    POLEARM
    -

    Polearms are two-handed melee weapons with long hafts - that increase the wielder's reach. They include glaives, - halberds, longspears, and quarterstaffs.

    -
    -
    -
    UNARMED STRIKE
    -

    Any kit that uses unarmed strikes allows you to use - your body as a weapon. Punches, kicks, eye gouges, and - the like are your forte.

    -
    -
    -
    WHIP
    -

    Whip weapons include the standard whip, but also - include spiked chains, flails, and any similarly long and - flexible melee weapon.

    -
    -
    -
    IMPROVISED WEAPONS
    -
    -

    Improvised weapons include rocks, bottles, plates, - furniture, and anything else you pick up that can be - bashed, hurled, or stabbed into an enemy. As well, any - weapons that aren't part of your kit count as - improvised weapons for you. If you're not using a kit - with unarmed strikes, then your feet and fists are - improvised weapons.

    -

    Improvised weapons can be used to make attacks with - the Weapon keyword that you gain from your class, - though not from your kit. They add no special bonuses - from your kit to the attack. Many melee-focused heroes - choose a kit that maximizes their melee capabilities, - then make ranged free strikes with improvised - weapons.

    -
    -
    -
    -
    -

    KIT IMPLEMENT MATERIALS

    -

    Caster kits have an implement that enhances and focuses - a hero's magic abilities. Even a creature who doesn't use - magic abilities can eke a bit of power from an implement by - using the proper spellcasting style and techniques. Each - material can boost some of a caster's magic abilities, but - also focuses on improving a specific aspect of their magic. - Your implement might be an amulet or a book of - incantations, a holy symbol, orb, rod, staff, or wand, or - any other similar item that you touch while using your - abilities. The exact look of an implement is for you to - decide.

    -

    Each material that can be used to create an implement - (such as bone, crystal, or metal) enhances a different - aspect of your fighting style and magical abilities. The - materials used to create your implement are determined by - your kit, but you choose how much they factor into the - implement's visual design. For example, a hero with the - Frigid kit wields an implement made of crystal. This could - be a crystal-tipped cane, rod, staff, or wand, or it could - be a tome with a large crystal embedded in the cover. You - can also include other materials in your implement, though - they have no effect on your kit's bonuses.

    -

    You can use any ability with the Magic keyword even if - your kit doesn't have an implement, but you don't get to - apply your kit's bonuses to that ability.

    -
    -
    BONE
    -

    Implements made from bone siphon the residual energy - of your magic abilities to create or enhance a protective - ward around you.

    -
    -
    -
    CRYSTAL
    -

    Crystal implements spread the energy of magic - abilities that create areas of effect to send their power - farther.

    -
    -
    -
    GLASS
    -

    While wielding a glass implement, your magic abilities - are drawn into your body, giving you the gift of alacrity - to increase your speed.

    -
    -
    -
    METAL
    -

    When supernatural force flows through metal, that - force's ability to harm is enhanced. Metal implements - increase the damage you deal with magic abilities.

    -
    -
    -
    STONE
    -

    When you wield a stone implement, you absorb the - metaphysical weight of your magic abilities, increasing - your stability.

    -
    -
    -
    WOOD
    -

    Wood implements catapult magic energy that travels - through them, increasing the range of your supernatural - abilities.

    -
    -
    -
    -

    KITS AND TREASURES

    -

    When you find a supernatural item such as a magic sword, - you can use the item as long as it matches one of your - kit's equipment categories. A Blade of Quintessence is a - medium weapon, so you can use it with the Ranger or Shining - Armor kits. However, you can't use it with the Cloak and - Dagger or Spellslinger kits because those kits don't use - medium weapons, meaning you haven't done the necessary - preparations to use the weapon effectively. You can still - swing a Blade of Quintessence around, but you don't get any - of its bonuses or benefits.

    -

    If you find a piece of equipment you really want to use - that isn't part of your kit, you can always change your kit - as a respite activity.

    -
    -
    -
    -

    KIT BONUSES AND TRAITS

    -

    Taking a martial kit can increase your Stamina, speed, and - stability, as well as the damage, distance, and reach of your - weapon abilities. Caster kits can increase your Stamina, - speed, and stability, as well as the damage, distance, and - area of your magical abilities. Kit bonuses are applied to - free strikes.

    -
    -

    STAMINA BONUS

    -

    Your kit's Stamina bonus is added to your Stamina - maximum.

    -
    -
    -

    SPEED BONUS

    -

    Your kit's speed bonus is added to your speed.

    -
    -
    -

    STABILITY BONUS

    -

    Your kit's stability bonus is added to your - stability.

    -
    -
    -

    DAMAGE BONUSES

    -

    Martial and caster kits can grant you a bonus to damage - with certain types of abilities.

    -
    -
    MELEE WEAPON DAMAGE BONUS
    -

    Martial kits can have a melee weapon damage bonus. - This bonus is added to abilities with the Melee and - Weapon keywords that deal damage.

    -
    -
    -
    RANGED WEAPON DAMAGE BONUS
    -

    Martial kits can have a ranged weapon damage bonus. - This bonus is added to abilities with the Ranged and - Weapon keywords that deal damage.

    -
    -
    -
    MAGICAL DAMAGE BONUS
    -

    Caster kits can have a magical damage bonus. This - bonus is added to magic abilities that deal damage.

    -
    -
    -
    BONUSES ACROSS TIERS
    -

    Kit damage bonuses are presented as “+X/+Y/+Z.” The X - bonus is added to qualifying tier 1 power roll results, - the Y bonus is added to qualifying tier 2 power roll - results, and the Z bonus is added to qualifying tier 3 - power roll results.

    -

    For example, the Shining Armor Kit has a +2/+2/+2 - melee weapon damage bonus, increasing the damage of your - abilities with the Melee and Weapon keywords across all - tier results. The Dancer kit has a +0/+1/+2 magic damage - bonus, having no effect on tier 1 results, increasing the - damage of tier 2 results by 1, and increasing the damage - of tier 3 results by 2 for your magic abilities.

    -
    -
    -
    -

    DISTANCE BONUS

    -

    If you have a martial kit, its distance bonus increases - the distance of your abilities with the Ranged and Weapon - keywords.

    -

    If you have a caster kit, its distance bonus increases - the distance of your abilities with the Magic and Ranged - keywords.

    -

    A distance bonus doesn't increase the size of any - ability's area of effect.

    -
    -
    -

    REACH BONUS

    -

    Your kit's reach bonus is added to the reach of your - melee weapon attacks.

    -
    -
    -

    AREA BONUS

    -

    Some caster kits have an area bonus. For all areas - except walls, the bonus is added to all dimensions of any - area of effect created by your magic abilities. For walls, - the bonus is added to the number of squares the wall can - create.

    -

    For example, the conduit's Thunder of the Divine ability - has a 4-cube area of effect, so an area bonus of +1 - increases the ability's area of effect to a 5-cube.

    -
    -
    -

    MOBILITY

    -

    Some martial kits grant you the Mobility trait. With - this trait, when an enemy ends their turn adjacent to you, - you can shift up to 2 squares as a free triggered - action.

    -
    -
    -
    -

    KIT SIGNATURE ABILITY

    -

    Each kit grants you a signature ability, which already - includes the kit's bonuses.

    -
    -
    -

    KIT WARDS

    -

    Each caster kit grants you a ward that is active as long - as you are alive and not unconscious. This ward protects you - from harm and can hinder your foes. The narrative details of - how this ward manifests are up to you. A ward might be - something anyone can notice, such as a glimmering field of - energy that always surrounds you. Or it might be hidden from - the senses of others until combat begins.

    -
    -

    OPTIONAL RULE: LOSING EQUIPMENT

    -
    -

    The rules of the game expect that heroes always have - access to their equipment. However, there may be times - where your group wants to tell a story of heroes who are - captured and stripped of their equipment or who find - themselves at a masquerade where weapons need to be - checked at the door. For those sorts of scenarios, you - can use the following rules:

    -
      -
    • If your kit has armor and you aren't wearing or - wielding it, then you lose your kit's bonuses to - Stamina and stability. If you lose your shield but keep - the rest of your armor, your Stamina decreases by 3. As - long as you are carrying your shield, you don't lose - its bonus to Stamina, even if you aren't actively - wielding it.
    • -
    • If your kit has a medium or heavy weapon that you - aren't wielding, you lose the kit's melee damage - bonus.
    • -
    • If your kit has a light weapon that you aren't - wielding, you lose the kit's melee damage, ranged - damage, and distance bonus.
    • -
    • If your kit has a reach weapon or whip that you - aren't wielding, you lose the kit's melee damage and - reach bonus.
    • -
    • If your kit has an ensnaring weapon that you aren't - wielding, you lose the kit's signature ability.
    • -
    • If your kit has an implement that you aren't - wielding, you lose the kit's speed, stability, - distance, area, damage bonus, and ward.
    • -
    -
    -
    -
    -
    -

    MARTIAL KITS

    -

    This section details a number of martial kits, whose - bonuses and benefits are summarized in the Martial Kits - table.

    -
    -

    CLOAK AND DAGGER

    -

    Providing throwable light weapons and light armor easily - concealed by a cloak to confuse your enemies, the Cloak and - Dagger kit makes you more mobile while providing a boost to - your effectiveness at range and to your damage. This kit is - good for a hero who wants to be able to move all over the - battlefield while keeping their options open for using - short-range attacks.

    -
    -
    EQUIPMENT
    -

    You wear light armor and wield one or two light - weapons.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +2
    • -
    • Melee Weapon Damage Bonus: +1/+1/+1
    • -
    • Ranged Weapon Damage Bonus: +1/+1/+1
    • -
    • Weapon Distance Bonus: +5
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Fade A stab, and a few quick, careful - steps back.

    -

    Keywords: Attack, Melee, Ranged, - Weapon

    -

    Type: Action

    -

    Distance: Reach 1 or range 10

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage; you shift 1 square
    • -
    • 12–16: 9 damage; you shift up to 2 squares
    • -
    • 17+: 13 damage; you shift up to 3 squares
    • -
    -
    -
    -
    -

    GUISARMIER

    -

    The Guisarmier kit is for those who want to use a - polearm for extended reach and still gain the extra - protection of armor. This is the kit that allows you to - become the ultimate halberd, longspear, or glaive - fighter.

    -
    -
    EQUIPMENT
    -

    You wear medium armor and wield a polearm.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +6
    • -
    • Stability Bonus: +1
    • -
    • Melee Weapon Damage Bonus: +2/+2/+2
    • -
    • Reach Bonus: +1
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Forward Thrust, Backward Smash In - your hands, the haft is as good as the head.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 2

    -

    Target: 2 creatures or objects

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 6 damage
    • -
    • 17+: 8 damage
    • -
    -
    -
    -
    -

    MARTIAL ARTIST

    -

    If you want to be fast in a fight, then Martial Artist - is the kit for you. Unencumbered by weapons or armor, this - fighting style rewards quick, focused unarmed strikes to - opponents, and allows you to be the ultimate - skirmisher.

    -
    -
    EQUIPMENT
    -

    You wear no armor and wield only your unarmed - strikes.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +3
    • -
    • Melee Weapon Damage Bonus: +2/+2/+2
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Battle Grace You feint to move your - enemies into perfect position.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 1

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 5 damage
    • -
    • 12–16: 9 damage; you swap places with the - target
    • -
    • 17+: 12 damage; you swap places with the target, - then slide the target 2 squares
    • -
    -

    Effect: If you roll a 12 or better - and can't swap places with the target because one or both - of you is too big to fit into the swapped space, you both - remain in your original spaces and the target takes 2 - extra damage.

    -
    -
    -
    -

    MOUNTAIN

    -

    The Mountain kit does exactly what it says on the tin. - You don heavy armor and a heavy weapon to stand strong - against your foes, quickly demolishing them when it's your - turn to attack.

    -
    -
    EQUIPMENT
    -

    You wear heavy armor and wield a heavy weapon.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +9
    • -
    • Stability Bonus: +2
    • -
    • Melee Weapon Damage Bonus: +0/+0/+4
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Pain for Pain An enemy who tagged you - will pay for that.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 1

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 8 damage
    • -
    • 17+: 16 damage
    • -
    -

    Effect: If the target dealt damage to - you since the end of your last turn, this attack gains an - edge.

    -
    -
    -
    -

    PANTHER

    -

    If you want a good balance of protection, speed, and - damage, the Panther kit is for you. This kit increases your - Stamina not by wearing armor, but through the focused - battle preparation of body and mind, letting you be fast - and mobile while swinging a heavy weapon at your foes.

    -
    -
    EQUIPMENT
    -

    You wear no armor and wield a heavy weapon.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +6
    • -
    • Speed Bonus: +1
    • -
    • Stability Bonus: +1
    • -
    • Melee Weapon Damage Bonus: +0/+0/+4
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Devastating Rush The faster you move, - the harder you hit.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 1

    -

    Target: 1 creature or object

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 8 damage
    • -
    • 17+: 16 damage
    • -
    -

    Effect: You can move up to 3 squares - straight toward the target before this attack. You deal - extra damage equal to the distance moved this way.

    -
    -
    -
    -

    PUGILIST

    -

    Meant for brawlers and boxers, the Pugilist kit gives - you access to a melee fighting style that boosts your - Stamina and damage while allowing you to float like a - butterfly. If you want to be a tough, strong hero who doles - out punishment with your fists, then this kit is for - you.

    -
    -
    EQUIPMENT
    -

    You wear no armor and wield only your unarmed - strikes.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +6
    • -
    • Speed Bonus: +2
    • -
    • Stability Bonus: +1
    • -
    • Melee Weapon Damage Bonus: +1/+1/+1
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Let's Dance Keeping your enemies - stumbling around the battlefield is second nature to - you.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 1

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 9 damage; slide 1
    • -
    • 17+: 13 damage; slide 2
    • -
    -

    Effect: You can shift into any square - your target leaves after you slide them.

    -
    -
    -
    -

    RAIDER

    -

    The Raider kit keeps you protected while granting you - full mobility, providing a boost to speed and distance that - lets you run around the battlefield like a Viking - warrior.

    -
    -
    EQUIPMENT
    -

    You wear medium armor and wield a shield and a light - weapon.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +9
    • -
    • Speed Bonus: +1
    • -
    • Melee Weapon Damage Bonus: +1/+1/+1
    • -
    • Weapon Distance Bonus: +5
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Shield Bash In your hands, a shield - isn't just for protection.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 1

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage; push 1
    • -
    • 12–16: 8 damage; push 2
    • -
    • 17+: 11 damage; push 3; prone if the target is your - size or smaller
    • -
    -
    -
    -
    -

    RANGER

    -

    The Ranger kit outfits you with light armor and several - weapons, letting you easily switch between using a melee - weapon and a bow. This kit provides a good balance of - bonuses to Stamina, speed, damage, and range to create a - hero who is a jack-of-all-trades.

    -
    -
    EQUIPMENT
    -

    You wear medium armor and wield a medium weapon and a - bow.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +6
    • -
    • Speed Bonus: +1
    • -
    • Melee Weapon Damage Bonus: +1/+1/+1
    • -
    • Ranged Weapon Damage Bonus: +1/+1/+1
    • -
    • Weapon Distance Bonus: +5
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Hamstring Shot A well-placed shot - leaves your enemy struggling to move.

    -

    Keywords: Attack, Ranged, Weapon

    -

    Type: Action

    -

    Distance: Ranged 10

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 7 damage; slowed (EoT)
    • -
    • 17+: 10 damage; slowed (EoE)
    • -
    -
    -
    -
    -

    RAPID-FIRE

    -

    The Rapid-Fire kit is for archers who want to deal - maximum damage by shooting as many arrows as possible into - nearby enemies. With this kit, your fighting technique - focuses on peppering foes at medium range.

    -
    -
    EQUIPMENT
    -

    You wear light armor and wield a bow.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +1
    • -
    • Ranged Weapon Damage Bonus: +2/+2/+2
    • -
    • Weapon Distance Bonus: +7
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Two Shot When you fire two arrows - back to back, both hit their mark.

    -

    Keywords: Attack, Ranged, Weapon

    -

    Type: Action

    -

    Distance: Ranged 12

    -

    Target: 2 creatures or objects

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 6 damage
    • -
    • 17+: 7 damage
    • -
    -
    -
    -
    -

    RETIARIUS

    -

    The retiarius is often depicted as a lightly armored - warrior with a net in one hand and a trident in the other, - and this kit gives you the equipment and fighting technique - to make that happen. Tie up your foe with a net and then - poke them to death!

    -
    -
    EQUIPMENT
    -

    You wear light armor, and wield a polearm and several - ensnaring weapons.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +1
    • -
    • Melee Weapon Damage Bonus: +2/+2/+2
    • -
    • Reach Bonus: +1
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Net and Stab The well-thrown net that - follows your main attack leaves your foes right where you - want them.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 2

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 7 damage; slowed (EoT)
    • -
    • 17+: 10 damage; restrained (EoT)
    • -
    -
    -
    -
    -

    SHINING ARMOR

    -

    The Shining Armor kit provides the most protection a kit - can afford, providing you with the sword, shield, and armor - necessary to play the prototypical knight.

    -
    -
    EQUIPMENT
    -

    You wear heavy armor and wield a shield and a medium - weapon.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +12
    • -
    • Stability Bonus: +1
    • -
    • Melee Weapon Damage Bonus: +2/+2/+2
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Protective Attack The strength of - your assault makes it impossible for your foe to ignore - you.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 1

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 5 damage; taunted (EoT)
    • -
    • 12–16: 9 damage; taunted (EoT)
    • -
    • 17+: 12 damage; taunted (EoT)
    • -
    -
    -
    -
    -

    SNIPER

    -

    The Sniper kit gives you the tools and techniques to - take down enemies from afar. This kit can help you become - the archer who lurks behind trees or down tunnels, picking - off enemies with a bow or crossbow as they approach.

    -
    -
    EQUIPMENT
    -

    You wear no armor and wield a bow.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Speed Bonus: +1
    • -
    • Ranged Weapon Damage Bonus: +0/+0/+4
    • -
    • Weapon Distance Bonus: +10
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Patient Shot Breathe… aim… wait… then - strike!

    -

    Keywords: Attack, Ranged, Weapon

    -

    Type: Action

    -

    Distance: Ranged 15

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 7 damage
    • -
    • 17+: 14 damage
    • -
    -

    Effect: If you don't take a move - action this turn, you gain an edge on this attack.

    -
    -
    -
    -

    STICK AND ROBE

    -

    Armed with a simple reach weapon, often a quarterstaff, - heroes using the Stick and Robe kit are highly mobile - thanks to their light armor. This allows them to make - maximum use of their weapon's length.

    -
    -
    EQUIPMENT
    -

    You wear light armor and wield a polearm.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +2
    • -
    • Melee Weapon Damage Bonus: +1/+1/+1
    • -
    • Reach Bonus: +1
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Where I Want You When your stick - speaks, your enemy moves.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 2

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 8 damage; slide 1
    • -
    • 17+: 11 damage; slide 3
    • -
    -
    -
    -
    -

    SWASHBUCKLER

    -

    If you want to be mobile and deal a lot of damage with - melee attacks, then you should reach for the Swashbuckler - kit. This is a great kit for heroes who want to be master - duelists.

    -
    -
    EQUIPMENT
    -

    You wear light armor and wield a medium weapon.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Speed Bonus: +3
    • -
    • Melee Weapon Damage Bonus: +2/+2/+2
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Fancy Footwork All combat is a - dance—and you'll be the one leading.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 1

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 5 damage
    • -
    • 12–16: 10 damage; push 1
    • -
    • 17+: 14 damage; push 2
    • -
    -

    Effect: You can shift into any square - your target leaves after you force move them with this - ability.

    -
    -
    -
    -

    WHIRLWIND

    -

    The Whirlwind kit makes effective use of whips, granting - you mobility, damage, and reach. If you want to be a mobile - warrior who uses a chain or whip, then this is the kit for - you.

    -
    -
    EQUIPMENT
    -

    You wear no armor and wield a whip.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Speed Bonus: +3
    • -
    • Melee Weapon Damage Bonus: +1/+1/+1
    • -
    • Reach Bonus: +1
    • -
    • Mobility: When an enemy ends their turn adjacent to - you, you can shift up to 2 squares as a free triggered - action.
    • -
    -
    -
    -
    SIGNATURE ABILITY
    -

    Extension of My Arm When you draw - your whip back after an attack, your enemy comes ever - closer.

    -

    Keywords: Attack, Melee, Weapon

    -

    Type: Action

    -

    Distance: Reach 3

    -

    Target: 1 creature

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 4 damage
    • -
    • 12–16: 8 damage; pull 1
    • -
    • 17+: 11 damage; pull 2
    • -
    -
    -
    -
    -

    MARTIAL KITS TABLE

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    KitArmorWeaponStaminaSpeedStabilityMelee DamageRanged DamageWeapon DistanceReachMobility
    Cloak and DaggerLightLight+3+2+1/+1/+1+1/+1/+1+5Yes
    GuisarmierMediumPolearm+6+1+2/+2/+2+1
    Martial ArtistNoneUnarmed Strike+3+3+2/+2/+2Yes
    MountainHeavyHeavy+9+2+0/+0/+4
    PantherNoneHeavy+6+1+1+0/+0/+4
    PugilistNoneUnarmed Strike+6+2+1+1/+1/+1
    RaiderMedium, ShieldLight+9+1+1/+1/+1+5Yes
    RangerMediumMedium, Bow+6+1+1/+1/+1+1/+1/+1+5Yes
    Rapid-FireLightBow+3+1+2/+2/+2+7Yes
    RetiariusLightPolearm, Ensnaring+3+1+2/+2/+2+1Yes
    Shining ArmorHeavy, ShieldMedium+12+1+2/+2/+2
    SniperNoneBow+1+0/+0/+4+10Yes
    Stick and RobeLightPolearm+3+2+1/+1/+1+1Yes
    SwashbucklerLightMedium+3+3+2/+2/+2Yes
    WhirlwindNoneWhip+3+1/+1/+1+1Yes
    -
    -
    -
    -

    CASTER KITS

    -

    This section details a number of caster kits, whose - bonuses and benefits are summarized in the Caster Kits - table.

    -
    -

    BLOODPACT

    -

    Sometimes you need a direct line to your heart to get - the most of your magic. The Bloodpact kit trades your blood - or lifeforce for more power and heightened casting. With - careful control of your natural resources (or borrowing - someone else's), you can take care of business before - succumbing to your own hubris. While using this kit, the - smell of blood becomes super intense to your senses.

    -
    -
    EQUIPMENT
    -

    You wield an implement of metal, such as a tome or a - crown.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +6
    • -
    • Magic Damage Bonus: +2/+2/+2
    • -
    • Magic Distance Bonus: +5
    • -
    -
    -
    -
    SIGNATURE ABILITY: DRAIN
    -

    You drain the energy from your target and revitalize - your senses.

    -

    Keywords: Attack, Magic, Melee

    -

    Type: Action

    -

    Distance: Reach

    -

    Target: 1 creature

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 5 corruption damage
    • -
    • 12-16: 10 corruption damage
    • -
    • 17+: 14 corruption damage; you can spend 1 recovery - to regain Stamina
    • -
    -
    -
    -
    KIT WARD: BLOOD WARD
    -

    The blood ward is a large projection of your heart - that magnifies the sound of your heartbeat. Whenever an - ability lets you spend a Recovery, you can forgo - regaining Stamina to instead increase your speed by 2 and - have your abilities deal 2 extra corruption damage until - the end of the encounter instead.

    -
    -
    -
    -

    DANCER

    -

    The Dancer kit forgoes nearly all equipment in exchange - for speed, letting you rely purely on kinetic energy to - channel your power. The more you move, the more others may - want to move with you. Select this kit when your party - regularly needs to close the distance on your enemies. - While you use this kit, your heartbeat becomes an audible - metronome.

    -
    -
    EQUIPMENT
    -

    You don a tiny implement of glass such as a pendant or - an anklet.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Speed Bonus: +2
    • -
    • Magic Damage Bonus: +0/+1/+2
    • -
    -
    -
    -
    SIGNATURE ABILITY: TARANTELLA VOLLEY
    -

    Visible energy sparks off you to wash across a nearby - foe, who you invite to dance with you.

    -

    Keywords: Attack, Magic, Melee

    -

    Type: Action

    -

    Distance: Reach 2

    -

    Target: 1 creature or object

    -

    Power Roll + Agility, Intuition, or - Presence:

    -
      -
    • 11 or lower: 2 damage
    • -
    • 12–16: 7 damage; you swap places with the - target
    • -
    • 17+: 11 damage; you swap places with the target, - and a hero within distance can shift up to 2 - squares
    • -
    -

    Effect: If you roll a 12 or better - and can't swap places with the target because one or both - of you is too big to fit into the swapped space, you both - remain in your original spaces and the target takes 2 - extra damage.

    -
    -
    -
    KIT WARD: WALTZING WARD
    -

    Your ward surrounds you with a soft, enchanting melody - whose volume you control, and grants you the following - benefits:

    -
      -
    • Whenever an enemy ends their turn adjacent to you, - you can shift 2 squares as a free triggered - action.
    • -
    • Whenever a creature damages you with a melee - ability, you can slide them a number of squares equal - to your highest characteristic score.
    • -
    -
    -
    -
    -

    FRIGID

    -

    The Frigid kit is for heroes who want to tap into the - power of arcane blizzards and magical cold. Armed only with - an implement of crystal, you can create bursts of ice and - protect yourself with frigid winds. When you meditate to - prepare this kit, others notice the area around you - becoming slightly cooler.

    -
    -
    EQUIPMENT
    -

    You wield an implement of crystal, such as a staff or - a wand.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +3
    • -
    • Magic Distance Bonus: +7
    • -
    • Magic Area Bonus: +1
    • -
    -
    -
    -
    SIGNATURE ABILITY: FROZEN EXPLOSION
    -

    You unleash a blast of frigid air to freeze and hinder - your foes.

    -

    Keywords: Area, Magic, Ranged

    -

    Type: Action

    -

    Distance: 3 cube within 12

    -

    Target: All enemies

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 2 cold damage
    • -
    • 12–16: 3 cold damage; slowed (EoT)
    • -
    • 17+: 4 cold damage; slowed (EoE)
    • -
    -
    -
    -
    KIT WARD: ICE ARMOR
    -

    Your ward covers your body in ice, and grants you the - following benefits:

    -
      -
    • You have cold immunity and fire immunity equal to - your highest characteristic score.
    • -
    • When a creature damages you with a melee ability, - they take cold damage equal to your highest - characteristic score.
    • -
    -
    -
    -
    -

    MEDITATOR

    -

    The Meditator kit allows you to wield magic hardened by - experience and isolation. Your spirit visibly extends - beyond your physical form in the form of moss, spores, and - pulsing aura of light. While using this kit, you tend to - skip meals and ignore inclement weather.

    -
    -
    EQUIPMENT
    -

    You wear light armor and wield an implement of bone - such as a staff or a skull.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +9
    • -
    • Speed Bonus: +1
    • -
    -
    -
    -
    SIGNATURE ABILITY: BOUNTIFUL DECAY
    -

    Your curse causes a foe's flesh to rot off as spores - that aid your allies.

    -

    Keywords: Attack, Magic, Ranged

    -

    Type: Action

    -

    Distance: Ranged 5

    -

    Target: 1 creature

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 2 corruption damage; a hero within - distance can make a resistance roll to end an - effect
    • -
    • 12–16: 6 corruption damage; a hero within distance - can make a resistance roll to end an effect
    • -
    • 17+: 9 corruption damage; a hero within distance - who is affected by an “(EoT)” or “(resistance ends)” - effect has the effect end
    • -
    -
    -
    -
    KIT WARD: SPIRIT WARD
    -

    Your spirit overflows and warms the area around you. - It grants you the following benefits:

    -
      -
    • You gain an edge on resistance rolls.
    • -
    • Whenever an enemy damages you with a melee ability, - you deal corruption damage to that enemy equal to your - highest characteristic score.
    • -
    -
    -
    -
    -

    MISSILE

    -

    The Missile kit allows you to throw your implement at - your foes, then recall it back to you. Enemies impacted by - this concentration of magic are left reeling while you - stand safely out of their reach. When you use this kit, - your competitive nature is more pronounced, and you wield - your implement recklessly.

    -
    -
    EQUIPMENT
    -

    You wield an implement of wood such as an orb or a - hooked rod.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Magic Damage Bonus: +0/+1/+2
    • -
    • Magic Distance Bonus: +10
    • -
    -
    -
    -
    SIGNATURE ABILITY: SPIKE!
    -

    You lob your implement at high speed toward your - opponent, unleashing a chaotic flare of magic.

    -

    Keywords: Attack, Magic, Ranged

    -

    Type: Action

    -

    Distance: Ranged 15

    -

    Target: 1 creature or object

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 2 fire damage
    • -
    • 12–16: 8 cold damage
    • -
    • 17+: 11 lightning damage
    • -
    -

    Effect: If your Magic Eye Ward is - locked onto the target, you can target them with this - ability regardless of the distance as long as you have - line of effect to them, and this ability deals additional - damage equal to your highest characteristic.

    -
    -
    -
    KIT WARD: MAGIC EYE WARD
    -

    Your ward wraps itself around your head and shields - your eyes, granting you the following benefits:

    -
      -
    • You have Ranged immunity equal to your highest - characteristic score.
    • -
    • Whenever an enemy within 15 squares of you damages - you with a ranged ability, your ward locks onto them - until the end of the encounter.
    • -
    -
    -
    -
    -

    NATURE CALLING

    -

    The Nature Calling kit allows you to tap into the - magical forces of nature. You wield an implement of stone - so that your feet stand firm on the earth and your magic - can be carried by the wind. While using this kit, you can - faintly hear the whispers of the land around you.

    -
    -
    EQUIPMENT
    -

    You wield an implement of stone, such as a club or a - crown.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stability Bonus: +2
    • -
    • Magic Distance Bonus: +7
    • -
    -
    -
    -
    SIGNATURE ABILITY: LIGHTNING SPARK
    -

    You call forth a small bolt of lightning, then hurl it - at your foe.

    -

    Keywords: Attack, Magic, Ranged

    -

    Type: Action

    -

    Distance: Ranged 12

    -

    Target: 1 creature or object

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 2 lightning damage
    • -
    • 12–16: 6 damage; the target takes a bane on their - next power roll
    • -
    • 17+: 9 damage; the target has a double bane on - their next power roll
    • -
    -
    -
    -
    KIT WARD: VINE WARD
    -

    Your ward surrounds you with protective animal - spirits, and grants you the following benefits:

    -
      -
    • The area within 2 squares of you is difficult - terrain for your enemies.
    • -
    • Whenever an enemy within 12 squares of you damages - you with a ranged ability, you can either shift towards - them or pull them a number of squares equal to your - highest characteristic score.
    • -
    -
    -
    -
    -

    ROOK

    -

    The Rook kit allows you to use strong armor so you can - be better protected while you heal and enhance your allies - on the frontline. Heroes with this kit often dive into - support magic. While using this kit, your armor resonates - with the sounds of choirs from on high as you polish - it.

    -
    -
    EQUIPMENT
    -

    You wear heavy armor and wield an implement of bone, - such as a scepter or a staff.

    -
    -
    -
    KIT BONUS
    -
      -
    • Stamina Bonus: +12
    • -
    -
    -
    -
    SIGNATURE ABILITY: BLESSED LIGHT
    -

    Burning radiance falls upon your foe, outlining them - with a holy glow.

    -

    Keywords: Attack, Magic, Ranged

    -

    Type: Action

    -

    Distance: Ranged 5

    -

    Target: 1 creature or object

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 2 holy damage; the next attack against - the target has an edge
    • -
    • 12–16: 6 holy damage; the next attack against the - target has an edge
    • -
    • 17+: 9 holy damage; the next attack against the - target has a double edge
    • -
    -
    -
    -
    KIT WARD: CASTLE GUARD
    -

    Your armor is reinforced by a bright ward of holy - energy, and grants you the following benefits:

    -
      -
    • Allies within 2 squares of you have their stability - increased by 1.
    • -
    • Whenever an enemy damages you with a melee ability, - you or an ally within 2 can shift 2 as a free triggered - action.
    • -
    -
    -
    -
    -

    SPELLSLINGER

    -

    The Spellslinger kit is for those who want to focus - magic on their foes from far away, becoming a magical - blaster surrounded by rippling energy. While using this - kit, you can faintly see auras of energy emanating from - far-off creatures.

    -
    -
    EQUIPMENT
    -

    You wield an implement of metal, such as a knife or a - scepter.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Speed Bonus: +1
    • -
    • Magical Damage Bonus: +1/+1/+1
    • -
    • Magic Distance Bonus: +5
    • -
    -
    -
    -
    SIGNATURE ABILITY: SPLIT BEAM
    -

    Two beams of supernatural force lance out at your - command.

    -

    Keywords: Attack, Magic, Ranged

    -

    Type: Action

    -

    Distance: Ranged 10

    -

    Target: 2 creatures or objects

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: 3 damage
    • -
    • 12–16: 5 damage
    • -
    • 17+: 6 damage
    • -
    -
    -
    -
    KIT WARD: INVIGORATING WARD
    -

    Your ward surrounds you with crackling energy.

    -

    Whenever you take damage, you gain a bonus to damage - equal to your highest characteristic score, which you - apply to the next damage-dealing magic ability you use - before the end of the encounter. This benefit is - cumulative, so that you can accrue bonus damage multiple - times, then expend it all on one use of an ability.

    -
    -
    -
    -

    WARD WEAVER

    -

    The Ward Weaver kit allows you to protect yourself in - combat with telekinetic techniques that also boost your - damage. This kit creates a supernatural hero who can more - effectively ward themself and their allies. While you use - this kit, you occasionally take on the mannerisms of your - allies without realizing it.

    -
    -
    EQUIPMENT
    -

    You wield an implement of stone such as a wand or - pendant.

    -
    -
    -
    KIT BONUSES
    -
      -
    • Stamina Bonus: +6
    • -
    • Stability Bonus: +1
    • -
    • Magic Distance: +5
    • -
    -
    -
    -
    SIGNATURE ABILITY: ENERGY SIPHON
    -

    Absorbing psychic energy from another creature lets - you shield yourself within it.

    -

    Keywords: Attack, Magic, Ranged

    -

    Type: Action

    -

    Distance: Ranged 10

    -

    Target: 1 creature

    -

    Power Roll + Intuition:

    -
      -
    • 11 or lower: 2 psychic damage; you gain damage - immunity 1 until the end of your next turn
    • -
    • 12–16: 6 psychic damage; you gain damage immunity 3 - until the end of your next turn
    • -
    • 17+: 9 psychic damage; you gain damage immunity 5 - until the end of your next turn
    • -
    -
    -
    -
    KIT WARD: REPULSIVE WARD
    -

    You have an invisible ward of magical force that - extends 2 squares from you in all directions. When you or - an ally within the area of your ward take damage from - another creature's melee ability, you can push that - creature a number of squares equal to your highest - characteristic score.

    -
    -
    -
    -

    CASTER KIT TABLE

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Caster KitsKit ArmorImplementStaminaSpeedStabilityMagical DamageMagic DistanceArea
    BloodpactNoneMetal+6+2/+2/+2+5
    DancerNoneGlass+2+0/+1/+2
    FrigidNoneCrystal+3+7+1
    MeditatorLightBone+6+1
    MissileNoneWood+0/+1/+2+10
    Nature CallingNoneStone+2+7
    RookHeavyBone+12
    SpellslingerNoneMetal+1+1/+1/+1+5
    Ward WeaverNoneBone+6+1+5
    -
    -
    -
    -
    -

    COMPLICATIONS

    -

    Beyond your abilities and features, your hero might have - something else that makes them … unusual. Perhaps you have an - earth elemental living in your body. Or you might wield a magic - sword that devastates enemies but feeds on your own - vitality.

    -

    A complication is an optional feature you can take to enrich - your hero's backstory, with any complication providing you both - a positive benefit and a negative drawback. Because - complications are optional, check with your Director before - taking one.

    -
    -

    BENEFIT AND DRAWBACK

    -

    Your complication gives your hero both a benefit and a - drawback. Some of these benefits and drawbacks are - mechanical, while others are narrative. The benefit and - drawback of a complication makes your connection to the game - deeper and more interesting, and provides hooks to let the - Director better draw your hero into the campaign's story.

    -

    Not all complication benefits and drawbacks are created - equal, but each benefit is balanced by its drawback. If you - have a powerful positive side to your complication, be - prepared to have an equally influential bit of negative - backstory as well.

    -
    -
    -

    MODIFYING THE STORY

    -

    You can modify the narrative of a complication to better - fit with your vision of your character's backstory—or change - it entirely. For instance, if you choose Devil Deal as a - complication, you can have your hero instead make that deal - with an archfey or an undead general!

    -

    Many of the details of each complication are purposefully - left vague, so that you can connect it to the rest of your - backstory. If your complication took place during “an attack” - or “an accident,” you decide the specific details of who or - what attacked you, or what type of accident befell you.

    -
    -
    -

    DETERMINE COMPLICATION

    -

    You can choose your character's complication, or you can - roll on the Complications table.

    -

    (Playtest note: More complications are coming.)

    -
    -

    CULT VICTIM

    -

    Cultists captured you while raiding your home, then - began an unholy ritual to turn your body into an undead - spirit. The ritual failed, but your body became infused - with corrupted magic, turning you partially - incorporeal.

    -

    Benefit: Once per turn, you can move - through a solid mundane object no more than 1 square thick. - If you end your turn inside the object, you take 5 damage - and are shunted out into the space where you entered the - object.

    -

    Drawback: Your body is more susceptible - to negative energy. You have corruption weakness 5.

    -
    -
    -

    DEVIL DEAL

    -

    Your ancestors made a deal with an archdevil that has - tied you to that fiend's service. When you first learned of - this deal, you were taken to the Seven Cities of Hell, - where some of the timescape's best minds taught you the - ways of battle or magic. The archdevil allows you to use - these gifts as you will … until they require a favor from - you.

    -

    Benefit: Whenever you are present for a - battle in which all the creatures on one side are not - surprised, your side goes first on a result of 4 or greater - on the d10 roll (see Determine Who Goes First in Combat - Round).

    -

    Drawback: The archdevil occasionally - asks you to defeat enemies on their behalf. If you refuse, - your fiendish patron sends devils after you and those you - care about.

    -
    -
    -

    ELEMENTAL ABSORPTION

    -

    When an evil mage threatened someone you loved, you - blocked your foe's summoning of an elemental creature by - absorbing their magic with your body. You are now infused - with the power of that elemental—and they're not happy - about it.

    -

    Benefit: Your Stamina increases by 6 at - 1st level, then increases by an additional 1 each time you - gain a new level.

    -

    Drawback: When you are dying, your - possessing elemental takes control of your body. The - elemental yearns for destruction, causing you to attack the - closest creature they notice without regard for your - desires or your body's safety.

    -
    -
    -

    FIRE AND CHAOS

    -

    A great monster who breathed fire burned your home to - the ground. While everything around you was consumed, you - somehow stood strong amid the inferno, your body adapting - to ignore the effects of the flames.

    -

    Benefit: You have fire immunity 5.

    -

    Drawback: You have cold weakness 5.

    -
    -
    -

    PRIMORDIAL SICKNESS

    -

    You once contracted a terrible illness for which no one - could find a cure. You sought out a primordial swamp said - to be either incredibly poisonous or miraculously - salubrious. It turned out to be both, keeping your illness - at bay while corrupting your body with its unnatural - energy.

    -

    Benefit: You have poison immunity 5 and - corruption immunity 5.

    -

    Drawback: The number of Recoveries you - have is reduced by 1.

    -
    -
    -

    PUNISHMENT CURSE

    -

    Through ignorance, fear, spite, or selfishness, you - refused to help someone in need. To teach you a lesson, a - deity offered you what seemed to be a blessing—extra power - to help you heal yourself in times of need, but harsh - consequences should your need become excessive. You took - the deal, and now benefit from the blessing but also suffer - from a curse.

    -

    Benefit: You have 2 additional - Recoveries.

    -

    Drawback: When you are out of - Recoveries, you are dying, no matter what your current - Stamina is.

    -
    -
    -

    SHIPWRECKED

    -

    You are the sole survivor of a shipwreck that left you - stranded on a remote and inhospitable island for years. - Your struggle to survive there granted you insight into the - natural world but distanced you from who you once were.

    -

    Benefit: You gain two skills from the - exploration skill group.

    -

    Drawback: You have forgotten one - language you know.

    -
    -
    -

    VIVID DREAMS

    -

    You broke a magic amulet that immersed your mind in - weird magic. This magic has given you the power of - premonition, but you struggle to control this new gift. - Whenever you take a respite, make a Reason power roll to - determine whether you gain this complication's benefit or - drawback.

    -

    Benefit: On a 12 to 16, you experience - a vision of an event currently happening in your world. The - vision lasts for just a few seconds, but the information - you glean is helpful to you. On a 17 or higher, you receive - a full minute or more of the scene.

    -

    Drawback: On an 11 or lower, you - receive a painful vision that is fractal and inscrutable. - When the respite ends, you immediately lose 1 Recovery.

    -
    -
    -

    WARD

    -

    Your childhood sweetheart was royalty, and the two of - you stayed close throughout the years. When your former - sweetheart died, you swore an oath to dedicate your life to - become a tutor for their child, advising them in the ways - of being a benevolent monarch.

    -

    Benefit: You know how to talk to - monarchs, aristocrats, and other wealthy leaders. When you - engage with any such NPC during a negotiation, their - patience increases by 1 (to a maximum of 5).

    -

    Drawback: Your royal ward regularly - calls upon you for advice and takes that advice to - heart—for better or for worse.

    -
    -
    -

    WAR OF THE GUILDS

    -

    Being in the wrong place at the wrong time saw you - caught in the middle of a conflict between two warring - thieves' guilds. Whether by choice or by accident, you - wound up helping one faction at the expense of the - other.

    -

    Benefit: Having gained the favor of the - faction you helped, you can call on its members three times - for favors. If a favor is reasonable and within the - faction's power to grant, they'll do it, no questions - asked.

    -

    Drawback: The faction you wronged hates - you, and its members would love to see you pay for your - transgression.

    -
    -
    -

    COMPLICATIONS TABLE

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    d10Complication
    1Cult Victim
    2Devil Deal
    3Elemental Absorption
    4Fire and Chaos
    5Primordial Sickness
    6Punishment Curse
    7Shipwrecked
    8Vivid Dreams
    9Ward
    10War of the Guilds
    -
    -
    -
    -
    -

    TESTS

    -

    When you want your hero to rifle through a desk and locate a - specific document, scale a castle wall, negotiate a treaty with - a monarch, or undertake any other activity with a chance of - failure, you'll need to make a test to determine how successful - you are on the task. A test is any power roll that has failure - as an option.

    -
    -

    WHEN TO MAKE A TEST

    -

    The Director should ask a player to make a test only when - the player's hero attempts a task where the consequences of - failure are interesting or dramatic, and where failure won't - grind the story to a halt. For example, if a hero wants to - leap over a waist-high wall while casually walking through a - peaceful city neighborhood, the worst case for failure is - probably that the hero falls on their butt, takes no damage, - and can stand up to either try again or walk around the wall. - As such, no test is required. But if the hero were being - chased by enemies, failing to leap over the wall means the - pursuers can catch them, so the Director might decide to call - for a test to determine what happens.

    -

    The advancement of a story shouldn't be halted by failing - a test. For instance, the heroes might need to know the color - of a dwarf king's crown to solve a puzzle, with that puzzle - opening the only entrance to a tomb they must enter to stop a - world-ending ritual. It could be that a successful Reason - test allows the heroes to recall that lore, but the test - shouldn't be their only option to get the information. If the - test fails, perhaps the heroes need to go to a flying library - to do research, or they might be able to delve into a ruin to - find the ancient monarch's portrait. A failed test should - always result in a story becoming more interesting, not in - the action coming to an end.

    -
    -

    IT JUST WORKS!

    -

    When a hero attempts to solve a task that normally - requires a test with clever, outside-the-box thinking, the - Director can instead decide that no test is required and - the attempt automatically works! For example, if a hero who - wants to climb a wall first covers their hands and feet in - giant strands of sticky spider webs, the Director might - decide that they can climb up the wall without needing to - make a test.

    -

    That said, such clever ideas often work for free the - first time, but the Director could decide they require - tests if they are used again.

    -
    -
    -
    -

    HOW TO MAKE A TEST

    -

    Each test has the following steps:

    - -
    -

    CHARACTERISTICS AND TESTS

    -

    When you describe a task you want your hero to undertake - and the Director determines that a test is necessary, they - then determine which characteristic the test uses based on - the nature of the task. For instance, if you're scaling a - wall, the Director could ask for a Might test to determine - how far and how quickly you're able to climb. If you're - attempting to plead your innocence in court for a murder - you didn't commit, the Director might ask for a Presence - test if you're attempting to win over the jury with your - personality, or a Reason test if you're laying out a - logical argument to support your innocence.

    -

    Though the Director can decide to call for tests in any - circumstances, a number of tasks that heroes routinely - undertake are commonly set up as tests.

    -
    -
    MIGHT TESTS
    -

    You make a Might test whenever a risky task calls for - the use of physical strength. Might tests are most often - used for breaking down doors and other structures, - hurling heavy objects, pulling your body up a sheer wall, - swimming against a mighty current, and other feats of - physical power.

    -
    -
    -
    AGILITY TESTS
    -

    You make an Agility test whenever a risky task calls - for the use of your physical coordination and nimbleness. - Agility tests are most often used for tumbling, sneaking, - picking locks, and engaging in sleight of hand.

    -
    -
    -
    REASON TESTS
    -

    You make a Reason test whenever you attempt a risky - task that requires the use of your mental acumen and - education, formal or otherwise. Reason tests are most - often used to recall lore, deduce information based on - clues, complete a puzzle, forge counterfeit items or - documents, break a code, convince others of a logical - argument, or make an estimation.

    -
    -
    -
    INTUITION TESTS
    -

    You make an Intuition test whenever you attempt a - risky task that requires the use of your powers of - observation and instinct. Intuition tests are most often - used to notice hidden creatures or details, discern - another person's motivations or honesty, calm and - reassure others, and train animals.

    -
    -
    -
    PRESENCE TESTS
    -

    You make a Presence test whenever you attempt a risky - task that requires the use of your force of personality. - Presence tests are most often used to gain trust, project - confidence, and influence and lead other creatures.

    -
    -
    -
    -

    INFLUENCING PLAYER CHARACTER ACTIONS WITH TESTS

    -
    -

    Tests can't be used by NPCs or PCs to influence the - actions of PCs. Many players feel that their agency is - taken away if they're compelled to jump into a pile of - gold filled with hidden scorpions because an NPC - convinced them to do so with a Presence test. For most - players, it's not fun to be in control of a single hero - and lose some of that control.

    -

    Instead, Directors should do their level best to have - an NPC suggest that a character dive headlong into the - gold like a billionaire duck, then let the player decide - what their character does. Similarly, a Director might - decide that one player character can't make an Intuition - test to discern another PC's motivations or honesty.

    -

    That said, if everyone in your gaming group decides to - lift one or more of these restrictions after talking - about it, go for it! There's no wrong way to play as long - as everyone is having fun. The MCDM Safety Toolkit - (available for download at https://mcdm.gg/SafetyToolkit) - discusses how to talk about potentially problematic - topics such as limiting character agency at your - table.

    -
    -
    -
    -

    TEST DIFFICULTY

    -

    The Director decides how difficult a task that requires - a test is: easy, medium, or hard. If a task seems as though - it's easier than easy, then no test is necessary. The hero - simply accomplishes the task. If the task seems harder than - hard, then the Director is free to decide that it's - impossible to complete with a test.

    -

    On a test-by-test basis, the Director can share the - difficulty of a task before the player makes the test, - which makes interpreting the result faster at the table. - The Director can also keep the test's difficulty secret - until after the player rolls the test, for dramatic - effect.

    -
    -
    EASY TESTS
    -

    An easy test has some risk of failure, but most heroes - will likely overcome it. The power roll you make for an - easy test determines the outcome (see Test Outcomes):

    -
      -
    • 11 or lower: You fail the task.
    • -
    • 12–16: You succeed on the task.
    • -
    • 17+: You succeed on the task with a reward.
    • -
    -
    -
    -
    MEDIUM TESTS
    -

    A medium test has some risk of failure that most - heroes will likely overcome—but with a cost. The power - roll you make for a medium test determines the - outcome:

    -
      -
    • 11 or lower: You fail the task and incur a - consequence.
    • -
    • 12–16: You succeed on the task and incur a - consequence.
    • -
    • 17+: You succeed on the task.
    • -
    -
    -
    -
    HARD TESTS
    -

    A hard test has a greater risk of failure, and most - heroes are likely to suffer some hardship while trying to - overcome the intended task. The power roll you make for a - hard test determines the outcome:

    -
      -
    • 11 or lower: You fail the task and incur a - consequence.
    • -
    • 12–16: You fail the task.
    • -
    • 17+: You succeed on the task.
    • -
    -
    -
    -
    NATURAL 19 OR 20: SUCCESS WITH A REWARD
    -

    When you get a natural 19 or 20 on a test's power - roll, you succeed on the task with a reward, even if the - test has a medium or hard difficulty.

    -
    -
    -
    -

    TEST OUTCOMES

    -

    Depending on a test's difficulty and the result of the - power roll made to accomplish a task, you can obtain one of - the following outcomes.

    -
    -
    FAILURE WITH A CONSEQUENCE
    -

    If you fail a test and incur a consequence, you don't - do what you set out to do—in addition to which, you - suffer an impactful setback. The Director determines the - exact nature of the consequence, which is typically - related to the specific task. For instance, if a hero - suffers a consequence while trying to climb a wall, they - might make it halfway up the wall and then fall, taking - damage and landing prone. A hero trying to sneak by - cultists might be spotted by those foes, who immediately - attack. If a consequence strikes when a hero attempts to - bribe a prison guard, the guard might decide to arrest - the hero or lead them into a trap. If a hero suffers a - consequence on a Reason test made to recall lore about - the king's favorite meal, they might confuse it for a - dish to which the monarch is deathly allergic.

    -

    Not all consequences need to be immediate or apparent. - For example, a hero might fail with a consequence on a - test made to cheat at a high-stakes game of cards with a - noble. The failure means that the noble notices, but the - Director decides that the noble doesn't say anything. - This consequence isn't made apparent until later in the - evening, when the noble has guards surround the hero and - take the cheater down to the dungeon for stacking the - deck.

    -

    Common consequences for failing a test include the - following:

    -
      -
    • Making an NPC so upset that they storm off, or - betray, attack, or otherwise attempt to harm you
    • -
    • Drawing the attention of a group of foes
    • -
    • Triggering a trap or hazard that captures or - significantly harms you or an ally
    • -
    • Breaking an important piece of equipment that is - difficult to replace or repair
    • -
    • Thinking you know something that you don't
    • -
    • Getting stuck in a situation that must be resolved - with a negotiation or a montage test that you didn't - need to make before
    • -
    -

    In lieu of other consequences, the Director has the - option to gain 2 additional Villain Power (VP), a - resource their creatures use in combat, at the start of - the next combat encounter.

    -
    -
    -
    FAILURE
    -

    If you fail a test without incurring a consequence, - you simply don't do what you set out to do. If you're - attempting to climb a wall, you find no purchase. If - you're attempting to recall lore, you can't remember the - desired facts. If you're attempting to bribe a guard, - they don't take the bait.

    -

    When you get this result, the Director can decide that - there might still be a small penalty for failure, - depending on the circumstances of the test. This penalty - shouldn't be as harsh as rolling a failure with a - consequence, though. For instance, a hero who gets this - result on an Agility test made to sneak by a group of - cultists might draw the attention of one cultist with - their failure. Now that cultist is coming to investigate, - but they haven't raised the alarm… yet.

    -
    -
    -
    SUCCESS WITH A CONSEQUENCE
    -

    If you succeed on a test and incur a consequence, you - do what you set out to do, but with an added cost. You - might succeed in climbing up a wall, but the surface of - the wall crumbles and becomes unstable as you do, making - the climb more difficult for the ally ascending after - you. When trying to sneak by a cultist, you successfully - do so, but you leave footprints or other evidence of - trespassing behind that someone will eventually find. If - you attempt to bribe a guard to let you sneak into a - prison, the guard lets you in—but then demands that you - hand over a gemstone you need for an important crafting - project before they let you out.

    -

    Just like failure with a consequence, the consequences - accompanying success don't need to be immediately - apparent. In lieu of other consequences, the Director has - the option to gain 2 additional VP at the start of the - next combat encounter.

    -

    Sometimes when a hero rolls a failure without a - consequence, the Director can offer to let them succeed - with a consequence. Likewise, a hero who rolls a success - with a consequence might be given a chance to fail - without a consequence if doing so is the better option. - For instance, when a hero rolls a 10 on an easy Might - test to break down a locked door, that's a failure. But - the Director could offer the player the choice of either - not breaking down the door, or breaking down the door and - losing 1d6 Stamina as they get injured in the effort.

    -
    -
    -
    SUCCESS
    -

    If you succeed on a test without consequence or - reward, you simply achieve whatever you set out to do. - You climb that wall, sneak by those cultists, or bribe - that guard just like you planned it. Smooth.

    -
    -
    -
    SUCCESS WITH A REWARD
    -

    If you succeed on a test with a reward, you accomplish - whatever you set out to do. But you also gain a little - something extra, in the form of momentum or luck that - makes the immediate future easier for you or your - friends. The Director determines your reward, which is - most often related to the task at hand. For instance, if - you succeed with a reward while climbing a wall, you - might find a ladder at the top that you can lower so any - allies climbing after you can do so without needing to - make a test. A hero trying to sneak by cultists who - succeeds with a reward might then be able to dose the - cultists' nearby water barrel with sleeping poison as - they pass by unseen. Succeeding with a reward while - bribing a prison guard could mean that the guard will - unlock a door for you in addition to forgetting you were - ever there.

    -

    As with consequences, the reward that comes with a - success doesn't need to be immediate or apparent. For - example, a hero succeeds with a reward on an easy test - made to cheat at a high-stakes game of cards with a - noble. Not only does the hero win the game, but the - Director decides that their reward comes from a servant - watching the game who's impressed with the character's - performance. After the game, the servant approaches the - hero, offering a Flying Potion from the noble's private - stash in congratulations and admiration.

    -

    Some common rewards accompanying success on a test - include the following:

    -
      -
    • Automatically accomplishing a related follow-up - task that would normally require a test
    • -
    • Allowing an ally engaged in the same task to - accomplish the task without needing to make the test - too
    • -
    • Obtaining a consumable supernatural item or useful - piece of mundane equipment
    • -
    • Learning a piece of helpful information
    • -
    • Impressing or ingratiating yourself with someone - who grants you a small favor
    • -
    • Noticing a hidden danger well before it strikes, - giving you time to avoid or prepare for it
    • -
    -

    In lieu of other rewards, the Director can also decide - that a hero who succeeds on a test with a reward earns - the players a hero token (see Hero Tokens).

    -
    -
    -
    OPTION: LET PLAYERS PITCH CONSEQUENCES AND - REWARDS
    -
    -

    Coming up with consequences and rewards for tests - can be a big part of the fun for many Directors, but - even the best of us occasionally run low on ideas. - That's why the game gives the default option of - consequences and rewards in the form of Villain Power - and hero tokens. However, if you're a Director who - prefers narrative consequences and rewards, consider - asking the players to pitch you different consequences - and rewards when they make a test. You can reject, add - to, or modify their ideas as you see fit. Players who - take this option should understand that they need to - pitch real consequences when they suffer one, and not - minor rewards disguised as consequences.

    -
    -
    -
    -
    -

    HOW LONG DOES IT TAKE?

    -

    The amount of time required for a task involving a test - is determined by the Director. A task such as recalling - lore with a Reason test might take no time at all. Ducking - behind a barrel to hide with an Agility test might require - a maneuver or an action, while tracking a band of voiceless - talkers through the World Below could take hours or even - days.

    -
    -
    TESTS DURING COMBAT
    -

    Many (but not all) tests that a hero might make during - combat are made as maneuvers. See Make a Test in - Maneuvers for more information.

    -
    -
    -
    -

    CAN I TRY AGAIN?

    -

    In many cases when you fail a test, you can't attempt - the test again unless the circumstances of the test change. - For instance, if you attempt an Agility test to pick a lock - and fail, you can't attempt to pick the lock again unless - you get some better lockpicks, oil the lock, have someone - demonstrate how to pick a similar lock, and so on.

    -

    The Director decides when the circumstances have changed - enough to allow a new attempt at a test.

    -
    -
    -
    -

    HEROES MAKE TESTS

    -

    If a hero attempts to sneak by an enemy guard unnoticed, - should the hero make an Agility test to sneak, or should the - guard make an Intuition test to catch the hero in the act? If - a cultist lies to a hero about the location of a secret - temple, does the cultist roll a Presence test to conceal the - truth, or does the hero roll an Intuition test to discern the - cultist's honesty?

    -

    Unless the rules state otherwise, heroes make tests and - NPCs do not. Heroes are the stars of the story, and the - consequences and rewards of tests have longer-lasting - implications for them. There are exceptions to this rule, of - course. If a hero travels with an NPC retainer or companion, - that NPC would almost certainly make tests too. But for the - most part, NPCs working against the heroes never need to make - tests.

    -

    To quickly assess the difficulty of a task and the test - made to attempt it, the Director can use the following - guidelines (though these are not hard and fast rules):

    - -

    The failure consequences of opposed actions are some of - the easiest to create on the fly. Fail to hide from someone, - and they see you. Fail to lie to someone, and they catch your - duplicity. Fail to arm wrestle someone for a free ale, and - you're picking up the tab. The consequence is that the - opposition bests the hero.

    -
    -

    NPCS ROLL FOR DECEPTIVE TASKS

    -

    At times, a hero and an NPC might oppose each other in a - scenario where the Director chooses for the NPC to make a - test instead of a player. This occurs when an NPC - undertakes an action the heroes aren't aware of or aren't - seeking actively to notice. By having the NPC roll in these - scenarios, the Director can keep secret the fact that the - task is happening, as well as its outcome.

    -

    For example, if an assassin attempts to ambush the - heroes while they sit around a campfire without anyone - keeping watch for danger, the assassin makes an Agility - test to sneak up on the heroes unnoticed. The Director - rolls and doesn't reveal the result until the heroes - actually realize someone is approaching their camp. If the - assassin fails the test, the heroes notice immediately as - their assailant loudly steps on a twig. If the assassin - succeeds, the heroes don't notice until the assailant is - right on top of them. But if any player had said that their - hero was on the lookout for danger, that hero would make an - Intuition test instead.

    -

    An NPC might also make a Presence test if they lie to - the heroes, as long as the heroes have no reason to believe - the character would be deceptive. You'll know if the heroes - are wary in that way, because the players will ask if they - can make a test to discern the NPC's honesty.

    -

    The difficulty of the NPC's test can be modified by the - skills and characteristics of the heroes they attempt to - deceive, in the same way NPC statistics can modify a hero's - test difficulty.

    -

    As an optional rule, the Director is also free to ask - the heroes to make a reactive test to a deceptive NPC - action instead (see Reactive Tests) whenever they - see fit.

    -
    -
    -

    OPTIONAL RULE: OPPOSED POWER ROLLS

    -

    In the very rare occurrence that two or more heroes are - in conflict with each other in a way that requires them to - make tests, the Director can have all the heroes involved - make a test. The hero with the highest result on their - power roll wins. You can't earn a reward as part of these - opposed power rolls, and they don't follow the typical - difficulty structure or have three different tiers of - possible outcomes.

    -

    For example, if your hero attempts to sneak by an allied - hero, you would make an Agility test opposed by the player - of the other character making an Intuition test. If your - hero gets the higher result, you sneak by without the other - hero noticing. If the other hero gets a higher result, they - catch you in the act of sneaking. If multiple sneaking - heroes attempt to get by multiple heroes on the lookout for - sneaks, then each character makes a test and all the - results are compared to determine which heroes on guard - notice which sneaking heroes.

    -

    In the event of a tie in an opposed test, the state of - the scene doesn't change. In the previous example, a tie - means that if a hero on guard duty didn't know a sneaking - hero was there, then the guard hero remains oblivious. If - the guard did know the sneak was out there somewhere and - the sneak is trying to avoid being noticed, a tie means - that the guard still knows the sneak is there.

    -

    The Director can also use opposed power rolls when - heroes face off against important NPCs using tests.

    -
    -
    -
    -

    REACTIVE TESTS

    -

    At certain times when a hero isn't engaged in overcoming a - task, the Director might ask the player of the hero to make a - test without context, explaining the test only after the - power roll is made. This often happens when a hero has a - chance of knowing or noticing something of significance that - the player doesn't know to look for or ask about.

    -

    Reactive tests are typically made in the following - circumstances, though the Director can call for them in any - appropriate scenario:

    - -
    -
    DIRECTOR'S OPTION: SECRET REACTIVE TESTS
    -

    Some Directors prefer to make the power rolls for - reactive tests for the heroes rather than asking the - players to do so. This allows the Director to make the - rolls when appropriate for hidden objects, creatures, - motivations, and information without tipping off the - players that there is information to be gained. Having the - Director roll requires the Director to have everyone's - characteristics and skills written down (whether physically - or digitally) for easy reference.

    -
    -
    -
    -

    SKILLS

    -

    (Playtest note: Currently, some skills are more useful - than others. This is likely going to be the case for a while, - since the game isn't completed yet. There are also certain - skills that will always be more useful in a particular type - of campaign. This is called out in the “Are All Skills - Equal?” sidebar.)

    -

    Skills represent the different specializations a hero has - outside of attacking, defending, and using their ancestry - features, class features, and equipment. Whenever you make a - test, having a particular skill associated with the test - increases your chance of success.

    -
    -

    APPLYING SKILLS

    -

    If you have a skill that applies to a test you make, you - gain a +2 bonus to the test. For instance, if your hero has - the Hide skill, you have a +2 bonus to any test you make - that involves hiding yourself. This might include an - Agility test to hide behind a barrel, or a Presence test to - disappear into a crowd.

    -

    Unless the Director deems otherwise, you can make a - skill test even when you don't have the appropriate skill. - This means you simply make the test using the typical - characteristic but without the +2 bonus the skill grants. - You can't apply more than one skill to a test.

    -
    -
    MIXING CHARACTERISTICS AND SKILLS
    -

    The bonuses from characteristics and the +2 from - skills are separate and can apply to the same roll. - Although certain skills are often paired with one - characteristic more than others, a skill can apply to any - characteristic test that makes sense. The Director has - the final say on which characteristic is used to complete - a task and can call for a different characteristic based - on the circumstances.

    -

    For example, intimidating someone with a purely verbal - threat is a Presence test. But if a player describes - their character tearing a log in half with their bare - hands to intimidate a foe, the Director is likely to call - for a Might test instead. The Intimidate skill applies to - both tests. In the same way, scaling the side of a - building is covered by a Might test, but if a hero does a - series of leaps from one balcony to another to reach a - roof, the Director could call for an Agility test - instead. The Climb skill applies to both of these - tests.

    -
    -
    -
    -

    MANY SPECIFIC SKILLS

    -

    This game includes a big list of skills, and each is - fairly specific. For example, instead of one Athletics - skill that covers climbing, jumping, swimming, and lifting - heavy objects, your character might use separate Climb, - Jump, Lift, and Swim skills. Instead of a Thievery skill - that covers picking locks, picking pockets, and disabling - traps, the game has three skills: Pick Lock, Pick Pocket, - and Sabotage.

    -

    We made the decision to have a lot of specific skills - based on our design goals. First, having skills this - specific means that you will frequently make tests that - don't use one of your character's skills and simply apply a - characteristic. By not having a few broader skills, it - means that having a character who covers the spread of - every skill is actually impossible. Luckily, the math of - the game doesn't require you to have a skill to have a - decent chance of success on a test. That means heroes can - attempt tasks without the help of a skill just because - someone needs to do it, and that is pretty darn heroic!

    -

    Since players don't need to be worried about their - characters covering a wide spread of skills, they're free - to choose the skills they think fit their heroes best and - are the most fun to work with. In this way, you can get - pretty specific with the hero you want to make. Maybe - you're thinking about an elementalist who has a gymnastic - background in jumping and tumbling, and who also studied - religion and blacksmithing. You can make that in our game! - Having a specific backstory is part of cinematic - storytelling.

    -

    Our rules for skills allow for them to be flexibly - applied to any test that is appropriate for the skill. This - encourages clever thinking. A player can ask the Director, - “I want to impress the duke with a story about how I - ascended the sheer Cliffs of Azgahnan. Can I use my Climb - skill to get a +2 bonus to my Presence test?” That's great! - Getting creative like that is a lot of fun. It paints a - visual picture and it's tactical thinking! However, if the - skills in a game are too broad in the kinds of activities - they represent, that sometimes encourages players to find a - way to apply the same skill over and over again with as - many tests as possible. This isn't fun for anyone, and - doesn't make a very compelling story.

    -
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    SKILL GROUPS

    -

    Skills are broken down into five groups: crafting, - exploration, interpersonal, intrigue, and lore.

    -
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    FOR THE DIRECTOR: MAKE YOUR OWN SKILLS
    -
    -

    Directors should feel free to make their own skills - that they feel are relevant and useful to their - campaigns and adventures. For instance, the game - doesn't have a Brewing skill for brewing ale or a - Painting skill for making art because those aren't - tasks that typically come up or require a test in a - game about fighting monsters and saving the world. - However, a Director could decide that their campaign - involves poisoned barrels of ale and large amounts of - counterfeit art, and that adding these two new skills - to the game would make it more fun for the players. The - Director simply needs to pick a group for these new - skills—in this case, crafting makes sense. They then - let the players know that they can swap out any - crafting skill they have for these new skills.

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    CRAFTING SKILLS
    -

    Skills from the crafting skill group are used in the - creation and appraisal of goods and for jury-rigging - contraptions. They are especially useful during rests and - downtime.

    -

    Rewards for tests made with crafting skills typically - include having leftover rare material used in the - creation process, knowing a buyer willing to pay extra - for goods or items you're appraising, or making a - jury-rigged device so amazing that it lasts for more uses - than it should.

    -

    Failure consequences for tests made with crafting - skills typically include wasting rare materials used in - the creation process, greatly overestimating or - underestimating an item's value, and poorly jury-rigging - a contraption so that it harms people (or at least the - wrong people).

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    CRAFTING SKILLS TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SkillUse
    AlchemyMake bombs and potions
    ArchitectureCreate buildings and vehicles
    BlacksmithingForge metal armor and weapons
    FletchingMake ranged weapons and ammunition
    ForgeryCreate false badges, documents, and other - items
    JewelryCreate bracelets, crowns, rings, and other - jewelry
    MechanicsBuild machines and clockwork items
    TailoringCraft cloth and leather clothing
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    EXPLORATION SKILLS
    -

    Skills from the exploration skill group are used to - physically explore the environment around the characters - and to overcome physical obstacles.

    -

    Rewards for tests made with exploration skills - typically include helping another creature engaging in - the same task succeed without needing to also make a - test, automatically succeeding on a follow-up test while - engaged in the same task, reaching a destination faster - than you anticipated, and learning about or avoiding an - upcoming hazard.

    -

    Failure consequences for tests made with exploration - skills include harming yourself, your gear, or your - allies, becoming lost, or stumbling headlong into a - hazard or a place you were trying to avoid.

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    EXPLORATION SKILLS TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SkillUse
    ClimbMove up vertical surfaces
    DriveControl vehicles
    EnduranceRemain engaged in strenuous activity over a - long period
    GymnasticsMove across unsteady or narrow surfaces, and - tumble
    HealUse mundane first aid
    JumpLeap vertical and horizontal distances
    LiftPick up, carry, and throw heavy objects
    NavigateRead a map and travel without becoming - lost
    RideRide and control a mount who isn't sapient, - such as a horse
    SwimMove through deep liquid
    -
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    INTERPERSONAL SKILLS
    -

    Skills from the interpersonal skill group are used to - socially interact with other creatures and are - particularly useful during negotiations. Aside from the - Handle Animals skill, you can generally only use - interpersonal skills when you attempt to influence - creatures who have emotions and who can understand - you.

    -

    Rewards for tests made with interpersonal skills - typically include gaining an extra favor, item, or piece - of information from the person or people you interact - with.

    -

    Failure consequences for tests made with interpersonal - skills include making the person you're interacting with - angry, sad, embarrassed, offended, or otherwise upset or - uncomfortable, which might cause them to ignore you, - storm off, spread rumors about you, attack you, betray - you, blackmail you, or otherwise attempt to harm you.

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    INTERPERSONAL SKILLS TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SkillUse
    BragImpress others with stories of your - deeds
    EmpathizeRelate to someone on a personal level
    FlirtAttract romantic attention from someone
    GambleMake bets with others
    Handle AnimalsInteract with animal wildlife that isn't - sapient
    InterrogateObtain information from a creature - withholding it
    IntimidateAwe or scare a creature
    LeadInspire people to action
    LieConvince someone that a falsehood is - true
    MusicPerform music vocally or with an - instrument
    PerformEngage in dance, oratory, acting, or some - other physical performance
    PersuadeConvince someone to agree with you through - use of your charms and grace
    Read PersonRead the emotions and body language of other - creatures
    -
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    INTRIGUE SKILLS
    -

    Skills from the intrigue skill group are used in tasks - centered around investigation, thievery, and - spycraft.

    -

    Rewards for tests made with skills from this group - typically include helping another creature engaging in - the same task succeed without needing to also make a - test, automatically succeeding on a follow-up test while - engaged in the same task, discovering helpful information - in addition to what you set out to learn, and performing - an extra bit of clandestine activity in addition to what - you set out to do.

    -

    Failure consequences for tests made with intrigue - skills include getting caught in the act or failing to - notice a detail that places you in danger, such as - triggering a trap or walking into an ambush.

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    INTRIGUE SKILLS TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SkillUse
    AlertnessIntuitively sense the details of your - surroundings
    Conceal ObjectHide an object on your person or in your - environment
    DisguiseChange your appearance to look like a - different person
    EavesdropActively listen to something that is hard to - hear, such as a whispered conversation through a - door
    Escape ArtistEscape from bonds such as rope or - manacles
    HideConceal yourself from others' - observation
    Pick LockOpen a lock without using the key
    Pick PocketSteal an item that another person wears or - carries without them noticing
    SabotageDisable a mechanical device such as a - trap
    SearchActively search an environment for important - details and items
    SneakMove silently
    TrackFollow a trail that another creature has left - behind
    -
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    LORE SKILLS
    -

    Skills from the lore skill group are used to research - and recall specific information. They are especially - useful during rests and downtime.

    -

    Rewards for tests made with lore skills typically - include learning an extra piece of useful - information.

    -

    Failure consequences for tests made with lore skills - typically include learning an incorrect piece of - information that seems useful, but which actually makes - things worse or wastes time. (It's fun to roleplay these - sorts of moments, so lean in!) Alternatively, the - Director can make medium and hard lore tests for each - hero in secret and let the players know the narrative - outcome without revealing the result of the dice.

    -
    -
    LORE SKILLS TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SkillUse
    CultureKnowing about a culture's customs, folktales, - and taboos
    Criminal UnderworldKnowing about criminal organizations, their - crimes, their relationships, and their - leaders
    HistoryKnowing about significant past events
    MagicKnowing about magical places, spells, - rituals, items, and phenomena
    MonstersKnowing monster ecology, strengths, and - weaknesses
    NatureKnowing about natural flora, fauna, and - weather
    PsionicsKnowing about psionic places, spells, - rituals, items, and phenomena
    ReligionKnowing about religious mythology, practices, - and rituals
    RumorsKnowing gossip, legends, and uncertain - truths
    SocietyKnowing noble etiquette and the leadership - and power dynamics of noble families
    TimescapeKnowing about the various planets of the - timescape
    -
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    -
    -
    ARE ALL SKILLS EQUAL?
    -
    -

    This game has a big list of skills, and it's - impossible for us or anyone else to know in advance - which will be most useful during a campaign. For - instance, the Swim skill might be used constantly - during a campaign that takes place on the ocean and has - heroes exploring underwater ruins, but it won't come up - as much in a campaign that takes place entirely in a - vast desert. The Psionics skill might come up a lot in - a campaign where voiceless talkers are the main foes, - and Magic might be more useful in a game where the - heroes take on a circle of evil wizards.

    -

    If you're worried about whether a skill you'd like - to take will be useful, discuss your skill list with - the Director after you create a hero. At the Director's - discretion, you can swap out any skill you have with - any other skill in the same group.

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    ASSIST A TEST

    -

    You can attempt to assist another creature with a test - they make, provided you have a skill that applies to the - test, the other creature isn't using that same skill on the - test, and you can describe how your character helps to the - Director's satisfaction. In other words, your attempt to help - has to make sense, and you have to bring some useful - expertise to the table. Helping another creature sneak by - shouting encouragement at them isn't going to make them - stealthier.

    -

    When you attempt to assist another creature, make an easy - test using the skill you choose, and with a characteristic - chosen by the Director based on the action you take to help. - The outcome of that test determines the bonus applied to the - test you're assisting:

    - -

    For example, if you want to use the Flirt skill to help - another hero pick a jailor's pocket, the Director might ask - you to make a Presence test using Flirt. The outcome of that - test determines the bonus you provide to the other hero's - Agility test to pick the pocket.

    -
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    GROUP TESTS

    -

    Whenever two or more heroes attempt to overcome a single, - simple task together that calls for them to make the same - test, the Director can call for a group test. For example, if - several heroes are all attempting to climb the outside of a - tower at the same time, giving each other boosts and advice, - they could be asked to make a Might group test. If a group of - heroes attempt to sneak by a sleeping ogre, they might make - an Agility group test.

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    -

    GROUP TEST DIFFICULTY

    -

    The Director determines the difficulty of a group test - the same way they do for individual tests. Group tests can - be easy, medium, or hard.

    -
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    -

    MAKING A GROUP TEST

    -

    Each hero participating in the group test makes the test - individually as usual, but the Director waits until all the - tests have been made to interpret the results. A hero who - is participating in the group test can't assist another - hero participating in the test.

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    GROUP TEST OUTCOME

    -

    When interpreting the outcome of a group test, the - Director first determines if the task succeeded or not - before figuring out rewards and consequences. If half or - more of the heroes making the group test succeed, then the - group test succeeds. Otherwise, the group test fails.

    -

    If the heroes succeeded and half or more of them - obtained a reward from the test, the Director gives the - group a collective reward and ignores any consequences - incurred in the test. This collective reward should be - equivalent to earning two individual rewards. In fact, it - could be two consumable items, juicy pieces of information, - or hero tokens. However, it could also be something more - tailored to the task. For instance, if the heroes earn a - collective reward while sneaking through the camp of an - enemy army, the Director might allow them to sabotage a - bunch of war engines or steal a few horses on their way - out.

    -

    If the heroes failed the group test and more than half - of them incurred a consequence as a result, the Director - gives the group a collective consequence and ignores any - earned rewards. This collective consequence should affect - everyone. An easy option is for the stress of failing the - test to cause each hero to take a bane on their next power - roll or for the Director to gain 2 VP per hero at the start - of the next combat encounter, but the consequence could - also be tailored to the task. For instance, if the heroes - fail in their attempt to sneak through the camp of an enemy - army, they're spotted and the camp immediately goes on - alert as waves of enemies attack them.

    -

    If fewer than half the heroes get a consequence or - reward on their individual tests, then the group test - simply succeeds or fails.

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    MONTAGE TESTS

    -

    When a group of heroes works together over time to - accomplish a common goal that requires more than a single - characteristic, the Director can call for a montage test. - Such tests typically take place over a prolonged period and - focus on collective or shared activities. Navigating a vast - desert, convincing farmers to rise up against a tyrannical - leader, and performing a ritual to open a magically sealed - gate can all be accomplished with montage tests.

    -

    In a montage test, the players take turns making tests as - their characters tackle a task together in a montage test - round. Each hero has a chance to make a test (or to assist - another hero's test) intended to influence the outcome of the - task (see Assist a Test).

    -

    A hero can also spend their turn using an item, ability, - or other option they have available that they believe can - help in the montage test. For example, if a group of heroes - wants to cross an ocean on a sailing ship before a storm - begins, one hero might make use of a magic fan that creates - wind to keep the sails full day and night. The Director - decides that this clever action gives the heroes 2 automatic - successes in the montage test, with no individual tests - necessary (see Total Successes and Failures).

    -

    Once a hero makes a test, assists with a test, or uses an - ability or other option, they can't do anything else as part - of the montage test until each other hero involved in the - montage test does so as well. A hero can also choose to do - nothing, most often if they have no one to assist and fear - that their actions might make the situation worse (see - Montage Test Outcomes). Once every hero has had a chance to - act, the montage test round ends and a new one begins.

    -
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    TIME AND STAKES

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    As the name suggests, montage tests create a kind of - cinematic montage in the action of the game. A montage test - can take place over the course of several hours or days, - with each individual test or other activity set up as a - brief vignette within the montage, and starring one of the - heroes. Combat encounters, negotiations, and other - challenges and scenes can break up a montage test (see - Sample Montage Test below).

    -

    The Director should deploy montage tests only when the - players are engaged in overcoming a goal that has stakes - for the story and some sort of pressure, such as a looming - deadline or impending harm. A montage test is great for a - race to get to another location before an enemy army does, - a chase to escape or catch up to a foe, weathering a - hazard, preparing a village for war, or similar activities. - Low- or no-stakes activities such as travel through a - forest with no time pressure, or training during a respite - to use a new kit, can be narrated in montage style, but - they don't require a montage test.

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    DIRECTOR SETS THE SCENE

    -

    At the start of a montage test, the Director should - describe the scenario underlying the task at hand, and the - various challenges the heroes might face as they attempt to - collectively accomplish it. For example, if the heroes are - attempting to chase down a pickpocket through a crowded - market, the Director might talk about the throngs of - innocent people blocking the way forward, obscuring the - characters' vision, and making noise that complicates - attempts to hear the thief's nimble footsteps. There are - also traveling carts to dodge, the speed and dexterity of - the pursued character to contend with, and a pack of stray - dogs who chase after anyone who sprints through the market. - Describing these obstacles gives the heroes ideas about - what they're trying to overcome as they attempt to achieve - their goals.

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    INDIVIDUAL TESTS IN MONTAGE TESTS

    -

    The difficulty of each individual test in a montage test - is set by the Director and can vary from test to test. For - instance, if the heroes are preparing the defenses of a - village threatened by a band of approaching raiders, the - Director might decide that a character who wants to dig a - trench around the village needs to make an easy Might test. - Another hero wants to train the untested farmers of the - village in the ways of war, and the Director decides this - is a hard Reason test.

    -

    The same rules and guidelines that apply to all - individual tests apply here. If a hero has a clever, - out-of-the-box idea that the Director thinks should - automatically succeed without rolling dice, it does. If the - circumstances of the test should grant an edge or a bane, - they do. Individual test outcomes shouldn't halt the - story.

    -

    The Director should couch each success or failure as it - relates to the overall goal of the montage test. If the - heroes are trying to reach an ancient temple, failing a - Might test to ford a river in their path doesn't mean they - don't cross the river and are stuck on the other side. But - it could mean that failing to cross the river in a timely - manner gives a rival group of villains the chance to beat - the party to the temple.

    -

    The rewards and consequences of individual tests made - during a montage test should be handled on an individual - basis. The Director can use the default additional VP in - the next combat encounter for consequences and hero tokens - for rewards to keep the montage moving.

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    CAN'T USE THE SAME SKILL TWICE

    -

    An individual character can't use the same skill more - than once in a montage test. Though multiple heroes can use - the same skill, a test or an assist with a specific skill - represents each characters' entire contribution to the - montage test with that skill. At the Director's discretion, - this restriction can be lifted for prolonged montage tests, - or for montage tests that are limited in scope and have - only a small number of skills that apply to them.

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    NEW CHALLENGES FOR EACH TEST

    -

    In general, when a hero makes a test as part of a - montage test, they should choose new obstacles to overcome - that haven't already been tackled as part of the test. If - the heroes are chasing a thief through the marketplace and - one of them has already distracted the pack of stray dogs - with a deft hand and a piece of meat, additional tests made - to distract the animals don't count toward the result of - the montage test.

    -

    When it fits the scenario, the Director can adjust this - restriction. If part of a montage test involves searching - for people trapped in a burning building, the Director is - likely to allow multiple tests to fight or avoid the fire, - since this will happen throughout the montage test, not - just once.

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    DIRECTOR CAN INTRODUCE MORE CHALLENGES

    -

    During a montage test, a Director can introduce new - challenges for the heroes to face. While attempting to run - out of a burning building from the top floor, the - characters might discover that by the time they reach the - second floor, beams are starting to fall and glass windows - are exploding as the structure begins to collapse. These - new challenges can be incorporated into the tests the - heroes subsequently make.

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    TOTAL SUCCESSES AND FAILURES

    -

    The Director or another player will track the total - number of successes and failures the heroes earn during a - montage test. Every montage test has a success - limit and a failure limit. When - the number of successful tests equals the success limit, - the montage test ends and the heroes achieve total success - (see Montage Test Outcomes). The montage test can also end - when the number of failed tests equals the failure limit, - and the heroes suffer total failure.

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    LIMITED ROUNDS

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    A montage test should last only 2 montage test rounds. - If the heroes don't end the montage test by achieving the - success limit or failure limit, the montage test ends when - the second montage test round is over. This time limit - helps to keep a montage test from becoming a slog, and - prevents heroes from simply using their turns to assist the - one hero with the best chance of success. This can inspire - each hero to be a more active participant in the montage - test. That said, the Director can increase the number of - rounds a montage test lasts if they wish to create a - particularly grueling challenge.

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    MONTAGE TEST DIFFICULTY

    -

    The Director determines the success limit and failure - limit of a montage test. They can share this information or - keep it secret, depending on what feels the most fun and - dramatic for the situation and the players.

    -

    In general, the higher the success limit, the harder and - more complicated it is for the heroes to overcome the - montage test since a hero can't make the same test twice. - The Montage Test Difficulty table gives a - recommended success limit and failure limit for easy, - moderate, and hard montage tests for groups with five - heroes.

    -
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    MONTAGE TEST DIFFICULTY TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    DifficultySuccess LimitFailure Limit
    Easy55
    Moderate64
    Hard73
    -

    For larger or smaller groups, you can make the - following adjustments to keep montage tests achievable - but challenging:

    -
      -
    • For four or fewer heroes, decrease the success - limit and failure limits by 1 (to a minimum of 2) for - every hero fewer than five. For example, if your group - has only three heroes, an easy montage test has a - success and failure limit of 3.
    • -
    • For six or more heroes, increase the success and - failure limits by 1 for every hero more than five.
    • -
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    MONTAGE TEST OUTCOMES

    -

    A montage test can have three different outcomes:

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    • If the heroes hit the success limit before hitting - the failure limit or before time runs out for the test, - they achieve total success.
    • -
    • If the heroes hit the failure limit or time runs out, - and if they've achieved at least two more successes than - failures, they achieve a partial success.
    • -
    • If the heroes hit the failure limit or time runs out, - and if they don't have at least two more successes than - failures, they suffer total failure.
    • -
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    TOTAL SUCCESS
    -

    If the heroes earn a total success, they achieve what - they set out to do without complication. For instance, if - the heroes engaged in a montage test to see if they can - cross a desert to reach a city before a tyrant's army - arrived there and leveled the place, a total success sees - them arrive at the city gates with plenty of time to warn - people of the impending assault. The heroes earn - 1 Victory when they achieve total - success on an easy or moderate montage test, and - 2 Victories on a hard montage test.

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    PARTIAL SUCCESS
    -

    If the heroes earn a partial success, they succeed at - what they set out to do, but there is a complication or a - cost involved. For instance, when crossing the desert to - reach and warn the city of the tyrant's army, a mixed - success sees the characters arrive at the city gates with - the enemy forces just behind them. Alternatively, the - Director might allow the heroes to arrive well before the - army, but they don't cover their movements well enough. - The tyrant realizes the city has been warned and decides - to call in a favor to have a powerful dragon join the - siege. The heroes earn 1 Victory when - they achieve partial success on a hard or moderate - montage test.

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    TOTAL FAILURE
    -

    If the heroes suffer total failure, they don't achieve - what they set out to do. Just as with standard tests, - failure on a group test shouldn't bring a story to a - halt. Total failure should make things more interesting - and challenging! With a total failure in a montage test - to cross the desert and warn the city, the characters - arrive at the city to find it already under siege by the - tyrant.

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    SAMPLE MONTAGE TEST

    -

    Four heroes must cross the vast and inhospitable - Infinite Desert to warn the city of Ahset that the - tyrannical Empress Vardo is coming to conquer them. If the - characters arrive in time, they can organize the defenses - of the city, giving its people a greater chance of - defeating the tyrant.

    -

    The Director determines that crossing the desert is a - montage test of hard difficulty. With four heroes involved, - the success limit is 6 and the failure limit is 2 as the - montage test begins:

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    • When the test begins, the Director sets the scene. - They tell the players that the desert has extreme - temperatures, sudden sandstorms, high dunes to cross, - deep sand, chasms, and quicksand lakes. The Director - decides that challenges of dunes, deep sand, and - quicksand can be tackled multiple times in the test, - since the Infinite Desert is filled with these - hazards.
    • -
    • Urdoncara, a fury, starts things off - by asking to make an Intuition test using the Nature - skill to predict the best times of day to travel and - rest. She wants the party to avoid the worst of the - desert's extreme temperatures and any sandstorms or other - weather phenomena, so that their journey is quickened. - The Director decides this is an easy test. Urdoncara - makes the test and gets a result of 12, earning 1 success - for the montage test.
    • -
    • Loric, a tactician, wants to make a - Reason test using the Climb skill to lead the party over - dunes and other hazards with minimal effort. The Director - allows the attempt, but says that knowing what makes one - dune easier to climb than another is difficult, setting - the difficulty at medium. Loric gets a 9 on the test and - fails with a major consequence, which the Director - decides will cause him to take a bane on his next power - roll due to the exertion. The montage test currently has - 1 success and 1 failure.
    • -
    • Karrel, an elementalist, thinks the - group might cross the desert faster if they have - specially modified sandshoes that distribute their weight - and prevent their feet from sinking into the sand. The - Director loves the idea and decides that making four - pairs of the shoes while traveling the desert is a medium - Reason test. Karrel gets to use their Tailoring skill and - winds up with a result of 13—a success with a - consequence. The Director gains an additional 2 VP at the - start of the next combat encounter as a consequence, but - the group now has 2 successes and 1 failure on the - montage test.
    • -
    • Adrian, a conduit, offers to scout - ahead for the group with an Intuition test, using the - Navigate skill to find the best path forward and avoid - hazards such as chasms and quicksand. The Director thinks - this straightforward task of acting as lookout in a vast - desert is an easy task. Adrian smashes it with a 21, and - the Director decides to get creative with the reward. - Adrian's lookout skills grant the next hero to act in the - montage test an edge on their test. At the end of the - first montage test round, the heroes have 3 successes and - 1 failure.
    • -
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    Before the next montage test round, the Director pauses - the montage test to run a battle with a kingfissure worm, - who attacks the heroes as they cross over an ancient ruin - partially buried in the sand. After the heroes defeat the - kingfissure worm, the test continues:

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    • Urdoncara wants to make a Might test - using the Lift skill to carry most of the group's - equipment as they cross the desert, allowing her allies - to move more quickly while she keeps up with her superior - endurance. The Director thinks this arduous task has a - hard difficulty. Urdoncara gets a 17 on the test thanks - to the edge from Adrian's earlier success. The montage - test has 4 successes and 1 failure.
    • -
    • Loric, eager to prove himself after - his last failure, asks to make a Might test using the - Lead skill, representing tying a rope around his waist to - drag his weaker friends over the tallest dunes. The - Director likes the idea, but doesn't think the Lead skill - applies to the task. He tells Loric that Lift is more - appropriate, since the tactician is using their physical - skill to aid their friends and not really doing anything - interpersonal. Loric agrees, and the Director sets the - test at medium difficulty. Making the test with a bane - because of his previous failure, the tactician rolls a - 15, which is a success with a consequence. The montage - test has 5 successes and 1 failure, but the consequence - gives the Director another 2 VP at the start of the next - combat encounter.
    • -
    • Since the group needs only 1 more success to achieve - total success, Karrel says she'd like to - assist Adrian in whatever task he - decides to take on. Adrian wants to recall lore about the - Khem-hor—the inhabitants of the Infinite Desert—to - remember their time-honored travel techniques using the - History skill. Karrel has the Culture skill, which she - can use to assist by providing information about the - lives and society of the Khem-hor. She makes a Reason - test to assist and gets a 16, granting Adrian an edge on - his upcoming test.
    • -
    • Adrian attempts to recall lore about - the Khem-hor, wanting to see if he can remember any of - their travel techniques from his studies of the history - of the region. The Director has him make a hard Reason - test with an edge, thanks to Karrel's input on the - current state of Khem-hor culture. Adrian gets a 17, and - the Director decides that the conduit recalls a shortcut - through a canyon tunnel that leads directly to Ahset, - avoiding a vast lake of quicksand. The heroes get their - sixth success in the montage test, achieving total - success, and earn 2 Victories.
    • -
    -

    The heroes could have attempted other tests during their - travels, such as an Agility test using the Stealth skill to - lead the group through dangerous shortcuts in the desert - without being seen or waylaid by predators, a Reason test - using the Nature skill to find enough food and water to - keep the group hydrated and fed, or a Presence test using - the Music skill to inspire allies to travel faster with - song.

    -
    -
    -
    -
    -

    ADVENTURING

    -

    This section collects a number of the rules for adventuring - that make up the heart of the game. These rules will be - organized differently as the game is developed.

    -
    -

    RESISTANCE ROLLS

    -

    Resistance rolls are special power rolls made to avoid - harmful effects from traps, hazards, and other creatures' - attacks and abilities. You don't decide when it's time to - make a resistance roll. Instead, you make one in response to - a dangerous situation when the rules or the Director call for - it. The higher the result of the resistance roll, the less - harm the effect does to your character.

    -

    For example, a hero who activates a fire trap might need - to make the following resistance roll:

    -

    Resistance + Agility:

    - -
    -
    -

    ADJACENT

    -

    Many abilities and other options refer to creatures, - objects, or spaces that are adjacent to a specified creature. - Something is adjacent to a creature if it is within 1 square - of that creature.

    -
    -
    -

    FALLING

    -

    When you fall 2 or more squares, you take 2 damage for - each square you fall, then you land prone. When you fall, you - reduce the effective height of the fall by a number of - squares equal to your Agility score. Falling into liquid that - is at least 1 square deep reduces the effective height of a - fall by 4 squares.

    -

    Falling is not forced movement, but being force moved - downward is considered falling (see Forced Movement in - Combat). Movement from falling doesn't provoke opportunity - attacks (see Opportunity Attacks).

    -
    -

    FALLING ONTO ANOTHER CREATURE

    -

    If you land on another creature when you fall, that - creature takes the same damage you do from the fall. You - then land prone in the nearest unoccupied space of your - choice. If your size is greater than the creature's Might - score, the creature also falls prone.

    -
    -
    -

    FALLING FAR

    -

    When you first fall from a great height, you fall 100 - squares in the first round. At the end of each subsequent - round that you remain falling, you fall another 100 - squares.

    -
    -
    -
    -

    HIDE AND SNEAK

    -

    Hiding and sneaking are important tools for heroes and - their foes. You might want to avoid another creatures' notice - to eavesdrop on conversations, steal items, set up an ambush, - or avoid a combat encounter.

    -
    -

    HIDING

    -

    When you wish to hide from a creature, you must have - cover or concealment (see Combat) from your foe, and that - foe can't observe you attempting to hide. If you duck - behind a barrel to hide from a foe, your attempt to hide - has a chance of succeeding only if your foe doesn't notice - you doing so. If you are being chased by a hungry dragon, - you can hide only if you first move into a place where the - dragon can't observe you, such as turning a sharp corner - into a tunnel full of giant stalagmites before the dragon - does. You then make your hide attempt.

    -

    Most often, you use the Hide maneuver to hide during - combat (see Maneuvers). If you do so while you have cover - or concealment from a creature who isn't observing you, you - are automatically hidden from them unless the Director - deems otherwise. If you hide outside of combat, the - Director might ask you to make a test using the Hide - skill.

    -

    If you are hidden from another creature, you gain an - edge on attacks made against them, and the creature can't - target you with attacks. You are no longer hidden from a - creature if you don't have cover or concealment from them. - If you use an ability, interact with an enemy creature, - move without sneaking, or otherwise make noise or reveal - yourself while hidden, you are no longer hidden once the - thing you're doing resolves. For instance, if you are - hidden and then make an attack, you resolve the attack - first, then are no longer hidden.

    -
    -
    SEARCHING FOR HIDDEN CREATURES
    -

    You can search for creatures who are hidden from you - as long as those creatures are within 10 squares of you - and you have line of effect to them. To do so, you make - an Intuition test as a maneuver and assess the - result:

    -
      -
    • 11 or lower: You find any hidden - creatures with an Agility of 0 or lower and who don't - have the Hide skill.
    • -
    • 12–16: You find any hidden - creatures who don't have the Hide skill.
    • -
    • 17 or more: You find all hidden - creatures.
    • -
    -

    As part of this maneuver, you can point out any - creatures you find to allies within 10 squares of you, - making those creatures no longer hidden from those - allies.

    -
    -
    -
    -

    SNEAK

    -

    While you are hidden from another creature and you want - to move, you can attempt to sneak in order to remain - hidden. While sneaking, your speed is halved, and you must - end your move with cover or concealment from the creatures - you are hidden from. If you do so, you can make an Agility - test with a difficulty set by the Director, remaining - hidden if you succeed. This test can use another - characteristic at the Director's discretion.

    -
    -
    -
    -

    LANGUAGES

    -

    When you create your hero, you'll be able to select the - languages they know. The following details the languages of - Orden, the baseline world of the game, but the Director can - use these languages in their own campaign world or swap this - list with their own languages.

    -

    If your hero knows a language, they can speak, read, - write, and understand it.

    -

    (Playtest note: The full list of languages for the - game isn't included here. More is coming.)

    -
    -

    CAELIAN EMPIRE

    -

    The Caelian Empire dominated five of the seven regions - of Orden three thousand years ago. During the height of - this most recent human empire, all humans (including folks - from Vanigar in the far north, but not folks from the - islands of Ix) learned to speak the Caelian tongue. For - many, especially the noble classes and the well-to-do, - Caelian effectively replaced their native language.

    -

    Some thirteen hundred years after the fall of the - Caelian Empire, the languages of the different regions of - the empire are enjoying a resurgence. Still, the Caelian - tongue is spoken by most humans in most regions to one - extent or another.

    -

    Most people in Orden can speak and understand some - Caelian, simply because the empire was so powerful and so - widespread. Anyone trading with the empire or living near - its borders or under its influence eventually learned to - speak Caelian, including dwarves, elves, orcs, lizardfolk, - and goblins. If you speak more than one language in Orden, - your second language is almost certainly Caelian. As a - result, that language of empire is now colloquially - referred to as “the common tongue”—the language that most - folk of Orden have in common.

    -
    -
    -

    EXTANT SPOKEN LANGUAGES

    -

    Folks have been speaking and writing in Orden for at - least thirty thousand years, but most of those languages - are now dead. Many have been forgotten. Others were spoken - by peoples who never developed writing, preventing those - languages from being preserved. And many languages that - were preserved in writing left no related descendants, so - that no one knows what sounds that writing represented.

    -

    The languages on the Vasloria Languages by Ancestry - table are the most common languages in that region, - actively spoken by significant populations. Most languages - are associated with a specific ancestry and its culture, - but being a member of an ancestry doesn't automatically - make you part of the associated culture the language is - tied to. For example, if your orc hero was raised in a - culture of elves, you probably speak one of the elven - languages and might never have learned Kalliak.

    -

    Most languages have colloquial or casual names. For - instance, many people in Orden call Kalliak “Orcish” and - Hyrallic “Elvish,” but any sage knows there are many orcish - and elven languages, just as there are multiple human - languages.

    -
    -
    VASLORIA LANGUAGES BY ANCESTRY
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    AncestryLanguageNotes
    AngulotlsFilliaricOffshoot of Cyllinric
    DemonsProto-Ctholl
    DevilsAnjalLanguage of contract law
    DwarvesZaliacLanguage of engineering
    DragonsXakalliac
    Dragons, elderThe First LanguageLanguage of magic
    Elves, wodeYllyricLanguage of druids
    Elves, highHyrallicLanguage of interspecies diplomacy, the common - language of the elves
    Fae creaturesKheltOffshoot of Kheltivari
    GiantsKuric
    GnollsAnjal
    GnomesVariac
    GoblinsSzetch
    KoboldsKethaicPatois of Xakalliac and Caelian
    LizardfolkKhamish
    OgresKuric
    OlothecUrollialic
    OrcsKalliakOffshoot of Zaliac
    OvermindsZa'hariax
    Time raidersVoll
    TrollsVariacCommon language of the World Below
    Voiceless talkersVariac
    MindspeechA symbolic language shared among native - telepaths.
    EveryoneCaelianCommon tongue
    -
    -
    -
    VASLORIA HUMAN LANGUAGES
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    RegionLanguage
    The GolUvalic
    HigaraHigaran
    IxOaxuatl
    KhemharaKhemharic
    KoursirKhoursirian
    PhaedrosPhaedran
    RiojaRiojan
    VanigarVaniric
    VasloriaVaslorian
    -
    -
    -
    LANGUAGE USAGE
    -

    Hyrallic is the primary language of - the high elves in Orden. Although young for an elven - language, Hyrallic is older than almost all other modern - cultural languages, save those of the dwarves. As a - result, while anyone who lives near or trades with a - human culture probably speaks at least a little Caelian, - most nobles across all ancestries make sure their - children or offspring speak Hyrallic. Caelian is new from - many cultures' point of view, while Hyrallic as a - language for diplomacy is considered cultured and - traditional.

    -

    Yllyric is the cultural language of - wode elves, and also the common language among those who - defend and protect the natural forests of Orden.

    -

    Within any document concerning the workings of - machines, masonry, or geology, you are likely to find a - healthy supply of jargon using Zaliac, - the most popular dwarven language. Even when such texts - aren't fully written in Zaliac, they use a lot of dwarven - language when describing esoteric, complex ideas.

    -

    Just as Zaliac is used in engineering, contract law - isn't written purely in Anjal, the - dominant language of the Seven Cities of Hell. But, a lot - of the legal jargon in any contract, as well as some of - the language of trial courts, features many Anjal words. - People are sticklers for detail in the Seven Cities, - making their language popular among lawyers.

    -

    In the same way that intelligent creatures in Orden - who live near or trade with other cultures use - Caelian as a common language, the - denizens of the World Below, the Dark Under All, often - speak Variac, the language of the - voiceless talkers.

    -
    -
    -
    -

    DEAD LANGUAGES

    -

    For an adventuring hero with an ambition to create great - works or unlock deep lore, it can be useful to be able to - read ancient writing. Much deep lore is attested only in - ancient tomes and scrolls written in languages that no - modern culture uses.

    -

    Most of these ancient writings were written by people - who expected other people to read it. The lore might have - been kept secret by not sharing it with anyone outside the - college or cult whose members originally wrote it, but the - actual writing was not intended to be difficult to read or - understand. It wasn't written in code—just in a language - that people stopped speaking long ago.

    -

    Sages can reconstruct many of these languages by - learning which modern languages descended from them, then - comparing them to related languages from the same time - period that might have survived. Translating such ancient - languages has been extremely useful for the purposes of - crafting and research.

    -
    -
    DEAD LANGUAGES TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LanguageRelated LanguagesCommon Topics
    KheltivariYllyric, CyllinricUsing a wode to travel through time
    KhamishKhoursirianBeast magic
    Old Sky ElfHyrallicFlying castles
    Old Sun ElfHyrallic, YllyricLiannar, the Sunmetal
    HobgoblinAnjalZodiakol, the Bloodmetal
    Old Star ElfHyrallic, YllyricRovion, the Starmetal
    Steel DwarfZaliacValiar, the Truemetal
    Old VariacVariacKollar, the Sinmetal
    -
    -
    -
    -
    -

    RENOWN

    -

    As you accomplish heroic deeds, your fame allows you to - influence NPCs and attract followers. Your infamy among - enemies also grows, and their hatred and fear of you can - cause foes to lash out during negotiations (see Negotiation). - Every hero has a Renown score that represents how they can - use their reputation to influence others. The higher the - score, the greater your impact with those who know of your - legend.

    -

    At the start of character creation, your Renown is 0. Some - careers can increase your initial Renown score (see - Careers).

    -
    -

    INCREASING RENOWN

    -

    Renown typically increases at the end of an adventure, - often after the acknowledgment of a powerful NPC that you - helped save them, their family, their home, or their - organization. That NPC and anyone else who witnessed your - heroics can tell the tale, and from there, your legend - grows.

    -
    -
    FOR THE DIRECTOR: AWARDING RENOWN
    -
    -

    In general, a hero gains 1 Renown each time they - complete an adventure. If you want the characters to be - less famous than in a standard heroic tale, you can - adjust this to give out Renown only after every other - adventure or only when the heroes level up. - Alternatively, you can award more Renown after each - adventure if you want the heroes to become power - players in the world more quickly.

    -
    -
    -
    -
    -

    INFLUENCE NEGOTIATION

    -

    Renown changes the way NPCs respond to heroes during - negotiations. For more information, see Negotiation.

    -
    -
    -

    ATTRACT FOLLOWERS

    -

    You can also use your Renown score to attract and employ - followers who perform different duties or favors for you. - The Renown Followers table shows how many - followers a hero can have at one time based on Renown. You - can always let go of a follower in your employ to hire a - new one.

    -

    You can recruit as many new followers as your Renown - allows as a respite activity, provided you are in a place - or have a means of communication that allows you to recruit - such followers.

    -
    -
    RENOWN AND FOLLOWERS TABLE
    - - - - - - - - - - - - - - - - - - - - - - - - - -
    RenownNumber of Followers
    31
    62
    93
    124
    -
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    STRONGHOLD
    -

    Many followers stay at a stronghold, which is a home - base you designate and can change. Your stronghold is - typically a location shared by your fellow heroes. It - could be a few rooms at an inn in a sleepy village, an - old castle you claimed after clearing it of monsters, or - a fleet of sailing ships.

    -
    -
    -
    -

    FOLLOWER TYPES

    -

    When you attract a new follower, you decide on their - name and ancestry, and choose what role they play in their - service to you.

    -

    (Playtest note: More types of followers are - coming.)

    -
    -
    ARTISAN
    -

    Artisans are crafting experts who can contribute to - your research and crafting projects (see Research and - Crafting).

    -

    (Playtest note: The Research and Crafting section - is still to come.)

    -

    An artisan can contribute one project roll per day to - a project you choose while they remain at your - stronghold, provided they have access to the necessary - materials.

    -

    When you recruit an artisan, choose four skills from - the crafting skill group that they know. An artisan has a - Might or Agility score of 1 (your choice), a Reason score - of 1, and a 0 in all other characteristics. They know - Caelian and two other languages of your choice.

    -
    -
    -
    SAGE
    -

    Sages are research experts who can contribute to your - research and crafting projects. A sage can contribute one - project roll per day to a project you choose while they - remain at your stronghold, provided they have access to - the necessary materials.

    -

    When you recruit a sage, choose four skills from the - lore skill group that they know. A sage has a Reason and - Intuition score of 1, and a 0 in all other - characteristics. They know Caelian and two other - languages of your choice.

    -
    -
    -
    -

    SPECIFIC USES FOR RENOWN

    -

    The Director can use Renown as a tool that determines - how much access heroes have to exclusive places in the - campaign's world, or how much power they wield in - organizations of which they are members. The rules for - using Renown in such ways is in the For the Director - section.

    -

    (Playtest note: This section is yet to - come.)

    -
    -
    -
    -

    SUPERNATURAL AND MUNDANE

    -

    The word supernatural is used to describe - abilities, creatures, and objects that are magical or psionic - in nature.

    -

    The word mundane is used to describe - attacks, creatures, and objects that aren't magical or - psionic.

    -
    -
    -

    SUFFOCATING

    -

    During combat or under similarly stressful conditions, you - can hold your breath for a number of rounds equal to your - Might score (minimum 1 round). At the end of each round after - that, you take 1d6 damage while holding your breath.

    -

    Out of combat, you can hold your breath for a number of - minutes equal to your Might score. Being unable to breathe - after that time counts as a stressful condition, causing you - to run out of air as above.

    -
    -
    -

    ADVENTURING GEAR

    -

    This isn't a game about tracking gear, so you don't need - to list every piece of equipment you own on your character - sheet. The game assumes that heroes generally have enough to - eat and drink, so the rules don't expect you to track food - and water either.

    -

    If your character has a skill that implicitly requires - gear, such as lockpicks for the Pick Lock skill or basic - alchemy supplies for use with the Alchemy skill, then you - have that gear. Likewise, your character is assumed to have - standard useful adventuring gear, including a torch, a rope, - and a backpack at minimum.

    -

    At the Director's discretion, you might lose certain gear - in the course of an adventure, or your gear could break. If - this happens, you might not be able to perform certain tasks - as effectively without that gear.

    -
    -

    TORCHES

    -

    A torch sheds light for 10 squares in every direction, - and you can light a torch as a free maneuver. Just as you - don't need to track every ration or arrow you use, you - don't need to track how long a torch lasts.

    -
    -
    -

    ROPE

    -

    A rope is 10 squares long. A creature able to use an - anchored rope to climb can do so without needing to make a - test unless the Director deems otherwise.

    -
    -
    -
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    WEALTH

    -

    This game also isn't about accumulating and counting every - piece of copper you acquire. Instead of tracking a bank - account, the amount of stuff your hero can purchase is based - on their level. As you accomplish more deeds, you acquire - more treasure and rewards from grateful NPCs that allow you - to be an even more effective hero.

    -

    The Hero Wealth table shows the types of items, gear, - services, property, and more that you can purchase at various - levels in the game. The table shows both the purchases that - heroes can acquire individually and that a party can acquire - when the characters pool their resources together as a - group.

    -

    This isn't an exhaustive list, but you and the Director - can use the table to judge what your character can and can't - purchase. For instance, the price of an ox isn't on this - list, but you can reasonably assume that if you can buy a - horse, you can probably afford an ox as well. (Don't @ us, - farm nerds.) And if you can't afford something you want, fear - not! You might still be able to acquire a specific good or - service through negotiation, or by trading your heroic - services instead of spending cash. Treasures such as magic - swords and psionic crowns are rare and typically can't be - purchased. Instead, they're found on adventures, traded for - other treasures, given as rewards by NPCs, or crafted by the - characters.

    -
    -

    HERO WEALTH TABLE

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelIndividualGroup
    1st–2ndMundane clothing, gear, armor, implements, and - weapons; meals or drinks at a common tavern; stay at - a common inn; passage on a boatHorse and cart; dinner at a fine tavern; stay at - a fine inn
    3rd–4thHorse and cart; dinner at a fine tavern; stay at - a fine innCatapult; small house
    5th–6thCatapult; small houseLibrary; tavern; manor home; sailing boat
    7th–8thLibrary; tavern; manor home; sailing boatChurch; keep; wizard tower
    9th–10thChurch; keep; wizard towerCastle; shipyard
    -
    -
    -
    -
    -

    ABILITIES

    -

    Your class, kit, ancestry, titles, and other heroic options - give you access to abilities that make your hero stand out. - Abilities are special actions, maneuvers, and more that allow - you to affect creatures, objects, and the environment. - Abilities are presented in a format that breaks out specific - entries for keywords, time, distance, target, and effect. If an - ability is an attack, it also includes a damage entry.

    -
    -

    NAME AND STORY TEXT

    -

    Each ability has an evocative name that sets up what it - does in the game, followed by a line or two of flavor text - that provides a sense of how the use of the ability might - appear if described in an action scene in a story.

    -

    The name and story text for abilities sometimes make - reference to specific ways in which the ability is - used—particularly combat abilities whose names imply specific - types of weapons or tactics. However, that narrative flavor - has no effect on how an ability can be used. For example, the - fury's Impaling Strike ability allows you to grab a - target, setting up the idea of harpooning your monstrous foe - with a sword, then wrenching them in close before pulling - your weapon free. But you can use that ability with an axe, a - mace, a hammer, or any other weapon.

    -
    -
    -

    RESOURCE COST

    -

    Some abilities have a Heroic Resource cost to use them. - When you use one of these abilities, you spend your Heroic - Resource, then activate the ability.

    -
    -
    -

    ABILITY KEYWORDS

    -

    Each ability has a “Keyword” entry with one or more - keywords that explain how the ability functions.

    -
    -

    AREA

    -

    Abilities with the Area keyword create an area of - effect. Many area abilities also deal damage, but such - abilities are not attacks. See Area Abilities for more - information.

    -
    -
    -

    ATTACK

    -

    Abilities with the Attack keyword (referred to simply as - “attacks”) deal damage to or impose a harmful effect on - other creatures.

    -
    -
    -

    CHARGE

    -

    Abilities with the Charge keyword can be used with the - Charge action in place of a melee free strike (see Charge - in Actions in Combat).

    -
    -
    -

    MAGIC

    -

    Magic-keyword abilities are used by creatures who can - cast spells, have innate magical features, or wield magic - items. These abilities do magical things such as create - rays of fire, open swirling portals, or summon - creatures.

    -
    -
    -

    MELEE

    -

    Abilities with the Melee keyword can be used only over - very short distances, typically within a creature's reach, - because they require you to touch someone or something with - your body, a weapon, or an implement.

    -
    -
    -

    PSIONIC

    -

    Psionic-keyword abilities are used by creatures who can - manifest psionic powers, have innate psionic features, or - wield psionic items. These abilities might create blasts of - psychic energy, move objects with telekinesis, or slow down - time with chronopathy.

    -
    -
    -

    RANGED

    -

    Abilities with the Ranged keyword can be used to affect - creatures who are too far away to touch.

    -
    -
    -

    RESISTANCE

    -

    Abilities with the Resistance keyword require the target - to make a resistance roll to lessen or avoid their - effect.

    -

    (Playtest note: Only monsters and villains have - Resistance-keyword abilities right now.)

    -
    -
    -

    WEAPON

    -

    The Weapon keyword is used in attacks that are made with - blades, bows, and other such items. Weapon abilities also - include attacks creatures make with their own bodies, such - as punches, kicks, bites, tail slaps, and more. Your kit - determines the types of weapons you wield and use with - weapon abilities (see Kits).

    -
    -
    -

    IT'S NOT ALL ATTACKS!

    -
    -

    The Attack keyword and phrases like “makes an attack” - are reserved for abilities that have a creature - specifically targeting other creatures or objects (not an - area) and dealing harm to them by making a power roll. - Other abilities that target areas of effect, or that - require the target to make a resistance roll instead of - having the creature using the ability make the roll, are - not attacks. They instead use the Area and Resistance - keywords, respectively. That means if a feature - distinctly interacts with an attack (for instance, the - conduit's Holy Infusion triggered action), that feature - has no effect on abilities with the Area or Resistance - keyword.

    -
    -
    -
    -
    -

    TYPE

    -

    Each ability has a “Type” entry that describes how long it - takes to execute the ability. For instance, if you use an - ability that has “Action” as its type entry, you must use - your action to activate the ability. Most abilities require - you to use an action, a maneuver, a triggered action, a free - maneuver, or a free triggered action (see Combat for more - information).

    -

    If an ability takes 1 minute or longer to use, you can't - use it in combat.

    -
    -

    TRIGGER

    -

    If an ability requires a triggered action or a free - triggered action to use, a “Trigger” entry is part of the - ability. For example, the trigger for the tactician's Parry - ability is: “A creature makes a Weapon attack against the - target.”

    -
    -
    -
    -

    DISTANCE

    -

    An ability's “Distance” entry indicates how close you need - to be to a creature or object to affect that target with the - ability.

    -
    -

    MELEE

    -

    Abilities with a distance of “Reach X” require you to - touch a creature with your body, a weapon, or an implement. - X is the distance in squares at which you can physically - make contact with another creature or object targeted by - the ability. For instance, a distance of “Reach 2” can be - used to target creatures or objects within 2 squares of - you.

    -
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    RANGED

    -

    Abilities with a distance noted as “Ranged” can be used - to target creatures who are more than a touch away. Ranged - distances are presented as “Ranged X,” with X being the - number of squares away a creature or object can be while - still allowing you to target them with the ability. For - instance, a distance of “Ranged 5” can be used to target - creatures or objects within 5 squares of you.

    -

    If you make a ranged attack while an enemy is adjacent - to you, you have a bane on the attack's power roll.

    -
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    MELEE OR RANGED

    -

    Some abilities have a melee distance and a ranged - distance. When you use such an ability, you choose whether - to use it as a melee or a ranged ability. The ability never - has both the Melee and Ranged keywords at the same time. - For example, if you have the Cloak and Dagger kit, which - has a weapon damage bonus to melee and ranged abilities, - only one bonus at a time applies to an ability with the - Melee or Ranged keywords.

    -
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    -

    AREA ABILITIES

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    Area abilities cover an area, creating an effect within - that area that lets you target multiple creatures or - objects at once. When an ability allows you to create an - area of effect, you are sometimes given a distance, noted - as “within X,” that describes how many squares away from - you the area can be. If an area ability doesn't originate - from you, then at least 1 square of the area of effect must - be within that distance and your line of effect. This - square is referred to as the origin square of the area of - effect. The area of effect can spread from the origin - square however you choose, as long as the area of effect - conforms to the shape and arrangement rules of that - particular area.

    -

    Unless otherwise noted, area abilities don't pass - through solid barriers such as walls or ceilings or spread - around corners. These obstructions stop areas from - spreading. As long as you have line of effect and distance - to the origin square, you can place an area ability to - include one or more squares where you don't have line of - effect (see Line of Effect below).

    -

    An area ability might use any of the following areas of - effect:

    -
      -
    • Aura: When an ability creates an - aura, it is expressed as “X aura.” Aura areas always - originate from you and move with you for the duration of - the ability that created them. A creature must be within - X squares of you to be targeted by an aura ability.
    • -
    • Burst: When an ability creates a - burst area, it is expressed as “X burst.” Burst areas - always originate from you. A creature must be within X - squares of you to be targeted with a burst ability.
    • -
    • Cube: When an ability affects a - cubic area, it is expressed as “X cube.” X is the length - of all the area's sides.
    • -
    • Line: When an ability affects a - linear area, it is expressed as “A × B line.” This means - that A equals the line's length in squares, while B - equals the line's width and height in squares.
    • -
    • Wall: When an ability creates a - wall, it is expressed as “X wall,” where X equals how - many squares are used to make the wall. When you place a - wall, you can build it one square at a time, but each - square must share at least one side (not just a corner) - with another square of the wall. You can stack squares on - top of each other to make the wall higher. Unless - otherwise stated, a wall can't be placed in occupied - squares, and a wall blocks line of effect.
    • -
    • Special: Some abilities create a - unique area of effect. The distance entry of such - abilities specifies how the area is created.
    • -
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    SELF

    -

    If an ability has a distance of “Self,” that ability - originates from or affects only you. The ability's - description specifies how it works.

    -
    -
    -
    -

    TARGET

    -

    The “Target” entry of an ability notes the number of - creatures or objects who can be targeted by that ability.

    -
    -

    CREATURE

    -

    If an ability targets one or more creatures, you can - have it target any creature within the ability's distance. - You aren't an eligible creature target for your own - abilities unless those abilities also have “self” as a - target (see below).

    -
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    -

    OBJECT

    -

    If an ability targets one or more objects, you can have - it target any object within the ability's distance. Unless - otherwise noted, objects have poison and psychic immunity. - When an ability can target creatures and objects, the - ability can damage objects. However, unless otherwise noted - or if the Director decides otherwise, objects are immune to - an ability's other effects.

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    -

    ENEMY

    -

    If an ability targets one or more enemies, you can use - the ability to target only creatures who are hostile to - you. Typically, you decide who counts as an enemy, though - the Director has the final say.

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    -

    ALLY

    -

    If an ability targets one or more allies, you can use - the ability to target only creatures who are friendly to - you. Typically, you decide who counts as an ally, though - the Director has the final say. You aren't an eligible ally - target for your own abilities unless those abilities also - have “self” as a target.

    -
    -
    -

    SELF

    -

    If an ability targets “self,” then you are a valid - target for the ability.

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    -
    -

    ALL

    -

    If an ability doesn't provide a number of targets but - instead says it applies to all creatures, objects, enemies, - or allies, then all eligible targets are affected.

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    -
    -

    ABILITY POWER ROLL

    -

    If an ability requires a power roll, it has a “Power Roll” - entry that tells you which characteristic to add to the 2d10 - roll you make when you activate the ability. Unlike power - rolls made as tests, ability power rolls always do something - useful when you make them. You're just rolling to see the - impact of the ability, including damage and any effects based - on the tier result of the power roll.

    -

    For instance, the fury's Brutal Slam ability is a melee - attack that targets a creature within reach, and which has - the following effects:

    - -
    -

    ABILITIES WITH DAMAGE AND EFFECTS

    -

    Both attacks and area abilities deal damage and often - have an additional effect on their target. The amount of - damage and the strength of the effect are determined by the - power roll.

    -

    To keep things quick and easy to read at the table, - damage and effects are separated in a power roll entry with - a semicolon, with effects abbreviated whenever possible. An - effect determined by the power roll result always applies - to the target unless otherwise specified. For instance, the - Brutal Slam ability described above has the following power - roll setup:

    -

    Power Roll + Might:

    -
      -
    • 11 or lower: 3 damage; push 1
    • -
    • 12–16: 8 damage; push 2
    • -
    • 17+: 12 damage; push 4
    • -
    -

    Unless otherwise indicated, any effects that are - determined by a power roll result occur after the power - roll's damage has been dealt to all targets.

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    -
    CRITICAL HIT
    -

    When you make a power roll as part of an attack or - action and the total of the roll is 19 or 20 before - adding your characteristic (a natural 19 or natural 20), - you score a critical hit. This allows you to immediately - take an additional action after resolving the power roll, - whether or not it's your turn and even if you are dazed - (see Conditions).

    -
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    DURING THE MOVE
    -

    Certain ability effects allow you to move and affect - other creatures or objects during that move, such as the - shadow's Blade Dance ability. For such abilities, the - move begins in the space you first leave when you move, - and ends in the last space you move into.

    -
    -
    -
    -

    ROLL AGAINST MULTIPLE CREATURES

    -

    When an ability targets multiple creatures, you make one - power roll and apply the result to all the creatures you - target. If you have edges or banes against some but not all - of your targets, you might apply a different tier of result - to individual targets.

    -

    For example, if you target three creatures with an - attack ability and your result is 11, each of the targets - should be affected by the tier 1 result of the ability. - However, if you gain an edge on attacks against one of the - targets to add 2 to the power roll, your result against - that target is 13 and that target is affected by the tier 2 - result of the ability.

    -
    -
    -
    -

    RESISTANCE ROLLS

    -

    Some abilities that are used by the heroes' foes have the - target of the ability make a resistance roll instead of the - creature using the ability making a power roll. These - abilities have the Resistance keyword, indicating that the - target rolls to see how well they can resist the ability. For - instance, the goblin cursespitter's Eye of Surlach ability - forces a target to make an Intuition resistance roll:

    -

    Target Resists + Intuition:

    - -

    Because a resistance roll measures how well a target - shakes off an ability's damage and effects, the higher the - tier result of the roll, the weaker the ability's damage and - effects.

    -
    -
    -

    EFFECT

    -

    Many abilities that require power rolls also have effect - entries describing additional effects or rules for how the - ability is used. If an ability doesn't require a power roll, - it has an effect entry that describes how it works.

    -
    -
    -

    SPEND RESOURCE

    -

    Some abilities have a “Spend X [Heroic Resource]” entry. - These are similar to effect entries, except they cost Heroic - Resources to use. You must spend X of your Heroic Resource to - activate the effect. If the entry reads “Spend [Heroic - Resource]” with no number, then you can spend as much of your - Heroic Resource as you like to increase the effect's impact, - as described in the entry's details.

    -
    -
    -

    STACKING UNIQUE EFFECTS

    -

    The unique effects of different abilities are combined if - their durations and targets overlap. However, the effects of - the same ability used multiple times don't add together. - Instead, the most impactful result—such as the highest - bonus—from each use of the ability applies. The most recent - ability applies for determining duration.

    -

    Different effects that impose the same condition (see - Conditions) don't stack to impose the condition twice. For - example, if a hero is targeted by numerous creatures whose - abilities can halve a target's recovery value, the hero's - recovery value is only halved once.

    -
    -
    -

    ENDING EFFECTS

    -

    When a creature suffers a lasting effect, whatever - ability, hazard, or other mechanic imposed the effect - specifies how long the effect lasts. Unless otherwise noted, - all effects and conditions (see Conditions) that are imposed - on you during a combat encounter end when the encounter is - over if you want them to.

    -
    -

    EOT

    -

    If an effect ends with “(EoT)” at the end of its - description, a creature suffers the effect until the end of - their next turn.

    -
    -
    -

    RESISTANCE ROLLS AND EFFECTS

    -

    If an effect ends with “([CHARACTERISTIC] resistance - ends)” at the end of its description, then a creature - suffering the effect can make a resistance roll at the end - of your turn to remove the effect. Unless otherwise - specified, a resistance roll to end an effect is set up as - follows:

    -

    Power Roll + [Specified - Characteristic]:

    -
      -
    • 11 or lower: The effect persists
    • -
    • 12–16: The effect ends at the end of your next - turn
    • -
    • 17+: The effect ends immediately
    • -
    -

    Heroes' abilities don't apply effects that require - resistance rolls, to prevent the Director from doing a lot - of tracking and rolling.

    -
    -
    -

    EOE

    -

    If an effect ends with “(EoE)” at the end of its - description, a creature suffers the effect until the end of - the encounter. In general, enemies' abilities don't apply - end-of-encounter effects to heroes, since heroes should - always have a chance to get back in the fight!

    -

    Boss creatures have the End Effect trait, which allows - them to end EoE effects at the end of their turn in - exchange for taking damage.

    -
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    -

    LINE OF EFFECT

    -

    To target a creature or object with an ability, including - attacking the creature or object, you must have line of - effect to that creature or object. If a solid object, such as - a wall or pillar, completely blocks the creature from you, - then you don't have line of effect to them. If you're not - sure if you have line of effect to a creature, imagine - drawing a straight line from any corner of the space you - occupy on the map to any corner of a space the creature - occupies. If you can do this with at least one corner - connecting to another with no obstruction in between, you - have line of effect to the creature.

    -

    At the Director's discretion, flimsy or fragile - obstructions such as a glass window or linen curtains don't - block line of effect and might be automatically broken or - torn by attacks made through them.

    -

    If you want to create an area of effect in a specific - area, you must have line of effect to at least one of the - squares in that area. See Area Abilities.

    -
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    -

    STRAIGHT LINE

    -

    Whenever your character moves or when you or another - creature are force moved, that movement is typically in a - straight line. Abilities that allow you to move or to - forcibly move another creature often talk about moving - straight toward or away from another creature or an object. - Although a line of travel must be straight, it doesn't have - to travel a straight line of squares on the grid.

    -
    -
    -

    CONDITIONS

    -

    Some abilities and other effects apply specific negative - effects called conditions to a creature. The following - conditions show up regularly in the game and are included on - your character sheet. (Playtest note: They are not included - on your character sheet yet.)

    -
    -

    BLEEDING

    -

    While you are bleeding, you can't regain Stamina.

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    DAZED

    -

    While you are dazed, you can do only one thing on your - turn: use a maneuver, use an action, or take a move action. - You also can't use triggered actions, free triggered - actions, or free maneuvers.

    -
    -
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    FRIGHTENED

    -

    If you are frightened, attacks you make against the - source of your fear take a bane. If that source is a - creature, their attacks against you gain an edge. You can't - willingly move closer to the source of your fear if you - know the location of that source. If you gain the - frightened condition from one source while already - frightened by a different source, the new condition - replaces the old one.

    -
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    GRABBED

    -

    While you are grabbed, your speed is 0, you can't be - force moved, you can't use the Knockback maneuver, and you - take a bane on attacks that don't target the creature - grabbing you. If the creature grabbing you moves, they - bring you with them. If the creature's size is equal to or - less than yours, their speed is halved while they have you - grabbed.

    -

    The creature grabbing you can use a maneuver to move you - into an unoccupied space adjacent to them. The creature - grabbing you can end the grab at any time (no action - required). You can also attempt to escape being grabbed - (see Escape Grab in Combat). If you teleport or if the - creature grabbing you is force moved to a space that isn't - adjacent to you, you are no longer grabbed.

    -
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    PRONE

    -

    While you are prone, you are flat on the ground, attacks - you make take a bane, and melee attacks made against you - gain an edge. You must crawl to move along the ground, - which costs you 1 additional square of movement for every - square you crawl. You can't climb, jump, swim, or fly while - prone. If you are climbing, flying, or jumping while you - are knocked prone, you fall.

    -

    While prone, you can stand up as a maneuver (see - Maneuvers in Combat), unless the ability or effect that - imposed the condition says otherwise. You can use a - maneuver to make an adjacent prone creature stand up.

    -
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    RESTRAINED

    -

    While you are restrained, your speed is 0 and you can't - be force moved. Your attacks take a bane, attacks and - damaging area powers against you gain an edge, and you have - a bane on Might and Agility resistance rolls. If you - teleport while restrained, the condition ends.

    -
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    SLOWED

    -

    While you are slowed, your speed is 2 unless it is - already lower.

    -
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    TAUNTED

    -

    If you are taunted, you have a double bane on attacks - that don't include the creature who taunted you. If you - gain the taunted condition from one creature while already - taunted by a different creature, the new condition replaces - the old one.

    -
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    WEAKENED

    -

    While you are weakened, all your ability power rolls and - tests (but not resistance rolls) take a bane.

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    COMBAT

    -

    When the heroes face a problem that can be solved only with - action, or when they come up against creatures who want to harm - them, it's time to throw down!

    -
    -

    SET THE MAP

    -

    When combat begins, the Director should position - miniatures or tokens on a gridded map to represent the - environment, the heroes, their foes, and any other creatures - in the battle.

    -
    -

    HOW BIG IS A SQUARE?

    -
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    It's helpful to know how big a square is for abilities - that heroes and NPCs can use outside of combat. A single - square is 5 feet on all sides. The Director can change - this measurement to 2 meters, 1 meter, or any other - measurement you prefer, as long as that scale stays - consistent throughout your game.

    -
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    SIZE AND SPACE

    -

    A creature's size indicates how many squares they occupy - during combat, which defines the creature's space. If a - creature's size is 1, they occupy a space of 1 square. If a - creature is larger than 1 square, their size equals the - number of squares they take up in length, width, and - height. For example, a horse has a size of 2, which means - that during combat, they occupy a space that is 2 squares - long, 2 squares wide, and 2 squares high. You could also - think of that space as a cube that is 2 squares on all - sides.

    -

    If a creature is a size 1, their size value includes the - letter T, S, M, or L, abbreviations of tiny, small, medium, - and large respectively. Since the minimal amount of space a - creature can take up during combat is 1, this letter - indicates the difference between tiny pixies, small - polders, medium humans, and large hakaan, each of which - occupy of a space 1 square in combat. These sizes in order - from smallest to largest are 1T, 1S, 1M, and 1L.

    -

    Objects can also have a size rating. If an object has an - O (an abbreviation for oblong) next to its size, it - indicates that the object's size isn't the number of - squares the object occupies, but rather it's relative mass - and weight to a creature of equivalent size. If an ability - or feature allows you to interact with objects of a certain - size that rule includes all objects of that size, oblong or - otherwise.

    -

    The Creature and Object Sizes table shows examples sizes - of creatures and objects up to size 5, but there is no - limit to what a creature or object's size could be.

    -
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    CREATURE AND OBJECT SIZES

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SizeExample CreatureExample Object
    1TPixiePotato
    1SPolderHeavy armor
    1MHumanWardrobe
    1LHakaanAnvil
    2OgreCarriage
    3TreantSailboat
    4Ancient DragonGalley
    5The KrakenCastle
    -
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    SIDES

    -

    Every combat encounter is a conflict between two sides. - The heroes and any of their allies are one side, controlled - by the players. Any creatures who oppose the heroes are the - other side, controlled by the Director. All creatures who - oppose the heroes are on the same side, even if those - creatures also oppose each other. For example, if the - heroes are battling a group of bandits when a kingfissure - worm suddenly bursts into the fray to devour player - characters and brigands alike, the worm is still on the - side of the bandits for the purpose of the game's combat - rules.

    -
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    NPC ALLIES
    -
    -

    If an NPC ally fights alongside the heroes, the - Director should give the players the ally's stat block - and let them control the NPC during combat. The - Director has enough to worry about. As well, any - missteps, mistakes, or triumphs the ally makes will be - thanks to the decisions of the players and not the - Director, which can make the outcome of the battle more - satisfying for the players.

    -
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    COMBAT ROUND

    -

    Combat takes place over a series of rounds. During a - round, each creature in the battle takes a turn. Once every - creature has taken a turn, a new round begins.

    -
    -

    DETERMINE SURPRISE

    -

    When battle begins, the Director determines which - creatures, if any, are caught off guard. Any creature who - isn't ready for combat at the start of an encounter is - surprised until the end of the first round of combat. A - surprised creature can't take triggered or free triggered - actions, attacks and damaging area powers rolled against - them gain an edge, and they have a bane on resistance - rolls.

    -

    For example, if the heroes sneak up unnoticed on a camp - of marauders and attack, each marauder is surprised. - Likewise, if the heroes fail to notice that all the cloaked - figures in a tavern are actually brain-devouring zombies, - then the heroes are surprised. If one of the heroes notices - the disguised undead before the zombies attack but has no - opportunity to warn their allies, that hero isn't surprised - but the rest of the characters are.

    -
    -
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    DETERMINE WHO GOES FIRST

    -

    Sometimes figuring out who gets to take the first turn - in combat is automatic. If all the creatures on one side - are surprised, then a creature on the other side gets to go - first. But if both sides have creatures who aren't - surprised, the Director or a player they choose rolls 1d10. - On a result of 6 or greater, the heroes' side acts first. - Otherwise, the other side acts first.

    -
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    CREATURES TAKE TURNS

    -

    Whichever side goes first chooses a creature (or - sometimes a group of creatures on the Director's side) to - act at the start of combat. Whenever the rules talk about a - creature acting in combat, that creature gets to take their - turn. When that turn is over, the other side chooses a - creature to act. Play continues back and forth this way as - each creature takes their turn.

    -

    Unless an ability or special rule allows them to do so, - any creature who has taken a turn during a round can't act - again until a new round begins. To help track which - creatures have already acted in the current round, each - creature can have a coin, token, or card they flip over on - the table, or some kind of flag they set on their virtual - tabletop token, once they've taken a turn. That way, all - the players know who has already acted and who hasn't.

    -

    In many encounters, a point comes when one side has - creatures who haven't acted yet but all the creatures on - the other side have. The creatures who have yet to act get - to take their turns in any order they choose, without turns - in between from the other side. For example, consider four - heroes taking on six enemies. When all four heroes have - taken their turns and four of the enemies have taken - theirs, the two enemies who are left take their turns one - after the other to end the round.

    -

    Once all creatures on both sides of a battle have acted, - the round ends and a new one begins. The side whose members - acted first during the starting round of combat acts first - in all subsequent rounds.

    -
    -
    DETERMINING WHO ACTS NEXT
    -

    When it comes to the heroes' side, the choice of who - should act next is intended to give players the - opportunity to comment, strategize, and plan. Some - tables, in some encounters, might find that the choice of - who should act next isn't obvious, leading to debate. - That's fine. Deliberating about what the group should do - next is classic roleplaying.

    -

    In general, though, most groups find that it's usually - only one or two players in a given round who think it - best if they act next. And as soon as those players - explain why they want to act next and what they plan on - doing, the issue is quickly resolved.

    -
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    ARGUMENT TIMER
    -

    If the players do end up arguing in circles about what - to do next, the Director can place a timer on the - discussion. Usually, giving the players a warning and 30 - seconds to decide who goes next does the trick. If they - can't choose by the end of that time, the Director - chooses a hero to act.

    -
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    ALTERNATIVE INITIATIVE
    -
    -

    If planning everyone's turn order isn't fun for your - group, you can leave it to the dice instead. At the - start of combat, have each hero, enemy, and group of - enemies make an Agility test, then record the results. - When it's time for someone on the heroes' side to act, - the hero with the highest result goes first. On the - next hero turn, the hero with the second-highest result - takes their turn, and so on. The Director-controlled - creatures act the same way. Creatures on the same side - should reroll tied Agility tests to determine who among - the tied creatures acts before the others.

    -

    At the Director's discretion, a hero can swap their - turn in the initiative order with another willing hero - at the start of a new round of combat. This allows - certain abilities that interact with the core - initiative system, such as the shadow's - Hesitation is Weakness ability, to - better work with this alternative system.

    -
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    ENEMIES ACT IN GROUPS
    -

    Director-controlled creatures act in groups, with - information for building groups found in the Bestiary. - When a group of enemies acts, the Director chooses a - single creature or minion squad to take a turn. Once that - turn is over, the Director chooses another creature in - that group to take a turn, continuing until all members - of the group have taken their turn.

    -
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    END OF ROUND

    -

    Once all creatures on both sides of a battle have acted, - the round ends and a new round begins.

    -
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    -

    TAKING A TURN

    -

    Each creature in combat—whether hero, adversary, or - something in between—gets to take a move action, a - maneuver, and an action on their turn. Each combatant can - perform their maneuver and action in any order, and can - break up the movement granted by their move action before, - after, or between their maneuver and action however they - like. You can also turn your action into a move action or a - maneuver, so that your turn can alternatively consist of - two move actions and a maneuver; or two maneuvers and a - move action.

    -

    The Movement section breaks down how your move action - works, while the Maneuvers and Actions sections break down - the baseline maneuvers and actions your character can - undertake. For any activities not specifically covered in - those rules, such as cutting down a chandelier to drop on - enemies, the Director decides whether such an activity is a - maneuver or an action.

    -
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    TRIGGERED ACTIONS AND FREE TRIGGERED ACTIONS
    -

    Your hero might have one or more unique triggered - actions, each of which has a specified trigger that - allows the action to be used. You can use one triggered - action per round, either on your turn or another - creature's turn, but only when the action's trigger - occurs. For instance, a fury hero can use the - Relentless Toss triggered action to - force move a target, but only after an enemy has first - tried to force move the fury or one of their allies.

    -

    A free triggered action follows the same rules as a - triggered action, but it doesn't count against your limit - of one triggered action per round. For instance, a shadow - hero can use their Hesitation is - Weakness ability to take their turn in response - to the trigger of another hero ending their turn. But - because that ability is a free triggered action, the - shadow can still use their In All This - Confusion triggered action if attacked by an - enemy.

    -

    If multiple triggered actions occur in response to the - same trigger, any heroes and other player-controlled - creatures taking a triggered action or a free triggered - action decide among themselves which of those triggered - actions are resolved first. Then the Director decides the - same for creatures they control.

    -

    Any effect that prevents you from making triggered - actions also prevents you from making free triggered - actions.

    -
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    -
    FREE MANEUVERS
    -

    Boring stuff like opening an unlocked door, picking up - an arrow from the ground, giving an object to an adjacent - ally, or drawing a weapon doesn't require a maneuver or - an action. Rather, you can undertake such straightforward - activities as free maneuvers on your turn. A free - maneuver follows the same rules as a regular maneuver, - but you can typically take as many free maneuvers as you - like.

    -

    At the Director's discretion, circumstances could make - something that is typically boring more impactful and - exciting. For instance, if you need to pick a magic arrow - up off the ground during a violent earthquake, what would - otherwise be a free maneuver could require a maneuver or - an action to accomplish.

    -

    Likewise, the nature of an activity might make it too - complicated for a free maneuver. For example, picking up - the body of an unconscious talent ally to carry them to - safety can probably be done as a free maneuver. But if - your Might is lacking and you need to pick up a tactician - ally decked out in the Shining Armor kit, the Director - might determine that you need to use a regular maneuver - to hoist their armored form over your shoulders.

    -

    Any effect that prevents you from making maneuvers - also prevents you from making free maneuvers.

    -
    -
    -
    NO-ACTION ACTIVITIES
    -

    Free maneuvers cover most of the simple activities you - might want to undertake on your turn. When it isn't your - turn, you can typically undertake even simpler activities - requiring no action with the Director's approval. For - instance, shouting out a warning to an ally or dropping - an item so another creature can pick it up require no - action.

    -

    The Director can limit what kinds of no-action - activities you can attempt when it isn't your turn. For - instance, shouting out a warning about an unseen foe to - an ally on the ally's or the foe's turn requires no - action. But the Director might stop you from giving that - ally complex tactical advice, saying that doing so - instead requires a free maneuver on your turn.

    -
    -
    -
    -
    -

    MOVEMENT

    -

    During combat, creatures can employ multiple mechanics - that allow them to move around the battlefield. The most - common of those mechanics is to use your move action on your - turn, but abilities granted by your class, equipment, - ancestry, title, or other options might allow you other ways - to move.

    -

    Your hero starts with a speed based on their - ancestry—usually 5. This represents the maximum number of - squares you can move when you take the move action or when - another effect allows you to move. Your speed can be - increased by your kit and other game options.

    -

    All squares adjacent to your character cost 1 movement to - move into. No, there is no Pythagorean theorem on the grid. - It's a game, don't overthink it.

    -

    You can move freely through an allied creature's space. - You can move through an enemy creature's space, but it counts - as difficult terrain (see Difficult Terrain). You can't stop - moving in any other creature's space, including making an - attack or using an action or maneuver while in that space and - then continuing your move.

    -

    A creature can break up their movement granted by their - move action with their maneuver and action however they - wish.

    -
    -

    CAN'T EXCEED SPEED

    -

    A single move or other effect can never allow a creature - to move more squares than their speed, unless the effect - specifically states otherwise. For example, a creature with - a speed of 5 might have that speed halved to 2. If an ally - then targets them with an effect that allows them to move - up to 3 squares, the creature can move only 2 squares - because that's their current speed.

    -
    -
    -

    SHIFTING

    -

    Whenever you use your move action or when another effect - allows you to move, you can instead shift to use up to half - the maximum squares of movement the effect allows. Whenever - you shift, creatures can't make opportunity attacks against - you during your movement (see Free Strikes).

    -

    Certain effects might also allow you to shift a specific - number of squares, including many effects that let you - shift up to your speed.

    -
    -
    -

    MOVEMENT TYPES

    -

    Creatures in the game can use eight types of movement: - walk, burrow, climb, swim, jump, crawl, fly, and - teleport.

    -
    -
    WALK
    -

    Walking is the most common movement type, whether it - refers to ambulating on legs, slithering, or some other - default method of movement. Unless specified otherwise, - all creatures can move over solid horizontal ground - without any problem.

    -
    -
    -
    BURROW
    -

    A creature with “burrow” in their speed entry can move - through dirt vertically or horizontally, and either has - the means to breathe while doing so or doesn't require - air to live. Such creatures can't move through more solid - ground, such as stone, unless their stat block says - otherwise.

    -
    -
    -
    CLIMB OR SWIM
    -

    If a creature's speed entry includes the word “climb,” - they can climb across vertical and horizontal surfaces at - full speed. Likewise, if a creature has “swim” in their - speed entry, they can swim in liquid at full speed.

    -

    Creatures without those types of movement can still - climb or swim when a rule allows them to move, but each - square of climbing or swimming costs 2 squares of - movement. If a surface is difficult to climb (for - instance, a sheer cliff or ice-covered wall) or a liquid - is hard to swim through (a raging river or whirlpool), - the Director can call for a Might test. On a failure, a - creature can't climb or swim but wastes no movement in - the attempt. The Director can also impose other - consequences to failure, such as being caught in the - spinning current of a whirlpool.

    -
    -
    -
    CLIMBING OTHER CREATURES
    -

    You can attempt to climb a creature whose size is - greater than yours. If the creature is willing, you can - climb them without any trouble. If the creature is - unwilling, you make the following test:

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: You fail to climb the creature, and - they can make a free strike against you.
    • -
    • 12–16: You fail to climb the creature.
    • -
    • 17+: You climb the creature.
    • -
    -

    While you climb or ride a creature, you gain an edge - to melee attacks against them. The creature can use a - maneuver to attempt to knock you off. If you are knocked - off a creature, you must make the following test:

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: You fall off the creature into an - unoccupied adjacent space of your choice, taking - falling damage and landing prone as usual (see Falling - in Adventuring).
    • -
    • 12–16: You slide down the creature into an - unoccupied adjacent space of your choice and don't land - prone.
    • -
    • 17+: You continue to hold on to the creature.
    • -
    -

    If you are knocked prone while climbing or riding a - creature, you fall and land prone in an adjacent space of - your choice, taking damage as usual from the fall.

    -
    -
    -
    JUMP
    -

    When an effect allows you to move, you can long jump a - number of squares up to your Might or Agility score (your - choice; minimum 1 square) without a test as part of that - movement. If you move at least 2 squares in a straight - line immediately before your jump, you can long jump 1 - additional square.

    -

    If you want to jump even farther than your initial - jump allows, make an easy Might test. On a success, you - jump 1 additional square, or 2 additional squares if you - get a success with a reward.

    -

    The height of your jump is 1 square. If you move at - least 2 squares in a straight line immediately before - your jump, you can jump 1 square higher.

    -

    You can't jump farther or higher than the distance of - the effect that allows you to move.

    -
    -
    -
    CRAWL
    -

    If you are prone (see Conditions), you can remain - prone and crawl on the ground. Doing so costs you 1 - additional square of movement for every square you crawl. - If you intentionally want to crawl, you can fall prone as - a free maneuver on your turn. While voluntarily prone, - you can choose to stand as a free maneuver.

    -
    -
    -
    FLY
    -

    A creature who can fly can move through the air - vertically or horizontally at full speed. Such creatures - can also hover in midair. If a flying creature is knocked - prone or has their speed reduced to 0, they fall (see - Falling).

    -
    -
    -
    TELEPORT
    -

    When you teleport, you move from one space to another - space instantaneously. The following rules apply to - teleporting:

    -
      -
    • Teleporting doesn't provoke opportunity - attacks.
    • -
    • When you teleport, you bypass any obstacles between - the space you leave and your destination space.
    • -
    • The creature teleporting you must have line of - effect from the space you leave and to your destination - space.
    • -
    • Your destination space can't be occupied by another - creature or object.
    • -
    • You don't spend your movement when you teleport. - Instead, the effect that lets you teleport tells you - how far you can teleport.
    • -
    • If you teleport while prone, you can be standing - when you reach your destination space provided you are - able to stand. If another creature teleports you, it is - up to them if you remain prone or stand, provided you - are able.
    • -
    • If you teleport while affected by the grabbed or - restrained conditions, those conditions end for - you.
    • -
    -
    -
    -
    -

    DIFFICULT TERRAIN

    -

    Areas of thick underbrush, rubble, spiderwebs, or other - obstacles to movement create difficult terrain. It costs 1 - additional square of movement to enter a square of - difficult terrain.

    -
    -
    -

    HIGH GROUND

    -

    When you make an attack against a creature or object and - you occupy a space that is fully above the space the target - takes up, with the bottom of your space higher than the top - of the target's space, you gain an edge on the power roll - against that target.

    -
    -
    -

    FORCED MOVEMENT

    -

    Some actions and maneuvers allow you to push, pull, or - slide another creature a specific distance across the - battlefield. Collectively, these types of movement are - called forced movement:

    -
      -
    • Push X: You move the target up to X - squares away from you in a straight line, without moving - them vertically.
    • -
    • Pull X: You move the target up to X - squares toward you in a straight line, without moving - them vertically. Each square you move the creature must - bring them closer to you.
    • -
    • Slide X: You move the target up to X - squares in any direction, except for vertically.
    • -
    -

    When you force move a target, you can always move that - target fewer squares than the number indicated. For - example, when the conduit gets a tier 3 “push 5” result - with their Thunder of the Divine ability, they can push - targets any distance up to 5 squares, including choosing to - not move certain targets at all.

    -

    Forced movement ignores difficult terrain and never - provokes opportunity attacks. When you force move a target - into damaging terrain or into terrain that produces an - effect, they are affected as if they had moved into it - willingly.

    -
    -
    VERTICAL
    -

    If a forced movement effect has the word “vertical” in - front of it, then the forced movement can move a target - up or down in addition to horizontally. For example, if a - forced movement effect says “vertical push 5,” then the - creature targeted by the effect can be pushed up to 5 - squares in any direction, as long as the forced movement - is a straight line.

    -

    If a creature who can't fly is left in midair at the - end of a vertical forced move, they fall.

    -

    Though you can't push, pull, or slide a creature - unless that forced movement specifies “vertical,” you can - move them along a slope. For a creature to be force moved - along a slope, each square of the slope can be no more - than 1 square higher or lower than the previous - square.

    -
    -
    -
    SLAMMING INTO CREATURES
    -

    When you force move a creature into another creature, - the movement ends and both creatures take 1 damage for - each square remaining in the first creature's forced - movement. You can also force move an object into a - creature. The object's movement ends and the creature - takes 1 damage for each square remaining in the object's - forced movement.

    -

    It is possible to move a creature or object of a - larger size into several creatures of a smaller size at - the same time. When this happens, all creatures in the - collision take damage once.

    -

    If a creature is killed by damage from an attack or - effect that force moves them, the second creature still - takes damage unless the Director deems otherwise.

    -

    You can force move another creature into yourself with - a pull or a slide.

    -
    -
    -
    TRACKING OBJECT FORCED-MOVEMENT DAMAGE
    -
    -

    At the Director's discretion, mundane objects that - are force moved into creatures or other objects take - damage as if they were creatures. Sturdy objects can - take damage as follows:

    -
      -
    • For each square a wood object occupies, it can - take 3 damage before it is destroyed.
    • -
    • For each square a stone object occupies, it can - take 6 damage before it is destroyed.
    • -
    • For each square a metal object occupies, it can - take 9 damage before it is destroyed.
    • -
    -

    More fragile objects are destroyed after taking any - damage.

    -
    -
    -
    -
    SLAMMING INTO OBJECTS
    -

    When you force move a creature into a stationary - object that is their size or larger and the object - doesn't break (see below), the movement ends and the - creature takes 1 damage for each square remaining in - their forced movement.

    -

    If you force move a creature downward into an object - that doesn't break (including the ground), they also take - falling damage.

    -
    -
    -
    HURLING THROUGH OBJECTS
    -

    When you move a creature into a mundane object, the - object can break depending on how many squares of forced - movement remain:

    -
      -
    • It costs 1 remaining square of forced movement to - destroy 1 square of glass. The creature moved takes 1 - damage.
    • -
    • It costs 3 remaining squares of forced movement to - destroy 1 square of wood. The creature moved takes 3 - damage.
    • -
    • It costs 6 remaining squares of forced movement to - destroy 1 square of stone. The creature moved takes 6 - damage.
    • -
    • It costs 9 remaining squares of forced movement to - destroy 1 square of metal. The creature moved takes 9 - damage.
    • -
    -

    If any forced movement remains after the object is - destroyed, you can continue to move the creature who - destroyed the object.

    -
    -
    -
    FORCED INTO A FALL
    -

    If you can't fly and are force moved across an open - space that would cause you to fall, such as being pushed - over the edge of a cliff, you continue moving the total - distance you were moved first. If you are still in a - position to fall when your move ends, you fall.

    -
    -
    -
    FOR THE DIRECTOR: USE TACTICAL MAPS
    -
    -

    This is a tactical game. To get the most out of the - rules for movement, difficult terrain, and falling, you - should use encounter maps with interesting - environmental features. You might have ledges, pits of - acid, walls of fire, mechanical traps, columns, giant - webs, magical hazards, and the like for creatures to be - thrown into, thrown off of, or thrown through. You'll - want most of your battles to take place in environments - with plenty of space to move around, avoiding a lot of - long corridors that are 1 square wide.

    -
    -
    -
    -
    STABILITY
    -

    Each creature has a stability that allows them to - resist forced movement. When a creature is forced moved, - they can reduce the movement up to a number of squares - equal to their stability. Heroes start with a stability - of 0 that can be increased through kit and ancestry - options.

    -
    -
    -
    -
    -

    MANEUVERS

    -

    A maneuver typically involves less focus and exertion than - an action. It can be an opportunity to move other creatures, - drink a potion, or undertake similar activities.

    -

    Sometimes you might not have anything you can do with your - maneuver. That's totally fine! Often, the best thing to do on - your turn is take an action and move on.

    -
    -

    AID ATTACK

    -

    Choose an enemy adjacent to you. The next attack an ally - makes against that creature before the start of your next - turn has an edge.

    -
    -
    -

    DRINK POTION

    -

    You can use this maneuver to drink a potion yourself or - to administer a potion to an adjacent creature.

    -
    -
    -

    ESCAPE GRAB

    -

    While you are grabbed by another creature (see Grab - below), you can attempt to escape by making a resistance - roll. You take a bane on the roll if the creature's size is - larger than yours.

    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: You fail to escape the grab.
    • -
    • 12–16: You can escape the grab, but if you do, the - creature grabbing you can make a melee free strike - against you before you are no longer grabbed.
    • -
    • 17+: You are no longer grabbed.
    • -
    -
    -
    -

    GRAB

    -

    You attempt to grab a creature using the following - ability:

    -

    GRAB

    -
      -
    • Keywords: Melee
    • -
    • Type: Maneuver
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature the same size or - smaller than you
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: No effect
    • -
    • 12–16: You can grab the target, but if you do, they - can make a melee free strike against you right before - they become grabbed by you.
    • -
    • 17+: The target is grabbed by you.
    • -
    -

    Effect: You gain an edge on the power - roll if the creature's size is smaller than yours. You can - grab only one creature at a time this way.

    -
    -
    -

    HIDE

    -

    Using the Hide maneuver, you attempt to hide from other - creatures who aren't observing you while you have cover or - concealment (see Hide and Sneak).

    -
    -
    -

    KNOCKBACK

    -

    You attempt to shove an adjacent creature using the - following ability:

    -

    KNOCKBACK

    -
      -
    • Keywords: Melee
    • -
    • Type: Maneuver
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature the same size or - smaller than you
    • -
    -

    Power Roll + Might:

    -
      -
    • 11 or lower: Push 1
    • -
    • 12–16: Push 2
    • -
    • 17+: Push 3
    • -
    -

    Effect: You gain an edge on the power - roll if the creature's size is smaller than yours.

    -
    -
    -

    MAKE OR ASSIST A TEST

    -

    Many tests are maneuvers if made in combat. Searching a - chest with a Reason test, picking a door's lock with an - Agility test, or lifting a portcullis with a Might test - would all be maneuvers. Assisting a test is also a maneuver - in combat.

    -

    Complex or time-consuming tests might require an action - if made in combat—or could take so long that they can't be - made during combat at all. Other tests that take no time at - all, such as a Reason test to recall lore about mummies, - are usually free maneuvers in combat. The Director has the - final say regarding which tests can be made as - maneuvers.

    -
    -
    -

    SEARCH FOR HIDDEN CREATURES

    -

    You can use this maneuver to attempt to search for - creatures hidden from you (see Hide and Sneak).

    -
    -
    -

    STAND UP

    -

    You can use this maneuver to stand up if you are prone, - ending that condition. Alternatively, you can use this - maneuver to make an adjacent prone creature stand up.

    -
    -
    -
    -

    ACTIONS

    -

    When you take an action on your turn, you most often do so - to use a unique ability defined on your character sheet (see - Abilities). These abilities are the most unique, flavorful, - and impactful things you can do with your action. You can - also use your action to catch your breath, help another - creature regain Stamina, charge into battle, defend yourself, - or make a free strike.

    -
    -

    CATCH BREATH

    -

    By using the Catch Breath action, you spend a Recovery - and heal an amount equal to your recovery value. In - addition, you also gain the benefit of the Defend - action.

    -

    If you are dying (see Dying and Death in Stamina), you - can't take the Catch Breath action, but other creatures can - help you spend recoveries.

    -
    -
    -

    CHARGE

    -

    When you take the Charge action, you move up to your - speed in a straight line, then make a melee free strike - (see Free Strikes) against a creature when you end your - move. You can't shift when you charge.

    -
    -
    -

    DEFEND

    -

    When you take the Defend action, all attacks against you - have a double bane until the end of your next turn. You - gain no benefit from this action while another creature is - taunted by you (see Conditions).

    -
    -
    -

    FREE STRIKE

    -

    You can use this action to make a free strike (see Free - Strikes). Most of the time, you'll want to use the more - impactful actions found on your character sheet, just as - the director will use the actions in a creature's stat - block, but free strikes are always available for when all - else fails. For instance, a fury who has no other options - for ranged attacks might use the Ranged Weapon Free Strike - attack with an improvised weapon when battling a flying - creature.

    -
    -
    -

    HEAL

    -

    You use your action to employ medicine or inspiring - words to make an adjacent creature feel better and stay in - the fight. The creature can spend a Recovery to regain - Stamina, or can make a resistance roll against a - “(resistance ends)” effect they are suffering.

    -
    -
    -
    -

    FREE STRIKES

    -

    Every creature can make a free strike as - an action on their turn, though doing so typically isn't the - most effective choice. Most of the time, you'll use free - strikes when the rules call for it. Specific rules let you - use free strikes as part of an action that allows you to also - do something else impactful, such as how the Charge action - lets you move and use a melee free strike in one action (see - Charge above).

    -

    Many rules and abilities allow heroes to make free strikes - when it isn't their turn, such as the tactician's Overwatch - ability. As well, all characters can make an opportunity - attack free strike.

    -
    -

    OPPORTUNITY ATTACKS

    -

    Whenever a creature within the reach of your melee free - strike moves out of it without shifting, you can take - advantage of their movement to quickly make a melee free - strike against them as a free triggered action. This is - called an opportunity attack.

    -

    If you have a bane or double bane on the power roll - against the creature, you can't make the free strike.

    -
    -
    -

    STANDARD FREE STRIKES

    -

    Every hero has two standard free strikes available to - them. Your class might give you additional free strike - options, and your kit can improve the standard options (see - Kits).

    -

    A melee weapon free strike is a melee attack made with - an unarmed strike or an improvised weapon. A ranged weapon - free strike is a ranged attack made with an improvised - weapon. At the Director's discretion, the damage type of an - improvised weapon can change based on the object used. For - example, if you use a burning torch as an improvised - weapon, it could deal fire damage.

    -
    -
    MELEE WEAPON FREE STRIKE
    -
      -
    • Keywords: Attack, Melee, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Reach 1
    • -
    • Target: 1 creature or object
    • -
    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 2 damage
    • -
    • 12–16: 6 damage
    • -
    • 17+: 9 damage
    • -
    -
    -
    -
    RANGED WEAPON FREE STRIKE
    -
      -
    • Keywords: Attack, Ranged, - Weapon
    • -
    • Type: Action
    • -
    • Distance: Ranged 5
    • -
    • Target: 1 creature or object
    • -
    -

    Power Roll + Might or Agility:

    -
      -
    • 11 or lower: 2 damage
    • -
    • 12–16: 5 damage
    • -
    • 17+: 8 damage
    • -
    -
    -
    -
    -
    -

    FLANKING

    -

    When you and at least one ally are adjacent to the same - enemy and on completely opposite sides of the enemy, you are - flanking that enemy. While flanking an enemy, you gain an - edge on melee attacks against them.

    -

    If you're unsure whether your hero and an ally are - flanking a foe, imagine a line extending from the center of - your space to your ally's space. If that line passes through - opposite sides or corners of the enemy's space, then you and - your ally are flanking the enemy.

    -

    You must have line of effect to the enemy and be able to - take triggered actions in order to gain or grant the flanking - benefit.

    -
    -
    -

    COVER

    -

    When you have line of effect to a creature or object but - that target has at least half their form blocked by a solid - obstruction such as a tree, wall, or overturned table, the - target has cover. You take a bane on attacks and area - abilities that deal damage against creatures or objects that - have cover from you.

    -
    -
    -

    CONCEALMENT

    -

    Darkness, fog, invisibility magic, and any other effect - that fully obscures a creature but doesn't protect their body - grants that creature concealment. You can target a creature - who has concealment with attacks, provided they aren't hidden - (see Hide and Sneak in Adventuring). However, attacks against - such creatures take a bane. Even if you have line of effect - to a creature, they have concealment from you if you can't - see them.

    -
    -

    INVISIBLE CREATURES

    -

    Invisible creatures always have concealment from other - creatures. If an invisible creature isn't hidden, they can - still be targeted with abilities, though attacks against - them take a bane. The test made to find a hidden creature - who is invisible takes a bane.

    -
    -
    -
    -

    DAMAGE

    -

    Whenever you take damage, you reduce your Stamina by an - amount equal to the damage taken.

    -
    -

    DAMAGE TYPES

    -

    Typical damage, such as that caused by weapons, falling, - traps, and monstrous claws, has no type associated with it. - That's because for most creatures, there's no difference in - the amount of harm caused by being run through with a pike, - dropped from a height onto a stone floor, slashed by a - pendulum scythe, or skewered on a minotaur's horns. - However, when it comes to elemental and magical damage - sources, some creatures might have an immunity or weakness - to that damage. As such, attacks and effects note when they - deal any of the following damage types: acid, cold, - corruption, fire, holy, lightning, poison, psychic, or - sonic.

    -
    -
    DAMAGE IMMUNITY
    -

    Damage immunity means that a creature can ignore some - or all of the damage they would usually take from certain - attacks or effects.

    -

    Damage immunity might have a damage type associated - with it, expressed as “[damage type] immunity.” - Alternatively, damage immunity might apply to any powers - that deal damage with the Weapon, Magic, or Psionic - keyword. Damage immunity of either kind often has a value - associated with it, so that one creature's stat block - notes “fire immunity 5,” while another creature has - “Magic immunity 5.”

    -

    Whenever a target with damage immunity takes damage of - the indicated type or from a power with the indicated - keyword, they reduce the damage by the value of the - immunity (to a minimum of 0 damage). If the value of the - immunity is “all,” then the target takes no damage of the - indicated type or from those powers.

    -

    Certain creatures also have forced move damage - immunity. Whenever they take damage from forced movement, - that damage is reduced by a number equal to their - immunity.

    -

    Damage immunity should be the last thing applied when - calculating damage. For instance, if your hero has Weapon - immunity 5 and takes 8 damage from a weapon attack, you - would take 3 damage. If a tactician first halved the - damage you take with the Parry triggered action, you - would take 4 damage from the attack before immunity is - applied, with immunity then reducing the damage to 0.

    -

    If multiple damage immunities apply to a source of - damage, only the immunity with the highest value - applies.

    -
    -
    -
    DAMAGE WEAKNESS
    -

    Damage weakness works like damage immunity, except - that creatures take extra damage whenever they take - damage of the indicated type, or from a source with the - indicated keyword. For instance, if a creature has fire - weakness 5 and is dealt 10 fire damage, they take 15 fire - damage instead.

    -

    A creature who has “damage weakness X” with no - specific type or keyword indicated has weakness of the - indicated amount when they take damage of any type.

    -

    If you have both damage immunity and weakness applied - to a source of damage, apply both. First apply weakness, - then immunities.

    -
    -
    -
    -
    -

    STAMINA

    -

    Your hero's survivability is represented by your - Stamina. Think of Stamina as a combination - of a creature's physical vitality and their overall energy - for dodging and resisting incoming blows, spells, and other - violence. It's not that every instance of damage deals a - bleeding wound to you, but that each one chips away at your - ability to fight effectively. An attack might make you sweat - as you leap back to avoid an arrow, while another might just - graze your elbow with a dagger nick, leaving a dull, - distracting pain. Eventually, though, this draining of energy - leaves you open for bigger blows that can truly harm your - body—or possibly kill you.

    -

    After any damage you take is reduced by damage immunity or - other effects, your Stamina is reduced by an amount equal to - the remaining damage. Some effects can also reduce your - Stamina maximum, limiting the amount of Stamina you can - regain.

    -
    -

    RECOVERIES AND RECOVERY VALUE

    -

    Each hero has a number of Recoveries determined by their - class. A hero also has a recovery value that equals - one-third of their Stamina, rounded down. When you use the - Catch Breath action (see Actions), you spend a Recovery and - regain Stamina equal to your recovery value. Outside of - combat, you can spend as many Recoveries as you have - remaining. Some abilities, items, and other effects allow - you to spend a Recovery to regain Stamina equal to your - recovery value plus a little extra (as described by the - effect), or to regain Stamina without spending a - Recovery.

    -
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    WINDED

    -

    Your winded value equals half your Stamina maximum. When - your Stamina is equal to or less than your winded value, - you are winded. Although being winded has no effects on its - own, certain ancestry, class, item, and title abilities - affect winded creatures.

    -

    You can tell when other creatures are winded and vice - versa.

    -
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    DYING AND DEATH

    -

    When your Stamina is 0 or lower, you are dying. While - dying, you can't take the Catch Breath action in combat, - and whenever you make a test using Might or Agility, make - an attack, or use an action, maneuver, or a triggered - action, you lose 1d6 Stamina after the action, maneuver, or - triggered action is resolved. This Stamina loss can't be - prevented in any way. While you are dying, your allies can - help you spend recoveries in combat, and you can spend - Recoveries out of combat as usual.

    -

    While your Stamina is lower than 0, if it reaches the - negative of your winded value, you die. When you die, you - can't be brought back to life without the use of a special - powerful item such as a Scroll of Resurrection.

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    DIRECTOR-CONTROLLED CREATURES

    -

    Director-controlled creatures die when their Stamina - drops to 0.

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    NO RECOVERIES
    -

    Director-controlled creatures don't have Recoveries or - a recovery value. Any such creatures who regain Stamina - during a battle do so via a special item or an ability in - their stat block. However, there are times when a hero - might wish to use an ability that allows another creature - to spend a Recovery or to regain Stamina equal to their - recovery value on an injured NPC. In such cases, a - Director-controlled creature regains Stamina equal to - one-third their Stamina maximum.

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    KNOCKING CREATURES OUT

    -

    If you damage a creature with an attack that would kill - them, you can choose to instead knock them unconscious. If - a creature takes damage while unconscious in this way, they - die.

    -

    Director-controlled creatures remain unconscious for 1 - hour if no one does anything to end that condition. They - then gain 1 Stamina and their unconsciousness ends. Heroes - remain unconscious for 1 hour if no one does anything to - end that condition. After 1 hour, they can spend a Recovery - and end their unconsciousness. If the hero has no - Recoveries left, they can't wake up until they complete a - respite.

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    UNCONSCIOUS
    -

    While you are unconscious, you can't take actions, - maneuvers, triggered actions, free triggered actions, or - free maneuvers; your speed is 0; you are unaware of your - surroundings; and you are prone. Attacks against you have - a double edge. If you wake up from being unconscious, you - can stand up from prone as a free maneuver.

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    TEMPORARY STAMINA

    -

    Some abilities, treasures, and other effects grant a - creature temporary Stamina. Temporary Stamina shouldn't be - included in a creature's Stamina total when figuring out a - creature's recovery value or winded value. If you have - temporary Stamina while winded, dying, or dead, the - temporary Stamina doesn't change those states.

    -

    Whenever you take damage while you have temporary - Stamina, the temporary Stamina decreases first, and any - leftover damage is applied to your Stamina as usual. For - instance, if you have 10 temporary Stamina and take 16 - damage, you lose the temporary Stamina and then lose - another 6 Stamina.

    -

    There is no maximum to how much temporary Stamina you - can have. Regaining Stamina can't restore temporary - Stamina. If you have temporary Stamina and then gain more - temporary Stamina, you get whichever amount of temporary - Stamina is greater, rather than adding the two pools - together. For instance, if an ability grants you 10 - temporary Stamina when you already have 5, you have 10 - temporary Stamina, not 15.

    -

    Unless otherwise indicated, temporary Stamina disappears - when you finish a Respite.

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    OBJECT STAMINA

    -

    Mundane objects in the game have Stamina based on the - material they're made of. When an object's Stamina is - reduced to 0, the object is destroyed. Objects have damage - immunity to all poison and psychic damage. Objects made of - common materials have Stamina as follows:

    -
      -
    • A size 1 object or 1 square of a larger object made - of glass has 1 Stamina.
    • -
    • A size 1 object or 1 square of a larger object made - of wood has 3 Stamina.
    • -
    • A size 1 object or 1 square of a larger object made - of stone has 6 Stamina.
    • -
    • A size 1 object or 1 square of a larger object made - of metal has 9 Stamina.
    • -
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    The Director can decide that a well-made or poorly made - object has more or less Stamina. Destroying a supernatural - object often (but not always) requires a specific quest, - such as throwing a magic ring back into the volcano where - it was forged.

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    UNDERWATER COMBAT

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    If a creature is fully submerged in water, they have fire - immunity 5 and lightning weakness 5. If their speed doesn't - have the Swim keyword, all their power rolls take a bane.

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    MOUNTED COMBAT

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    A willing allied creature with the Mount role (see - Creature Roles in the Bestiary) can serve as your mount as - long as their size is greater than yours. You can climb onto - your mount freely (see Climbing Other Creatures). You can - then use your maneuver on your turn to allow your mount to - take a move action instead of you. The mount can benefit from - this extra move action only once per round.

    -

    If a creature riding a mount is force moved, they are - knocked off the mount, and must make a test to determine how - they land (see Climbing Other Creatures). If a mount is force - moved, they carry any riders with them.

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    END OF COMBAT

    -

    At the end of combat, the Director determines if the - heroes each gain a Victory (see Victories). Any effect or - condition affecting you that you suffered during combat - (except for being winded, unconscious, or dying) ends if you - want it to.

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    HOW COMBAT ENDS

    -

    The Director determines when a combat encounter is over. - While some battles—especially showdowns with important - villains—can be about a fight to the bitter end, many other - encounters can become a slog if the heroes need to fight - until every last enemy's Stamina is reduced to 0.

    -

    To avoid a battle dragging, the Director can set - objectives when they build the encounter. Once the heroes - achieve those objectives, or if it becomes clear that they - can win the fight with minimal effort, the Director can end - the encounter. They might do so by calling “Cut!” like a - film director, or can use some other phrase or - indicator.

    -

    When the Director ends combat this way, the players - typically choose how the battle ends by narrating a - dramatic finish. Or in rarer cases when the heroes achieve - a major objective that sets off a story-defining event, the - Director narrates the end of the battle with a positive - outcome for the players, called an event ending (see - below).

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    FLEEING FOES
    -
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    If you've played an RPG like this one before, odds - are you've had an encounter where you didn't chase down - every last fleeing foe—and then one such foe grabbed - another bunch of evil buddies and came back to ambush - you. It takes only one experience like this to create - players who promise, “No survivors. No mercy!” whenever - foes break ranks. Chasing down every last foe can be - fun once in a while, but it can easily turn a tactical - encounter into a slog.

    -

    Luckily, this is a heroic game. Although the - Director can surprise the players with dramatic reveals - and twisty-turny stories, “Gotcha!” moments that make - players suspicious of every fleeing bandit shouldn't be - part of those stories. If a bandit is fleeing an - encounter, they're running away to rethink their life. - If they're going for help, the players should get some - sense of that—for example, the bandit screaming at the - top of their lungs as they run toward their leader's - tent. That way, the players can process what's - happening, and will understand that stopping that - fleeing bandit is part of the challenge of the - encounter.

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    OBJECTIVE ENDINGS

    -

    While planning a combat encounter, the Director can set - one or more objectives the heroes can achieve to end the - encounter without dropping every last foe. Some broad - categories of objectives are described in this section, but - the Director should feel free to create their own. As well, - Directors can always end combat anytime it becomes clear - that the heroes are going to win an encounter with minimal - effort, even if they haven't achieved all the - objectives.

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    DIMINISH NUMBERS
    -

    Sometimes the heroes simply defeat enough of their - enemies that the rest don't stand a chance. For example, - the Director might decide that an encounter ends when the - heroes have no non-minion enemies remaining, when the - heroes outnumber their foes, or when the number of - remaining enemies is half of what it was at the start of - the encounter.

    -

    The Director can also use the following guideline to - determine when it's time to call “Cut!” if one of the - encounter's objectives is for the heroes to diminish - their foes. At the end of a round of combat with no - living solo or boss creatures (see the Bestiary), the - Director should add up the levels of all the enemies who - oppose the heroes. Minions count as 1/5 of their listed - level for this purpose. Then the Director adds the levels - of all the remaining heroes who aren't dying together. If - the combined level of the heroes is twice or more than - the combined level of their enemies, the Director should - end combat.

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    DEFEAT SPECIFIC FOE
    -

    A combat encounter might include one or more of the - heroes' enemies commanding the rest, such as a hobgoblin - captain leading a group of mercenaries, or one or more - particularly powerful foes among a group of weaker ones, - such as a pair of tusker demons in a gnoll war band. - Because these enemies are the stars of the encounter, if - only weak foes are left once the stars are gone, the - battle loses its challenge and it's time to wrap it up. - Under such circumstances, the Director can end the combat - once those special creatures are defeated.

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    GET THE THING!
    -

    Classic heroic fantasy is full of important objects - that the heroes must protect from the forces of evil: - magic rings, royal birth certificates, dragon eggs, and - the like. Heroes often find themselves at violent odds - with their enemies as they race to collect a valuable or - important item from a guarded temple or castle, or when - they need to steal the item from a group of enemies - already in possession of it.

    -

    Objectives in this category work well when paired with - other objectives. For instance, the heroes must steal a - ledger containing a record of criminal activity from an - overmind and her lackeys. However, even if they obtain - the ledger, the battle won't be over until they also - defeat the overmind, who won't let the book go without a - fight!

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    DESTROY THE THING!
    -

    Combat doesn't always have to be about destroying your - enemies. Sometimes it's about destroying their stuff! - Burning a pirate captain's vessel, closing a portal to - the Abyssal Wasteland before it lets in an army of - demons, or shutting down a massive kobold trap made of - spinning blades could so hamper the heroes' foes that the - battle is no longer worth fighting once the damage is - done.

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    SAVE ANOTHER
    -

    No one earns the mantle of hero without saving a few - lives. If the heroes rescue a powerful ally from the - clutches of their foes during combat, the added strength - of that ally might be enough to make the remainder of the - encounter trivial. When you and your allies save a - griffon from a crew of poachers, the hunters become the… - well, you know the rest.

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    HOLD THEM OFF
    -

    Sometimes the heroes just need to buy time. They might - need to battle a conquering tyrant's army to allow - innocent villagers time to escape. They might need to - hold off wave after wave of zombies while a group of - priests completes a ritual to lay the undead to rest for - good. To achieve this objective, the heroes need to stay - alive and protect a particular position for a number of - rounds determined by the Director.

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    STOP THE ACTION
    -

    Sometimes combat is complicated by the fact that the - heroes need to stop the villainous actions of their foes. - It's not enough to simply defeat the warriors in a cult. - The heroes must also stop the zealots' - archdevil-summoning ritual! Or it might be that the - heroes need to interrupt a wedding and make sure an evil - mage doesn't marry the heir to the throne. Despite - combat, the mage forces the ceremony to continue!

    -

    Objectives in this category often have a timer - associated with them. If the heroes don't achieve the - objective in a certain number of rounds, the conditions - of the battle should change. For instance, if the - cultists summon the archdevil, defeating the devil - suddenly becomes the heroes' new objective!

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    MAKING OBJECTIVES KNOWN
    -
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    Encounters work best if the players have a good idea - of what they are working toward. The Director doesn't - need to state objectives outright to the players at the - start of the battle, though they can if they like. Not - all groups want to start combat with the Director - saying, “Your objectives are to break the eldritch - machine and destroy the vampire lord,” because doing so - might take the players out of the game's narrative.

    -

    In many combat encounters, the objectives are - obvious. For instance, in a battle against a - necromancer controlling a horde of undead minions, the - players probably don't need to be told that defeating - the necromancer ends the encounter when that's an easy - assumption. In an encounter against cultists performing - a world-ending ritual, the heroes can guess that - stopping the ritual is one of their objectives. In - fact, they probably went on this adventure to - specifically achieve that objective. They're not there - for karaoke at the end of existence!

    -

    Not all objectives are so clear, however. In a - battle against a goblin cursespitter, a kobold - legionary, and three human knaves guarding the entrance - to a bandit fortress, it can be difficult to know what - the exact objective of the encounter is, beyond “Defeat - them all!” The objective could be to simply diminish - the enemy forces, but it could also be the case that - the cursespitter leads the group, so that defeating the - goblin causes the other forces to fall apart. In such a - case, it helps if the Director provides at least a hint - of that setup at the start of the battle. The - cursespitter could clearly issue orders and even call - the other bandits cowards, demanding that they not “run - away like last time!”

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    COMPLETE THE ACTION
    -

    The opposite of “Stop the Action,” this objective - ending sees the characters charged with initiating an - event, performing a ritual, and so forth. For instance, - if the heroes are attempting to launch an airship while - repelling a time raider boarding party, the encounter - could be over the moment the heroes manage to activate - the vessel and take off with just a few time raiders - actually aboard.

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    OBJECTIVES AND ENCOUNTER DIFFICULTY
    -

    Objectives can modify an encounter's difficulty by - extending the scope of success beyond grinding every - enemy down to 0 Stamina. When the heroes are challenged - to defeat specific foes or take other actions while - trying not to die, those objectives can make an encounter - easier than the encounter rules would usually dictate. As - such, the Director should feel free to turn up the heat a - bit.

    -

    (Playtest note: More specific advice on this topic is - to come as the encounter-building system is - developed.)

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    DRAMATIC FINISH

    -

    If the heroes are able to end a fight with a dramatic - finish, the Director assigns each hero one or more of their - remaining enemies, then asks that hero's player to describe - how the hero neutralizes that enemy. The hero might deliver - a killing blow, knock their foe out, or let the enemy flee - with their tail between their legs (literally or - figuratively). If the fight has more heroes than Director - controlled enemies, the Director can assign more than one - hero to an enemy, then ask the players how their characters - work together to bring that enemy down. After everyone - gives a description, the battle ends.

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    EVENT ENDING

    -

    If the Director calls the end of combat when a specific - objective in an encounter is achieved, the event ending - creates a big narrative finish. The Director can pick a - narrative trigger for an event ending before an encounter - begins, or can come up with one on the fly if that makes - more sense.

    -

    Event endings can cover big scenarios, such as the - characters destroying a dam to unleash a river upon their - enemies, or completing a ritual that sends all the demons - they've been battling back to the Abyssal Wasteland. These - endings should be accompanied by vivid visual details. For - example, if the heroes are battling a necromancer - controlling a horde of zombies, the undead might crumble to - dust upon the necromancer's defeat. Similarly, if the - heroes destroy an eldritch machine sapping the land of its - natural energy, the shockwave from its destruction could - vaporize the cultists trying to protect it.

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    LAST-STAND STAMINA
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    For players who enjoy fighting to the bitter end - rather than ending combat early, the Director can use - this optional rule to bring things to - a quicker conclusion. When it's clear that the heroes - are going to win a battle, their enemies are overcome - with fear, despair, and panic. In this weakened state, - each enemy's Stamina drops to 1, and each minion has a - damage threshold of 1. The heroes can then swiftly - finish off the remaining foes, getting the satisfaction - of total annihilation through dice rolls.

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    NEGOTIATION

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    Negotiation gives the heroes a chance to get what they want - without combat … or at least without further combat! You might - negotiate with a king to obtain military support against an - incursion of demons in a neighboring country. You could enter - into talks with a bandit leader to convince her to stop - attacking merchant caravans on the road, and instead target - nobles loyal to a tyrant. You might attempt to convince an - archmage to allow you access to their secret library so you can - research the location of a dragon-slaying axe. Negotiation - covers all these scenarios and more.

    -

    Think of negotiation as something like learning a new system - for combat, exploration, or investigation in an RPG. This set - of rules provides a framework for roleplaying. The negotiation - rules are meant to be read by players and Directors, so that - both understand the rules of negotiation. If a player hasn't - read these rules, the Director and other players who have can - explain them to that player during their first negotiation.

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    WHEN TO NEGOTIATE

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    In order for a negotiation to occur, an NPC must have an - interest in negotiating with the heroes—but must also have a - reason to not simply jump on board with whatever the heroes - propose. Negotiations happen only when an NPC has that - internal tension between interest and reluctance. For - example, if the characters ask a king to send his army into a - neighboring kingdom to battle a demon incursion, the king - needs to be conflicted. He wants to stop the incursion, but - he doesn't want to risk the lives of his soldiers defending a - foreign nation while leaving their own people unprotected. If - the heroes want the help of the king's army, they need to - negotiate.

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    Heroes aren't expected to use the negotiation rules every - time one character tries to convince an NPC to see things - their way. For instance, if a hero wants information about a - cult leader from a captured cultist, a single Presence test - using the Lie skill or a Might test using Intimidate is - likely all that's needed. A character who wants to flirt with - the local alchemist to obtain a free Healing Potion likely - just needs to make a Presence test using the Flirt skill.

    -

    By contrast, negotiations typically involve all the heroes - interacting with one or more important named NPCs who can - provide information, items, or services that dramatically - change the course of an adventure. Often, this involves the - heroes seeking an item of great power, a retainer or - companion, the services of an influential organization or - nation, or a plot-twist-worthy piece of information. - Convincing a lich to lend the party the legendary Codex - Mortis, trying to convince a dragon to halt an attack on a - wizard's tower, or talking the leaders of an enemy army into - standing down means that a negotiation is in order.

    -

    To negotiate successfully, the heroes must make persuasive - arguments to convince NPCs to do what they want. “Do it or we - kill you” is a threat that might well accompany a single - Might test using the Intimidate skill, but it's not a - negotiating tactic.

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    LIMITS OF NEGOTIATION

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    Some players might instinctively feel that the - negotiation rules should give them something akin to - mind-control superpowers. They're not used to imagining - NPCs complexly, and might attempt to negotiate in - situations where negotiation is either completely - unreasonable or literally impossible. No matter how - persuasive or well spoken a hero is, there's no argument to - be made that might convince the vile Lord Syuul to give up - his pursuit of evil and become a gardener. A negotiation - typically can't convince a queen to hand over her crown to - the heroes and name them the new rulers of the land, or - inspire a dragon to fork over every piece of treasure in - their hoard.

    -

    Negotiations only work when the heroes ask for something - from an NPC that the NPC is willing to seriously consider - giving them.

    -

    Negotiation is not a process that changes an - NPC's character. Rather, the heroes are trying to - make an NPC understand how behaving differently would be in - character. You might well be able to get the hitherto loyal - lieutenant of an evil boss to reconsider the error of their - ways. That's a classic dramatic trope. But even then, - you're not changing their character—you're convincing them - that their current evil ways are out of character. “Is this - who you are? Is this how you want to be remembered?!”

    -

    If some players want to use the negotiation system as a - means to an end by having their characters say, “Just do - what we tell you, or else!,” you can remind them that - that's not how most people, including NPCs, work. Any - heroes who open with that attitude are likely to lose the - negotiation before it begins.

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    THE THREAT OF VIOLENCE

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    In the real world, negotiations rarely come with a - threat of immediate violence. Ambassadors don't usually get - into fistfights. But this is a heroic fantasy RPG, - featuring heroes who are armed to the teeth and able to - alter reality with their minds. The threat of violence is - already implied. Everyone involved knows that the - characters could draw steel at any moment.

    -

    The Director typically assumes that the underlying - potential for events to turn violent is already factored - into every negotiation. However, if the heroes decide to - bring that threat to the forefront, then they've exited the - realm of negotiation and have entered into a different type - of relationship—and it's probably time to determine - initiative.

    -

    Negotiation is about persuading someone to help you - willingly because you've convinced them that meeting your - objectives is a good idea. Working with you is wise or - logical, or might make them look good. A hero can - absolutely threaten someone with violence and force them to - do what they want, but this is an incredibly temporary - state. A threatened NPC isn't willingly doing what they've - been asked. They're doing it on threat of violence, and - will comply only while that threat is evident—after which, - they'll likely go back to their previous behavior as soon - as they think they can get away with it.

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    NEWGOTIATION

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    If you've never played a game with a dedicated - negotiation system like this, you might need to run it - once or twice before you master it, similar to learning - any new subsystem in an RPG. The new rules you'll learn - are all dedicated to facilitating roleplaying by allowing - the heroes to beseech an NPC for aid, and only involve - rolling dice when the heroes don't directly appeal to - that NPC's motivations.

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    NEGOTIATION STATS

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    During negotiation, the Director assigns NPCs four - temporary statistics—interest, patience, motivations, and - pitfalls. The heroes can strike a favorable deal if they - maximize an NPC's interest by making arguments that invoke - the NPC's motivations and avoid their pitfalls—but they have - to do all that before the NPC's patience wears out.

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    INTEREST

    -

    An NPC's interest represents how eager they are to make - a deal with the heroes. Interest is graded on a scale of 0 - (no interest) to 5 (the most possible interest). When a - negotiation begins, an NPC's interest is between 1 and 4. - If the NPC's interest goes to 5, they make a final offer - and the negotiation ends (see Keep Going or Stop, - below). If the NPC's interest drops to 0, they end a - negotiation without offering the heroes any deal.

    -

    Interest increases and decreases during the negotiation - based on the arguments the heroes make.

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    PATIENCE

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    An NPC's patience represents how much time and effort - they're willing to devote to a negotiation. Patience is - graded on a scale of 0 to 5, with each NPC starting a - negotiation with their patience higher than 0. If an NPC's - patience reaches 0, the NPC makes a final offer and - negotiation ends (see Keep Going or Stop).

    -

    Patience can decrease each time the heroes make an - argument during a negotiation.

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    LANGUAGE AND PATIENCE
    -

    If at least one hero negotiating with an NPC speaks - the NPC's native language (not including Caelian), then - the NPC's patience increases by 1 at the start of the - negotiation (to a maximum of 5). If three or more heroes - negotiating with an NPC speak the NPC's native language, - the NPC's patience increases by 2 (to a maximum of - 5).

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    FOR THE DIRECTOR: SHARING INTEREST AND PATIENCE

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    It's up to you as the Director to decide whether to - share an NPC's interest or patience during a negotiation. - Sometimes sharing this information can make an encounter - more dramatic, with the players watching their progress - rise and fall in real-time. Other groups might find - negotiation more fun, dramatic, and immersive if those - exact numbers are hidden from the players. In - playtesting, some groups loved seeing these statistics - and some groups didn't, just as some groups like knowing - the Stamina of every creature in a battle and others - prefer to keep that information secret. Talk to your - group about what they'd prefer.

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    MOTIVATIONS

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    Each NPC has at least two motivations the heroes can - appeal to with their arguments. Arguments that appeal to an - NPC's motivation require an easier power roll to increase - the NPC's interest. Arguments that don't appeal to a - motivation require a more difficult power roll. See - Making Arguments for more information.

    -

    Each motivation can be successfully appealed to only - once during a negotiation. To successfully appeal to a - motivation, the heroes must use the motivation in an - argument without mentioning one of the NPC's pitfalls or - being caught in a lie.

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    PITFALLS

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    Pitfalls are motivations that spark ire, discomfort, - shame, fear, or some other negative response in an NPC. - Using a pitfall in an argument causes an NPC's interest and - patience to wane. Each NPC has at least one pitfall, and - many have two or more.

    -

    Pitfalls and motivations are two sides of the same - concept. They're presented below as a single list, so that - what might be a motivation for one NPC is a pitfall for - another. Whenever the heroes make an argument, they risk - stumbling into one of an NPC's pitfalls unless they do - their research beforehand or read the NPC well.

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    -

    LIST OF MOTIVATIONS AND PITFALLS

    -

    An NPC can have any of the following twelve motivations - or pitfalls.

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    BENEVOLENCE
    -

    An NPC with the benevolence motivation believes in - sharing what they have with others. However, an NPC - involved in a negotiation must be limited in their - benevolence, so that they don't just give the heroes what - they need.

    -

    Sometimes an NPC's benevolence might extend only to a - specific group of people, so that a benevolent pirate - captain might share their plunder freely with the rest of - their crew—but they're still plundering! Other times, an - NPC's charity might be limited by the fact that they - don't have much to give. A benevolent NPC might be - hesitant to give the heroes help because they believe - their limited resources are more necessary or could do - more good somewhere else.

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    An NPC with the benevolence pitfall has a cynical view - of the world, believing that no creature has a right to - anything just by being alive. The idea of helping others - because it's the right thing to do is a preposterous, - immature, or inexperienced idea to be laughed off or - snuffed out.

    -

    Arguments that appeal to a benevolence motivation - contend that if the NPC strikes a deal with the heroes, - the people the NPC cares about will benefit from the - deal. Example arguments include the following:

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    • “If you lend us the Sword of Agathor, we can make - Capital safer for your guild by using it to lay your - enemies low.”
    • -
    • “If you can teleport us into the dragon's cave, - we'll give you half the wyrm's hoard once we cut off - the creature's head. That could benefit generations of - students at your academy!”
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    DISCOVERY
    -

    An NPC with the discovery motivation wants to learn - new lore, explore forgotten places, break ground with new - experiments, or uncover artifacts lost to time. Their - curiosity and quest for knowledge might be driven by a - specific goal, such as seeking the cure for a rare - disease or a portal to a specific far-off world. Or it - could be that they are a naturally inquisitive person who - just wants to understand all they can about the - timescape.

    -

    An NPC with the discovery pitfall has no interest in - finding new places, peoples, or ideas. It might be that - the unknown scares them or makes them so uncomfortable - that they'd rather remain ignorant. Alternatively, a - previous pursuit of discovery might have turned out - poorly for them.

    -

    Arguments that appeal to a discovery motivation - contend that striking a deal with the heroes will allow - the NPC to gain new knowledge or acquire unique property. - Example arguments include the following:

    -
      -
    • “Allow us to use your cipher to translate the only - copy of the Codex Mortis, and then we'll let - you read the book when we're done.”
    • -
    • “We know the journey to Decant Isle is dangerous, - but we're going into uncharted territory. We thought - that your crew of sailors might want to be among the - few mortals to lay eyes on the place.”
    • -
    -
    -
    -
    FREEDOM
    -

    An NPC with the freedom motivation wants no authority - above them and desires no authority over others. They - might already have personal freedom and wish to maintain - that status quo, or they might wish to liberate themself - or others from someone else's authority.

    -

    An NPC with the freedom pitfall believes that a world - without authority is one in turmoil and chaos. They might - even believe that they are the right person to rule, and - that their ideals should be the ones that become the law - of the land.

    -

    Arguments that appeal to a freedom motivation contend - that helping the heroes will maintain or grant freedom to - the NPC or other people. Example arguments include the - following:

    -
      -
    • “I know you want to see the queen's authority - revoked forever. She has no heirs. Give us the key to - her study so that we can prove her corruption and give - you a chance to topple the monarchy henceforth.”
    • -
    • “If you promise to give us ten vials of Assassin's - Kiss, we'll see to it that the baron's prison is - emptied.”
    • -
    -
    -
    -
    GREED
    -

    An NPC with the greed motivation desires wealth and - resources above almost anything else. Sometimes these - NPCs are misers, much like wyrms who hoard coins and gems - but never spend or donate them. Others flaunt their - wealth, viewing it as a sign of their station in life. - Greed-driven NPCs might share their wealth with a select - group of people they love, such as a noble lord who - indulges his children's every desire. Some NPCs might be - greedy for resources other than money, such as a demon - who wants to collect and devour souls, or a troll lord - who hungers endlessly for the flesh of others.

    -

    An NPC with the greed pitfall has no interest in - accumulating wealth or other resources, and becomes - offended if anyone tries to buy their participation. They - hold their ideals above material desires.

    -

    Arguments that appeal to a greed motivation contend - that helping the heroes will increase the NPC's wealth or - assets. Example arguments include the following:

    -
      -
    • “You should help us battle the overmind. Xorranox's - wealth is legendary, and we'll see to it that you get - your fair share.”
    • -
    • “Give us a week to do research among your private - collection of books, and we'll give you another ten - unique tomes we found in an ancient star elf - sanctuary.”
    • -
    -
    -
    -
    HIGHER AUTHORITY
    -

    An NPC with the higher authority motivation remains - staunchly loyal to a person or force they perceive as - more important than themself. This higher authority could - be an organization, a deity or being of great power, a - formal leader such as a noble or monarch, a mystical - presence or force the NPC might not fully understand, or - a person the NPC sees as an informal authority figure (an - older sibling, a personal hero, and so forth).

    -

    An NPC with the higher authority pitfall scoffs at the - idea of serving another. The NPC might not believe that - all people should be free, but they certainly believe - that they personally shouldn't have to answer to - anyone.

    -

    Arguments that appeal to a higher authority motivation - contend that it's in the interest of the higher authority - for the NPC to strike a deal with the heroes. A hero - might even tell the NPC that if the higher authority were - in the NPC's position, they would take the deal. Example - arguments include the following:

    -
      -
    • “All great creations honor your god, Malus. If you - teach me to forge the Hammer of Azdul, that will be a - great honor to bestow upon your god.”
    • -
    • “You know what Jarith the Bold would do? He'd guide - us through the vast wasteland of the desert to reach - the tower. Will you be our Jarith?”
    • -
    -
    -
    -
    JUSTICE
    -

    An NPC with the justice motivation wants to see the - righteous rewarded and the wicked punished, however - subjective their sense of who or what is good and evil. A - priest who venerates a god of nature might believe that - all who protect plants and animals are righteous, and - that those who harvest natural resources as miners and - lumberjacks must die. Having a justice motivation doesn't - necessarily make an NPC a kind or charitable person.

    -

    An NPC with the justice pitfall doesn't believe that - the timescape is an inherently just place, and has no - interest in making it one. The world is eternal conflict, - there is no such thing as justice, and anyone who thinks - otherwise is a naive fool.

    -

    Arguments that appeal to a justice motivation position - the heroes on the good side of an NPC's sense of right - and wrong. Example arguments include the following:

    -
      -
    • “You despise those who steal from nature. Allow us - peacefully into your wode so we may bottle the Blessed - Spring's water. We're going to use it to stop an army - from felling every tree and tearing up the earth - wherever they go.”
    • -
    • “You think nobles are lazy barons who get rich off - the backs of peasants. We want to dethrone Lord Saxton. - Lend us your crew of thieves, and we'll see to it that - when Saxton falls, the people can choose their own - leaders.”
    • -
    -
    -
    -
    LEGACY
    -

    An NPC with the legacy motivation desires fame while - alive and acclaim that lasts long after their death. They - hope others will know and remember their deeds, great or - terrible. Some of these NPCs might even seek immortality - through deification or undeath, so that the eventual - shedding of their mortal coil doesn't prevent them from - continuing to make history.

    -

    An NPC with a legacy pitfall cares nothing about - leaving a personal mark on the world. To them, such vain - thinking is nothing but a waste of time.

    -

    Arguments that appeal to a legacy motivation contend - that striking a deal with the heroes increases the - likelihood that people will talk about the NPC for - centuries to come. Example arguments include the - following:

    -
      -
    • “If you give us the vizier's itinerary, I'll - compose a song about your bravery in defying him, then - sing it in every tavern from here to Ix!”
    • -
    • “Yes, losing the battle is a possibility. If we do, - the gnolls will still come for you eventually. But if - we crush our foes, imagine the honors, the histories, - the poems, the statues—all of it created for you - because your siege engines turned the tide.”
    • -
    -
    -
    -
    PEACE
    -

    An NPC with the peace motivation wants calm in their - life. Under typical circumstances, they want to be left - alone to run their business, farm, kingdom, criminal - empire, or whatever small slice of the timescape is - theirs. Some such NPCs don't have peace and need help - obtaining it, while others want their peaceful status quo - to be maintained.

    -

    An NPC with the peace pitfall hates being bored. They - want excitement, drama, and danger in their life. For - them, there's nothing worse than the status quo.

    -

    Arguments that appeal to a peace motivation contend - that helping the heroes will earn the NPC some peace, at - least for a little while. Example arguments include the - following:

    -
      -
    • “You have a good thing going here. A little - burgling of nobles, some alcohol smuggling, and some - illegal gambling dens. No one's getting hurt, but - Constable Cofax is closing in on you. We could redirect - him toward some real danger to the community, if you - can help us set a trap for the Watchmaker.”
    • -
    • “I know you don't sell to outsiders, but we need - that helm. I'm going to use it to turn back a group of - hobgoblins marching this way. They're not going to be - as friendly as us.”
    • -
    -
    -
    -
    POWER
    -

    An NPC with the power motivation covets the authority - of others. They want to increase their influence, no - matter how great it already is, and maintain their - domain. They might seek power through conquering others, - the collection of artifacts, or through the infusion of - supernatural rituals—though why choose one method when - all three together achieve the best results? Some such - NPCs are world-traversing tyrants, but the petty - administrators of village organizations and shrines can - covet power just as hungrily.

    -

    An NPC with the power pitfall has no interest in - authority for themself. They might respect the authority - of others, but they hate the thought of ruling over other - people and roundly reject any suggestion of the idea.

    -

    Arguments that appeal to a power motivation contend - that working with the heroes will increase or protect the - NPC's power. Example arguments include the following:

    -
      -
    • “Everyone knows you should be running the watch, - Percy. The old lady's retiring, and our friend Baron - Kuglar is naming the replacement. Now, you let us into - the restricted armory, and we'll put in a good - word.”
    • -
    • “We know he's your brother, Your Highness, but he's - older—first in line for the throne. If you help us - prove he's in a cult, you become the favorite - son.”
    • -
    -
    -
    -
    NPCS CHANGE OVER TIME
    -
    -

    Just like the heroes, NPCs in negotiations are - complex individuals who can change over time. It's - possible that the heroes might have to negotiate with - the same NPC for several different favors during the - course of a campaign, over which time the NPC's - motivations and pitfalls might change. If the heroes - turn a bandit captain with the greed and power - motivations into a temporary ally, that criminal might - learn from them, changing their ways to rob only those - who exploit the poor and giving those earnings to - people in need. The next time the heroes negotiate with - the bandit captain, they have the benevolence and - protection motivations.

    -
    -
    -
    -
    PROTECTION
    -

    An NPC with the protection motivation has land, - people, information, items, or an organization they want - protected above all else. Keeping their charge safe is a - duty they hold dear, and aiding in that protection earns - their favor. Most people have friends or family they wish - to protect, but an NPC with the protection motivation - believes in doing so above all else.

    -

    An NPC with the protection pitfall is happy to leave - others to fend for themselves. They don't believe that - it's their responsibility to protect anyone other than - themself, and might be outright disgusted at the thought - of risking themself or their property to protect - others.

    -

    Arguments that appeal to a protection motivation - contend that helping the heroes allows an NPC to better - protect their charge. Example arguments include the - following:

    -
      -
    • “Dead soldiers grow the necromancer's ranks. Total - annihilation is the only way to defeat her. March with - us now, while her army is small, and we'll defeat her. - Or…”
    • -
    -
    -
    -
    REVELRY
    -

    An NPC with the revelry motivation just wants to have - fun. They enjoy socializing at parties, thrill-seeking, - or indulging in other hedonistic activities. Getting - pleasure out of life while spending time with people they - like is paramount to such NPCs.

    -

    An NPC with the revelry pitfall sees social encounters - and hedonism as a waste of time. They take pleasure only - in work or in building their own skills and character. - Others who suggest immature debauchery are not worth - their time.

    -

    Arguments that appeal to the revelry motivation - contend that striking a deal with the heroes will allow - the NPC to get back to reveling sooner, longer, or - harder. Example arguments include the following:

    -
      -
    • “How would you like to have the most exclusive - songs for your exclusive birthday celebration next - week? I'll write you a whole original set list, free of - charge … provided you extend me and my band here an - invitation.”
    • -
    • “I know you don't want to forge five Chronokinesis - Crowns. How's this instead? You do that for me, and - I'll give you the fourteen kegs of whiskey we found in - a steel-dwarf ruin. This stuff is old, unique, and - forget-your-first-name potent. You can crack a keg with - your friends to celebrate a job well done.”
    • -
    -
    -
    -
    VENGEANCE
    -

    An NPC with the vengeance motivation wants to harm - another who has hurt them. Their desire for revenge could - be proportional to the harm that was inflicted upon them, - or they might wish to pay back their pain with interest. - In some cases, a desire for vengeance can be satisfied - only by the death of another, but an NPC might wish to - pay back their own suffering with embarrassment, career - failure, or some other less permanent pain.

    -

    An NPC with the vengeance pitfall believes that - revenge solves nothing. They might have gained this - belief firsthand, or they might simply not have the - ambition to seek revenge—and they take a dim view of - others who do.

    -

    Arguments that appeal to the vengeance motivation - contend that the NPC can gain payback for their pain by - helping the heroes. Example arguments include the - following:

    -
      -
    • “The servants of Ajax killed your sister as she - scoured the city for his cults. The Black Iron Pact - works for the Overlord. Give us her diaries, and we - might uncover the pact's hideaway and deal a great blow - to your hated foes.”
    • -
    • “That prankster Huckable made your trousers tear at - the last council meeting. Don't you want to pay him - back? We can arrange a delicious prank at the next - gathering, but we need you to guarantee the safety of - the orc refugees.”
    • -
    -
    -
    -
    -
    -

    OPENING A NEGOTIATION

    -

    A negotiation begins when the heroes ask something of an - NPC and the Director deems that the circumstances require a - negotiation. Those circumstances always involve the heroes - requiring assistance that could change the course of the - adventure, and having the NPC conflicted about working with - them.

    -
    -

    STOP COMBAT, START NEGOTIATION

    -

    If a hero wants to halt hostilities to negotiate with - the other side, they can use a maneuver to make a hard - Presence test (or another applicable test, as the Director - determines) in an attempt to stop combat and start a - negotiation. The test has a chance of success only if the - Director believes the other side is willing and capable of - negotiating. A foe who has the upper hand, who hates the - heroes beyond measure, or who lacks sapience is unlikely to - negotiate.

    -
    -
    -

    STARTING STATS

    -

    An NPC's starting negotiation stats depend on their - attitude toward the heroes, as shown on the Negotiation - Starting Attitudes table, and can be adjusted by the - Director as they see fit. A naturally irascible NPC might - have lower patience, while a hostile NPC with a - greater-than-expected stake in the negotiation topic might - have a higher-than-typical interest.

    -
    -
    NEGOTIATION STARTING ATTITUDES
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    AttitudeDescriptionInterestPatience
    HostileOpenly opposed to the heroes. Barely willing to - listen.12
    SuspiciousDoubts the heroes' motives, but is willing to - listen.22
    NeutralDoesn't feel one way or the other. Would - probably rather be somewhere else, but doesn't want - to be rude.23
    OpenWilling to listen, willing to help, as long as - the heroes aren't asking too much.33
    FriendlyThe heroes seem like the NPC's people. The NPC - is willing to give them the benefit of the - doubt.34
    TrustingThe NPC has reason to take the heroes at their - word, and will help if the characters don't screw - this up.35
    -
    -
    -
    -
    -

    UNCOVERING MOTIVATIONS

    -

    If a hero wishes to figure out an NPC's motivations, they - can begin by simply asking, “What do you want out of this - deal?” In response, the NPC can willingly hint at or reveal - one of their motivations, usually by asking for something. - For instance, a monarch NPC with the greed motivation and a - penchant for collecting rare animals might suggest that the - heroes retrieving a griffon egg would earn the monarch's - gratitude. The Director can also decide that during the - natural course of the negotiation, the NPC might offer up - similar suggestions without the heroes asking, provided the - NPC already has an interest of at least 3.

    -

    If an NPC isn't as forthcoming, or if the heroes want to - learn one of the NPC's pitfalls, a hero can make a Reason, - Intuition, or Presence test while interacting with the NPC - during the negotiation, based on the tactics used to draw out - the NPC. The test has the following outcomes:

    -

    Power Roll + Reason, Intuition, or - Presence:

    - -

    After this test is made, the heroes can't make another - test to determine the same NPC's motivations or pitfalls - until they make an argument to the NPC or the negotiation - ends.

    -
    -

    OUTSIDE OF NEGOTIATION

    -

    While the heroes can discover an NPC's motivations or - pitfalls through tests made during negotiation, they can - employ other methods of investigating motivations or - pitfalls before negotiation. Research or a little - reconnaissance (for instance, reading the NPC's diary or - talking to their closest friends), can reveal quite a bit - about a person!

    -
    -
    -
    -

    MAKING ARGUMENTS

    -

    As part of their initial request to an NPC in a - negotiation, a hero makes an argument as to why the NPC - should give the heroes what they want. The hero might offer - to do something in exchange as part of their argument, such - as clear bandits from a forest, hand over a piece of - treasure, or slay a dragon for the NPC. Or instead of - offering something, the hero could attempt to convince the - NPC that it's in their own best interest to help—or even that - it's a moral imperative. For example, a hero could appeal to - a knight's sense of duty, the potential wealth a mercenary - could make, or the final wish of a queen's dearly departed - grandmother as part of an argument. NPCs who admire the - heroes are more likely to respond to compliments and - buttering up, while those who fear the heroes are more likely - to respond to intimidation and awe.

    -

    Arguments need a justification as to why they're true. - “Helping us defeat Lord Saxton is good for you in the long - run,” is half of an argument, so that the hero also needs to - explain why this is the case. “Helping us defeat Lord Saxton - is good for you in the long run, because we know he's coming - for your kingdom after Bedegar falls!” If a hero makes half - an argument, the NPC might follow up with questions such as, - “Why do you say that?” or “What makes you think that's true?” - to get the full argument from the hero.

    -

    One hero makes an argument to an NPC, but the players can - discuss the details of the argument out of character - beforehand. It's up to the group to decide how much - discussion to have before making an argument, and to decide - what argument the players think will best sway the NPC.

    -

    This is a good topic for discussion before a group - actually gets into a negotiation, so everyone knows the other - players' thoughts. Some groups have the most fun without any - around-the-table discussion, while others prefer being able - to strategize as often as possible.

    -
    -

    APPEAL TO MOTIVATION

    -

    If an argument doesn't include a pitfall and appeals to - one of the NPC's motivations that hasn't already been - appealed to, the hero making the argument can make an easy - test to attempt to sway the NPC with the argument. - Depending on the argument, this can be a Reason, Intuition, - or Presence test using any applicable skill—most commonly a - skill from the interpersonal skill group. The test has the - following outcomes:

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: The NPC's patience decreases by 1.
    • -
    • 12–16: The NPC's interest increases by 1, and their - patience decreases by 1.
    • -
    • 17+: The NPC's interest increases by 1, and their - patience doesn't change.
    • -
    -

    At the Director's discretion, a particularly - well-roleplayed or well-reasoned argument automatically - counts as a tier 3 result without a test. Good roleplaying - should be rewarded!

    -

    If the heroes attempt to appeal to a motivation that's - already been appealed to, the NPC's interest remains the - same and their patience decreases by 1.

    -
    -
    -

    NO MOTIVATION OR PITFALL

    -

    If an argument doesn't include one of the NPC's - motivations or pitfalls, the hero who makes the argument - must make a more difficult test to appeal to the NPC. The - test has the following outcomes:

    -

    Power Roll + Reason, Intuition, or - Presence:

    -
      -
    • 11 or lower: The NPC's patience decreases by 1, and - their interest decreases by 1.
    • -
    • 12–16: The NPC's patience decreases by 1.
    • -
    • 17+: The NPC's interest increases by 1, and their - patience decreases by 1. (On a natural 19 or 20, the - NPC's patience remains the same.)
    • -
    -

    If the heroes try to use the same argument without a - pitfall or motivation twice, the test automatically gets a - tier 1 result.

    -
    -
    -

    EVERYONE CAN PARTICIPATE

    -
    -

    Since Reason and Intuition with creatively applied - skills can be used to make arguments, all heroes can - actively participate in the process of negotiation. The - hero with the highest Presence who has the Persuade skill - doesn't automatically have to be the one who makes all - the tests.

    -
    -
    -
    -

    CAUGHT IN A LIE

    -

    If a hero lies to an NPC with an argument that fails to - increase the NPC's interest, the Director can decide that - the NPC catches the lie and is offended by it. The NPC's - interest decreases by 1, in addition to any decrease - imposed by the failure.

    -
    -
    -

    PITFALL USED

    -

    If an argument uses one of the NPC's pitfalls, it - automatically fails and the NPC's interest and patience - each decrease by 1. The NPC might also warn the heroes not - to treat them in such a way again.

    -
    -
    -

    RENOWN AND NEGOTIATION

    -

    During a negotiation, an NPC has an Impression score - that determines the amount of Renown needed to influence - them (see Renown). This score only matters if the NPC knows - of the heroes. A dragon who slumbered away the last hundred - years and was just woken up to negotiate can't be - influenced by a hero's Renown. (By the way, it's a terrible - idea to wake a dragon, even if they do know you're famous.) - If the NPC does know of the hero and has an Impression that - is equal to or lower than the hero's Renown, the NPC can be - influenced by that hero.

    -

    The higher an NPC's Impression, the harder they are to - influence with Renown. A small-time brigand has a lower - Impression score than a monarch who meets with powerful and - famous people all the time. The NPCs and - Impression table provides examples of different - archetypical NPC Impression scores. If a creature has a - level, then their Impression equals their level unless the - Director deems otherwise.

    -
    -
    NPCS AND IMPRESSION
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ImpressionExample NPC
    1Brigand leader, commoner, shop owner
    2Knight, local guildmaster, professor
    3Cult leader, locally known mage, noble - lord
    4Assassin, baron, locally famous - entertainer
    5Watch captain in a large city, high priest, - viscount
    6Count, warlord
    7Marquis, world-renowned entertainer
    8Duke, spymaster
    9Archmage, prince
    10Demon lord, monarch
    11Archdevil, archfey, demigod
    12Deity, titan
    -
    -
    -
    FAME OR INFAMY?
    -

    If a hero has enough Renown to influence an NPC during - negotiation, the Director decides if they are famous or - infamous to the NPC. If the NPC appreciates a character's - deeds and views them as a hero who makes the world a - better place, that hero is famous to them. If the NPC - believes the hero's accomplishments make the world worse - and views them as an enemy, the hero is infamous to the - NPC.

    -
    -
    -
    INFLUENCING TESTS
    -

    If a hero is famous to an NPC, they gain an edge on - tests when making arguments to which the Flirt, Lead, or - Persuade skill could be applied. If they are infamous to - the NPC, they gain an edge on tests when making arguments - to which the Brag, Interrogate, or Intimidate skill could - be applied. A hero gains this edge even if they don't - have the appropriate skill.

    -
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    NPC RESPONSE AND OFFER

    -

    After a hero makes an argument, the NPC responds in one of - three ways:

    - -

    Unless the NPC is deceitful, it should be clear to the - heroes if their argument helped convince the NPC, if they - need to take a new approach, or if the argument actually did - more harm than good.

    -

    The initial response should come with an offer (or a - refusal to make an offer) based on the NPC's current - interest. If a hero's argument reduces an NPC's patience to - 0, the NPC lets the heroes know that this is their final - offer.

    -
    -

    FOR THE DIRECTOR: REASONS FOR DECEPTION

    -
    -

    Under certain circumstances, an NPC might not want to - show the heroes how well their arguments are working. For - example, if an NPC's interest has dropped so low that - they now intend to harm the heroes, the NPC might falsely - agree to what the heroes ask for as part of a trap. - Likewise, a greedy NPC might try to keep their enthusiasm - for a deal concealed while their interest is high to - obtain more money or favors from the heroes. If a hero - thinks an NPC is attempting to fool them, they can make - an Intuition test. On a success, the hero learns their - true standing with the NPC.

    -
    -
    -
    -

    INTEREST 5 (“YES, AND …”)

    -

    If the NPC's interest is 5, they offer everything the - heroes initially asked for—and then sweeten the deal. This - result is the best possible outcome for the heroes. If they - offered to perform any services or make payments as part of - the deal, the NPC might waive those obligations, allowing - the heroes to get what they want for free. Alternatively, - the NPC might hold the heroes to any offers they made and - instead offer an extra service or item on top of what was - asked for.

    -

    For example, if the heroes asked the boss of a thieves - guild for that organization's help in standing against Lord - Saxton, the guildmaster might pledge to send a unit of - elite assassins to aid in the battle against that - tyrannical noble, and then offer the heroes a quiver filled - with explosive arrows to give them an additional advantage - in the fight.

    -

    The NPC should let the heroes know that this is the best - offer they can make.

    -
    -
    -

    INTEREST 4 (“YES.”)

    -

    If the NPC's interest is 4, they offer the heroes - everything they asked for but won't sweeten the deal. The - NPC also accepts anything the heroes have offered as part - of the deal with this result.

    -

    For example, if the heroes offered to help spring a - guild thief from prison in exchange for the thieves guild's - elite assassins standing against Lord Saxton, the - guildmaster agrees to those terms without attempting to - adjust anything. This likely ends the negotiation, but it's - possible that the heroes could push for a little more, - provided the NPC has the patience for another argument. A - Director could prompt the heroes to push for more by having - the NPC ask a leading question, such as, “Is there anything - else?” or “What else do you want from me?”

    -
    -
    -

    INTEREST 3 (“YES, BUT …”)

    -

    If the NPC's interest is 3, they offer the heroes what - they want in exchange for everything the heroes offered … - then they ask for a little extra, such as a favor or a - payment from the characters. If the heroes offered to free - a thieves guild member from prison in exchange for the - service of the organization's assassins, the guildmaster - might ask them to free an additional prisoner, or to grant - the prisoner they rescue a sum of cash or a magic - weapon.

    -
    -
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    INTEREST 2 (“NO, BUT …”)

    -

    If the NPC's interest is 2, the NPC can't give the - heroes what they want. However, they are willing to offer - other less impactful goods or services in exchange for - whatever the heroes have promised. The guildmaster might - not be willing to spare any troops to fight Lord Saxton, - but could instead offer the latest spy reports on Saxton's - movements in exchange for the jailbreak.

    -
    -
    -

    INTEREST 1 (“NO.”)

    -

    If the NPC's interest is 1, they outright reject the - heroes' idea without a counteroffer. If the NPC still has - patience, they might press the heroes for a better deal, - saying something like, “Why should we risk our necks to - help you fight Lord Saxton? What's really in it for the - thieves guild, other than a short, brutal end when you - inevitably fail?”

    -
    -
    -

    INTEREST 0 (“NO, AND …”)

    -

    If an NPC's interest is 0, they offer nothing, refuse to - negotiate further, and seek to harm the heroes. The NPC - might attack immediately, or they could take a different - approach, perhaps spreading malicious rumors about the - characters, sending assassins after them, or otherwise - making their lives difficult. If the heroes don't want to - be at odds with the NPC, they'll need to offer an valuable - gift or undertake a quest just to make amends.

    -

    It is impossible to continue a negotiation when an NPC's - interest drops to 0.

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    FOR THE DIRECTOR: CREATING RESPONSES AND OFFERS

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    When you're preparing a negotiation, think of at least - two specific asks that the NPC could make of the heroes. - Then you're prepared if the heroes ask what they can do - for the NPC and you want to give a response, or if the - NPC's interest becomes 3.

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    These asks could be specific items the heroes have or - can obtain (such as a magic sword or psionic crystal), or - they might be favors in the form of adventuring (such as - slaying a dragon or rescuing a village from a siege).

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    You should also have at least two specific ways the - NPC can help the heroes beyond what they're asking for. - These can be used if the NPC's interest becomes 2, to - give the heroes something that can help them that isn't - what they asked for. They can also be used if the NPC's - interest rises to 5, to give the heroes something extra - in addition to what they asked for. This help could take - the form of treasures or the assistance of a companion or - retainer. It might be hidden information that the heroes - don't yet know, and which can help them with their - overall goal. Or perhaps it's a less impactful version of - what the heroes initially asked for. If the heroes ask an - ancient dragon for help storming a castle, the dragon - might offer the services of their younger, less powerful - offspring instead of their own assistance … or in - addition to it!

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    KEEP GOING OR STOP

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    If an NPC still has patience after making an offer and - their interest is between 1 and 4, the heroes can make - another argument to attempt to improve the deal. - Alternatively, they can accept the offer and end the - negotiation. Let the players drive this decision. You can - always have an NPC show they have patience remaining by - asking, “Is there anything else?”

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    If the NPC's patience is 0 or their interest is 5, then - the offer the NPC makes is their final offer to the - characters. The heroes can accept the offer or not, but - either way, the negotiation ends.

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    If the NPC's interest is 0, the NPC ends the negotiation - without accepting a deal.

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    The heroes can walk away from a negotiation without - accepting a deal at any time.

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    SAMPLE NEGOTIATION

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    After killing the true lord of Bedegar, the tyrannical - Lord Saxton took over the barony's capital, and is presently - gathering forces of his own to march on the rest of Bedegar's - settlements. The heroes recently saved Edmund, the true heir - to Bedegar's throne, and are now gathering forces to build an - army that can stand against Saxton and defeat the tyrant.

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    The heroes are engaging in a negotiation with Zola - Honeycut, the human guildmaster of the Clock—a thieves' guild - whose headquarters is located in Bedegar's capital. The guild - openly opposed Saxton when he first seized power, but the - tyrant was quick to crack down on all known members of the - Clock, forcing them into hiding or hanging them as a warning - to others. The heroes' hope is that they can convince Zola to - support their armed resistance.

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    ZOLA'S NEGOTIATION STATS

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    Zola is neutral toward the heroes when the negotiation - begins. She knows them only by reputation, though she - understands that they too believe Saxton is a tyrant who - must be stopped. However, standing up to that tyrant has - cost her people dearly, and she's not sure she's ready to - rejoin the fight. One wrong move could spell the end of the - Clock!

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    ZOLA HONEYCUT NEGOTIATION STATS:

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    • Interest: 2
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    • Patience: 3
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    • Impression: 3
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    Motivations - - Benevolence: Zola's name, Honeycut, comes - from the fact that she always gives her fellow thieves a - bigger cut than her own on jobs. - - Protection: The members of the Clock are - the only family Zola's ever known. The guild's motto is - “The Clock is always ticking,” because they're always - planning the next job and their ever-richer future. Zola - doesn't want to be the guild's last master.

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    Pitfalls - Higher - Authority: Zola has no interest in serving anyone - other than herself, and she scoffs at the suggestion of - taking orders. - Revelry: Zola is all - business and has no time for frivolity, especially while - living under Saxton's threat.

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    ROLEPLAYING ZOLA

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    Zola is glad that people are finally opposing Lord - Saxton, but is angry that no one rose up with the Clock - months ago when the tyrant first staged his coup. She's - passionate about protecting her people, quick to call out - dangerous plans in arguments she doesn't like, and fast to - praise statements she agrees with. She's not afraid to - speak her mind to the heroes, knowing that they share her - desire to see Saxton gone. She's just not sure she can risk - more of her found family in the current fight.

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    NEGOTIATION IN ACTION

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    Here's how the negotiation with Zola might play out. In - this scenario, Alyssa is playing Jorn the tactician, Grace - is playing Val the conduit, James is playing Korvo the - shadow, and Matt is playing Linn the talent. All the heroes - have a Renown of 2 except for Jorn, who has a Renown of 3 - and is therefore famous to Zola.

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    Director: The windows are boarded up, - allowing no light to enter the seemingly abandoned Goat's - Eye tavern. The whole place smells of charred wood, - evidence of the fire that burned most of the building's - interior three years ago. As the door shuts behind you, - light from a hooded lantern on the opposite side of the - tavern suddenly fills the room. Amid the blackened walls - and pillars, you see that six burly ruffians flank your - group on both sides. The human holding the lantern smiles. - “Welcome. I'm Zola. Willoughby told me you were coming. - Have a seat.” She motions to a few crates arranged in a - circle around a wide barrel.

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    James (playing Korvo): I have a seat - and say, “Korvo at your service, Ms. Honeycut. And - these here are the finest companions a polder could ask - for: Linn, Jorn, and Val.”

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    Director: Zola nods to each of you in - turn, then says, “You'll excuse me if I dispense with more - pleasantries. These days, no place is safe for the Clock. - We keep moving. So tell me, what are you here for?”

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    Alyssa (playing Jorn): “We're building - an army to take down Saxton once and for all.”

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    Director: Zola gives a mirthless - chuckle as she shakes her head. “Oh is that all? I have to - tell you, I don't think the four of you stand much of a - chance. Unless you're hiding a legion or two of dwarves in - your pockets. Yes, you have Jorn the Mighty with you, but - you'll need more than one famous warrior to win the - day.”

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    Alyssa: Ah! So she has heard of me at - least! Thanks, Renown.

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    Grace (playing Val): “We don't. But we - do have Lord Edmund—the true heir to the Bedegar - throne.”

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    Director: Zola nods, impressed. “I'm - glad the boy is safe, but that's all he is—a boy, not an - army.”

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    Matt (playing Linn): “He's a boy people - will rally around. We have no army, but that's why we're - here. We're planning on changing that. Can you spare any - soldiers for our cause?”

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    The negotiation officially starts. The heroes have - stated what they want from Zola. The Director begins by - prompting them to make an argument.

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    Director: Zola leans back on her crate. - “There it is. The Clock has sacrificed much against Saxton. - Why should we risk more to help? No one was here to help us - months ago when we stood up to tyranny.”

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    Alyssa: I nod along as Zola speaks, - listening before I say, “We didn't hear of your struggle - until after Saxton had already hanged many of your brave - people. We're here now. How can we help?”

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    Before making an argument, Jorn is attempting to learn - what Zola's motivations are by simply asking. The Director - decides to reveal one of Zola's motivations: - protection.

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    Director: “If I were to make a deal - with you, and that's a big ‘if,' I'd need assurances that - you can end this. Proof would be even better. The - protection of my people is my top priority. We can earn - freedom from Saxton once we regain our strength.”

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    James: Aha! I got this, folks. I stand - atop my crate and say, “Well, we can surely offer that, - Ms. Honeycut. We have convinced Lord Edmund to grant - amnesty to any who swear to serve him.” I'd like to roll a - Presence test to convince her.

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    Director: Hold it there, champ. Zola's - eyes narrow as you speak, and she holds up a hand to cut - you off. “I will not swear to serve any ruler, no matter - how benevolent. I'll consider being a partner, but even - that outlook is grim if you tell me again that I need to - bend the knee.”

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    Korvo inadvertently made an argument using a pitfall by - appealing to a higher authority. The Director notes that - Zola's interest drops to 1 and her patience drops to 2. - Zola gave a pretty firm “No” response here, which is what - an NPC with an interest of 1 would say. However, the - Director phrased Zola's response in such a way that the - heroes know they can keep making arguments if they wish, - since her patience hasn't run out.

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    James: Sorry! I thought that'd work. - Seems like higher authority is a pitfall for her.

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    Grace: Let's try to avoid any others. - Val says, “We're sorry, Zola. We don't want to do anything - else to offend you.” I'd like to make an Intuition test and - use my Read Person skill to gauge her reaction to see if I - can discern any other pitfalls.

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    Director: Cool. Hard difficulty.

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    Grace: I got a 17! Success.

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    Director: Zola sits back, chuckling. - “There's two things I can't stand—anyone telling me to kiss - a ring and merry fools who would rather go drinking than - fight for their freedom. Luckily, you're not the latter.” - You can tell that revelry also won't go over well with - Zola.

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    The heroes now know both of Zola's pitfalls: higher - authority and revelry.

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    Linn: Linn is going to say, “We're - recruiting more than just the Clock. We have a good chance - of recruiting the elves of the wode and the orcs of Forest - Rend, and we're already training the people of Gravesford - to put up a fight. If we strike before Saxton can fully - build his forces, we all stand a better chance of survival. - If you don't stand with us, Saxton will still come for you. - He's already coming for you. The Clock stands less of a - chance alone.”

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    Director: I think that's a Reason test, - since you're using logic to point out that you have a - better chance together than on your own. It's easy too, - since you're appealing to one of her motivations.

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    Linn: Great! Can I use Lead here, since - I'm demonstrating our ability to bring people together?

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    Director: I'll allow it.

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    Linn: That's a 14!

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    Because Linn appealed to a motivation, Zola's interest - increases to 2, and her patience remains at 2. The Director - gives a “No, but …” response based on Zola's interest. At - this point, the heroes haven't promised anything, so she - offers them something for free. The Director makes it clear - in Zola's response that the negotiation can still continue - if that's what the players want.

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    Director: Zola nods along as you speak. - “You're correct, but I'm not sure I can spare the people. - I'll tell you what I can do. I have spies watching Saxton - still. I can give you information about his troops' - movements. Will that suffice?”

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    Alyssa: I don't think so, right?

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    James: No. We need an army.

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    Matt: Yeah, let's push it.

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    Grace: Agreed.

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    Alyssa: I wonder if we can try to - figure out another one of her motivations.

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    James: Is there anything I know about - Zola's reputation? I have the Criminal Underworld - skill.

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    Director: Make a hard Reason test.

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    James: That's an 18! Success!

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    Director: Korvo would know that Zola - got the name Honeycut because she's generous with the - guild's earnings. She gives all her fellow thieves a nice - cut of every job.

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    Korvo's success has revealed Zola's benevolence - motivation.

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    James: Brilliant! I think I probably - would've shared that with the group before this.

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    Director: Yeah, that makes sense.

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    Alyssa: Great. I'll say, “It would be - worthwhile in other ways for your crew if you joined our - side.”

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    Director: Zola's interest is piqued. - “What makes you say that?”

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    Alyssa: “Even before his coup, Saxton - had a considerable amount of wealth. If he's deposed, those - riches need to go somewhere. The Clock will get a cut—a - honey of a cut, you might say. Edmund has also promised to - share his family's fortune with any who stand with him - against Saxton … after the young lord reclaims the throne, - that is.”

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    Director: You're appealing to one of - her motivations, so make an easy Presence test.

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    Alyssa: Can I use my Persuade skill - too?

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    Director: Absolutely. And you gain an - edge because you're famous to her.

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    Alyssa: I got a 12!

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    Because Jorn appealed to a motivation, Zola's interest - increases to 3, and her patience is reduced to 1. The - Director gives a “Yes, but …” response while making it - clear that the negotiation can still continue.

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    Director: Zola contemplates this for a - moment. She nods, “I'm starting to see the benefits. I - think I can spare some folks to help you, but you have to - help them first. See, my best warriors are locked up in - Bedegar Keep. They're supposed to be hanged in two days. If - you free them, I'll see to it they stand with you against - Saxton. We were making a plan to free them ourselves, but - could frankly use the help.”

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    Grace: We could push the Clock to do it - themselves, but I can't see Val turning her back on people - in need.

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    James: Hear, hear. I'm done pushing my - luck on this one.

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    Matt: It'll mean less time to recruit - the other troops, so we'd better work quickly.

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    Alyssa: Then we're in agreement. I - offer a handshake to Zola. “You've got yourself a - deal.”

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    The negotiation ends! The heroes could have pushed for a - better deal, but they're satisfied with the offer from - Zola, so they accept her terms.

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      This is what happens when you let a dwarven troubadour - write the dwarf entry.↩︎

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