Break RPG Beta v0.9 Backerkit
Break RPG Beta v0.9 Backerkit
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RPG
2 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 3
Lalka 392
Master Villains 394
II OUTER WORLD
Mundymutts 400
Skelemen 404
WELCOME TO OUTER WORLD 298 Shadow Beast 412
Octia Scroll 300 Tiny Unhelpful Cloud 416
Von Peebles Map 302 Undead Peddler 418
Wistful Dark 304 Unshaped, Bellzuub 420
Twilight Meridian 306 Urarani 426
Blazing Garden 308 Creating Adversaries 430
Buried Kingdom 310
Further Exploration 312
II APPENDIX
ADVERSARIES 356
Using Adversaries 356
Asura, Lajja 360
Bizzer Swarm 364
Blaster Mage 366
Chompa 368
Chosen One 370
Demon, Blighted 372
Drones 376
Goop 382
Giga Gruun 384
Grim Wing 386
Killservants 388
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
In BREAK!! the players take on the role of If you are already familiar with RPGs and
BREAK!! is a tabletop role playing game of exploration and adventure set in adventurers, plucky souls that roam Outer related gaming jargon, here’s a quick
the fantasy realm of Outer World, a place of wonder and peril. World in search of truth and treasure. system overview:
As an adventurer you will: BREAK!! only uses a d20.
Journey across shattered landscapes. Aptitudes (Ability Scores) are set by
your Calling (Class), not rolled.
Explore the world’s ancient ruins and
wonders of the modern age. Experience Points are awarded for Rank
(Level) advancement.
Encounter and interact with Outer
World’s many unusual inhabitants. Roll under Aptitude Checks (Saves).
Negotiate or fight with monstrous or Point crawl overland travel system.
cunning adversaries. Tactical, turn-based combat.
Survive and endure Outer World’s Roll over enemy’s Defence Rating (AC)
many perils and challenges. to hit.
Craft items, both magical Weapons do set, not random, damage.
and mechanical. Hearts (Hit Points) reset every fight.
Create social bonds with the friends Lasting injuries occur after your Hearts
you meet along the way. are depleted, and need to be healed.
WHAT IS THE GAME ABOUT? WHAT’S A ROLE PLAYING GAME?
Attempt to rise through the Scenario, not story based, adventures.
Outer World is broken. Most struggle to In this Role Playing Game (RPG) you bring adventuring ranks to become a legend. Random Encounters with Mood rolls
survive, huddling together in the ruins of a fantasy world to life and create the brave Experience the wonder, humor, (Reaction).
the past. adventurers to explore it with. tragedy, and triumph of adventuring. Success is determined by the player’s
Will you protect or abandon them? One player takes on the role of Games situational decision making, and
Master (GM). They devise and present Inspiration calculated risk.
Some pockets of civilisation remain. Their challenges and situations to the players.
leaders seek to shape the future. For example, a town might be destroyed BREAK!! is a love letter to the worlds and
USING THIS BOOK
if the source of the corrupted mana is not themes depicted in manga, anime and
Will you help or hinder them? found and stopped. videogames. Thanks to all the creators that GMs should read this book though
fuelled our imaginations and ambition. prior to playing BREAK!! to familiarize
Forgotten knowledge and lost treasures The others assume the role of the Player
Influences include: themselves with the entire game.
are rumored to have the power to change Characters (PCs). For example, these
the status quo. might be warriors, wizards or other Videogames: Godslayer/Crystalis, Games run most smoothly if the GM
adventurous figures. They must use SaGa, NieR, Mana Series, Final Fantasy is able to easily recall the information
Will you wield them wisely? their wits, and their characters’ abilities, included in the Playing the Game
Series, Zelda Series.
to overcome or circumvent the Game ( p209) section. Other content is less
Influential heroes and villains roam Master’s challenges. Animations: Studio Ghibli, Berserk, likely to be required during play and can
the land, leaving a wake of irrevocable Morabito, The Tower of Druaga: The be referenced before or during the game.
change behind them. When the PCs, or other characters in the Aegis of Uruk/Sword of Uruk, Sword
1 game world, attempt something risky Art Online, The Last Unicorn, Wizards, Cheat sheets ( p450) are included
Will you survive long enough to become they roll dice to determine whether they classic Disney. in the Appendices that condense all
one of them? succeed or fail. The likelihood of success the frequently referenced rules and
Literature: The Once and Future King,
depends on the chosen course of action The Swords Trilogy, The Earthsea Series. information into one place.
9 and the character’s skill or competency.
Other RPGs: Stormbringer 1st Edition,
Maid, Teenagers from Outer Space, WWW.BREAKRPG.COM
Old School Hack.
3 Join the BREAK!! community to access
Blogosphere: The entire community
new content and find other players at
of wonderfully talented and generous
www.breakrpg.com
designers, artists, and enthusiasts.
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C H A R A C T E R C R E AT I O N
20
15
13
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Adventurers have a special affinity with mana which enables them to attain START STEP 5 CREATING A
CHARACTER
magical or martial mastery that would normally require a lifetime of dedication.
CALLING
Select your Quirks
STEP 1 SPECIES
Your Quirk is what makes you
HOMELAND
Select your Calling different from characters of a & HISTORY
similar Calling and Species. It is an
Your Calling determines the focus eccentricity that grants you a small
TRAITS
◆◆ STEP 6
STEP 2 Add finishing details
Select your Species Finally, give your character a name
and details about their appearance
Your Species determines your and personality.
physical appearance (e.g. size,
shape, coloration) but also grants ◆◆ Character description ( p148)
you with extra biological or
psychological abilities.
END
◆◆ Species ( p80)
At each creation step you will be
presented with many choices. There
STEP 3 are two ways of making a decision:
to randomly decide with a die roll,
Select your Homeland & History or to simply choose the option you
like the sound of most.
The life you had before becoming
an adventurer provides you with I suggest rolling first, but choosing
when you get a result you don’t like.
specialist knowledge and a few
This way you’ll get a character you
useful starting items. wouldn’t have thought up on your
◆◆ Homelands & Histories ( p108) own, but will be sure to like.
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Your Calling is what you where born to do: a combination of your training and Factotum CHAMPION
CREATING A
CHARACTER
instinct. Were you destined to be a disciple of the sword or a master of magic?
You elevate everyday You are a valiant CALLING
GEAR
7 MIGHT +0 2 10 MIGHT +1 3 CHARACTER
9 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS RANK
8 GRIT 9 GRIT
9 7
Quick Start
INSIGHT 10 Average INSIGHT 10 Average
9 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED
Factotum
Sneak
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Murder
Princess
Murder Princess HERETIC Sage
18
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Factotum ABILITIES
Some are born to be great, other have greatness thrust upon them. Factotums CREATING A
are ordinary folk caught up in exceptional situations; their mundane approach Starting Abilities Don’t Mind Me CHARACTER
to extraordinary problems is more effective than others might expect. You start with three Abilities. You have a distaste for direct combat and CALLING
While now leading a life of high During a Fight, your opponents TRAITS
adventure, you rely on the little skills that will not target you for Attack QUIRK
have always served you well in the past. in any Turn where you are not FINISHING
intending to perform an offensive DETAILS
You have an Edge whenever you Action, or doing something that GEAR
roll for a Check or Contest covered will obviously cause them harm CHARACTER
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Folklorist Healer’s Hands Social Learner Rank 1: You can create a Local
Map of any area you have
You’ve heard the old You have trained as a physician or medic Good friends share a lot of things without
even realizing it. If you listen you, journeyed through. CREATING A
tales that say even the and are able to administer a raft of field CHARACTER
scariest monsters surgery procedures. can learn. ◆◆ If you have enough Local Maps
you can combine them into a
CALLING
can be subdued with
a pinch of spice or Rank 1 You gain a Purview of your choice Kingdom Map. SPECIES
deterred by a drop from any Character you form a Rank 5: You are now able to
HOMELAND
Heal: After a Fight, you can remove & HISTORY
of moon-plum juice. Is Social Bond ( p276) with. create Region Maps from the
a single Injury ( p259) from TRAITS
there something to them, a patient. If the Character is GM controlled, appropriate Kingdom Maps.
or are they just stories? you should ask your GM what ◆◆ If you have a map of the four
QUIRK
Harvest: You can remove two
Purviews are available.
FINISHING
useful body parts from a dead, or main surface Regions, you can DETAILS
You may choose a consumable combine them into a World Map.
material (such as lantern oil or a inert, creature without GEAR
is selected your GM may offer you on their next Turn, or… to talk. This is a phenomenon that is often
a Minor Bonus (+2). Lose 1 Heart. appreciated, occasionally lamented, but
Combat Coordinated
For example, Bright Water against If they have no Hearts left, they never questioned.
a Dark Aligned enemy. You can organise a team offensive. must try and Attack you.
An Animal Companion of your
Success: You can choose between
When you use perform an Attack choice gains the power of reason
one of two outcomes:
Assist ( p256), you target an and speech.
Ability loss: The Adversary loses Stalwart Navigator
enemy instead of an ally. Your Companion can speak the
the use of an Ability of your choice. Whether it’s thanks to
Rank 1: Any Attack rolls made on same languages as you.
Protective circle: The Adversary the chosen enemy during that wanderlust, a natural Your Companion will remain loyal to
cannot enter a circle made from Turn receive a Minor Bonus (-2). sense of direction you, even if mistreated or coerced.
the protective consumable. 1 Unit or an encyclopedic
Rank 5: Any Attack rolls on your Your Companion’s personality
can create a circle for a single PC, knowledge of the
target now receive an Edge, and vocal tics will be true to their
more Units can be used to create world, you always
9 instead of the Minor Bonus. animalistic nature.
larger circles on this basis. seem to be able to find
The effect lasts for 24 hours. your way around. For example, a Rokko-Do would be
proud and aloof but a Slime might
Failure: You’ve wasted your Silver Tongue
6 Guide: You are able to act as a be easy going and relaxed.
consumable and look rather silly!
A seductive accent or eloquent phrasing Guide ( p226) when going on If the Boon Companion dies, you
makes your argument more convincing. a Journey. can select a new Companion to
Use of this Ability is subject to the assign this Ability to, although
Cartography: You can attempt to
11 rule of Diminishing Returns this Companion must be in your
You have an Edge on all make a Map ( 174) good enough
( p256). service for at least a week before
Negotiation rolls as long as you are to be used by others or sold.
given a chance to speak. being eligible.
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When the proper tools aren’t at hand, you Your showmanship can draw a crowd. You can use Standard, Concealed, Quick, and Lash Melee Weapons and all Missile
CREATING A
can make do with the next best thing. Weapons. You can wear Light Armor without penalty, and use Small Shields. CHARACTER
You may attempt to gain the full CALLING
You can attempt an Ability Check attention of anyone within earshot. ARMOUR
SPECIES
that requires a specific tool with an If uninterrupted, you can make the
improvised alternative.
HOMELAND
spectacle last for about 10 minutes. & HISTORY
For example, instead of requiring a TRAITS
Physician’s Kit to perform Healer’s vs Requires a Contest QUIRK
Hands, you might use a ripped Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
cloak as a substitute bandage. Your Aura vs. the observer’s Grit. FINISHING
DETAILS
Any Checks performed with an GM Characters roll individually. MELEE WEAPONS GEAR
inferior substitute incur a Minor Your GM can choose to make a CHARACTER
Penalty (-2). single roll for groups or crowds. RANK
Multi-Tasker Battle
Your Speed Rating increases by a Princess
You make the most of your spare time single level. Murder
with good scheduling and enthusiasm. If running for your life, you have Princess
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Sneak ABILITIES
The Sneak eschews the glory-seeking antics of other Callings in favor of CREATING A
getting the job done... without being seen or hurt. Others may call them Starting Abilities You can attempt to take an item CHARACTER
cowards or cheats, but it’s hard to deny their wily efficiency. from an individual in the same
You start with three Abilities. CALLING
Battlefield Area as you after you SPECIES
perform a successful Attack, Attack
HOMELAND
Light FOOTED Stunt, or Combat Trick on them. & HISTORY
The item you can acquire is limited TRAITS
As one might expect, by the following:
you are especially QUIRK
Sage
Elective Abilities
Heretic
Furtive
You select a new Ability when you reach
You are so used to skulking around in the Rank 2, 4, 6, 8 and 10. An Ability can only
shadows that you conduct yourself with a be selected once unless otherwise noted.
habitual stealth.
Standard Abilities
You always gain the benefit of
Stealthy Movement ( p234) while Available for selection at Rank 2 or higher.
Exploring, even if your Team is
using a different Movement Type.
Calling Overview MANY MASKS
You have an Edge on Stealth
Typical Sneaks: Cunning thieves, Aptitudes: Sneaks are skilled and clever, rolls while acting as a Scout on a You’re able to alter your voice and
mysterious ninja, raffish dandies, and and as such have high Insight and Journey ( p228) or Exploring mannerisms to conceal your true identity.
incorrigible street urchins. Deftness. Avoiding conflict results in low ( p233). Very handy when you’re cornered and
Might and Grit. there is no obvious escape route.
8 Abilities: Skills focus on stealth, agility,
perception and subterfuge. They are able Weapons and armour: Heavy armor and You have an Edge on all rolls
large weapons are avoided by Sneaks as STICKY FINGERS
to play an effective supporting role in involving acting out different
combat and are good at avoiding injury. they are a detriment to their craft. Most While you would prefer personas to fool others. You might
14 Sneaks favor Concealed Weapons. the term ‘Treasure even be able to trick people you
Advancement: As Sneaks rise in Rank they
Who’d like to be a Sneak? Players Hunter’ to ‘Thief’, know if your face is covered.
learn more tricks to confuse and sidestep
foes. Some learn to be just as slippery who like to outwit and outmanoeuver you’re skilled in You have an Edge when
16 during Negotiation while others study the opponents will enjoy this Calling. relieving others of attempting to create Alter-Egos
malicious uses of Alchemy. their possessions — during Reputation Management
even in the midst ( p275).
of battle.
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This technique allows you to nullify an You are wired for self-preservation and Developing quick fingers Available for selection at Rank 6 or higher.
CREATING A
attack via a misdirection. Your opponent have developed an almost supernatural is something that CHARACTER
strikes, convinced their blow has reached sense of danger. happens naturally
STOWING CALLING
its target… only to discover they’ve hit a in your line of work,
SPECIES
log wearing your hat! You have an odd reaction that and you’re happy to Knowing one day you’ll get caught and
use them to fool or
HOMELAND
warns you that you are about to patted down, you’ve found an intimate & HISTORY
If you’ve been hit by an Attack, you do something dangerous without entertain. place to conceal a small object (in your TRAITS
can attempt to avoid taking any realizing it. hair, mouth or... other place). This little QUIRK
Damage with Kawarimi. Perhaps you sneeze before trick guarantees that you will never be
You have an Edge on all Deftness FINISHING
opening a trapped door, or maybe rolls that involve: stripped of that secret something. DETAILS
? Requires a Deftness Check your palms itch before you sip from
Removing or attaching an item GEAR
Success: You manage to a poisoned goblet. You may hide a single item, no
to someone’s person without CHARACTER
completely dodge the blow by larger than 1 Inventory Slot, RANK
them noticing.
slipping out of something you were somewhere on your person... even
Picking a lock or tampering with if naked!
wearing. For example, a cloak, a SUDDEN STRIKES
Quick Start
a mechanical device.
hat, or even by tearing off a sleeve. The stowed item does not take up Factotum
Thanks to some lessons from a choice Performing card tricks, shell one of your Inventory Slots
Normal Outfits used with Sneak
tutor, the Ninja of the Seven Holy Isles or games and other forms of
this Ability are only partially The stowed item cannot be found Champion
your sucker punching sibling, you have sleight of hand.
removed, becoming a Tattered via conventional search methods. Raider
become pretty good at catching others off
Outfit ( p172). It takes a Turn to retrieve a stowed Battle
guard with your fists. Princess
Already Tattered Outfits are item from it’s hiding place.
simply destroyed. Embarrassing! FLANKER Murder
You are able to make Unarmed Princess
Armor or Outfits of Magical Attacks as if wielding a Concealed While a one-on-one fights is not an Sage
Materials are discarded but Weapon ( p152). attractive proposition to you, ganging up INNER DRAMATICS Heretic
otherwise undamaged. on someone certainly is.
Your overactive imagination is constantly
Failure: You take the Damage.
During a Fight, you gain a Minor scheming and assessing the odds. If Plan
ABLE Alchemist A looks like it ain’t gonna happen, then
Bonus (+2) on your Attack rolls
against opponents who are being you’ve already got Plan B all figured out.
This Ability will not work if you have Alchemy allows you to
nothing left to slip out of! create a of number of attacked by another character in
the same Turn. You may cancel an Action you have
This Ability may only be used once useful concoctions
made if you are dissatisfied with
per Fight. that greatly benefit
the results... it turns out you were
practitioners
only playing it out in your mind.
of chicanery or COMBAT OPPORTUNIST
skulduggery. You can now choose a new Action,
Meticulous DUNGEONEER You aren’t the best shot or the biggest but it must be different from the
hitter — but sometimes it’s all about cancelled Action.
You have become rather good at You gain the Crafting Discipline
gathering information with a mere glance, timing. This Ability may only be used once
Alchemy ( p282). a game Session, so you are stuck
5 even when you’re in the most dangerous
of places. For specific rules on creating items You have an Edge on all Attack with however your second choice
refer to Craft ( p280). rolls made when you’ve chosen to works out.
You’re able to perform the Inspect You can identify potions and React ( p258).
15 poisons related to your craft with
Location Action ( p235) without
prompting a roll on the Adventure an Insight Check.
Site’s Encounter Table. You use Deftness for your
18 Crafting rolls.
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You can lose pursuers even when they You can use Standard, Quick, and Concealed Melee Weapons and all Missile Weapons.
CREATING A
are right on top of you, it’s like you just You can wear Light Armor without hindrance. CHARACTER
vanished into thin air. CALLING
ARMOUR
SPECIES
You can attempt to hide while
HOMELAND
being observed, assuming there is & HISTORY
room to move, somewhere to hide TRAITS
and/or something to provide a
QUIRK
distraction. Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
This Ability can not be used if you DETAILS
are being Restrained, or in an MELEE WEAPONS GEAR
empty and well lit room. CHARACTER
RANK
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Champion ABILITIES
instinctive bloodlust, but force is always their go-to method to get things done. You start with three Abilities. You are able to vary your fighting style to CALLING
You are a master of cutting a destructive Each Round during a Fight, you TRAITS
path through a swarm of enemies. can choose between the following: QUIRK
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Opportunistic Butcher Master Tactician Brawler You can enter Berserk Mode while
fighting or participating in a Check
Monster slaying is A working knowledge of combined Sometimes you just need to punch
or Contest that calls for brute force. CREATING A
often such a wasteful warfare, and the ability organise the someone, really hard. CHARACTER
business, but you troops, is all you need to turn the tide of While Berserk, the following applies:
CALLING
see your next kill as a battle. You strike as if wielding a Standard +2 on Attack rolls. SPECIES
your next meal. As Weapon when fighting Unarmed. -1 to Defense Rating.
you always say, every If you have a Social Bond with
HOMELAND
beast is a an ally, you can grant them an If using both hands, treat Attacks as +2 Might and Grit. & HISTORY
potential feast. additional Action on their Turn if Dual Wielding ( p254). You are unable to communicate
TRAITS
You can attempt to create Rations This Ability can be used in addition actions or team efforts. FINISHING
DETAILS
from slain creatures. to any other Actions you’re allowed Giant Killer After you’ve dispatched a foe, or GEAR
to perform on your Turn. completed the objective of your
CHARACTER
This can be used once per Fight. Check or Contest you will:
? Requires a Grit Check RANK
Attack the closest individual in
Success: Dinner is served.
the same Battlefield Area as you, Quick Start
A Small or Medium sized creature whether it’s friend or foe. Factotum
will yield 3 days worth of Rations Brazen Defense
Continue to find and Attack Sneak
A Large or Massive creature will You have such contempt for your targets until none are left. Champion
yield 6 days worth of Rations. opponents that it’s all the armor you need. You can attempt to exit Berserk Raider
A Tiny creature might only provide Mode at the end of your Turn. Battle
a satisfying snack. Your get a + 4 to your Naked Princess
Bravery, or recklessness, can be contagious. Tacticians live in the moment, Strategists You can use any Weapon, Armor, or Shield Type.
CREATING A
Your battle scarred body lends credibility to live two steps ahead. Your foes will learn CHARACTER
your bellowing voice. ‘I say kill the beast!’ the difference once its too late! ARMOUR
CALLING
SPECIES
You gain an Edge on all Aura rolls You can take a single Action during
HOMELAND
when attempting to inspire or an enemy’s Turn to perform a & HISTORY
Negotiate with a crowd. countermeasure to their TRAITS
Any Companions have an Edge on intended Action. Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
QUIRK
Loyalty Checks ( p183). If your intervention renders the FINISHING
foe’s declared Action impossible, MELEE WEAPONS DETAILS
they are forced to choose a new GEAR
course of action or lose their Turn.
Overbearing Antagonist CHARACTER
Using this Ability means the you RANK
Your mere presence is overwhelming. A cannot act on your next Turn.
shout, smirk, or simple glare can unsettle Quick Start
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
even a worthy opponent. Factotum
Sneak
Bounder
During a Fight, you can use your MISSILE WEAPONS Champion
Action to attempt to intimidate an Taking up a more advantageous position Raider
opponent up to 2 Battlefield is much easier when you can jump Battle
Areas away. really high. Princess
Murder
? Requires a Contest You gain Supernatural Leaping Thrown Drawn S. Mech.** L. Mech. Princess
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Raider ABILITIES
These skilled warriors approach every obstacle with a potent combination of CREATING A
speed and precision. Whether acting from a distance, or amidst their foes, Starting Abilities Sidestep CHARACTER
Raiders effortlessly weave through danger to land that decisive blow. You start with three Abilities. Anyone trying to strike CALLING
You train long and hard to ensure you able to twist away TRAITS
of Fast.
GEAR
Once per Fight you can Sidestep CHARACTER
an Attack, or Ability, that would RANK
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You can be quiet and unassuming when A sure-footed and decisive stride You seek intimacy with the weapons you
CREATING A
you need to be, passing undetected by enables you to navigate a safe path over wield. To make them is to know them. CHARACTER
your foes until it’s too late. hazardous ground, run up sheer surfaces CALLING
and speed along narrow walls. You gain the Crafting Discipline SPECIES
You gain an Edge when making Forging ( p283).
HOMELAND
rolls to avoid detection by sight You can move through Isolated For specific rules on creating items & HISTORY
or sound. ( p250) or Precarious ( p251) refer to Craft ( p280). TRAITS
You have an Edge on Stealth Battlefield Areas without penalty.
You use Deftness for your QUIRK
rolls while acting as a Scout on a The Ability can be used inventively Crafting rolls. FINISHING
Journey ( p228) or Exploring to perform otherwise impossible DETAILS
( p233). Attack Stunts, Attack Assists, and GEAR
Combat Tricks ( p255-256). CHARACTER
Advanced Abilities
You must end your Turn on a stable RANK
Trusted Comrade surface, like the top of a wall or Available for selection at Rank 6 or higher. When surrounded by lesser warriors you
ledge. If not you will fall and be enter Counter Fang stance. From this Quick Start
Most folk can’t be trusted, subject to Falling Injury ( p267). meditative state you visualise the flow of Factotum
and you prefer the Flash Step the fight and then, when engaged by Sneak
company of animals. predictable foes, you lay waste to them
You embrace their You levelled up Champion
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
While your enemies struggle to focus Diligent training and discipline allow you You can use any weapon, as well as Small and Standard Shields. You can wear Light and
CREATING A
in chaotic conditions, you are able to to pacify your enemy with a flurry of blows. Medium Armor without hindrance. CHARACTER
filter out distraction to gain a precious CALLING
battlefield advantage. Once per Turn you can take a ARMOUR
SPECIES
follow-up Action after a successful
HOMELAND
You cannot be Ambushed ( p252). Attack roll. & HISTORY
Even if the rest of their group are The follow-up Action must be an TRAITS
caught off guard, you can Move Attack, Attack Stunt, Attack Assist, or QUIRK
and take your Action as normal. Combat Trick ( p254-256). Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
You are immune to the Obscured Making this follow-up Action is DETAILS
Battlefield Condition ( p251). physically demanding, and you MELEE WEAPONS GEAR
You are immune to the Blinded/ lose a Heart after performing CHARACTER
Deafened Ailment ( p268). the technique. RANK
A well placed swipe must first declare a target at the Thrown Drawn S. Mech.** L. Mech. Sage
can sometimes disrupt a beginning of your Turn. Heretic
spell’s formation. Next, you must make an Attack roll * Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)
against your chosen target.
You can attempt to nullify a Magic If successful…
Ability that has targeted you, or an Advancement Table
ally in the same Battlefield Area. Make an Execution roll
RANK ATTACK HEARTS APTITUDES ABILITIES XP
If your initial Attack roll was over
vs Requires a Contest the Extra Damage threshold, then MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*
Your Deftness vs. the Aptitude + 2 to the result ( p152).
related to the magical Ability’s use. 1st +1 3 9 9 9 8 7 3 - - 0
Next, Divide the end result by 2
◆◆ If no Aptitude is specified, then use (rounding up). 2nd +2 3 9 9 9 8 7 3 1 - 6
the caster’s Aura. 3rd +3 4 10 10 10 9 8 3 1 - 12
To succeed, the result must be
Success: The spell is shattered and higher than your target’s remaining
does not effect its intended targets. 4th +4 4 10 10 10 9 8 3 2 - 24
Hearts.
5 Success: Your target loses all their 5th +5 5 11 11 11 10 9 3 2 - 36
Successful or not, you cannot act remaining Hearts and dies. If it’s a 6th +6 5 11 11 11 10 9 3 2 1 48
during your next Turn. PC, they are forced to roll on the
Injury Table ( p260). 7th +7 6 12 12 12 11 10 3 2 1 72
18
Failure: Your hit is resolved like a 8th +8 6 12 12 12 11 10 3 2 2 96
standard Attack.
9th +9 7 13 13 13 12 11 3 2 2 132
13 10th +10 7 13 13 13 12 11 3 2 3 168
Sure Kill can only be attempted
once every 24 hours.
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Battle Princesses combine Bright Magic and martial prowess to defend what CREATING A
they hold most dear. Those under their ward will have hope in their hearts, Starting Abilities Using your Heart’s Blade CHARACTER
even in the darkest of times. You start with three Abilities. You can call this weapon into CALLING
properties to your Heart’s Blade If the weapon is Sundered or lost Battle
when you reach the required Rank. during combat, you can will it away Princess
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Your compassion can manifest itself as a You select a new Ability when you reach You’re a passionate cook and you pour When you so desire, a brilliant flame
CREATING A
protective force for your allies. This might Rank 2, 4, 6, 8 and 10. An Ability can only your heart and soul into the food flickers around your Heart’s Blade, making CHARACTER
take the form of an iridescent aura or a be selected once unless otherwise noted. you make. it all the more deadly. CALLING
heart-shaped crystal shield.
SPECIES
You gain the Crafting Discipline Blazing Desire: Your Heart’s Blade
Standard Abilities HOMELAND
Once per Fight you bestow an ally, Cooking ( p283). is ablaze and now does Flame & HISTORY
within your sight, a force field that Available for selection at Rank 2 or higher. For specific rules on creating items Damage ( p259) instead of TRAITS
can absorb 1 Heart of Damage; refer to Craft ( 280). Normal Damage.
QUIRK
after which it disappears. Yearning Embrace: After a
Gemlight You use Aura for Crafting rolls. FINISHING
You can perform this Ability in successful Attack, the fire can be DETAILS
addition to any other Actions A glowing crystal, of your favorite color, discharged to engulf your target GEAR
permitted on your Turn. forms on the back of your hand. and cause an additional Heart of CHARACTER
Compassion Cure Damage. This exhausts the Ability.
Rank 1: You can Shield 1 person. RANK
Rank 4: You can Shield 2 people. You can make your hand gem glow Passion’s Fire can only be used
at will. It provides light equivalent once per Fight. Quick Start
Rank 8: You can Shield 3 people. to a Torch ( p175). Factotum
If you can protect more than one You can use the gem to transfer B Gain 1 Bright Allegiance Point.
Sneak
person, you can allocate your a single Injury from a target to Champion
Shields in one go, or as required. yourself with a gentle touch. Raider
Battle
Cry of the Heart Princess
B Gain 1 Bright Allegiance Point.
Soul Companion A strange sort of empathic magic allows Murder
Princess
you to understand what lies in the hearts
Just as your heart has the power to
of all those you speak to.
Sage
summon mighty weapons, so it can Glittering Machine Heretic
muster a loyal companion. This devoted
sidekick never leaves your side and will When not in battle, you are able to You can target this Ability on
even return, in due time, if struck down. channel your powers to summon a helpful Your kind attention is so sincere that it can anyone you have spoken to for a
tool or device, instead of your mighty dispel ill effects. Your hug can lift a few moments.
You begin your adventures with a Heart’s Blade. dispirited companion, your tears can thaw After this time you are able to
magical Companion. a petrified ally. discern the primary emotional
You can summon a tool made of motivation that is driving their
This Companion does not count
the same Magical Material chosen With a touch, you can attempt to current actions and discourse
against your normal allowance of
for your Heart’s Blade. remove a psychological, physical, (love, greed, fear, etc.).
Companions ( p183).
Rank 1: You can summon any or magical Ailment ( p268) from If applicable, information gleaned
Create your Soul Companion someone you care about.
simple tool, such as a grappling from this Ability can used as an
following the steps listed at the
hook or lock pick. Attempting this Ability during a Influencing Factor ( p241) when
end of this Calling.
Rank 5: You can summon a simple Fight requires you to spend Negotiating with the individual
◆◆ Soul Companion Creation ( p47) your Action. in the future.
Techno-Relic or Gadget you are
4 familiar with. Unlike the real things, This Ability cannot be used for This Ability is mostly inconspicuous,
your glittering version does not situational Ailments: Toppled, although you may appear to be
require fuel or an additional power Restrained and Overburdened. staring uncomfortably deep into
source to work. your target’s eyes.
10 The summoned tool remains, until: ? Requires an Aura Check
You swap it for another tool. Success: The Ailment is removed. B Gain 1 Bright Allegiance Point.
You call for your Heart’s Blade. Failure: The Ailment remains, you
5 cannot make any further attempts
You invoke Spirit Wings ( p45).
to cure it.
B Gain 1 Bright Allegiance Point.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
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Battle Dance Failure: You stumble or stutter, and Spirit Wings Radiant Blade
must apply a Minor Penalty (-2) to a
The wishes in your heart allow you to You soul burns so brightly that your
roll of your choice made this Turn. CREATING A
soar… literally! Heart’s Blade transcends its material form CHARACTER
to become a shard of devastating light. CALLING
After staring a Dance, you can not You sprout glowing wings, and
use this Ability again for 24 hours.
SPECIES
now you can fly at your normal You can activate this Ability at
Speed Rating. will upon summoning your
HOMELAND
With your GM’s approval, you can & HISTORY
use Ability in Linked Contests, like Your wings remain until: Heart’s Blade.
TRAITS
a chase sequence ( p220). You call for your Heart’s Blade. Slice of light: Your Heart’s Blade QUIRK
is now a glowing shaft of light
You invoke the Glittering that does an extra Heart of Bright
FINISHING
DETAILS
Machine Ability. Damage ( p259), in addition to the
Battle Bonds GEAR
weapon’s Normal Damage.
CHARACTER
You have a merciful nature that can be B Gain 1 Bright Allegiance Point. Purifying Flare: After a successful RANK
Your animated and tuneful battle felt in even your fiercest attacks. Your strike with the Heart’s Blade, the
commands grant those listening a clemency does not go unnoticed and, in light can be discharged to irradiate Quick Start
coordinated, rhythmic, combat flair. the midst of battle, you can make friends Shining Resolve your target causing an additional Factotum
out of enemies. Heart of Bright Damage which Sneak
You can attempt to coordinate your Your spirit is indomitable and will always dispels the Ability. Champion
allies during a Fight, granting all Whenever you reduce a foe to 0 remain so. Using Purifying Flare prevents you Raider
participants a Minor Bonus (+2) to Hearts or less, and choose to spare from using this Ability again for
a single roll on their Turn. their lives, you can attempt to You gain Supernatural Will ( p107). another 24 hours.
Battle
Princess
This Ability can be used in soften their resolve.
Murder
conjunction with your other B Gain 1 Bright Allegiance Point.
Princess
permitted Actions, but you must ? Requires a Aura Check Opened Hearts Sage
declare the use of this Ability at the Success: You form a Social Bond Heretic
beginning of your Turn. ( p279) with the beaten opponent.
Powerful Bright Magic lies within you. It
Discuss and agree with your GM an can wash away all falsehoods and leave Legend in YOUR Own Time
appropriate Bond. For example, ‘a nothing but the naked truth, including
? Requires a Aura Check Whether it’s your heroic deeds or your
begrudging admiration’. both honest wishes and dark secrets.
Success: 3 – 2 – 1 – Go! Your Battle legendary tenderness, you have become
Dance begins… A Bonded opponent is less a source of inspiration for public works of
You can activate this Ability
You can apply a Minor Bonus (+2) inclined to target you for attack in art and epic tavern tales. Your reputation
whenever you are speaking to
to a single roll made on your Turn. the future, and will avoid dealing precedes you… sometimes.
another individual, or at the start of
you a finishing blow unless
Once you have started a Dance, a Negotiation.
absolutely necessary. Whenever you enter a new
allies in the same Battlefield Area
Settlement you can attempt
can choose to join in. To do so they ? Requires a Contest Reputation Management ( p275).
must make an Aura Check at the
Advanced Abilities ◆◆ Your Aura vs. the Grit of anyone
start of your team’s Turn.
in earshot. ? Requires an Aura Check
Ally success: Your ally jumps into Available for selection at Rank 6 or higher.
9 the groove gaining a Minor Bonus Anyone who loses the Contest is Success: You’ve already established
(+2) for a roll made on their Turn. unable to lie, deceive, or mislead a positive Reputation in this locale.
At Your Side you for a 24 hour period. Although
Ally failure: Your ally makes a ◆◆ If possible, the Reputation should
they can still refuse to answer
misstep, disrupting the Dance. All Your strikes can create opportunities for be based on heroic efforts made
9 your questions.
Dancers, lose their bonus this Turn. your comrades-at-arms to exploit. in a previous Session. For example,
An ally can attempt to re-join the Unfortunately, you are also subject ‘Savior of Homble Village’ or ‘Slayer
dance on the next Turn. to the effects of this Ability for the of the Ooze Beast’.
If one of your Attacks is successful, same 24 hour period.
20 Each Turn Dancers must make it also counts as an Attack Assist Failure: The locals have never heard
a successful Aura Check for the ( p256) for the next ally attacking of you, or your ‘daring’ exploits.
Dance to continue. the same opponent. B Gain 1 Bright Allegiance Point.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
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Your Soul Companion is able to transmute Your Soul Companion is about to pop
into a magical suit of Armor that wraps into existence. Inventory Slots: 6 CREATING A
CHARACTER
around you in battle. This armor retains Any carried items are dropped CALLING
traces of your Companion’s aesthetics. Soul Companion creation steps on the spot if Companion SPECIES
1. Companion Basics: All Soul vanishes for any reason.
HOMELAND
Your can turn your Companion into Companions start with the same Sustenance: They do not need to & HISTORY
armor for a specific task or Fight. basic capabilities. eat, breathe or rest. They vanish TRAITS
The magic armor has the following 2. Companion Type: Decide if your whenever you fall asleep or are QUIRK
specifications: Companion is an Animal or a Toy, rendered unconscious. They FINISHING
Superheavy Armor ( p163). this will determine their initial disappear forever if you die. DETAILS
Anti-Hazard Abilities ( p166). Combat Values. Advancement: When you reach GEAR
come to your assistance. This could until the next morning. Guardian Animal Sage
Languages: Bright Tongue, Your four-legged
even be a spared foe with whom You cannot use this Ability again for Heretic
Low Speak. Your Companion will familiar appears
you’ve formed a Battle 24 hours.
only talk with you unless normal in shape and
Bond ( p44).
otherwise requested. size but inherits your
The chosen character will B Gain 1 Bright Allegiance Point.
Range: They can exist up to 40 ft colors, or any distinct
miraculously appear just in time to
away from you. Beyond that range markings or patterns
offer you required assistance. For
they vanish, only to reappear by you wear.
example, they might arrive with
your side.
reinforcements or a convenient
escape craft. Fighting: Your Companion can +0 2 12* Fast
only provide limited support ATTACK HEARTS DEFENSE SPEED
This Ability cannot be used again
during a Fight:
until you have had the time to * Includes Speed Rating bonus
participate in a Downtime Activity Attack: They are not powerful
( p273). enough to harm foes, but can
perform Attack Assists ( p256) 11-20
for you or your allies.
9 Brave Toy
Health: At 0 Hearts they puff out
Your small,
of existence, but will return after
mechanical doll is
you’ve slept and rested.
dressed like a knight
18 Ailments: They are immune to the or soldier. It also
direct effect of Aliments ( p268), sports an emblem
however they suffer the symptoms of great significance
of any Ailments you contract! to you.
9
Gear: They cannot use any Gear;
Armor falls off, weapons are +0 2 14* Average
dropped, etc. However, they can ATTACK HEARTS DEFENSE SPEED
carry items.
* Includes Medium Armor bonus
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
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TRAITS
Choose or roll your Animal’s Ability Your Companion and your Heart’s
Blade can combine once per Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
QUIRK
1-5 Mount: When required, they can Session to provide either: FINISHING
DETAILS
grow in size to carry a rider. A Minor Bonus (+2) to all Attack MELEE WEAPONS GEAR
rolls or…
CHARACTER
Companions are Battle Ready Deal an additional Heart of RANK
( p187) when in Mount form. Damage on a successful strike.
Quick Start
Factotum
6-10 Burrower: They have claw-like 11-15 Booster: They can convert into Standard Concealed** Quick Master Mighty* Arc* Lash Combo
digging tools for rapid excavation. a jetpack, cling onto your back, and lift
Sneak
tunnel through a Battlefield Area’s You gain the power of flight at an Battle
worth of soil each Turn. Average Speed Rating.
Princess
Murder
The boost grants enough lift for you Princess
11-15 Fighter: They grow fangs, claws to reach one visible destination.
Thrown Drawn S. Mech.** L. Mech. Sage
or some other natural weapon. During a Fight, your Companion Heretic
loses a single Heart for each Turn * Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)
They can now Attack as if wielding this Ability is in use.
a Standard Weapon.
Their Attack Bonus is now half Advancement Table
16-20 Toter: This chunky toy has a
yours, rounded down. built in backpack. RANK ATTACK HEARTS APTITUDES ABILITIES XP
16-20 Glider: They sprout small, They have 10 Inventory Slots. MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*
vestigial wings incapable of full flight. During a Fight, they can use their 1st +1 3 8 8 9 7 10 3 - - 0
Turn to find and instantly present
They gain Supernatural Leaping any item they are carrying. 2nd +2 3 8 8 9 7 10 3 1 - 6
( p107). 3rd +3 4 9 9 10 8 11 3 1 - 12
4th +3 4 9 9 10 8 11 3 2 - 24
Companion DETAILS
12 Toy Companion Abilities 5th +4 5 10 10 11 9 12 3 2 - 36
Your Soul Companion will complement
Choose or roll your Toy’s Ability or contrast with your appearance and 6th +4 5 10 10 11 9 12 3 2 1 48
personality. For example, they may be 7th +5 6 11 11 12 10 13 3 2 1 72
5 1-5 Shielder: They can defend calm and unflappable, like you wish you
were, or faint-hearted so you always have 8th +5 6 11 11 12 10 13 3 2 2 96
themselves and others.
someone to be brave for.
9th +6 7 12 12 13 11 14 3 2 2 132
Once per Fight, they can Parry one You can decide on the details later as
1 you develop your Princess’ 10th +7 7 12 12 13 11 14 3 2 3 168
Attack made against them, or any
allies in the same Battlefield Area personality during play.
as them, like a Shield ( p169). Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
48 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 49
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
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Dark avengers who wield both blade and spell to destroy what they hate the CREATING A
most, Murder Princesses are uncompromising and merciless. Whether you’re Starting Abilities Using your Wrath’s Blade CHARACTER
the target of their rage, or simply an obstacle in their way, expect no pity. You start with three Abilities. You can call this weapon into CALLING
existence through force of will. SPECIES
Melee Weapons are formed HOMELAND
Wrath’s Blade instantly and may be used on the & HISTORY
You can call upon a same Turn they are called. TRAITS
properties to your Wrath’s Blade during combat, you can will it away
Battle
Princess
when you reach the required Rank. and summon a new Blade. Murder
Rank 1: Select your weapon’s Princess
primary form and what it is made of. Sage
Choose a Weapon Type: Quick, WRATH’S BLADE EXAMPLE Heretic
Master, Mighty, Arc, Lash, Drawn Primary form
or Mechanical Missile ( p152). Mighty
Choose a Magical Material:
Shade Iron, Dew Silver, or Warp
Wood ( p289).
Rank 3: Your Wrath’s Blade gains Primary form + Weapon Ability
one of the following properties: Retributive
Glistening: +1 to Attack rolls.
Calling Overview Retributive: The weapon’s Extra
Damage Threshold is reduced
Typical Murder Princesses: Fearsome Aptitudes: Wrath Magic is taxing on the by 2 ( p152).
black knights, ruthless vigilantes, bloody- body and soul, so Murder Princesses
Denying: The weapon can Parry Secondary form
handed waifs, and nobles seeking have a strong Grit and Aura. While they
once per combat in the same Lash
vengeance or retribution. have good Might and Insight, their blunt
10 manner as a Standard Shield
approach results in a low Deftness.
Abilities: Skills blend destructive magic ( 169).
and martial proficiency. Abilities focus on Weapons and armour: While Murder Rank 6: Your Wrath’s Blade can
intimidation and menace both on and off Princesses use their Wrath’s Blade over all now transform into a secondary
8 other weapons, they are unrestricted in Combination form
the battlefield. form from the Weapon Types Chain axe
the use of Armor and Shields. listed above.
Advancement: As Murder Princesses rise
in Rank, their magical abilities further Who’d like to be a Murder Princess? Your Wrath’s Blade gains the
10 develop their dark aura making them Players who enjoy an aggressive approach Combination Weapon Ability
a talisman among the wronged and to problem solving or seek success no allowing a hybrid weapon form
downtrodden. matter what the cost. ( p160).
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When a Fight begins, you can Glare at a Available for selection at Rank 2 or higher. You are able to fill If more level headed attempts at
CREATING A
single enemy at the start of your Turn. your hand with dark, reasoning fail, you are always willing CHARACTER
crackling energy. This to step in and use your unwavering
Couturier CALLING
At the start of a Fight you can Glare charged mana can presence to remind everyone that you are
SPECIES
at a single enemy at the start of be hurled at your terrifyingly committed to having things
your Turn. enemies or used to your way. HOMELAND
& HISTORY
Rank 1: The target of your Glare envelop your
TRAITS
loses a single Heart. Wrath’s Blade. You get an Edge on all Negotiation
QUIRK
attempts that use Physical
Rank 5: Your target must now also
Wrath Bolts: You are able to fire Intimidation ( p240) or a similar FINISHING
participate in a Contest with you, threatening strategy.
DETAILS
Wrath Bolts at enemies up to one
their Grit vs. your Aura. GEAR
Battlefield Area away.
Success: Your enemy is unnerved CHARACTER
Bolts strike as Thrown Missile RANK
and incurs a Snag on all Attack
Weapons ( p158). Desperate Friendship
rolls against you.
Bolts do 1 Heart of Dark Damage Quick Start
If this Ability reduces an adversary You do not makes friends readily
( p259) on a successful Attack. Factotum
to 0 Hearts, or lower, they flee from but when you commit, you take the
the battle or surrender on the spot. Wrath Blade: If you envelop your responsibility seriously.
Sneak
Clothes are a statement of intent and you Wrath’s Blade with this Ability it Champion
$$A target may only be affected by are always dressed to kill. now deals Dark Damage ( p259)
You are now subconsciously
Raider
one Glare per Fight.
instead of Normal Damage.
connected to anyone you have a Battle
You gain the Crafting Discipline Princess
Social Bond ( p279) with and if
Tailoring ( p284).
D Gain 1 Dark Allegiance Point. separated:
Murder
Princess
TENACITY For specific rules on creating items
You know which direction to go
refer to Craft ( p280). Sage
Your focus and drive is unequivocal. You in order to find them. Heretic
feed on the adrenaline rush of combat, You use Grit for Crafting rolls. Bulwark of Disdain You can sense if any of them are
pushing your body and spirit beyond their in mortal danger.
limits for any task deemed worthy enough. Your utter contempt for those that oppose
Frost Blade you is armor enough.
During a Fight, or other perilous
Your Wrath’s Blade does not always Your get a + 4 to your Naked Barbed Justice
encounter, you can expend a single
Heart to re-roll any failed Attacks, burn with rage, sometimes it is chillingly Defense Rating.
Your unabated fury manifests itself as
Stunts, or Might and Grit Checks dispassionate.
This bonus is applied instead large spikes or thorns that project from
(and Contests). of, not in addition to, any bonus your Wrath’s Blade, making its wounds
The outcome of the second roll Frost Damage: Your Wrath’s Blade even more grievous. However, the toll on
related to the Armor you wear.
must be accepted regardless of has iced over and now does Frost your spirit is great.
whether the result is beneficial Damage ( p259). When you wear Armor you can
or not. Freezing Blow: After a successful choose whether to use the bonus
You can choose to inflict an extra
Attack, the ice can be discharged from Bulwark of Disdain or the one
If you are out of Hearts when Heart of Damage on a successful
to freeze one of your opponent’s provided by your Armor.
14 invoking this Ability, you must roll Attack, but lose 2 of your own.
on the Injury Table ( p260). limbs. The chosen limb is
If you drop below 0 Hearts when
Restrained ( p270) until your
using this Ability, you must roll on
opponent, or someone trying to
the Injury Table ( p260) after each
3 assist them, makes a successful
successful Attack.
Elective Abilities Might Check to break free. This
exhausts the Ability.
You select a new Ability when you reach D Gain 1 Dark Allegiance Point.
7 Rank 2, 4, 6, 8 and 10. An Ability can only Frost Blade can only be used once
be selected once unless otherwise noted. per Fight.
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When physical force fails, you resort Available for selection at Rank 6 or higher. Chasing down cowardly foes has done You can summon a Wrath’s Blade
CREATING A
to psychological assault. By ridiculing wonders for your athletic prowess! composed of pure dark energy, it’s CHARACTER
your opponent’s deeply held beliefs, or capable of wounding the soul.
Sword Storm CALLING
competence, you can send your foe into Your Speed Rating increases by a SPECIES
an unbalancing rage. single level. You can activate this Ability at
HOMELAND
will upon summoning your & HISTORY
Once per Fight, you can to attempt Wrath’s Blade. TRAITS
to enrage your opponent with a Dark Strike: Your Wrath’s Blade is
Iconoclast QUIRK
disparaging or spiteful truth. a cosmic void that now drains an FINISHING
Targets for this Ability must: You have a reputation for avenging the additional Heart of Dark Damage DETAILS
Be engaged in a Fight with you oppressed… even if you have only done ( p259) in addition to the weapon’s GEAR
for a Turn or more. so inadvertently. Downtrodden people Mundane Damage. CHARACTER
who know of your deeds will assist you in Wrapped in Darkness: After a RANK
Be able to understand you. whatever humble way they can. strike with the Wrath’s Blade, the
Be capable of feeling emotions. energy can be discharged to Quick Start
You can attempt to enlist the help engulf your target and cause an Factotum
? Requires a Contest of any poor, enslaved, or otherwise additional Heart of Dark Damage; Sneak
Your Grit vs. your opponent’s Aura. With a cry of defiance you can summon a disenfranchised local residents. which dispels the Ability. Champion
Success: Your comment unsettles blizzard of magical blades that tear Using Wrapped in Darkness Raider
your opponent: through anyone nearby. ? Requires a Aura Check prevents you from using this Ability Battle
Their rage now provides them with Success: The rabble have heard of again for another 24 hours. Princess
an Edge on all Attack rolls, and On your Turn you can summon you. Assuming they are friendly, or Murder
Abilities, aimed at you, but… clones of your Wrath’s Blade at least non-hostile, they will agree
Princess
D Gain 1 Dark Allegiance Point.
(or ammunition if it’s a Missile to any reasonable requests you Sage
This leaves them open to attack. Weapon) to appear over the make of them. Heretic
All Attack rolls made against the Battlefield, that rain down upon
enraged foe benefit from an Edge. ◆◆ For example, a street urchin will
anyone surrounding you: Red Petal Revenge
direct you into a side alley to hide
Their rage ends if you die, are no You make a single Attack roll. you from the town guard, or a Picking a rose in haste can prick your
longer visible, or when the current
The result of the roll is used as crowd might deliberately divert or fingers, and so those who wish to do you
Fight ends.
an Attack roll against everyone in obstruct pursuers. harm will suffer the consequences.
This Ability may only be used on the same Battlefield Area as you. Helpers will not be prepared to put
one opponent per Fight, whether it
A hit does 2 Hearts of Damage. themselves in real danger, or be If you are hit in a Fight, or suffer
is successful or not.
Characters who have a Social able to muster courage beyond an Ailment caused by an enemy’s
Bond with the Princess are their normal capacity. Ability, you can attempt to get
D Gain 1 Dark Allegiance Point. revenge on your aggressor.
exempt from the Attack.
After the Storm, the summoned
weapons disintegrate. Overwhelming Might ? Requires a Contest
Your Grit vs. the attacker’s Grit.
You can use Sword Storm once You have a hidden strength powered by
8 every 24 hours without penalty. Success: Your attacker suffers the
hatred deep within your soul.
same Damage, or Ailment, that
◆◆ Using a Sword Storm in excess of
they inflicted on you.
this means you have to roll on the You have attained Supernatural
Injury Table ( p260) after use. Might ( p107). If an Ailment can not be applied to
14
your attacker, they take a Heart of
Damage instead.
D Gain 1 Dark Allegiance Point.
Red Petal Revenge may only be
15 used once every 24 hours.
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Fresh from the kill, you have a twinkle in You are always able to use your Wrath’s Blade irrespective of your Species Size. You can
CREATING A
your eye and a spring in your step. use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER
CALLING
If you slay an opponent during a ARMOUR
SPECIES
Fight, you can immediately take
HOMELAND
another Action afterwards, as & HISTORY
long as it continues or accelerates TRAITS
further violence.
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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Sage Abilities
Sages are the students of the intensive art of Wizardry, learning to manipulate CREATING A
both ambient and residual mana to great effect. Their powers reflect their Starting Abilities Sage’s Staff CHARACTER
approach to the study of magic: patient, practical, with a dash of whimsy. You start with three Abilities. Staves are an iconic part CALLING
GEAR
Spell Push: With a dramatic gesture
CHARACTER
and a shout, you can use your staff RANK
to magically shove things about.
The Push can effect things up to Quick Start
15 ft away. Factotum
Knowledge is your passion. Your Grimoire, full power and can not be used Battle
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One of the earliest tricks You select a new Ability when you reach You have whiled away many hours
CREATING A
you learned was how to Rank 2, 4, 6, 8 and 10. An Ability can only tinkering with magical devices. Whether CHARACTER
animate objects using be selected once unless otherwise noted. a passion or a hobby, you have learned CALLING
the mana left behind enough to repair, maintain and even
SPECIES
by another living create such devices in your spare time.
Standard Abilities
creature’s touch. With HOMELAND
& HISTORY
this you can breath Available for selection at Rank 2 or higher. You gain the Crafting Discipline
TRAITS
wondrous life into simple Artificing ( p282).
tools and children’s toys. For specific rules on creating things
QUIRK
soldier will march, and a Physician’s Attempting to see a person, or vs Requires a Contest Now you can leave a Heretic
Kit will perform surgery. creature, triggers a contest; your Your Insight vs. your target’s Grit. glowing crumb trail or
Insight vs. your target’s Aura.
The object’s will perform long Success: Your target begins to honor the tavern toilet
enough to complete a single task, Attempting to see an object bloat, by the start of their next Turn wall with your sigil.
then the mana is expended. requires an Insight check. they will be afflicted by the
If a Check or Contest is required, Success: You can see and hear your Ballooned Ailment ( p268). You can use your Mage Staff as if it
your Insight is used. chosen target and the immediate Only one creature may be affected were a giant pen or paintbrush as
area around them. by this Ability at any time. If long as the Magelight Ability
A Melee Weapon may be animated is active.
for a single Attack, the strike uses The divination lasts for a few you target another individual,
your Attack Bonus. minutes. the previous target will return The ink glows as brightly as a torch,
If you share a Social Bond ( p279) to normal size. Otherwise, the but vanishes after a day.
A Shield can float and Parry a affliction wears off after an hour or
single Attack on you, or nearby ally, with the target, you may talk to You can squirt ink on an enemy up
each other, although only you will if you will it away. to 1 Battlefield Area away with a
before falling to the ground.
be able to hear their words. successful Attack roll.
A Missile Weapon can fire a single
Failure: The view is clouded. A D Gain 1 Dark Allegiance Point. The ink does no damage, but
16 shot, if ammunition is available.
second try at Divination cannot be prevents enemies from hiding in
attempted for another 24 hours. the shadows.
Successful or not, once an object Victims of this particular ability are
actually quite buoyant and easy to Targets that are vulnerable to
15 has been targeted by
An individual surface may only be move around. Why not get creative? light may suffer other ill effects.
Prestidigitonium the ambient mana
used for Divination once every Turn an enemy, or reluctant ally, into This is at your GM’s discretion.
is disrupted and the Ability won’t a makeshift blockade or emergency
work on it again unless… 24 hours.
floatation device.
7 B Gain 1 Bright Allegiance Point.
◆◆ The object is used again, although
it takes 24 hours for the required
mana to settle.
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Hocus Pox Drastic changes in mass are not Range: It can exist up to a mile Rank 5:
possible. You can transform into a away from your current location. Once every 24 hours, you can
You can use
Species of a similar size to you. For Flight: It cannot float more than conjure a Mana Bomb, a more CREATING A
malicious mana
example, a human could imitate an 20 feet off the ground. violent and deadly variant of the
CHARACTER
to infect your
Elf or Tenebrate, but not a tiny Chib Mana Grenade. CALLING
foes with a or bulky Promethean. You can dissipate the cloud at will,
SPECIES
debilitating which will result in any items it Mana Bombs work like standard
disease. Your Mask lasts for an hour, unless: carries dropping to the ground. Bombs ( p178), except… HOMELAND
& HISTORY
Symptoms You are caught lying. Anyone mean enough to Attack They do Twilight Magic Damage TRAITS
include purple You lose a Heart, suffer an Injury the cloud will cause it to dissipate ( p259).
spots, mana or are affected by some other when it is reduced to 0 Hearts.
QUIRK
utter exhaustion. You can only summon and control B Gain 1 Bright Allegiance Point. DETAILS
You will the Mask away. one cloud at a time. GEAR
After use, you must wait an hour A new cloud cannot be summoned
You can attempt to infect someone CHARACTER
before using the Mask again. for 24 hours after the last one has
RANK
up to 15 ft, or 1 Battlefield Area, Advanced Abilities
away with Hocus Pox. been destroyed or dismissed.
Quick Start
D Gain 1 Dark Allegiance Point. Available for selection at Rank 6 or higher.
Factotum
vs Requires a Contest B Gain 1 Bright Allegiance Point.
Sneak
Your Insight vs. your target’s Grit. Cloak of Obscurity Champion
Success: Your target contracts Very Useful Cloud
You can slip behind a mantle of subtle Raider
Hocus Pox and they break out in You can coalesce the
EldTrich Explosives
darkness and become a shadow. While Battle
purple spots. you’re not invisible, you are definitely Princess
moisture in the air into
Victims have a Snag when making a small cloud. This more difficult to notice for those not Murder
Princess
rolls to resist other Magical Abilities. odd little being floats expecting you.
along next to you and
Sage
Victims are afflicted with the
Putrefied Ailment ( p270). has some very useful When covered by the Cloak, Heretic
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persistent magical effect. This 1 Heart of Damage. Success: The local mana swirls and RANK
you must roll on the Injury Table ◆◆ For example: Smashing all the Raider
You can use this Ability on any
( p260) after the Contest. breakable pots in a shed at once, Battle
vs Requires a Contest creature that casts a shadow and Princess
alphabetizing a room full of books, is roughly 10 feet, or 1 Battlefield
Your Insight vs. the Aptitude
B Gain 1 Bright Allegiance Point. or stacking loose stones into a Area, away.
Murder
required to cast the opposing Princess
makeshift set of stairs.
Magical Ability. Sage
The area of effect should be no Requires a Contest
◆◆ If no Aptitude is specified, then vs Heretic
larger than a small house. Your Insight vs. your target’s Aura.
use Aura. Practical Flight
During a Fight, you can manipulate Success: You can control your
Success: The spell is unravelled. Powerful Sages are able to defy gravity a single Battlefield Area to: target for the next 10 seconds, or
Failure: You cannot dispel the to float and flutter about. While you look
Add the Precarious ( p251) or their Turn during a Fight. For
effect, and cannot try to dispel the incredibly elegant, you’re not terribly fast.
Sheltered ( p251) Condition to a example, you can make them
effect again for 24 hours.
Battlefield Area, providing there speak, shout, or even attack
This Ability only causes Artifacts or You have two modes of flight at are enough suitable objects themselves (which still requires an
Imbued items to lose their your disposal… scattered around. Attack roll!).
enchantment for 24 hours. Drift: A slow and graceful form of Remove an existing Condition You must repeat, and win, the
levitation. from a Battlefield Area, if you can Contest each Turn to retain control
Speed Rating while flying is Slow. agree with your GM on how this of your target.
Mana Crush Lasts until you decide to stop it. Ability could do it. For example, You can only control one Puppet at
pushing away a choking mist. a time.
Sometimes even Thrust: A short, sharp surge of
the patience of speed. You may want to sit astride Successful or not, any objects Failure: The target breaks free of
16 moved or disrupted by this spell
the wise can your Staff for balance. your mana strings and you cannot
be tested. By have their ambient mana burnt target them with this Ability again
Speed Rating while flying is Fast.
clenching away and cannot be affected by for 24 hours.
Thrust lasts for 3 Rounds during this Ability or Prestidigitonium (
7 your fist you a Fight, or approximately 30 p60) for another 24 hours.
can solidify seconds. D Gain 1 Dark Allegiance Point.
the mana
emanating from Using Thrust means you cannot B Gain 1 Bright Allegiance Point.
7 another animated use Flight again for 24 hours.
creature and use it You cannot fly if Overburdened.
to crush like a vice.
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TRAITS
Success: The Attack is blocked, or
dissipated, by a wall of Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
QUIRK
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HERETIC Abilities
A lifetime of dedication is not required for the Heretic, simply the temerity to CREATING A
read from the Blasphemous Script. The Heretic calls forth entities they do not Starting Abilities After a short period of observation, CHARACTER
fully understand to do their bidding, and risks their immortal wrath. or 1 Turn during a Fight, you can
You start with three Abilities. attempt to detect what someone
CALLING
SPECIES
fears the most.
HOMELAND
Fitful Sleep & HISTORY
? Requires an Aura Check TRAITS
Sleep is not a
peaceful haven. Success: You learn one thing that QUIRK
to you by the Sealed to make sure all your needs are attended Sneak
Names. Sometimes you understand the to. This genteel and unfailingly polite Champion
significance of these visions. figure is a great deal more forgiving than Raider
the other Sealed Names. Battle
Once per game Session you can Princess
ask your GM for clues on anything Speak his name calmly and Marlow, Murder
puzzling you about your adventure. a servant-like spirit, emerges from Princess
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Elective Abilities Hostiles within 1 Battlefield Area Seer Kasnah Summoning is instantaneous.
of you must make a successful Grit
You select a new Ability when you reach Kasnah, Lady of the Orb, looked too often
Check or be Terrified ( p271) of ? Requires a Grit Check CREATING A
Rank 2, 4, 6, 8 and 10. An Ability can only into her divining ball and was absorbed
you for 24 Hours. CHARACTER
be selected once unless otherwise noted. by it. Now she is a small, smooth sphere Success: Tulpa emerges from the CALLING
Failure: Galrave honors you with his with an unblinking stare. She is willing to ground with a yawn and a stretch,
grim regard then vanishes. You show you what she sees. taking the prepared question and
SPECIES
Standard Abilities shudder for a moment, and miss swallowing it. After some thoughtful
HOMELAND
& HISTORY
your next Turn. Whisper her name and Kasnah, a chewing he answers the question,
Available for selection at Rank 2 or higher. TRAITS
floating eye, can be drawn forth then returns to his immortal slumber.
QUIRK
D Gain 1 Dark Allegiance Point. from the folds of your clothes. You suffer a Snag on your Grit
The Widow Prisma FINISHING
Summoning requires 1 Action. Check if you attempt to summon DETAILS
Prisma, The Crystal Martyr suffers for the Tulpa again within 24 hours. GEAR
chosen, although her curious moans Bushi Miyabi ? Requires a Grit Check Failure: Tulpa coughs and chokes CHARACTER
while doing so suggest she receives some on the question. He then lectures RANK
Miyabi, Apparition of Borrowed Wrath, is Success: Kasnah floats into the air.
strange pleasure from her sacrifice. you on the failures of this aeon’s
a raging spirit contained within elaborate You see whatever Kasnah sees youth before vanishing. Quick Start
Upon a cry for help, The Widow armor. Her hand grasps a broken blade, from her vantage point in the sky.
No further attempt to summon
Factotum
Prisma will immediately crystalize which she swings with vengeful fury. Kasnah can be directed to any Tulpa can be made for 24 Hours. Sneak
in front of you and absorb any point within shouting distance, Champion
inbound Attack. Point at an enemy, yell her name, enabling you get unique views of a
B Gain 1 Bright Allegiance Point.
Raider
Summoning is instantaneous. and Miyabi will materialize next to location or scout ahead.
your chosen foe. Battle
Prisma suffers any Damage, She has Defense Rating 12. Princess
Deacon Galrave same as her target’s. Kaila drapes herself over your
Yogi Tulpa shoulders, and will commit a
She has Defense Rating 12.
Galrave, Cloaked in Fear, is a broad message of no more than 50 words
Her Speed Rating is Fast. Call on Tulpa, First and Most Patient, when
and imposing figure. His terrible smile to memory, then vanishes.
you seek answers. This wizened figure is
is frightening enough, but his laugh is She evaporates if struck or when Your message can be delivered to
said to have studied all things. However,
blood-curdling. her target has been killed, but a single recipient with whom you
whether he actually remembers any of it is
16 once summoned she cannot be are at least familiar. Kalia appears
another thing altogether.
Throw your hands in the air and called off or dismissed. behind the recipient and whispers
shout his full name and Galrave, a Failure: Miyabi manifests to take a When standing in a quiet area, into their ear, so only they can
fearsome spirit, swirls into being. single swipe at you for your politely state his name and Tulpa hear… then vanishes.
18
Summoning requires 1 Action. impertinence, then vanishes. will emerge from the ground Kalia is amused by attempts to
When striking you, her Attack and attempt to answer a single harm her spectral form.
? Requires a Grit Check Bonus is +2 and does 1 Heart question you ask him. Kalia may only be called upon once
6 of Damage. Your question cannot be spoken, every 24 hourss.
Success: Galrave’s laugh echoes
loudly, instilling doubt and panic in but must be written on something
anyone you consider an enemy. D Gain 1 Dark Allegiance Point. soft, like parchment or cloth. D Gain 1 Dark Allegiance Point.
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wearing this insectoid mask. warrior in ultra-heavy armor who is keen Restrained ( p270) as the chains You can control your target for the Champion
to mete out justice on your behalf. circle and constrict around them. next Turn. For example, you can
Jarah remains for an hour or until make them speak, drop a powerful
Raider
Summoning requires 1 Action. is attempted, successfully or not. Failure: Delilah (played by your Sage
B Gain 1 Bright Allegiance Point. The chains will vanish in an hour, GM) decides your next Turn then Heretic
? Requires a Grit Check or when you attempt to summon vanishes with a lingering laugh.
Justiniaus again. Delilah would never cause you to
Success: Ultima thunders towards a
Count Paris
target of your choice. He shouts Failure: A single chain, directly harm yourself, though she
their greatest sin aloud (For accompanied by a sinister cackle, might have you throw an important
The Count, With Heart Most Cold, is a erupts from the ground and binds item aside or shout at enemies
loveless and noble figure. His joyless gaze example: Pride!, Indolence!, or
Chicanery!) and hammers them your dominant arm to your body. you’re hiding from.
petrifies those who lock eyes with him. Your arm is Restrained ( p270).
with his enormous righteous fist.
You can target any foe up to 1 You, or an assisting ally, must use an B Gain 1 Bright Allegiance Point.
Turn dispassionately towards a
target, up to 2 Battlefield Areas Battlefield Area away from you. Action to attempt to cut the chains.
away, and Paris will materialise by This requires a Might Check. You
The target takes 1 Heart of Damage lose 1 Heart every time this is
your side to stare them down. and must make a Might Check: attempted, successfully or not.
Summoning requires 1 Action. Success: They partially deflect the
You cannot summon Justiniaus
blow and avoid further damage.
18 again until you are freed.
vs Requires a Contest Failure: They have been
Your Grit vs. the target’s Deftness. smashed to the ground, taking
D Gain 1 Dark Allegiance Point.
Success: Paris levels his icy glare at an additional Heart of Damage
16 your enemy: and are now Toppled ( p271).
Your target is encased in ice and is Failure: Ultima appears behind you
Petrified ( p270). and swats you to the ground
The target can be freed if anyone before vanishing. You are Toppled.
1
spends a Turn to break the ice.
This requires a successful B Gain 1 Bright Allegiance Point.
Might Check.
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Collette, Our Maiden of Toxicity, is Draconis, The Silhouette Wyrm, is the Egomet, Who Never Came To Be, is the Queen Amhika, Dweller in Our Hearts, is
CREATING A
haggard and pale. Her mouth, full of creature of legend who broke the Sun embodiment of lost potential. He sees pleasant and obliging. Her soothing voice CHARACTER
rotted teeth, spews poisonous breath. Machine and battled with Emperor the other paths you could have taken and kind embrace will transport you to a CALLING
Regulus. He is now but a shadow, though and allows you to follow them, albeit place of safety.
SPECIES
The Dowager is called upon by his flames still burn real enough. temporarily.
HOMELAND
covering your mouth in mock With an earnest desire Queen & HISTORY
revulsion. She spasms into To call Umbra Draconis you must Speak your name backwards Amhika will appear ready to TRAITS
existence to belch toxic gas. fall to your knees and shout his before sleeping and awake as your remove you from harms way.
name at the top of your lungs. The
QUIRK
Summoning requires 1 Action. Other Self. Summoning is instantaneous.
great dragon emerges, ready to Summoning requires 1 full
FINISHING
above a Battlefield Area of your another Calling until you sleep sleep. When you awake you are RANK
choice. She cackles before spewing ? Requires a Grit Check again, or until you decide to revert in the place where you always felt
out a poisonous mist over the Area Success: Draconis breaths dark back to your true self. most safe. Quick Start
below making it Harmful flames on the Battlefield Area you After summoning Egomet, you may You should choose your safe Factotum
( p250) until the end of the Fight. occupy then vanishes. The flames not call on him again until you’ve place before play and inform your Sneak
do not harm you, but everyone else had the opportunity for Downtime GM. This could be your waterfall Champion
Failure: You begin to choke and
takes 3 Hearts of Flame Damage. ( 272). retreat, a relaxing meadow, or your
cough on noxious fumes. This Raider
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SEALED NAMES
CREATING A
CHARACTER
CALLING
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
FINISHING
DETAILS
GEAR
CHARACTER
RANK
Squire Marlow Widow Prisma Deacon Galrave
Whom All Chosen Know Crystal Martyr Cloaked in Fear
Quick Start
( p69) ( p70) ( p70)
Factotum
Sneak
Champion
Raider
Battle
Princess
Murder
Altgrave Ultima Prince Justiniaus Princess
Whose Fist is Just The Prince in Chains Sage
( p72) ( p73)
Heretic
17
3
Messenger Kaila Wretched Jarah Count Paris Imperatrix Delilah Dowager Collette Servant Pazuu
A Whisper Most Pleasant That Gasps Endlessly With Heart Most Cold Who Rules Absolutely Our Maiden of Toxicity Of Many Wings
( p71) ( p72) ( p72) ( p73) ( p74) ( p74)
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SEALED NAMES
Combat Gear Allowance
Umbra Draconis You can use Thrown, Standard, and Lash weapons. You can only wear Light Armor
CREATING A
The Silhouette Wyrm without hindrance. CHARACTER
( p74)
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
Advancement table
1st +0 2 7 7 10 7 9 3 - - 0
2nd +0 2 7 7 10 7 9 3 1 - 6
3rd +1 3 8 8 11 8 10 3 1 - 12
4th +1 3 8 8 11 8 11 3 2 - 24
18 5th +2 4 9 9 12 9 12 3 2 - 36
6th +2 4 9 9 12 9 12 3 2 1 48
7th +3 4 10 10 13 10 13 3 2 1 72
6
8th +3 4 10 10 13 10 13 3 2 2 96
9th +4 4 11 11 14 11 14 3 2 2 132
2 10th +4 5 11 11 14 11 14 3 2 3 168
Egomet Queen Amhika
Who Never Came To Be Dweller in our Hearts Bold text indicates the number has increased from the previous Rank.
( p75) ( p75) * You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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Each of Outer World’s sentient species has different mental, social and Human (Native) CHIB
CREATING A
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You’re a cat-like being You’re large, brutish, You are stony and You are a relic of the CREATING A
rumored to be from and irrepressible. stalwart, a custodian past, neither human CHARACTER
a place beyond the Your robust frame can of Underland. nor machine. You CALLING
sky. A curious blend soak up punishment, Designed for endless have awoken in an SPECIES
of natural athleticism and your powerful toil, you relish a war unfamiliar world
HOMELAND
and techno savvy. limbs can dish it out. of attrition. without purpose or & HISTORY
direction. You want
More ( p92) More ( p96) More ( p100) TRAITS
to belong, but
never can.
QUIRK
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Human (Native) They were the first of the non-magical Humans are defined by their dedication
folk to harness the power of mana and to their Calling and strong will. No one
Humanity is a species defined by their drive above all else. While they lack the produce the world’s first Sage. With this knows their art better than they do, and
CREATING A
unique features and talents of other Outer Worlders, they have a natural affinity new-found knowledge they cast off their they never give up! CHARACTER
with mana. This allows them to learn and develop more quickly than most. bonds and overthrew their cruel masters,
and so began the 3rd Aeon. Typical Names: Humans’ first names often CALLING
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIZE MATURATIVE Ability 16.1/1
Human
(Native)
You stand neatly between the largest and Available for selection at Rank 6, or higher,
smallest of Outer World folk. instead of an Advanced Calling Ability. Human
(Dimensional
Stray)
You are a Medium Species ( p106).
Unyielding Chib
Tenebrate
Even the immortal and cosmically mighty Rai-Neko
Innate Ability will buckle in the face of your resolve.
Promethean
Gruun
You start with one Ability. You are gifted with Supernatural
Will ( p107). Goblin
Dwarf
Prodigy Elf
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Human (Dimensional Stray) History: Little is known about Other World Dimensional Strays are oddly versatile
( p313) but historical records suggest and irreverent, two qualities that serve an
While physically indistinguishable from Native Humans, these strays are that Dimensional Strays have always adventurer well.
CREATING A
accidental visitors from an entirely different planet. Their ‘Other World’ is one visited Outer World. A few have risen to
unexpected prominence and, as a result, Typical Names: The names of these CHARACTER
of science and supermarkets, not one of swords and sorcery. visitors don’t seem to conform to any CALLING
these ‘other’ humans are widely accepted
by the natives. particular convention and vary greatly. SPECIES
HOMELAND
Adventurers: Whether they seek a way Examples: Howell Jenkins, Dorothy Gayle, & HISTORY
back home, or are simply curious about Honda Netsuki, Dora Madrigal. TRAITS
their new surroundings, the Stray is an QUIRK
able, if sometimes unwilling, adventurer. FINISHING
DETAILS
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIZE Maturative Ability Human
(Native)
You not too big or too small, in fact you’re Available for selection at Rank 6, or higher, Human
just right. instead of an Advanced Calling Ability. (Dimensional
Stray)
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Chib History: The Chibs’ origins are a bit of a Typical Names: Chib names are
mystery. The magical ritual that creates descriptive and adorable.
Most chibs are so short they can’t even look a goblin in the eye without them offers some clues, but there is no
record of them prior to the start of the Examples: Wumble Eveready, Pipi CREATING A
standing on their tippy toes, but this doesn’t stop them from being intrepid Sweetnothing, Gosh Shantdie, Cotton CHARACTER
explorers. It just means they have to be a little more creative than most. 4th Aeon. They seem to have entered the
world quietly and unnoticed, which is how Fluffnstuff, Tara Tippytop CALLING
SPECIES
they often remain.
HOMELAND
Adventurers: Chibs are small, cute, and & HISTORY
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIZE Maturative Ability 18.1/1
Human
(Native)
You are short in stature with doll-like Available for selection at Rank 6, or higher, Human
proportions, the tiniest of folk. instead of an Advanced Calling Ability. (Dimensional
Stray)
Innate Abilities you wee ones, fortune often to favors you. Promethean
Gruun
You start with one Ability. Your wondrous luck allows you to Goblin
add a Special Bonus (+6) to the Dwarf
result of one of your die rolls.
Easily Overlooked Elf
You can choose to add this bonus Bio-
Small and innocuous, you often after you roll, enabling you to turn Mechanoid
go unnoticed. failure into success. When this Species
happens, the previous outcome Abilities
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Tenebrate History: Rumored to be the descendants Typical Names: Tenebrate first names are
of the ‘Shadow Monarchs’ of Calian, the usually two syllables long and end in a
Their gaunt appearance and affinity for the night unsettle many folk. Whispers Tenebrates first emerged in the Wistful vowel/consonant pair (-ah, -us, -en).
CREATING A
still persist about their dark and noble bloodline, but it’s now apparent that Dark at the beginning of the 4th Aeon,
and from there spread to other regions. Family names come from admirable CHARACTER
they are only as sinister, and desperate, as any other species of Outer World. qualities, something lovely or a CALLING
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIZE Maturative Ability 19.1/1
Human
You are slightly shorter and more slender Available for selection at Rank 6, or higher, (Native)
You are marked by darkness from birth. During a Fight, issuing a command Bio-
requires the use of your Action. Mechanoid
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Rai-Neko History: The Rai-Neko hail from far Adventurers: The young are encouraged
beyond the sky. A strange vessel carrying to go on at least one expedition in their
Rai-neko are not native to the Outer World. They crash-landed here long ago, them materialized out of nowhere and lifetime, for many it never ends.
CREATING A
but are now accepted as one of its folk. These naturally curious, catlike people crashed down on the Pride Coast
at the start of the 4th Aeon. The survivors Rai-Neko are observant adventurers. Their CHARACTER
are constantly searching for ways to expand their knowledge and influence. heightened senses allow them to spot CALLING
who poured out quickly learned how to
survive and settle in their strange opportunities that others don’t. SPECIES
Many generations of Rai-Neko have often provides useful alternative solutions. TRAITS
passed since the crash, and there are Typical Names: Rai-Neko parents first QUIRK
none alive that remember their place of give their litter a theme and name it FINISHING
origin. Some desperately try to keep their appropriately, then append individual DETAILS
old ways and sciences alive, but for many second names related to that theme. GEAR
Outer World is now their home. CHARACTER
Examples: Yam Fritters, Ribbon Strand, RANK
Loki Mythus, Mitten Wear,
Excellent Penmanship.
Quick Start
Human
(Native)
Human
(Dimensional
ABILITIES Stray)
Chib
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Promethean History: Prometheans are relatively new Thanks to their impressive size and build,
to Outer World and their true origins are Prometheans of any Calling have strength
Referred to as ‘Chosen of the Sun’ due to their prominence in the Sol Alliance, shrouded in mystery and unknown even to throw around and bounce back from
CREATING A
the Prometheans are billed as the perfect mortals. With their immense stature to themselves. The first Prometheans injuries that would cripple other species. CHARACTER
hatched at the start of the 4th Aeon and
and air of arrogant authority it’s easy to see why. Typical Names: Promethean names often CALLING
while they were originally all reared in the
Sol Alliance, it was not long before they evoke serpents and reptiles. They very SPECIES
Adventurers: Prometheans will embrace Examples: Ssark, Gecka, Slyther, Boaan, TRAITS
a life of adventure if they are unable to Mamba.
QUIRK
rise through, or feel restricted by, their FINISHING
society’s competitive social structure. DETAILS
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
Human
SPECIES SIZE Born of the Sun (Native)
Human
Tall and imposing, you tower over You take the title ‘Chosen of the Sun’ very (Dimensional
most folk. seriously, embracing The Bright without Stray)
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intimidating power and rowdy nature. Some problems can only be solved Gruun bring their might to any Calling CALLING
with a good thump, so thump well. they choose, from hulking wizards to SPECIES
lumbering sneaks. HOMELAND
History: The Gruun are a result of the lost & HISTORY
art of flesh crafting, practiced during the Typical Names: Both given and family TRAITS
3rd Aeon. Once the engineered servitor names contain long vowel sounds.
QUIRK
species of the ruined empire of Calian, the
Gruun now wander free. Examples: Droop Theek, Naapo Chuul, FINISHING
Graag Ulook, Kaap Chaak, Leep Nuun. DETAILS
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
Human
(Native)
SPECIES SIZE Maturative Ability 22.1/1
Human
While you are not the tallest of the Outer Available for selection at Rank 6, or higher, (Dimensional
Stray)
World species, your girth makes you one instead of an Advanced Calling Ability.
of the most voluminous. Chib
Tenebrate
Chain Breaker
You are a Large Species ( p106). Rai-Neko
Species
You were created to endure physical Abilities
hardship and easily shrug off trauma that
would leave others broken.
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Goblin ABILITIES
Goblins are children of the old world, creations of the Unshaped. While their CREATING A
inventive and reckless nature results in a fleeting individual existence, the SPECIES SIZE ? Requires an Aura Check CHARACTER
species is protected by its rapid rate of reproduction. You are runtish, bent, and scrawny. Success: Imagination and will has CALLING
triumphed over physics. SPECIES
You are a Small Species ( p106). The exact time taken to construct HOMELAND
your Werk is decided by your GM. & HISTORY
TRAITS
Your creation will work as intended
Innate Abilities save for one critical flaw… it falls QUIRK
Physiology: Goblins are small, spirited History: Goblins are an ancient species You tell people you are a master inventor your life, you will sprout another Goblin. Bio-
creatures well suited to underground life. and have inhabited the Buried Kingdom with a deep understanding of ancient
Mechanoid
They are able to squeeze into tight spaces ever since the Elves granted them their technology. This is a lie. You are able You release a spore which rapidly Species
and see well in low-light conditions. freedom, on the condition they stay to invent and hastily make tools and evolves into a new Goblin in under
Abilities
Goblins are asexual and reproduce via below the surface. Now they dig ever machines that only sound plausible to an hour.
sporadic spore ejection. downwards in search of a promised land another goblin. For example, a grappling
to call their own. The new Goblin has no memories,
hook utilizing a monster’s sticky tongue or
Demeanor: Bold in nature and recklessly and is your Follower ( p184).
glue made from jam and spit.
inventive. While considered odd by most, Adventurers: The rare goblin who They function like a Goblin Scamp
their drive and enthusiasm is infectious. makes their home above ground is ( p185).
often, unwisely, regarded as harmless or Your Gobbo Werks are:
4 Outlook: Many Goblins are religiously amusingly eccentric. Limited to mechanical devices that This Goblin does not count towards
devoted to their kin. They believe: move, propel or contain. the two Companions per PC
Goblins make ideal dungeon scouts and restriction ( p183).
What is good for one gobbo is good can cobble together makeshift machines Made from scraps scavenged from
17 for all gobbos. for unorthodox problem solving. the immediate surroundings.
If your PC dies, and the body has not
Nothing lasts forever, that’s for the best. Assembled in under an hour
Typical names: Goblins like to name been completely obliterated, your
Everything seems bad if you think without need for specialist tools. GM might allow your spore to pop
themselves after sounds and sensations.
about it for too long. Can produce fire, or even out of the corpse so you can continue
3 to participate in the adventure.
Music is noise and noise is music. Examples: Itchy, Taptap, Feva, Fud, Glug, explosions, if a suitable fuel or
Tingul, Ploop, Klak. combustible is available.
Things are only as important as the fuss
you make over them. Ugly and noisy.
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Dwarf History: Dwarves are among the few Dwarves are best when put to work! They
species that have always existed on Outer won’t stop until the job is done, and they
The dwarves have always toiled, always fought. Through every era and every World, formed to assist the Creator with are more than comfortable in the dark
CREATING A
cataclysm, the stone folk have zealously upheld the Creator's final edict: ‘Keep the construction of Promise. They now ruins and caverns. CHARACTER
the place tidy.’ The Buried Kingdom is both home and duty. toil in Old Iron, a portion of the Buried
Kingdom gifted to them as reward for all Typical Names: Dwarves’ no-nonsense CALLING
their hard work. first names are kept to a single syllable. SPECIES
Family names celebrate precious metals, HOMELAND
Adventurers: The average stonekin has rocks, or facial hair. & HISTORY
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
Human
SPECIES SIZE Sturdy (Native)
Human
You stand neatly between the largest and A strong back makes you a strong worker. (Dimensional
smallest of Outer World folk. Stray)
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Elf Be true to yourself, bend not to the will Adventurers: Elves periodically get
of others. wanderlust. When they tire of their current
Elves are the physical prison of primordial and unknowable beings known as If it is worth doing, do it splendidly. life, they seek out another.
CREATING A
the Unshaped. They are now forced to walk the world they once treated as Reverence and scorn are currencies of Elves are able to exert an uncommon CHARACTER
their playground. Their unearthly grace is both admired and mistrusted. equal measure. amount of control over their own reality CALLING
Drudgery is best handled by the dull. and this can often benefit those who travel SPECIES
with them. HOMELAND
Patience will wear down the most & HISTORY
steadfast opposition. Typical Names: Elves eschew naming TRAITS
conventions entirely, going with whatever
History: Elves were once beings known QUIRK
sounds good to them at the time. They
as the Unshaped. They bent reality to
usually choose a new name every few FINISHING
their whim and made toys of mortal man. DETAILS
hundred years or so.
Ripped from their endless dreams during GEAR
the 1st Cataclysm, they were forced to Examples: Stardust Silversword, FuSuYi, CHARACTER
take physical form. Now known as the Le’lan Da’zir, Elrodae, Robert. RANK
Human
(Dimensional
ABILITIES Stray)
Chib
Species
Elves start with two Abilities. Abilities
Twilight Flux
You never age beyond your You can shift your Allegiance Points
13 Species overview physical prime, and are immune to ( p206) between Bright and Dark
effects that force aging. at will, which affects how creatures
Physiology: Elves are tall, slender beings. Outlook: Elves are not natural parents,
and relics interact with you.
They move with a fluidity and poise that is preferring to dump their offspring on
18 the doorsteps of other folk, rather than During a Fight, you need to use
mesmerizing yet unnatural.
involve themselves in the unrewarding Immortal ego your Action to use this Ability.
Demeanor: Being ageless fosters extreme and relentless business of child rearing. Gifts ( p206) are awarded based
personality traits. Whether they are While your dreams can no longer affect
5 As a result, the original Elven wisdom the reality of others, your disillusions can on your underlying Allegiance,
morose, flippant or simply eccentric, Elves accrued through Ability selection,
are not terribly invested in the present. was diluted over the aeons as newer prevent certain physical or psychological
generations were influenced by the conditions from affecting you, simply not by any shifts of Allegiance.
attitudes of those who raised them. because you don’t think they should.
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Bio-Mechanoid ABILITIES
their existence becomes a search for meaning. You’re constructed to adhere to standard Available for selection at Rank 6, or higher, CALLING
You do not need to eat, and are A machine cannot be asked to
Dwarf
Species overview You must go offline periodically to skill of an operator. For example, Bio-
Mechanoid
recharge. This is the mechanical a magi-rifle can be asked to open
Physiology: Bio-Mechanoids range from History: The Three Empires began equivalent of sleep. If missed or fire, but cannot aim at a target Species
functional, non-threatening types to
Abilities
creating Bio-Mechanoids in the Third skipped you suffer Fatigue ( p269). without additional assistance.
creepy, doll-like marionettes; no two Bio- Aeon. Unlike the Drones before them,
This Ability grants no special
Mechanoid is ever exactly the same. Bio-Mechanoids were created specifically
control over other self-aware
to integrate into society.
Demeanor: Polite, but inescapably odd. Personal ANALYTICS machines, such as an advanced
Their personality settings usually grant The events of the 3rd Cataclysm left most Artificial Intelligence, Drones, or
them enough charm to be seen as mildly of them inert for many centuries, and You heads-up display affords a greater other Bio-Mechanoids.
eccentric rather than cold or inhuman. many still lie dormant to this day. perceptive range than organic beings. Bit Stream communication is
12 unintelligible to organic folk.
Outlook: Bio-Mechanoids develop Adventurers: Most Bio-Mechanoids If you focus, you can detect the
protocols to make sense of the world: integrate back peacefully into society, but general distance and direction of:
a few seek higher purpose.
16 Machine and man are kindred. Any living creatures.
Fulfilling your purpose is contentment, Bio-Mechanoids can function in Sources of great energy, such as
but choosing your purpose is joy. environments that organics can’t, so it’s imbued items, powerful undead,
always useful to have a synthetic about. or other mechanoids.
Turn but one mind from darkness, and
12
your existence is validated. Typical Names: Nicknames are often Your scan has a 50ft range.
All experience is data. derived from their model number. During a Fight, this Ability requires
Our teachings are our legacy. Examples: K3vin, Third, 10/10, Mark Five. the use of your Action.
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Make size matter. It can be easy to
SPECIES Abilities forget about Species Size during SUPERNATURAL MIGHT
play, but try to emphasize the
Your Species will affect your physical and different experiences that the You are able to perform incredible feats
Medium SPECIES CREATING A
mental capabilities. There are two types of smaller, or larger, folk notice. For of strength and can match the power of CHARACTER
Species Abilities: Medium Species are between 4-7 feet tall. example, small folk may see what’s creatures much larger than yourself. CALLING
lurking under the table while the
Most of Outer World’s folk are Medium.
Species Size: Your physical size affects taller folk might see what’s hidden You have an Edge on all rolls
SPECIES
your Aptitudes, Defense Rating, Inventory on top of the tall cupboard. HOMELAND
◆◆ Base Inventory Slots involving your Might Aptitude, & HISTORY
Slots, and your Combat Gear Allowance. or your GM may decide you
You have 10 Inventory Slot ( p151). TRAITS
Supernatural Abilities: These grant you SUPERNATURAL ABILITIES automatically succeed in
exceptional levels of performance. When carried, you take up 8 certain situations.
QUIRK
Inventory Slots plus any Inventory To regular folk, your performance seems FINISHING
Your strength allows you to attempt DETAILS
Slots you have filled with gear. almost supernatural.
feats not possible by weaker folk, GEAR
SPECIES SIZE
◆◆ Combat Gear Allowance such as holding up the roof of a CHARACTER
Playable Species come in three sizes. SUPERNATURAL LEAPING collapsing structure. Your GM will RANK
You have no restrictions. decide what’s possible.
You are able to clear great distances in a
You can enter into Might Contests
SMALL SPECIES single bound.
with Massive Species ( p424).
Quick Start
Small Species are between 2-4 feet tall. LARGE SPECIES Human
During a Fight, you can leap up to During a Fight, you can throw other (Native)
Large Species are between 7-10 feet tall 2 Battlefield Areas away and still PCs up to 1 Battlefield Area away, Human
◆◆ Aptitude & Defense Modifiers or are extraordinarily bulky. take your Action. or hurl heavy objects as Thrown (Dimensional
+1 Defense Rating, because you -1 Defense Rating, because you are access to a distant ledge. Your GM SUPERNATURAL WILL Promethean
are a small target. a large target. will decide what’s possible. Gruun
Your spirit is unbreakable.
If you can control your descent, Goblin
◆◆ Base Inventory Slots ◆◆ Base Inventory Slots you avoid Falling Injury ( p267) Dwarf
You are immune to the Dispirited
You have 8 Inventory Slots ( p151). You have 12 Inventory Slots ( p151). when landing from great heights.
( p269) and Terrified ( p271)
Elf
When carried, you take up 6 When carried, you take up 10 Ailments. Bio-
Mechanoid
Inventory Slots plus any Inventory Inventory Slots plus any Inventory You can never be made to act Species
Slots you have filled with gear. Slots you have filled with gear. against your will. You are immune Abilities
to any Ability or other influencing
◆◆ Combat Gear Allowance ◆◆ Combat Gear Allowance power that attempts to do so.
Mighty and Arc Melee Weapons You can use Mighty and Arc
are restricted ( p153). Weapons in a single hand without
Medium, Heavy, and Superheavy penalty, so you can use a shield too!
SPECIES SIZE COMPARISON
Armor are restricted ( p163). Concealed and Small Mechanical
Large Shields are restricted Missile Weapons are restricted
10 ( p158).
( p169).
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You are an orphaned from place to place glow. From there, CALLING
vagabond and have to avoid demons and you observed the
SPECIES
spent most of your scrounge for food. Shadowed Lands and
life crawling in the It was a hard life, but learned to defend HOMELAND
& HISTORY
darkness. This is you were not alone, yourself from what
TRAITS
where you developed and you valued that. emerged from the dark.
QUIRK
your survival strategies.
Purviews Purviews
FINISHING
DETAILS
Sticking together at all costs.
Spotting what hides in the darkness.
Purviews GEAR
More ( p304)
Caring for those important to you.
Staying focused, even while rushing. CHARACTER
Staying unseen and unheard. RANK
Pulling your weight.
Finding a weak point.
Bending so you don’t break.
WISTFUL DARK HISTORY TABLE
Succeeding in desperate times. Starting Gear (Pick 2) Starting Gear (Pick 2) Wistful Dark
Choose or roll your History
Extreme Weather Outfit: Cold,
Starting Gear (Pick 2)
Drawn Weapon & 10 Arrows, Twilight
Outcasts wanderer’s cloak ( p172). yeoman’s bow ( p158). Meridian
Master Weapon, forgotten sword
Backpack, nomad’s pack ( p173).
Light Armor, cuirass ( p163).
Blazing
( p153).
1-2 Forsaken Wanderer ( p110)
Lantern & Oil Units x2, a guiding
Gardens
Tattered Outfit, rags ( p172).
Traveller’s Bag, sling pack ( p173). Buried
light ( p175). Kingdoms
3-4 Blight Raider ( p110)
Compass, cracked but functional
Companion: Growlhund, a trusty
Hardy Rations x5, journey loaf friend ( p188). Other World
( p174).
( p177).
5-6 Shadow Lands Nomad ( p111)
Star Gem, hope in the dark ( p180).
7-8 Murk Dweller ( p111) STARLIGHT FARMER
MURK DWELLER
Commoners BLIGHT RAIDER You toiled in the fields
You were one of the few that flourished in
9-10 Nightwall Yeoman ( p111) You were a bandit in the shaped inhabitants of the light of the Star
Mana Blight, ruthlessly the Murk, and spent Shards, harvesting
11-12 Starlight Farmer ( p111) taking what you your time quietly food for yourself
needed, and perhaps living among strange and the wealthier
13-14 Guild Agent ( p112) a bit more. You’ve left and belligerent residents of the realm.
that life behind, but creatures. You are not
15-16 Town Guard ( p112) the poisoned land has easily phased.
hardened your soul. Purviews
Elite
Purviews
Sorting the good soil from the bad.
Purviews
17 Celebrated Artist ( p112)
Dealing with the odd and arcane.
Persevering when you ought to.
Swift and ruthless action.
working knowledge of magic.
A
Empathy for all living creatures.
13 18 Magia University Graduate
Getting out of tricky situations.
Keeping calm in odd situations.
( p112)
Taking what isn’t yours. Starting Gear (Pick 2)
Starting Gear (Pick 2)
Treat x10, mama’s cookies ( p177).
19 Knight Errant ( p113) Starting Gear (Pick 2)
7
Quick Weapon, grass blade ( p153).
Trade Goods, star plums ( p179).
Arc Weapon, bandit spear ( p153).
20 Shard State Patrician ( p113)
Appealing Outfit, petal pixie
Rural Goods, your family’s best
Light Armor, bandit leathers ( p163). clothes ( p172). shovel ( p179).
16
Rebreather, raider’s maw. ( p173).
Booster Cakes x2, moon drop
Pudge Grub, blue ribbon winner
Grenades x2, fireberries ( p178). candy ( p177). ( p189).
Solvent x2 Units, ash elm sap
( p178).
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OUTER WORLD SCRIPTS
GUILD AGENT CELEBRATED ARTIST KNIGHT ERRANT
Raised and trained as an You are a dabbler in You have been knighted HIGH AKENIAN
CREATING A
artisan, shopkeeper, several mediums, but as the result of a grand CHARACTER
or tavern worker, you talent was not enough and noteworthy deed, CALLING
are well versed in to guarantee your but now you have
SPECIES
the hustle and bustle success. You’ve also strayed from your
of Shard’s cities. You mastered the art order to go on quests HOMELAND
& HISTORY
joined the regional of shameless self- that you deem worthy.
TRAITS
guild to travel the world. promotion.
QUIRK
Purviews
Purviews Purviews FINISHING
DETAILS
Forthright communication.
Making and spotting a good deal.
Creative Expression! GEAR
Knowledge of vanquished evils.
Working at a brisk pace.
Making yourself seen and heard. CHARACTER
Finding your courage. RANK
Keeping others satisfied.
Appreciating the artistic or symbolic.
Starting Gear (Pick 2)
Starting Gear (Pick 2) Starting Gear (Pick 2)
Medium Armor, questing plate Wistful Dark
Artisan’s Outfit, apron ( p172).
Concealed Weapon, ornamental
( p163). Twilight
Kingdom Map, Shard trade route dagger ( p152). Meridian
Standard Shield, heraldic heater
guide ( p174).
Appealing Outfit, fine robes ( p173). Blazing
( p169). Gardens
Packbeast, Shaggy Bumpo,
Urban Goods, stylus & parchment
Holy Icon, sacred chain ( p180). Buried
a stubborn thing ( p193). ( p179). Kingdoms
Mount, Mokko-Do ( p191).
Follower: Scamp, assistant ( p185).
Luxury Item, starlight lyre ( p179). Other World
DREAM CALL
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Concealed Weapon, tarnished
Costume, colorful fop ( p172).
Trade Goods x2 Units, twilight silk Blazing
1-2 Disgraced Scion ( p114) ( p179).
Gardens
knife ( p152).
Dungeoneer’s Kit, dragon tooth
Buried
Tattered Outfit, once-fine coat ( p172). picks ( p176).
Artisan’s Outfit, tailor’s apron ( p172). Kingdoms
3-4 Shadow Sea Pirate ( p114)
Regional Map, Twilight Meridian
Adventuring Gear, climbing claws
Urban Goods, silk measuring tape Other World
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OUTER WORLD SCRIPTS
Shining sea fisherman Merchant SCION Archive Researcher
You were raised in one You were born to one You were trained, and FADE SONG
CREATING A
of the many coastal of the Galvanus are currently employed CHARACTER
villages of the Twilight Peninsula's aristocratic by, Stahlfeld’s Helical CALLING
Meridian. Here you families, enjoying Archive. You are
SPECIES
were taught to read a life of plenty. You a field agent sent
the oceans and reap have the means to to find and return HOMELAND
& HISTORY
their plentiful bounty. seek opportunity in far ancient technology to
TRAITS
off places. the Archive’s laboratories.
QUIRK
Purviews
Purviews Purviews FINISHING
DETAILS
Even-headed patience.
Getting the deal you want.
Investigation and analysis. GEAR
Knowing when the tide is turning.
Levelling a critical eye.
Spotting the unusual. CHARACTER
Using the right bait for the job. RANK
Remaining unfazed. working knowledge of ancient tech.
A
Starting Gear (Pick 2)
Starting Gear (Pick 2) Starting Gear (Pick 2)
Arc Weapon, trident ( p153). Wistful Dark
Quick Weapon, ornate kalis
Large Mechanical Missile Weapon Twilight
Hardy Rations x5, bubbler fish jerky ( p153). & Ammo x5, machine rifle ( 158). DARK TONGUE Meridian
( p177).
Appealing Outfit, fashionable baro
Traveller’s Bag, field satchel ( p173). Blazing
Rural Goods, fishing rod ( p179). ( p173).
Gardens
Lantern, Oil/Fuel Units x2, guide
Coracle ( p197).
Pouch & 50 Coins, family stipend light ( p175).
Buried
Kingdoms
( p173).
Paw Post Membership, Helical Other World
Oddity, oldtech pocket watch Archive account ( p202).
Portian University Graduate ( p179).
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Arc Weapon, old spear ( p153). ( p152).
Rural Item, wool shears ( p179). Blazing
Gardens
1-2 Kinless Vagrant ( p118)
Solvent Units x2, largzard spittle
Rural Item, rancher bell ( p179).
Extreme Weather Outfit: Hot, Buried
prickle poncho ( p172). ( p178).
Pack Beast: Stubbly Bumpo, sturdy Kingdoms
3-4 Monster Slayer ( p118)
Oil/Fuel Units x10, iron eater’s
Adventuring Gear, grappling hook but flatulent ( p193). Other World
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OUTER WORLD SCRIPTS
JUBILANT PERFORMER Emissary of Sol Hinterland Noble
You used to dance, sing, You preach the No-Folk’s Land is a BRIGHT SPEECH
CREATING A
or play an instrument enlightened thinking of contested area, dotted CHARACTER
for the wealthy the revered masters with petty warring CALLING
inhabitants of a busy of the Sol Alliance. settlements. As a
SPECIES
city. You tire of the You’ve now been child of this fringe
current culture and given the duty to nobility, you learned HOMELAND
& HISTORY
yearn to discover the spread these teachings from the ruthless
TRAITS
forgotten songs. across the Outer World. example of despots.
QUIRK
Putting on a good show. mannerisms.
Being athletic when necessary.
RANK
Recognizing and chastising the
Starting Gear (Pick 2) duplicitous and unrighteous. Starting Gear (Pick 2)
Wistful Dark
Lash Weapon, ribbon blade ( p153).
Drawn Weapon & Arrows x10,
Starting Gear (Pick 2) hunting bow ( p158).
Twilight
Light Armor, leathers ( p163). Meridian
Light Armor, plated vestments
Authoritative Outfit,
Appealing Outfit, dancer’s costume ( p163).
Blazing
emblematic clothing ( p173).
Gardens
HOSHI-BAN
( p173).
Holy Icon, sol medallion ( p180).
Compass, a keepsake from your
Buried
Luxury Item, musical instrument Kingdoms
( p179).
Follower: Custrel, acolyte attendant tutor ( p174). Other World
( p186).
Riding Mount: Jumbug ( p191).
Vial of Bright Water x3 ( p290).
CITY SCRIVENER
Startech adept
Big cities need official Wyrm Blooded
records, and you Nyanko is the legacy of
kept the books You are one of Taaga’s the Rai-Neko and the
for a respected Lost Dragon Chosen, technologies they
philosopher, general, born on an auspicious bought to Outer
or treasurer. You’ve date. Your kin met all World. You are among
left the post, but your needs and the the chosen expected
haven’t forgotten the ritual marks on your to study and maintain
importance of note-taking. face remind you of their these aging devices.
hopes and expectations.
Purviews Purviews
Absorbing a torrent of information. Purviews
Working with any technology.
Making precise notes and sketches.
Bearing the weight of responsibility.
Analysis and troubleshooting.
13
Noting and understanding
Remembering important details.
Providing a reason for anything.
hierarchies of all kinds.
Starting Gear (Pick 2)
Respecting rituals and tradition. Starting Gear (Pick 2)
20
Authoritative Outfit, scribe’s
Large Mechanical Missile Weapon
uniform ( p173). Starting Gear (Pick 2) & Ammo x5, Rai-Neko rifle ( p158).
Translation Guide: Fadesong ( p176).
Gem x1, a parting gift ( 151).
Artisan’s Outfit, adept’s coat ( p172).
Urban Goods, pad & pen ( p179).
Arc Weapon, wing spear ( p153).
Scanner, startech monitor ( p181).
17
Follower: Scamp, assistant page
Medium Armor, largzard hide ( p163).
Small Spell Engine, startech battery
( p185).
Compass, destiny charm ( p174). ( p181).
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Concealed Weapon, improvised
Medium Armor, assault mail ( p163).
Light Armor, infantry armor ( p163). Blazing
1-2 Tunnel Crawler ( p122) shiv ( p152).
Tattered Outfit, old uniform ( p172).
Authoritative Outfit, Old Iron or
Gardens
Buried
Tattered Outfit, dusty rags ( p172).
Flame Grenades x2, tunnel clearers New Ore military uniform ( p173). Kingdoms
3-4 Ruin Scavenger ( p122)
Bomb x1, unexploded mine ( p178). ( p178).
Basic Potion x2, jolt juice ( p177). Other World
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OUTER WORLD SCRIPTS
Forge Hand Record Etcher Resolute Overseer
Of the crafters of Old The history of Old Iron The nation of Old Iron is UNDER WARBLE, FORMAL OLD IRON
CREATING A
Iron, none are more is not kept on the built on a foundation CHARACTER
honored than those delicate paper of the of hard graft. You CALLING
who work with the surface world! You were an overseer,
SPECIES
very metal the nation etched important an almost religious
is named after. You information onto iron figure, called on to HOMELAND
& HISTORY
were an apprentice to sheets to ensure it for ‘encourage’ flagging
TRAITS
such a master craftsman. future generations. spirits or believers.
QUIRK
Proper procedure and safety. steady, steady hand.
A stern, intimidating glare.
A RANK
Identifying the most useful
Starting Gear (Pick 2) Starting Gear (Pick 2) member of a group. Wistful Dark
Standard Weapon with Utility
Traveller’s Bag, courier bag ( p173).
Ability, forge hammer ( p152+160). Starting Gear (Pick 2) Twilight
Precise Dabber & Solvent x1 Unit, Meridian
Light Armor, protective gear ( p163). etching tools ( p178).
Lash Weapon, spur cord ( p153). Blazing
Armor, big pauldrons ( p163).
Gardens
Standard Shield, your latest project
Oddity, multi-lens magnification
Medium
Buried
( p169). goggles ( p179).
Authoritative Outfit, robes ( p173). Kingdoms
Artisan’s Outfit, smith’s apron ( p172).
Oddity, metal etching sheet ( p179).
Holy Icon, Creator's glyph ( p180). Other World
War in the Buried When the citizens of New Your unorthodox CREATOR’S SCRIPT
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You never really stayed The new place is filled behind a desk. You
lives. Outer World scholars find it CALLING
in once place for long. with some pretty odd worked a comfy, if a
fascinating nonetheless. SPECIES
This strange new characters, but it’s little dull, 9-5 routine
world doesn’t feel nothing compared to and day-dreamed HOMELAND
& HISTORY
much like home, the strange types you about taking
TRAITS
but then again the had to serve back home. more risks…
QUIRK
old one didn’t either.
Nothin’ new, huh? Purviews Purviews FINISHING
DETAILS
Dealing with the unreasonable.
Keeping a deadline. GEAR
Purviews
Keeping calm when in a rush.
Effective multi-tasking. CHARACTER
Scrounging for what you need.
Remembering the particulars.
Saying just about anything while
RANK
More ( p313)
Enduring harsh conditions. retaining a polite tone.
Starting Gear (Pick 2)
Communicating in code. Wistful Dark
Artisan’s Outfit, sales apron ( p172). Starting Gear (Pick 2)
OTHER WORLD HISTORY Twilight
Starting Gear (Pick 2):
Rations x10, box of nuggets ( p177).
Authoritative Outfit, suit & tie ( p173). Meridian
Choose or roll your History
Tattered Outfit, no shoes and a
Treat x2 & Hardy Rations x2,
Urban Goods, company branded Blazing
packed lunch ( p177).
Gardens
Outcasts ripped trench coat ( p172). pad & pen ( p179).
Buried
Backpack, trusty kit bag ( p173).
Other World Pocket Device, smart
Oddity, red stapler ( p179). Kingdoms
1-2 Transient ( p126)
Treat x5, candy from a child ( p177). phone ( p182).
Other World Pocket Device, Other World
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Grenades x2, frags ( p179).
Backpack, book bag ( p173). Blazing
Gardens
Other World Side Arm & Ammo x10,
Appealing Outfit, school uniform
Buried
trusty shooter ( p182). ( p173). Kingdoms
Other World Pocket Device, smart Other World
phone with charm ( p182).
EDUCATION (FACULTY)
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Your Quirk is a unique or peculiar aspect of your character. Will you have a Spirit Quirk Table Jumpy
CREATING A
Choose or roll your Quirk (Gruun, Chib, Human, 17-18 Miser ( p135) an Ambush.
Your Quirk is a unique mental or physical Robotic
feature that alters your character in some Promethean, Rai-Neko, or Tenebrate) Quirks
8-14 Physiology Quirk ( p136) Unhinged You are well read, and you
Step 5 Instructions make sure everyone
1. Choose or roll on the Quirk Table 15-20 Fate Quirk ( p142) Inflicting grievous harm knows it. While your
related to your Species: on others doesn’t seem extensive knowledge
to bother you. In fact, and attention to detail
Bio-Mechanoid Quirk Table: For you quite enjoy it. comes in handy, it can
OLD WORLD SPECIES Quirk Table
Bio-Mechanoids. Perhaps it was your be grating for those
Inheritor Species Quirk Table: Choose or roll your Quirk (Dwarf, Elf, or Goblin) unaffectionate mother around you. Woe betide
For Gruuns, Chibs, Humans or a traumatic past anyone who fails to heed your advice, as
(both types), Prometheans, Rai- 1-7 Spirit Quirk ( p133) event that is to blame for they will suffer a healthy dose of ‘I told
Neko, and Tenebrates. this unrelenting bloodlust. you so’.
Old World Species Quirk Table: 8-14 Physiology Quirk ( p136)
For Dwarfs, Elves, and Goblins. Advantages Advantages
15-20 Eldritch Quirk ( p142) ""You gain +2 to your Attack Bonus. ""You gain an Edge on Insight rolls
2. Go to the Quirk Table you are
8 directed to and then choose or roll You are vigorously violent. when attempting to research or
for your specific Quirk. BIO-MECHANOID Quirk Table recall information.
Disadvantages
3. Add your Quirk to your Character Choose or roll your Quirk (Bio-Mechanoid) Disadvantages
Sheet, and follow any additional ##Your suffer a -1 to your Defense
13
instructions listed in your Quirk’s Rating. Your enthusiastic ##You suffer a Snag on Aura rolls
1-10 Spirit Quirk ( p133)
specific entry. commitment to causing harm when trying to Negotiate or
leaves you vulnerable to attack. impress someone.
11-20 Robotic Quirk ( p145)
8 If you get the same Quirk as another
PC, roll a new one! Or work with
your GM to tweak it so it’s not
exactly the same.
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to lie to someone. You are betrayed a chance to avoid or stop it. you’ve been given, or found, you’ll You must be close enough to touch Robotic
by your expressions and gestures. still need to spend the additional someone in order to establish a
Quirks
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1-2 Girthsome ( p136) strained your eyes. have shifty looking your grocery bill HOMELAND
& HISTORY
As a result you are eyes and probably is high, your love of
3-4 Nearsighted ( p136) extremely well read dress in black. eating invigorates you.
TRAITS
quick to blame you for ill deeds. of required Rations for each day Physiology
13-14 Waifish ( p137) ""You gain +1 to your Insight. spent on a Journey ( p222).
Quirks
Your demeanor will be dispelled if
""You gain 2 additional Bonus others witness you perform good
Fate Quirks
15-16 Magitech Graft ( p138)
Languages of your choice ( p109). deeds or others provide substantial Eldritch
Quirks
17-18 Winged ( p138) evidence of your true nature. WAIFISH
Disadvantages Robotic
Quirks
##Without your glasses you suffer You are lean, scrawny,
19-20 Grasping Tresses ( p138)
a Snag on all rolls that are or otherwise lacking
ANGELIC countenance
dependent on sight. in substance. While
A guileless smile and this has made you
GIRTHSOME extremely light on
soothing voice project
an aura of heavenly your feet it has,
You’re a robust ADORABLE
innocence. Your unfortunately, also
specimen: muscular,
You are childlike, cute, saintly air persists made you prone to injury.
fat, or bulky in some
way. Your ample body or otherwise innocent even when you harbor
can soak up more looking. This makes ill intent. Advantages
punishment than you incredibly ""Your Speed Rating is increased by
most, but it also slows disarming and easy a single step.
to agree with, but Advantages
you down. ""You gain +1 to your Deftness.
also considerably less ""At first glance, benevolent
threatening. individuals will assume you are Disadvantages
Advantages trustworthy and pass you over for
Advantages ""Your suffer -1 to your Hearts Total.
""You gain +1 to your Hearts Total. blame. They are also willing to
""You gain an Edge on Aura rolls accept your more believable lies.
14 ""You gain +1 to your Grit.
when attempting to charm, or
Disadvantages
Disadvantages convince others of your
relative harmlessness. ##Villainous types will assume you’re
##Your Speed Rating is reduced by
out to get them. Maybe they
5 a single step.
Disadvantages should get rid of you before you
##You incur a Snag on Aura rolls cause any trouble for them.
when attempting to intimidate The effect is negated if you are
2 or impress. witnessed acting contrary to your
angelic appearance.
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Replacement. Once If you receive an Injury that targets 1-2 Survivor ( p139) reject the magical or HOMELAND
commonplace in the your arms, you can choose to have supernatural. This is
& HISTORY
3rd Aeon, these magitech it affect your wings instead. 3-4 Mage Breaker ( p139) great when shielding TRAITS
grafts are now extremely You can’t benefit from your wings if: you from curses, but QUIRK
rare… lucky you! 5-6 Young ( p139) less desirable when FINISHING
They are Injured or Restrained.
negating blessings. DETAILS
You are Overburdened. 7-8 Past Injury ( p140) GEAR
Choose or roll your Robotic Quirk
You are wearing Heavy or Advantages CHARACTER
Superheavy Armor. 9-10 Weary ( p140) ""Any magical Ability directed at
RANK
1-7 Utility Servo ( p145)
you is nullified if you make an Aura
Replaces your left or right arm. 11-12 Destined ( p140) Check, or win an Aura Contest if Spirit Quirks
GRASPING TRESSES you’re targeted by a spellcaster.
8-15 Sproing Sprockets ( p145)
Physiology
13-14 Dread Orator ( p140) Quirks
Replaces your lower legs. Your hair is extremely Disadvantages Fate Quirks
long and writhes like a 15-16 Beast Tongue ( p141) ##You might nullify all magic that Eldritch
16-20 Nox-Vision ( p147) living creature. Your targets you, even those intended Quirks
prehensile locks 17-18 Guardian ( p141) to help you and your own spells!
Replaces your eyes. mostly cooperate
Robotic
##Magical Artifacts you attempt to
Quirks
with you, but 19-20 Crowned ( p141) use might also be nullified.
Any Injuries to your graft will not occasionally exhibit a
heal naturally and will require will of their own. This ability does not stop you from
Bio-Mechanoid Treatment . Survivor using your own magic on others.
Advantages
You’ve suffered many Persistent magic effects or Artifact
""Your hair may act as an additional trials and ordeals in Abilities resume once you leave
WINGED set of arms that can grab, the past and lived to the area of effect.
manipulate, and attack. tell the tale. You know
You have large, feathered
◆◆ During a Fight your hair can: the punishment your
wings. While you
cannot soar, you can Hold on to things to create an body can take and no Young
glide or get extra advantage. For example, holding longer fear physical
a lamp in addition to your sword injury as much as you You are significantly
lift when you jump.
and shield or clinging to a ledge should, knowing you’ll be younger than the
Some think you may
while you fire your bow. able to bounce back in no time. average adventurer,
be the spawn of a
barely in your teens.
Deva, others the target of Be used to perform Actions and
Advantages You’ve not had your
a wizard’s practical joke. Attacks instead, not as well as,
growth spurt yet, but
your arms. Your hair can perform ""You heal 2 Injuries, instead of the
20 that’s not gonna
Advantages any task your regular arms could. usual 1, when you choose to Heal
stop you!
""You gain Supernatural Leaping an Injury during Downtime.
Disadvantages
( p107). If you are a Medium or Large
16 ##You have a Snag on any Deftness Disadvantages
""You can glide safely down to earth Species your size is reduced by
rolls involving the use of your legs. ##You suffer a Snag on all Deftness
from great heights without risk. one step.
rolls related to avoiding injury. Why
""If falling, or knocked from the sky, You can cut your hair, but it grows get out of harm’s way when you If you are a Small Species you gain
13 you can avoid an Impact Injury back within minutes, in a restless mend so quickly? the Adorable Quirk ( p136).
with a successful Deftness Check to and irritable mood. Should you survive to adulthood,
slow your descent. the Quirk is removed.
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aware of the Attack. Animals give simple responses and ( p279) with to become your ward.
Disadvantages
##Your GM can give you a Snag for a do not understand complicated
Disadvantages concepts or vocabulary. Spirit Quirks
single roll once per game Session,
##You suffer -1 to an Aptitude related Crowned Physiology
but cannot use it to counter a roll Disadvantages Quirks
to an injury of your choice. For you’ve already chosen to grant an
example, a leg wound might ##You cannot be unduly cruel to As a child you assisted Fate Quirks
Edge to. a kindly Fairy, who
reduce your Deftness. animals, or eat animal flesh of any Eldritch
kind. Doing so will remove the Quirk. bestowed upon you a Quirks
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in rhyme, you gain an Edge on any you only need to down) before Suffocating ( p271).
11-12 Fairy Cap ( p143) required rolls, but… consume a tiny ##You suffer a Snag on all rolls Spirit Quirks
◆◆ You cannot repeat a rhyme you portion of ‘food’ to when attempting to swim, sail, or Physiology
13-14 Sneezles ( p144) have already used and must not survive, you’ll starve just otherwise traverse a body of water. Quirks
delay the game longer than 30 the same if you don’t eat. Fate Quirks
15-16 Masked ( p144) seconds when creating a rhyme. Eldritch
You must choose an alternative Quirks
17-18 Ferrous ( p144) Disadvantages Fairy Cap
source of nourishment. This could Robotic
##If you cannot word your Actions in be a specific type of object, such You have a wonderful
Quirks
19-20 Figment Follower ( p144) rhyme, you suffer a Snag on any as coins or buttons, or something little hat, but can’t quite
required rolls. organic but not normally eaten, like remember where you
a hair or teeth. got it. Others think it
Dreamer At the start of a game Session you looks a bit strange,
can opt to have a ‘day off’, and Advantages but you like it just the
Your mind is often ignore the Quirk until you are You only need to eat a single piece way it is. You never
in places that do feeling more poetic. of your peculiar food per day to want to take it off… ever!
not properly exist,
sustain you.
thinking of things that
could be, instead of Most of the time your Cap sticks
Infested Disadvantages strangely to your head but
what is. To you, reality
seems more flexible. You are unable to stomach Rations occasionally, at your GM’s discretion,
You are crawling with and other regular food, but can you might need to make a Deftness
insects, the residue drink water, alcohol and potions Check to keep it in place.
Advantages of a slain Asura, with no ill effect.
or something If the Cap is dislodged fate makes
""Once per game Session you can sure you are able to reclaim it; but it
equally terrible. You suffer Starvation ( p271) if
propose and agree with your GM may require a little time and effort.
The infestation has a deprived of your peculiar food.
an event that gets you out of a
12 vested interest in your
tricky predicament. For example, Advantages
survival and employs
an unexpected rock fall that cuts ""You gain +1 to your Defense Rating
strange methods to ensure it. Kin to Fire
off your pursuers. when wearing your Cap. It makes
6 Advantages The spirits within the the world feel a bit safer.
Disadvantages
""When you choose to Heal an Injury flames speak to you in
##In a game Session where you Disadvantages
during Downtime ( p273), your whispers that no one
have invoked this Quirk your GM ##You lose an extra Heart when you
‘friends’ can repair a single Injury else can hear. You
8 can have your adversaries benefit take Damage from an Attack or other
you’ve sustained, including the can talk back, though
from a similar improbable event to ill effect when not wearing your Cap.
regeneration of destroyed limbs or this makes the water
negate an advantage you possess. You feel weak and afraid without it.
other mutilated body parts. spirits grow jealous
and spiteful.
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##The Armor you can wear without 9-10 Battle Scanner ( p146) RANK
Advantages
penalty is limited to Light Armor. Advantages
""If you are within a hundred and fifty 11-12 Buster Arm ( p146)
##You suffer a Snag when attempting ""The Utility Servo works the same as Spirit Quirks
feet of your chosen allergen, you
to do anything where excessive a manual Specialist Kit, except:
sneeze loudly a few times and then 13-14 Mascot Chassis ( p146)
Physiology
body mass is a limiting factor. It does not require replenishing.
Quirks
abruptly stop.
##Your suffer a Minor Penalty (+2) on 15-16 Nanotech Maintenance ( p147) It does not take up one of your
Fate Quirks
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Nanotech Maintenance NOX-Vision
Translator Module Mascot Chassis
Unlike other Mechanoids, You have two types of
Advanced audio You are small and
your body contains a visual sensor, one that
CREATING A
receptors and other aesthetically pleasing. CHARACTER
unit of tiny mechanical works in daylight and
forgotten linguistic You were created to CALLING
cells that repair another which is ideal
technologies enable stand out rather than
and maintain you. for low light or total
SPECIES
you to comprehend to fulfil any practical
Unfortunately, these darkness. Switching HOMELAND
any spoken objective. You & HISTORY
artificial cells won’t between these sensors
language. However, probably represented
allow you to benefit from can take a little while.
TRAITS
your mechanical speech a popular brand that was
any outside assistance. QUIRK
patterns make conversations awkward. prominent in Gleysian society
during the 3rd Aeon. During a Fight, it requires the use FINISHING
Advantages
DETAILS
Advantages of your Action to switch between
GEAR
You are a Small Species ( p106). ""You recover from Injury in the same regular vision and Nox-Mode.
""You are able to understand any
way as organic characters.
CHARACTER
audible language, including those You gain the Adorable Quirk Advantages
RANK
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Your group of PCs could be an informal Spend your Coin on equipment and
Why do you adventure? What color is your hair? Do you have an annoying group of adventure-hungry individuals, supplies to supplement your starting
CREATING A
ADVENTURER
2. Describe your Adventure Team with interact with, the other inhabitants of IDENTITY APTITUDES QUIRK INVENTORY
INVENTORY
TRAIT -2 -1 +1 +2
3. All characters start with 1-20 Coins The things you describe are entirely up to ABILITIES
1
◆◆ 15
babies, etc.)
AURA BASE
Persuade, inspire, terrify
DESCRIPTION 16
TRAIT -2 -1 +1 +2
17
BONUSES./PENALTIES
18
10
COMBAT VALUES
3 DEFENSE RATING
Best this to strike me
BASE SPEED RATING
Decides how many Areas I can move
ALLEGIANCE
25
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I
Your skill and cunning aren’t the only things you can rely on when out on your CURRENCY COINS CREATING A
CHARACTER
travels. The equipment you carry can often help you out of a tricky spot.
Although trades and barter are still Unlike Stones, Coins are made CALLING
commonplace the Outer World does with precious metals and carry SPECIES
have a standardized three-tier monetary their value wherever they go. HOMELAND
system, facilitating trade between rising Even coins from lost & HISTORY
nations and established empires. Every civilizations are still accepted, Old TRAITS
item has a guide price but actual prices Akenia’s Zenny can be exchanged with QUIRK
will vary with shop and region. Shard’s Radiant Crown without anyone FINISHING
complaining about exchange rates. A DETAILS
1,000 Stones = 100 Coins = 1 Gem single Coin is worth 10 Stones. GEAR
cups, Stone is the umbrella A single Gem is worth 100 Coins. Shield Types
Gear: Gear covers everything from
term for cheap, local currency. Outfits
weapons to books. It even includes
This could be etched pebbles, shells, bits Wearable
services, hired helpers, and creatures. Accessories
of colored glass, or teeth!
Prices: Each item has an indicative price Wayfinding
item, has the simple rules regarding set number of Inventory Slots. for objects not listed in this book Miscellaneous
its use. You can only carry so many use the following guide: Curiosities,
Artifacts &
Slots so you’ll need to choose Keep it simple, most carried
Combat Gear Allowance: Weapons, Gadgets
your loadout carefully. items should fill 1 Slot.
Shields, and Armor can only be used Zenny (Coin) Other World
penalty-free if your Calling and Species Akenian Empire Heavy, or otherwise unwieldy, Items
Bright Coin (Coin) Determining your Inventory Slots
allow. Combat Gear categories detail the The Sol Alliance items fill 2 or 3 Slots. Companions
exact penalty you suffer for using an item Medium Species have 10 Slots. Exceptionally small items can fill Vehicles
14
your are not allowed to use. Small Species have 8 Slots. up a fraction of a Slot. Property
Got an idea for an item that’s not Large Species have 12 Slots. If an item, like a large chest, Services
listed anywhere in Gear? If you have is too cumbersome to be
16 a Crafting Discipline, you can always
Note that some Abilities and Gear
Shadow Pearl (Gem) can increase your Inventory capacity. carried around normally you
make it yourself!
Twilight Meridian will automatically become
You may carry up to 3 Slots over Overburdened ( p270).
your Inventory limit but suffer the
14 Overburdened Ailment ( p270).
Glimmer Rock (Gem) If you really can’t bear to leave any
Buried Kingdom You cannot physically carry 3 Slots treasure behind, invest in a Backpack
more than your Inventory limit. ( p173) or a Pack Beast ( p193).
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Weapons are divided into: Combat Gear Allowance Battlefield Area as you, but HOMELAND
When wielding one-handed you
otherwise this attack works like a
& HISTORY
Melee Weapons: Used for striking foes in Your Calling and Species limit the Weapon suffer a Minor Penalty (-2) on Attack
normal Ambush ( p252). TRAITS
close combat ( p152). Types you can use without penalty. rolls, Attack Stunts, & Combat Tricks.
If your Ambush is successful, QUIRK
Weapon Ability, Crushing Blow:
Missile Weapons: Used for targeting Using a restricted Weapon means… others using Concealed or FINISHING
You do 2 Hearts of damage, DETAILS
opponents from a distance ( p158). Thrown weapons can join in
You suffer a Snag on Attack rolls. instead of 1, on a successful Attack.
the Ambush. GEAR
Weapon Types: Melee and Missile You are unable to perform Attack Extra Damage: +1 Heart for Attack CHARACTER
Weapons are further broken down into Extra Damage: +1 Heart for Attack
Stunts or Combat Tricks using roll totals of 20 and above. RANK
groups that have similar performance roll totals of 22 and above.
the Weapon.
during a Fight. For example, a great 2 Slots • 20 Coins
axe and a war hammer are both Mighty 1 Slot • 5 Coins Paying
be hidden about your person Extra Damage: +1 Heart for Attack distance away.
2 Unarmed strikes suffer a Snag on with ease. roll totals of 18 and above.
their Attack roll when directed at Weapon Ability, Crack!:
armed or armored enemies. Unlike other arms, Concealed 2 Slots • 30 Coins You can Attack an enemy up to 1
Extra Damage: None. Weapons are not immediately visible. Battlefield Area away.
10
During a Fight, drawing and Extra Damage: +1 Heart for Attack
N/A • N/A striking with a Concealed Weapon roll totals of 22 and above.
can be performed in one Action.
1 Slot • 30 Coins
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Melee Weapon EXAMPLES
CREATING A
CHARACTER
Standard Weapons Quick Weapons
CALLING
1. Squire’s Sword 9 9. Crescent Edge
1 SPECIES
Granted to the would-be Knights Curved blades whirled by pirates HOMELAND
of Shard, they bear the inscription of the Twilight Meridian. A cloth & HISTORY
‘Wield me until you’ve tethers them to their owner’s wrist.
TRAITS
earned another.’
10 10. Noble Thinblade QUIRK
2. Tunnel Truncheon These slender blades emit FINISHING
Simple clubs carried by Old Iron 2 harmonic tones when swung with DETAILS
foreman, ideal for prodding idle the correct technique. GEAR
workers or smashing saboteurs.
11. Crashing Tonfa CHARACTER
3. Tai Small Staff Nimble weapons named after their
RANK
Wayfinding
Illumination
Specialist’s
Concealed Weapons Master Weapons Kits
Books
5. Chib Knife 13 13. Zenith War Mace
Consumables
Chibs receive a small, leaf shaped Sun-headed maces that are as
blade upon reaching adulthood. large and ostentatious as the Sol Combustibles
& Chemicals
They bear one of the seven Chib warriors who wield them.
5
creation runes. Miscellaneous
14. Daicha Katana Curiosities,
6. Jewelled Dagger Crafted on the Holy Isles, these Artifacts &
14 finely tuned blades make both
The Merchant Scions of the Gadgets
Twilight Coast are fond of these swordsmith and wielder proud. Other World
ornate daggers. When on display, 6 Items
they’re a fine symbol of wealth. 15. Star-Guard Sword
Companions
A dual-edged blade carried by
13 7. Pride Claw true Knights of Shard. Its pointed Vehicles
A row of hooked blades on a palm 15 guard represents the revered light Property
7
strap. If you’re careful it can be of the Star Shards. Services
hidden in a cupped hand.
16. Glorious Hammer
1 8. Beard Shanker Fashioned after the Creator’s
A thick, often rusty, needle. mallet, this Old Iron weapon is
Designed by New Ore sometimes re-appropriated by
Commandos to slip between New Ore Guerillas who scrawl
5 16
Old Iron ring mail. 8 obscenities on all over them.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Melee Weapon EXAMPLES
CREATING A
CHARACTER
MIGHTY Weapons ARC Weapons
21 22 23 24 CALLING
17. Pride Axe 21. Gruun Long Crusher SPECIES
These weapons commonly sport 17 These threshing flails were turned
HOMELAND
animalistic motifs. It is customary against the Gruun’s oppressors in & HISTORY
to roar loudly when swinging them. their fight for freedom.
TRAITS
18. Junker Club 22. Portian Sibat QUIRK
Junkers from the Stahlfeld often These barbed spears are used by FINISHING
use oldtech piping, or other sailors of the Twilight Meridian DETAILS
sturdy salvage, to make effective to fend off the swarms of odd GEAR
bludgeons. creatures that plague the seas.
CHARACTER
19. Ironseal Sword 23. Sylvan Lance RANK
Wayfinding
Illumination
Specialist’s
Kits
Books
LASH Weapons Consumables
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
MISSILE Weapon EXAMPLES
MISSILE WEAPON TYPES
Mechanical (Small) 3
During a Fight, equipping a Missile
Weapon takes an Action.
These compact marvels of Paying
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I
It is possible to find, or While all weapons are inherently harmful, Reloading Mechanical Missile weapons in
commission, weapons These weapons only benefit from these weapons are made to inflict the middle of combat is an onerous task.
CREATING A
CHARACTER
with enhancements Missile Weapon Abilities when maximum damage at the expense of the This technological advancement reduces CALLING
that improve combat making Missile attacks. wielder’s safety. the need to do it quite so often.
SPECIES
effectiveness or give These weapons only benefit from
HOMELAND
them a dual purpose. Melee Weapon Abilities when Available for Melee Weapons only. Only available for Large and Small & HISTORY
Customized weapons making Melee attacks. Dangerous weapons reduce the Mechanical Missile Weapons.
TRAITS
are neither cheap The Extra Damage value used weapon’s Extra Damage value by 2. Rapid Fire weapons may be fired QUIRK
nor common. is taken from the base weapon You take 1 Heart of Damage 3 times before they need to be FINISHING
appropriate to your chosen whenever you get an unmodified 1 reloaded, which still takes 1 Action. DETAILS
All Weapons Types, apart from mode of attack. or 2 on your Attack roll. GEAR
Unarmed, can be customised. Coins = Weapon Price x10
Concealed and Thrown Weapons CHARACTER
A weapon cannot have more than 3 can only combined with each other, Coins = Weapon Price +10 RANK
Custom Abilities in total, meaning due to their comparably small size. Special Ammunition
those that have an inherent
Combining two weapons that each Utility
Weapon Ability can only have 2 Special Ammunition provides ranged Paying
have an inherent Weapon Ability
additional Custom Abilities. This allows a weapon to also function as weapons with more tactical options. It Carrying
will take you to the 3 Ability limit.
Note that some Custom Abilities a simple tool. For example, a Fishing Rod enables you to create distractions, signal Weapon
Your GM may deem some Spear or a Shovel Sword. for help, or simply do more harm. Types
are restricted by Weapon Type.
combinations impossible. Common Armor Types
sense should be the guide. You can combine a weapon with a Available for Missile Weapons only. Shield Types
tool that falls under Adventuring Fireberry Shot: These do Flame Outfits
Combination Coins = (Price of Weapon Type 1 + Gear, Common Rural Goods,
Weapon Type 2) x2 Damage instead of Mundane Wearable
Combination merges the Common Urban Goods, or Damage. Your GM may also allow Accessories
benefits of two Weapon Types, Oddities & Luxury Items ( p179). other types of Special Damage Wayfinding
making them difficult and Shoddy Utility weapons take up as many ( p259). Illumination
expensive to forge. Inventory Slots as the largest of Flare: Ammunition that creates a Specialist’s
Hastily and carelessly made, these their two components. Kits
weapons are easy on the purse but lingering and visually impressive
Combination Weapons inherit the Your GM may deem some effect, such as bright light, when Books
unreliable in battle.
properties of their two constituent combinations impossible. Common shot. Ineffective as a weapon but a Consumables
weapons in the following way: sense should be the guide. good signal. Combustibles
These weapons are Sundered & Chemicals
The Weapon Abilities of both. ( p263) when you get an Heavy: A large, clumsy shot that
Coins = Weapon Price + Tool Price +5 Miscellaneous
The usage restrictions of both. unmodified 1 or 2 on your incurs a Major Penalty (-4) on your
Take up the Inventory Slots from Attack roll. Attack roll when used, but does Curiosities,
Artifacts &
the largest of the two weapons. Secret Compartment +1 Heart of Damage on a Gadgets
Coins = (Weapon Price + Custom successful hit.
The Extra Damage of the most
Other World
Ability Costs, if any) ÷2 (rounded up) A small gadget, or hidden cavity, can be
effective weapon. Whistling: Ammunition that makes Items
incorporated into the pommel, grip or
an ear-splitting scream when fired. Companions
◆◆ For example, a Master-Arc guard of a weapon.
DISGUISED Anyone in earshot must make a Vehicles
15 Combination Weapon would gain a successful Insight Check or be Property
+1 to Attack rolls (Master), be able A Secret Compartment allows Deafened ( p268) on their
The weapon appears like a walking stick,
to target two foes in the same area you to stow a small items like one next Turn.
Services
jewelry, or other harmless item until
(Arc), require both hands to use dose of a consumable, a gem, or a
14 carefully inspected or used. Just like regular ammunition, these
without penalty (Arc), and take up 3 folded treasure map.
Inventory Slots (Arc). variants are expended after use.
Discerning this weapon’s real If you opt to add a gadget, it
If any Missile and Melee Weapon must be small enough to be
function requires a mistrustful Coins = Ammo Price x2
Types are combined, you must incorporated into the weapon,
14 person to make a successful
choose which mode of attack you for example a compass on the
Insight Check.
are using for your Action (i.e Melee pommel of a cutlass.
or Missile). Coins = Weapon Price +5
Coins = Weapon Price +5
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
CUSTOM Weapon EXAMPLES
Armor TYPES
1. Rip Ring
Protective clothing is classified into four Light
Master + Dangerous CREATING A
Armor Types, which group together armor CHARACTER
Once set in motion by an
of a similar performance. For example, Armor that prioritizes speed CALLING
expert hand, this serrated
blade’s spinning action can leather rags and a courtier’s mail shirt over defensive performance, SPECIES
rip through even the offer a low protective value and are and covers only the most vital HOMELAND
toughest defenses. considered Light Armor. points on your body. & HISTORY
+ Shoddy
Defense Bonus: The amount the Armor Max. Speed: Very Fast FINISHING
improves your Defense Rating. DETAILS
A weapon, cobbled together
in a rush from battlefield Max. Speed: This is the highest Speed 2 Slots • 30 Coins GEAR
scraps, that only the foolish Rating achievable while wearing CHARACTER
would trust in battle. the armor. RANK
Medium
3. Daicha Cane 2
Master + Disguised Combat Gear Allowance Robust armor that provides Paying
These subtle weapons are good protection without
carried by outlaw ronin who Your Calling and Species limit the Armor heavily compromising your
Carrying
don’t want to attract Types you are able to use without penalty. freedom of movement. Weapon
Types
undue attention.
3
Wearing restricted Armor means… Defense Bonus: +4
Armor Types
4. Spade Blade Shield Types
Might + Utility The Armor’s Max. Speed is Max. Speed: Fast
A favored weapon of the reduced by one step. Outfits
Knights of the Open Road, You suffer a Snag on Attack rolls. 3 Slots • 60 Coins Wearable
Accessories
who clear away earth and rock
just as often as they
You suffer a Snag on all Might and Wayfinding
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
ARMOR EXAMPLES
7
CREATING A
CHARACTER
LiGHT ARMOR HEAVY ARMOR
1
8 CALLING
1. Murk Warden 7. Trophy Mail SPECIES
The protectors of the Monster hunters will turn
mysterious woodlands 3 their latest kill into armor,
HOMELAND
9 & HISTORY
fashion effective armor especially if it has a tough
TRAITS
from carved wood or colorful hide.
and vines. QUIRK
8. Yoroi Armor FINISHING
2. Bandit Leathers When war calls, the DETAILS
Assembled from the samurai of The Seven GEAR
scraps of superior work Holy Isles don this
CHARACTER
won during raids. A 2 battle armor. RANK
bandit’s trade requires
swift and stealthy 9. Holy Knight Regalia
movement. Resplendent armor gifted
Paying
to the deserving. Fitted
3. Sol Skirmisher and decorated for each Carrying
This sparkling armor individual knight. Weapon
protects the essentials 11 Types
but allows its owner to Armor Types
showcase their
sinewy bodies. Shield Types
Outfits
Wearable
Accessories
Wayfinding
Illumination
5 Specialist’s
Kits
Books
4 10
MEDIUM ARMOR SUPERHEAVY Consumables
ARMOR
4. Sky Pirate’s Garb Combustibles
& Chemicals
These often gaudy 10. Dreadnought Plate
uniforms adorn the The terrifying reputation Miscellaneous
privateers that terrorise 12 of the Warlords of
6 Curiosities,
the skies of the the Shadowed Lands Artifacts &
Gadgets
Twilight Meridian. comes partly from their
impenetrable armor. Other World
5. Guard Armor Items
Armor that is durable in 11. Hex Plate Companions
riotous situations, but This marvel of Vehicles
12 also light enough to give dwarven engineering
chase to troublemakers. is impervious to the Property
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I
This armor has a built in storage space in A system of levers, pistons, gears, and
Occasionally armor is Integrated CREATING A
a chest or back cavity to protect valuable, chains allow this armor to move under its
forged with additional CHARACTER
or easily damaged, items. own power. Warriors pilot these oversized
functionality. This can This armor has a weapon or tool built into CALLING
suits rather than wear them.
range from power one of the arms. SPECIES
The armor provides you with an
assisted locomotion
additional 3 Inventory Slots.
HOMELAND
to protection from Only available for Heavy and
A weapon or tool can be fitted to & HISTORY
This armor protects you from harmful ◆◆ For example, an integrated lantern This armor comes with a closed The ability to use combat gear as
Shield Types
gasses, magical radiation, or extreme will allow you to still carry a shield helmet that gives you an Aura of 12, if a Large Species. Outfits
environments. These suits are also and a sword. or 14 for more expensive versions. Wearable
hermetically sealed with systems that This armor requires routine Accessories
An integrated item does not grant You can use your armor’s Aura in maintenance or it will lock up.
purify the air and regulate temperature. you an additional Action and you Wayfinding
place of your own for Checks and
must choose to use the integrated ◆◆ Your GM will determine when
Contests where an impressive Illumination
You are immune to the Harmful item, if it normally requires an maintenance is required, usually
physical appearance is a factor. Specialist’s
Battlefield Condition ( p250) Action to use, or the item you are after five or so Fights or a long, Kits
and any other dangerous holding in your hand. Magnificent (Aura 12) arduous Journey. Books
environmental effects. ◆◆ Maintenance requires an evening
Coins = Armor Price +25 Consumables
Also functions as Extreme Weather Coins = Armor Price +50 and a single use of a Gadgeteer Combustibles
Clothing ( p172), protecting you Resplendent (Aura 14) Kit by someone with the & Chemicals
You are exempt from any Checks squeeze, swallow or otherwise Services
smash against you takes 1 Heart of This armor provides a Minor Bonus
or Contests your GM might require
1 Damage while doing so. (+2) when you are:
you to make attempting to stay
afloat when wearing the armor. Your Unarmed attacks now strike Making rolls to hide in shadow.
Deliberately trying to submerge like a Standard Weapon. Attempting Stealthy Movement
12 in the armor is problematic and ( p234).
requires a Might Check. Coins = Armor Price +75 Attempting an Ambush ( p252).
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
CUSTOM ARMOR EXAMPLES
Shield Types
Heavy Armor + Magnificent If you are hit during combat, and FINISHING
Fashioned in the likeness you are armed with a Shield, you Standard Shields DETAILS
of Oni or murderous Asura, can choose to Parry the blow and GEAR
these suits are uniquely and avoid taking the Damage. The most common shields are CHARACTER
exquisitely crafted. 2 sturdy pieces of wood or metal RANK
You can Parry 1 hit per Fight.
that are held in place by a grip
3. Blight Nomad Armor The type of Attacks you can Parry or strap along their back side.
Light Armor + Anti-Hazard are limited by your Shield Type. Paying
These specialized suits are
A mundane Shield used to Parry a You can Parry 1 Melee or Missile Carrying
created and utilized by
those that wander the toxic Magical Ability or Attack, including Attack per Fight. This includes Weapon
ruins of the Mana Blight, blows from Imbued or Magitech spells or any special attacks that Types
hoping to unearth lost weapons, will shatter afterwards. require an Attack roll. Armor Types
secrets and treasure. You can only use 1 Shield at a time. Standard Shields require one hand Shield Types
You can only benefit from your to use, so they affect your ability to Outfits
The Colossus Slayers of You can still wield a restricted shield but Attack per Fight. This includes Other World
6 spells or any special attacks that
Aiden employ armor that there are consequences. Items
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
SHIELD EXAMPLES
CUSTOM Shield Abilities
Taaga often bear their this shield as a Standard Weapon. benefit from its Defense Bonus. Armor Types
bloodline’s heraldry. 4 ◆◆ Doing so means: You cannot Parry Melee attacks. Shield Types
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Clothes are for more These clothes make you look cute, A regal, or imposing, uniform that marks
Costume elegant, or sexy. you as someone of great standing.
CREATING A
than just covering your CHARACTER
modesty. They can While they won’t hold up under scrutiny, CALLING
be used to protect You gain a Minor Bonus (+2) on rolls You gain a Minor Bonus (+2) on rolls
Costumes allow you to imitate a member SPECIES
yourself from extreme to charm or convince someone. to intimidate or command others.
of a specific social class or profession. HOMELAND
environments, You suffer a Minor Penalty (+2) on You suffer a Minor Penalty (+2) on & HISTORY
influence crowds, or You gain a Minor Bonus (+2) on rolls rolls to intimidate someone. rolls to charm or comfort someone. TRAITS
bolster your self image. to keep from being recognized at a QUIRK
glance or within a crowded area. 2 Slots (carried) • 20 Stones 2 Slots (carried) • 20 Stones
FINISHING
An Outfit is a set of clothes that
A Costume can be worn over a DETAILS
provides special effects when worn.
Functional Outfit and torn away GEAR
Outfits do not take up Inventory with an Action, destroying it. Wearable Accessories CHARACTER
Slots when worn, only when they RANK
are being carried. 2 Slots (carried) • 15 Stones Armor and Outfits aren’t
Pouch
the only wearable items
You can only wear one Outfit at a
an adventurer will find Small bags worn on the belt, intended for
Paying
time, unless otherwise stated.
Artisan’s outfit useful in the field. coins or other small items. Carrying
Outfits still work when worn with There are also goggles,
These outfits incorporate easy-access
Weapon
Light or Medium Armor, but are masks, and practical Types
obscured by heavier armors. utility pockets or pouches. A Pouch can hold 100 units of
storage solutions. currency, or small items totalling no Armor Types
The appearance-based effects of more than 1 Slot. Shield Types
Outfits don’t work on anyone who This Outfit has pockets designed to
already knows the wearer. carry the contents of a Specialist’s Backpack Retrieving an object from a Pouch Outfits
You can’t buy a Tattered Outfit but can Shoulder bags that provide easy access
sweltering deserts of the Blazing Gardens. Blackout goggles
Companions
make one from salvaged scraps or rags. to their contents. Vehicles
1
This Outfit negates the effects of Goggles that block out the light. Property
You gain a Minor Bonus (+2) on rolls A Traveller’s Bag increases your
Harmful Areas ( p250) or Terrain Services
attempting to blend into a crowd, or Inventory capacity by 3 Slots. Blackout Goggles cancel the
( p225) that relate to either a hot
9 when trying to convince someone or cold environment. Retrieving an object from a Bag negative affects of the Species
you are not worth their time. requires an Action. Ability Under Dweller ( p99+101)
You suffer a Major Penalty (-4) Extreme Heat Outfit You cannot wear a Traveller’s Bag They negate the Battlefield
on rolls to convince someone to 2 Slots (carried) • 8 Coins and a Backpack at the same time. Condition Obscured ( p251) if
14 take you seriously, and can attract caused by blinding light.
negative attention in affluent areas. Extreme Cold Outfit 1 Slot • 3 Coins
2 Slots (carried) • 12 Coins 1 Slot • 2 Coins
1 Slots (carried) • No Charge!
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Wayfinding Illumination
18 Local Map
Kingdom Map
9
Region Map
World Map
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Kits can be used 10 times before MENDER’s Kit Some Consumables provide you
These elixirs provide a lift for those with
they need replenishment. with additional perks.
For basic repairs and alterations to armor flagging spirits. Paying
A Specialist Kit can only perform and clothing. Carrying
the function it was intended for. If imbibed during Combat, the
Rations potion restores 1 Heart.
Weapon
Types
New Kit Gadgeteer’s Kit
These traveller’s provisions vary from 1 Potion provides 1 day’s nutrition. Armor Types
2 Slots • 50 Coins region to region. In the Blazing Garden
For repairing and maintaining gadgets Shield Types
and other technology. they’ll include monster jerky but in the 1 Slot • 10 Coins
Replenishing a Kit Twilight Meridian it’ll be dried seaweeds.
Outfits
Wearable
N/A 25 Coins Accessories
Booster Cakes
1 Ration provides 1 day’s nutrition. Wayfinding
Magical pastries that enhance one of your Illumination
Books 1/10 Slot • 1 Stone Aptitudes for a limited time… but beware Specialist’s
the hangover. Kits
Knowledge is a powerful Beginner’s Tome (Insight 12)
weapon, and there is Hardy Rations Books
1 Slot • 6 Coins You gain a +2 bonus to an
much to gain for those
Consumables
Simple foodstuffs intended for animal Aptitude, depending on the type
who enjoy a good Journeyman’s Tome (Insight 14) companions, but edible if desperate. of cake, for the first 24 hours.
Combustibles
& Chemicals
book. Remember, a
1 Slot • 12 Coins You suffer a -2 Penalty on the same
library is a treasure Miscellaneous
1 Hardy Ration provides 1 day’s Aptitude for the following 24 hours.
trove just as valuable as Curiosities,
Master’s Tome (Insight 16) nutrition for your Mount, or
Cakes offered in Negotiation can
Artifacts &
any jewel-house or chest.
2 Slots • 18 Coins Pack Beast. Gadgets
provide a Major Bonus (+4).
1 Hardy Ration can provide you Other World
1 Cake provides 1 day’s nutrition. Items
Tome Forgotten Lore (Insight 18) with 1 day’s nutrition, but yuck!
Companions
Large reference books and other bulky 2 Slots • 24 Coins 1/10 Slot • 15 Coins
11 1/10 Slot • 3 Stones Vehicles
collections of knowledge. Property
Translation Journal Services
Tomes contain knowledge of a
18 single subject area. For example, While everyone understands Low Speech,
The Colossal Creature Catalog or much is spoken in native tongues.
Understanding Akenian Architecture.
Your GM will answer any question You can attempt to communicate in
16 covered by the Tome’s subject area Journal’s featured language with a
on a successful Check against the successful Insight Check.
Tome’s Insight score. Baby Pudge Bun Bumbo Pellets Gobbo Pop Vitality Fizz Might Muffin
1 Slot • 20 Coins Ration Hardy Ration Treat Basic Potion Booster Cake
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
strategic demolitions rather than used will always find a buyer for your
Illumination
Your GM may add the Harmful Common Rural Goods
during combat. Trade Goods at full price in any
Battlefield Area Condition ( p250)
Specialist’s
Kits
to an Area set ablaze with Oil/Fuel. Practical items for those that live a simple place that can afford them.
In a Fight, Bombs take an Action to life. These can be easily obtained in small
Books
Magical Materials are immune to A Trade Good’s value increases
set, and will detonate at the end of settlements and remote locales.
Consumables
mundane fire damage. to 75 Coins when sold outside its
the next Round.
Home Region.
Combustibles
Bombs affect everything, structures Examples: Shovel (2 Slots), 30 ft of hemp & Chemicals
Container of 10 Units ◆◆ For example, you may purchase a
and individuals, up to 1 Battlefield rope, 10 Units of lard, bricks (2 Slots). Miscellaneous
1 Slot • 10 Coins bushel of Star Plums in the Wistful
Area (or 20 ft) away from the point 1-2 Slots (varies with item) • 8 Stones
Curiosities,
Dark for 25 Coins, and sell it for 75 Artifacts &
of detonation.
Coins in the Blazing Garden. Gadgets
Solvent Bombs do 8 Hearts of Damage to Other World
Common Urban Goods
any objects classified as less than 3 Slots (varies with item) • 25 Coins Items
Acids and other caustic liquids.
Very Hard ( p263). This is roughly Useful tools and items required by those Companions
equivalent to blowing a man-sized who live in more populated areas. Can be Vehicles
3 1 Unit of Solvent will do 2 Hearts of chunk out of a wall.
Damage to any objects classified found in large settlements and ports. Property
as less than Very Hard ( p263). This Targets make a Deftness Check: Services
Examples: Umbrella, hammer, writing
is roughly equivalent to burning a Failure: They are Toppled ( p271) implements and paper products.
10 hole through floorboards. and take 8 Hearts of Damage.
1-2 Slots (varies with item) • 12 Stones
In a Fight, you can splash Solvent Success: They are only Toppled.
on an enemy with a successful Objects made from Magical
2 Attack roll. 1 Unit will cause a Materials are immune to Damage
Caustic/Burning Injury ( p267) inflicted by Bombs.
Container of 1 Unit 3 Slots • 45 Coins
1 Slot • 20 Coins
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
These curious trinkets This gadget allows you to perform Spell Engines are a kind of magical
Star Gem CREATING A
and devices are rare crude manual manipulation from a safe battery used to power large or powerful CHARACTER
and expensive. Fragments of the famed Star Shards, these distance. The Grabber is composed of Magitech devices. CALLING
Their unusual gems produce a soothing amber glow. a telescoping pole with a mechanical
SPECIES
properties make them Considered a holy item in the Kingdom of gauntlet affixed to one end and controls Spell Engines are constructed from
equally desirable Shard, they are often seen embedded in at the other. Magical Materials ( p288).
HOMELAND
& HISTORY
to adventurers and the jewellery and weaponry of the wealthy Charges: Spell Engines contain TRAITS
curators of oddities alike. and powerful. The Grabber enables you to grasp, Charges that are expended when
poke, or push an object up to 10 ft
QUIRK
operating powerful Magitech
A Gem functions like other items away, or 1 Battlefield Area. devices. The number of Charges
FINISHING
Holy Icon DETAILS
listed in Illumination Gear ( p175), The shaft of the Grabber can be required will depend on the GEAR
Holy Icons are objects that allow mortals except it does not require Fuel and extended and retracted rapidly, individual device.
CHARACTER
to focus their faith to briefly repel cannot be extinguished. allowing you to yoink an object. Charging a Spell Engine: If you RANK
unearthly creatures. These can be holy A Gem radiates actual sunlight During a Fight, this requires have a Magical Ability, you can
symbols, but also items loaded with and is therefore able to drive away the use of your Action. redirect the mana you normally use
sentiment or meaning. For example, creatures susceptible to daylight or Precise tasks requiring fine motor to create the effect to charge the Paying
sacred prayer chains or a childhood toy. bright light. skills are not possible. However, Spell Engine: Carrying
A Gem can be used to charge your GM may allow you to perform Put your hands on the Engine Weapon
You can use your Action to boldly more difficult manoeuvres with a Types
solar powered Techno-Relics and and expend your Magical Ability.
present your Holy Icon in an Deftness Check. Armor Types
Magitech devices. The expended Ability has no
attempt to ward off Asura, Devas, Shield Types
Undead, Unshaped, or any creature While a Gem touches your skin 2 Slots (when collapsed) • 45 Coins effect other than to charge the
Outfits
with 4 or more Bright or Dark you temporarily gain +1 Bright Spell Engine.
Allegiance Points. Allegiance Point. Expending 1 Standard Magical
Wearable
Accessories
Scanner Ability creates 1 Charge.
Requires an Aura Contest
1/10 Slot • 3 Gems Wayfinding
Success: The unearthly one These technical wonders are salvaged and Expending 1 Advanced Magical Illumination
cannot direct an Attack at you as repaired by collectors and researchers. Ability creates 2 Charges. Specialist’s
long as you continue presenting Shadow Stone They are small boxes featuring a crystal The expended Ability cannot be Kits
your Icon. display screen and are powered by used again for 24 hours. Books
These smooth, tear-shaped stones ambient mana, allowing for continual use.
Failure: They laugh at your are believed to be fossilised blood Small Spell Engines hold Consumables
pathetic gesture. You cannot droplets from the Dark Dragon of the 3rd 1 Charge. Combustibles
attempt to repel them again for When activated, this Techno- & Chemicals
Cataclysm. Those who carry these profane Large Spell Engines hold
24 hours. Relic enables you to discern the
relics are mistrusted. 2 Charges.
Miscellaneous
presence and general location of
Your GM may render an Icon any living creatures and sources of
Curiosities,
Artifacts &
ineffective when held by someone When exposed, the Stone casts great energy (such as magic items, Small Spell Engine Gadgets
who does not believe strongly in darkness up to 20 ft from the powerful undead, or synthetic life) 1 Slot • 2 Gems Other World
what the Icon represents. source. A Battlefield Area the stone within 50 ft.
Items
is in becomes Obscured ( p251). Large Spell Engine Companions
1 Slot • 75 Coins During a Fight, operating and
The Stone pushes actual sunlight reading the Scanner requires the 2 Slots • 4 Gems Vehicles
9 away and provides shelter to those use of your Action. Property
who cannot endure the daylight.
Scanners make a loud, distinctive
Services
While a Stone touches your skin
beeping noise when in use, this
19 you temporarily gain +1 Dark
prevents Stealthy Movement
Allegiance Point.
( p234) while Exploring.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
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These pointy-harm-sticks are not Companions are hired, or bought, to Aura Check to steady their resolve. CHARACTER
These Devices can all snap photos, RANK
dissimilar to the pistols already in use in record audio, and make odd serve you. There are four types: Success: Your Companion
Outer World, though these can fire shots sounds or tunes on demand. summons the required courage,
in rapid succession. Followers: Sapient companions, able
All Pocket Devices include a to use weapons and equipment. but may still grumble. Paying
Carrying
version of the Akenia Adventure!! Pets: Small loyal animals that have Failure: Your Companion panics,
These pistols function as Small
videogame. The featured game useful abilities. flees, or refuses instruction. Weapon
Mechanical Missile Weapons Types
world’s similarities to Outer World If you have Recruited ( p275) or
( p158), with the following Mounts: Creatures intended to be
is uncanny, meaning it can be
Armor Types
differences… ridden long distances. have a Social Bond ( p279) with
referred to as a Beginner’s Tome your Companion you gain a Minor
Shield Types
Weapon Ability, Ammo Clip: for queries regarding the ancient Pack Beasts: Large creatures used to
Bonus (+2) on the Loyalty Check.
Outfits
This firearm holds 10 bullets that ruins and creatures of Outer World. pull carts or carry the excess items you Wearable
can be discharged at a rate of one have accumulated. Accessories
per Turn, before requiring 1 Action 1 Slot • N/A Don’t overuse Loyalty Checks! Save Wayfinding
to Reload. Your Companions follow your
them for key moments when spirits Illumination
are well and truly tested. A trusted
Other World Sidearms begin with commands to the best of their ally won’t on turn on companion for Specialist’s
10 Other World Bullets, these Official ability. Unreasonable commands a handful of coins.
Kits
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Followers demand a fee for their services, Youthful sidekicks Scholars are ordinary
Recruiting FOLLOWERS CREATING A
whether they’re a lowly street rat or a who rely on pluck folk with an unhealthy CHARACTER
capable sellsword. While in your service you can attempt and enthusiasm to interest in a useful CALLING
to Recruit your Companions during compensate for a lack skill or area of
Each type of Follower has different Downtime ( p275). This means your of experience. There’s knowledge. They are
SPECIES
Aptitudes, Combat Stats, Abilities, and contracted Follower becomes a loyal no shortage of bored, usually motivated by HOMELAND
& HISTORY
Gear. They also have differences in: retainer, you no longer have a purely naive, or desperate boredom, greed,
youth in Outer World. or curiosity.
TRAITS
Services: These are the tasks the Follower contractual relationship.
QUIRK
is prepared to undertake for a fee. FINISHING
Game Master Characters with Ranks 6 MIGHT +0 2 6 MIGHT +0 2 DETAILS
Recruitment: These are considerations can’t be hired like Followers can, 7 DEFT ATTACK HEARTS 6 DEFT ATTACK HEARTS
that might affect your chances of they must be Negotiated with GEAR
the Positive Trait Table ( p131). Native Human? Choose an Armor Types
additional Standard Elective Ability history of ancient Akenia.
Determine their Species: from either the Sneak ( 17) or They also have a Language ( p109)
Shield Types
You gain a Minor Bonus (+2) if you ( p176) or access to a Other World
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
These folk have Combat-ready assistants Beasts make steadfast allies, and are CREATING A
travelled further from and squires. Custrels often easier to manage than those needy, Defense: If an Attack targets you, CHARACTER
home than most specialize in acting grumbling Followers. use your Defense Rating. If your CALLING
would consider safe. as seconds or Mount is being targeted, use their
They are able to bodyguards in battle, There are 3 types of Animal Companion: Defense Rating.
SPECIES
also have a Specialist Toolkit Light Armor ( p163). Riding Animals: Riding an animal up is simplified to a single number Curiosities,
( p176) or access to a Any 2 pieces of combat gear, doubles the distance you can travel based on their Species Size:
Artifacts &
Gadgets
Workshop ( p200). which they are proficient in. in one day when on a Journey (
Small Species: 6 Slots. Other World
p222). When Rushing, you avoid the Items
Services Services effects of Fatigue but the animal Medium Species: 8 Slots.
Companions
Guides will escort you to and from Custrels will fight alongside, or does not. Large Species: 10 Slots.
Vehicles
6 a location within the Region they protect you, when exploring Characters with the Girthsome Property
are familiar with. dangerous places. Quirk take up an extra Slot.
Services
Fighting WITH Animals An Overburdened rider will
Recruitment Recruitment
18 Animals can provide assistance when you Overburden their Mount ( p270).
You gain a Minor Bonus (+2) if You gain a Minor Bonus (+2) if
you have a Calling or Origin that you have a Calling or Origin that get into a Fight.
appeals to the Guide. appeals to the Custrel.
Taming WILD ANIMALS
11 Mounted Combat
5 Coins per day 8 Coins per day
Movement: Use your Mount’s Animals, or unintelligent monsters, found
Speed and Abilities when taking in the wild must be Tamed ( p277) during
your Move ( p253). Downtime before they can be used as
a Companion.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Animals are domesticated for both About the size and These hairy, serpentine
Buzzer CREATING A
companionship and protection. For weight of a ripe creatures wrap CHARACTER
adventurers they are invaluable allies. Named after the curious watermelon, these themselves around CALLING
humming sound they bright, doughy their owners, keeping
SPECIES
make, these large, creatures waddle out of sight up
Growl
scuttling insects have harmlessly all over sleeves or inside HOMELAND
& HISTORY
chitinous armor and Outer World. They tunics. Their venom can
These furry canines are TRAITS
a nasty nip. Vicious are easy prey but survive be milked, diluted, and
popular pets among
but loyal, Buzzers are through frequent asexual division. Most then sold as an anti-aging remedy. While QUIRK
common folk, but also
popular with bandits and commonly used as low maintenance this odd elixir does tighten the skin, the FINISHING
the mount of choice DETAILS
nomads due to their hardy nature. livestock, they also have practical uses effect is only temporary.
for the tiny warrior.
for Adventurers. GEAR
Selective breeding CHARACTER
has resulted in some 7 MIGHT +1 2 5 MIGHT +1 2 RANK
distinct breeds but all are 7 DEFT ATTACK HEARTS
3 MIGHT +0 1 5 DEFT ATTACK HEARTS
uniformly fierce with a 7 GRIT
3 DEFT ATTACK HEARTS 5 GRIT
keen sense of smell. 3 3 GRIT 5 INSIGHT 13 Fast
Paying
INSIGHT 15* Average
3 AURA
3 INSIGHT 11 Slow 5 AURA DEFENSE SPEED
Carrying
DEFENSE SPEED
7 MIGHT +1 3 3 AURA DEFENSE SPEED Weapon
Types
7 DEFT ATTACK HEARTS Animal Abilities Animal Abilities
7 GRIT Animal Abilities Wearable: The animal will wrap
Armor Types
Buzz Off: When they, or their Shield Types
7 INSIGHT 14* Fast owner, are under attack, Buzzers Directable Decoy: If urged in one around a part of your body and
4 AURA DEFENSE SPEED can raise the pitch of their hum to direction, Pudge Grubs will trundle remain there unless forced or Outfits
an unpleasant level. The Battlefield away until prompted to stop or go ordered off. Easily mistaken for a Wearable
Accessories
Animal Abilities Area they occupy becomes in another direction, much like a harmless pelt by casual observers.
Obscured ( p251), unless your ears clockwork toy. Venom: Anyone bitten must make
Wayfinding
Tracking: Growls grant you an Illumination
Edge on tracking or detecting are protected. Delicious Decoy: Their sweet smell a successful Grit Check or become
quarry with a particular scent. Exoskeleton: Their tough shell and succulent appearance make Disoriented ( p269) for 4 Turns. Specialist’s
Kits
boosts their Defense by +4*. Pudge Grubs irresistible to bestial ◆◆ Once poisoned, the afflicted
Super Sense: They growl and snarl Books
predators, who must make a Grit cannot be affected by Fuzzcoil
if someone unfamiliar close by is Grazing: They require an Check to avoid stalking them. venom for another 24 hours.
Consumables
using magic of some kind, even if environment that contains vermin Combustibles
not visible or obvious. or other small creatures to Graze. Squashy Defense: All crushing or & Chemicals
squashing Attacks, such as fists or Inventory Slots
Miscellaneous
Inventory Slots Inventory Slots clubs, do 1 less Heart of Damage. 1 Slot in their mouth, or coiled in Curiosities,
6 Slots with a harness. 6 Slots with a harness. Edible: If butchered they provide 3 their tail. Artifacts &
Units of Hardy Rations ( p177).
Gadgets
Can be Mounts for Small Species. Can be Mounts for Small Species. Fighting Other World
Grazing: They require an
Strike like a Concealed Weapon
Items
Fighting Fighting environment of lush grass, fungus,
( p152) and can make a Sneaky Companions
Claws and fangs strike like a Quick Mandibles strike like a Standard or moss to Graze.
Swipe at a target, if worn or hidden. Vehicles
4 Weapon ( p153), providing a +1 Weapon ( p152).
Inventory Slots A successful hit is also venomous… Property
Defense Bonus during a Fight*.
When mounted, Growls are Battle 75 Coins 6 Slots with a harness. Services
100 Coins
Ready ( p187). Can be really, really, slow Mounts
7
for Small Species. The distance you
75 Coins can cover in one day is halved!
11 Fighting
Nope.
20 Coins
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
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An umbrella term for Small, capricious feline Trained creatures that allow you to rest on Mokko-Do CREATING A
small flying creatures, creatures that are, at your travels, and maybe lend you some CHARACTER
covering birds, bats, best, casually attached extra weight during a fight. These fluffy, flightless CALLING
and moth-like species. to their owners. While birds are much SPECIES
Quick and intelligent, they avoid a fight quicker than they
Skree can be trained when possible, their Jumbug
appear. Their speed
HOMELAND
& HISTORY
to be aerial scouts and sly interventions can and reliability has
Giant insectoids with TRAITS
messengers. be useful. Most Purrs are made them one of
powerful hind legs
covered in colorful fur, though hairless the most common
QUIRK
that rocket them
4 MIGHT +1 2 and scaled breeds exist. mounts on Outer World.
FINISHING
forwards. Notoriously DETAILS
7 DEFT ATTACK HEARTS dangerous to ride, This popularity has also inspired best- GEAR
4 GRIT 4 MIGHT +0 2 these beasts’ unusual of-breed shows, races and other novelty
CHARACTER
7 Fast* 8 DEFT ATTACK HEARTS propulsion method events capable of drawing large crowds.
INSIGHT 13* RANK
4 GRIT them helps traverse the Pedigree specimens, with rich or attractive
4 AURA DEFENSE SPEED
8 most tortuous terrain. Jumbugs are also plumage, will cost twice the market price.
INSIGHT 11 Average
Animal Abilities 4 AURA DEFENSE SPEED famed for the soft chirping sounds they Paying
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
The larger and more These irrepressible While other creatures can help you carry Grubbish CREATING A
fearsome cousin of lizards are admired things, Pack Beasts are bred for it. Not CHARACTER
the Mokko-Do. These for their ferocity in built for speed, just sturdy and resilient. Enormous, multi-legged CALLING
creatures are difficult battle, less so for and bulbous; Grubbish SPECIES
to train and prone to their servility. The are awkward but
bluster, but ultimately high price reflects the Shaggy Bumpo
stable beasts. Having
HOMELAND
& HISTORY
fierce and loyal mounts difficult and dangerous originated in the
These humongous bovids TRAITS
once tamed. Rumors of process of training them. Mana Wastes, these
have a fluffy, charming
the flying Black Rokko-do persist despite The legendary flame-breathing Crimson creatures are extremely
QUIRK
appearance that
no recorded sighting for hundreds of Largzard has never been caught, let alone resilient, and this has
FINISHING
belies their rugged DETAILS
years. Highly valued steeds among tamed. Used by immense warriors too made them popular with travellers and
frame. Their strength,
noble warriors. bulky for standard Mounts. traders that operate in inhospitable
GEAR
coupled with a CHARACTER
compliant nature, make locations. Most Grubbish have a simple, RANK
9 MIGHT +2 4 10 MIGHT +3 5 them perfect beasts of mask-like face, but some rare specimens
9 DEFT ATTACK HEARTS 10 DEFT ATTACK HEARTS burden. The Bumpo is a paternal animal, look unnervingly human.
9 GRIT 10 GRIT and will ‘adopt’ unattached youths, which Paying
5 INSIGHT 11 Fast 4 INSIGHT 15* Average they will then vigorously defend. 10 MIGHT +0 3 Carrying
5 AURA DEFENSE SPEED 4 AURA DEFENSE SPEED 4 DEFT ATTACK HEARTS Weapon
Types
10 MIGHT +0 4 10 GRIT
Mount Abilities Mount Abilities 3 DEFT ATTACK HEARTS 4 INSIGHT 9 Average
Armor Types
4
Shield Types
One Master: Rokko-Do will Ravenous: These creatures must 10 GRIT AURA DEFENSE SPEED
become extremely attached to you consume 2 Units of Rations a day. 3 INSIGHT 9 Average
Outfits
if you treat them well. Failure to do so will prompt the 3 AURA DEFENSE SPEED Pack Beast Abilities Wearable
Accessories
An Aura Check is required to Largzard to attack and kill for food, Will-less: They are rather dull
coax them into allowing another usually targeting your smaller Pack Beast Abilities creatures, and will obey their owner
Wayfinding
Fearlessly Loyal: Rokko-Dos creatures away from a Fight Bumpo Cream: Females can be ( 270), as well as any ill effects Miscellaneous
automatically pass Loyalty Checks requires a successful Aura Check. milked once a day to produce 2 from ingested toxic materials. Curiosities,
( p183).
Failure means they enter the fray, Ration’s worth of cream, providing Artifacts &
often carrying you with them. Grazing: They can Graze anywhere
the animal is not suffering from
Gadgets
there is something organic to eat.
Inventory Slots Starvation ( p271). Other World
Inventory Slots Items
12 Slots with a harness. Grazing: They require an Inventory Slots
16 Slots with a harness. Companions
environment with lots of grass or 20 Slots with harness.
Fighting coarse flora to Graze.
Vehicles
15 Fighting
Beak and Talons strike as Standard Fighting Property
400 Coins
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
COMPANION SIZE COMPARISON
CREATING A
CHARACTER
CALLING
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
FINISHING
DETAILS
GEAR
CHARACTER
RANK
Armor Types
Shield Types
Outfits
Wearable
Accessories
Purr Skree Fuzzcoil Buzzer Pudge Grub
Wayfinding
Pet Pet Pet Pet Pet
( p190) ( p190) ( p189) ( p188) ( p189) Illumination
Specialist’s
Kits
Books
Largzard
Mount Consumables
( p192) Combustibles
& Chemicals
Miscellaneous
Curiosities,
Artifacts &
Gadgets
Other World
Growl Items
Pet
Companions
( p188)
Vehicles
12
Property
Services
11
19
Shaggy Bumpo Grubbish
Pack Beast Pack Beast
( p193) ( p193)
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
Major Penalty (-4) on piloting rolls. Fuel: PC-powered Inventory Slots & HISTORY
these occasions you’ll
require a Vehicle. Traversable Terrain: Waterways 80 Slots. TRAITS
using a Fuel or a Spell Engine. during a Fight. Your GM will divide VELOCIPEDE
a Vehicle into specific Battlefield pulled along like a kite with a little effort. Weapon
Types
◆◆ Unless the vehicle is PC-powered, Areas and apply any appropriate Single person, pedal-powered machines
you avoid Fatigue if you Rush
Armor Types
Area Conditions. used for speedily getting around urban Vehicle Use
( p229) on a Journey. Shield Types
◆◆ For example, the cockpit of a area. Popular with Post Paw couriers. Crewing: 1 pilot.
Outfits
Traversable Terrain: This describes Walker ( p198) might be 1 Area Fuel: Thermal winds.
the environments the Vehicle is that is Sheltered and Cramped Vehicle Use
Wearable
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
I
VEHICLE SIZE COMPARISON
Skimmer Vehicle Use
These versatile craft float just above the Crewing: 1 pilot and 1 assistants.
CREATING A
ground, making travel across challenging Fuel: Sails harness the wind. CHARACTER
terrain much faster. Traversable Terrain: Any. CALLING
SPECIES
Vehicle Use Inventory Slots
HOMELAND
Crewing: 1 pilot. 50 Slots. & HISTORY
Spell Engine. 1 Charge powers the 12 Gems Coracle Velocipede Cart Breeze Rider QUIRK
Taagan Tub Paw Post Pushbike Traveller’s Wagon Wind Wing
vessel for three days. ( p197) ( p197) ( p197) ( p197) FINISHING
DETAILS
Traversable Terrain: They glide Walker
across land and sea, and are not GEAR
slowed by Difficult Terrain. The first walkers were created by Goblin CHARACTER
engineers who wanted a means of RANK
Felucca over terrain that would normally slow you Gleysian Sky Platform Armor Types
down, like a swamp or rocky landscape. ( p198) Shield Types
This small sailing vessel, employed
Outfits
around the Twilight Meridian, has become Vehicle Use
popular among adventurers as it only Wearable
Wayfinding
Fuel: Walkers include a Large
Vehicle Use Spell Engine. 1 Charge powers the Illumination
Other World
6 Gems Items
( p198) Services
Galvanus Archipelago. The vessel’s hull is
constructed from Sky Steel or Floatstone,
20
which keeps the craft perpetually aloft as
well as magically resistant to wear and
tear. Cloud Breakers come with exquisitely
4 decorated anchors which bear the mark
of their constructors yard. For locomotion,
Felucca
sky sailors harness the winds in the same
Galvanus Trader
way as their marine cousins. ( p198)
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Property Services
or local landowners. basement or second floor, townhouses the other side of Materials are not included in the SPECIES
Adventurers can are often occupied by wealthier families. the world. While not price and must be provided by HOMELAND
have trouble securing Less characterful than improvised huts, exactly gear, services the craftsman.
& HISTORY
these loans due to their but more solidly constructed. provide value to the coin-
TRAITS
Some Workshops will have basic
transient nature and risky line heavy and time-light. Materials and Additives for sale,
QUIRK
Small, single-room homes found in rural materials for crafting. Hearty Meal: A big breakfast You’ve been wounded and your priority Wearable
settlements or as standalone shelters in Workshops are specific to one served alongside fine coffee or on entering town is to find the local
Accessories
the wilderness. Built with local techniques Crafting Discipline, and include tea starts the day well. Gain an physician (or mechanic!) to patch you up,
Wayfinding
and materials, they range from the egg- tools and enough supplies for 10 Edge on your first Insight roll of Illumination
A Hut can comfortably house 2 3 Gems feeling peppy. Gain an Edge on Injury of your choice. Consumables
people and their possessions, 4 in their first Aura roll of the day. Combustibles
◆◆ This paid treatment can work in & Chemicals
cramped conditions. Restock Supplies conjunction with Heal an Injury
Basic Room & Meal Miscellaneous
50 Coins ( p273), enabling you to heal 2
80 Coins 10 Stones a night Injuries during Downtime.
Curiosities,
Artifacts &
Severed or Mutilated limbs can be Gadgets
Pleasant Room & Hearty Meal
replaced with Prosthetics ( p262). Other World
20 Stones a night Items
◆◆ Not all treatment centers will have
Companions
access to prosthetics, or be able to
Luxurious Suite, Hearty Meal, conduct this type of surgery.
Vehicles
1
& Excellent Service Property
10 Coins a night Remove Injury Services
5 Coins
19
Workshop Rental
Prosthetic Graft
Crafters need an appropriate space 5 Gems
12 to practice their art. Fortunately, the
required Workshops can be rented from
trade organizations, universities, local
Hut Townhouse Workshop
Starlight Farmer’s Pod Blacktower Merona’s Miraculous Muffin Factory
governments, or willing individuals.
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If you want a bespoke weapon or potion While there are many local runners, Without access to an air or sea-going
CREATING A
created, or need your favorite suit of armor they aren’t much help when it comes to vessel, intercontinental travel is CHARACTER
patched up, then commission a Crafter. sending messages or items to another impossible. Fortunately, merchants and CALLING
continent. Fortunately, the Paw Post sailors with large enough ships will offer
provides adventurers with a reliable postal passage, for a price.
SPECIES
Fixing Standard Gear: Costs ½
the list price of the chosen item service. Paw Post Stations appear in many HOMELAND
& HISTORY
(rounded up). surprisingly remote places. When on an intercontinental
TRAITS
Commissioning Customised voyage you can participate in 1
Gear: Costs 50% more than the Paw Post Stations will deliver Downtime Activity, limited to what QUIRK
calculated list price (rounded up). messages and items to any other is available to you on the vessel. FINISHING
DETAILS
Paw Post Station, via their network Pets travel free, but a seat must be
Crafting Imbued Gear: Refer to the of relay teams. GEAR
costs of Crafting Imbued Gear paid for Mounts & Pack Beasts.
CHARACTER
( p286), then add an extra 50% Deliveries are guaranteed to arrive You can choose to assist the crew RANK
the Magic Materials and Additives is offered. You can try to convince the captain
Carrying
required to make Imbued Gear. of the vessel to take you into Weapon
Membership Types
uncharted territory, but this will
Varies (See above) Allows 1 free delivery a month. cost you double.
Armor Types
17
18
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You start out hopeful and determined, motivated by a sense of adventure, but RANK ACHIEVEMENT XP
CREATING A
CHARACTER
you’ll need to learn on the job if you want to survive longer than a week.
Rank sets your Base Aptitudes, Combat How Achievement XP is awarded can vary CALLING
Stats, and the number and type of from game to game, it all depends on the SPECIES
Abilities you have. goals you set with your GM. HOMELAND
& HISTORY
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ALLEGIANCE
13-14 7-8
Those who dabble with magic may end up A Gift does not provide a PC with any Scaled Joints Fangs CREATING A
with an Allegiance to either The Invincible benefits, but those they encounter Patches of glistening Some of your teeth have CHARACTER
Bright or The Profound Dark. Having an should be suitably reverential. scales have replaced the sharpened and have grown CALLING
Allegiance will change the way some Bio-Mechanoid Gifts are mechanical skin around your joints. more prominent. SPECIES
magic and creatures interact with you. variants. For example, Bone Spikes HOMELAND
might become Protruding Bolts.
15-16 9-10
& HISTORY
◆◆ `Gaining Allegiance Points TRAITS
You start with 0 Allegiance Points. Prismatic Hair Melodious Voice
BRIGHT GIFTS TABLE QUIRK
Your hair has become Your voice can now make
When you gain a Magical Ability FINISHING
Choose or roll your Bright Gift extremely long and even harsh words
you may also gain a Dark D or DETAILS
shimmers different colors. sound soothing.
Bright B Allegiance Point. GEAR
P L AY I N G T H E G A M E
II
13
17
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convenient for the players. A Session This is a good time for you to
FIGHT
can finish on a natural break or on a clarify anything you are PERILS
cliffhanger. If required, the game can confused or concerned about! DOWNTIME
be resumed on a subsequent Session. CRAFT
An Adventure: This is a period of Play: The players and the GM engage
play where the PCs embark on,and in General Play ( p212) and use the
conclude, a quest, mission, or mystery. appropriate Focused Rules ( p215) Playing
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Most of the time, playing is a conversation PLAYERS Part of the GM’s job is to describe the Turns: This is a series of Actions taken GAME
between the players and the GM, with passage of time. Keeping track of time in quick succession by a group with BASICS
each taking turns to speak and react Players tell the GM how their PCs react to during general play is done informally, shared intentions. CHECKS &
to what the other is saying. Like any a presented situation. when exact timings aren’t critical. The effects of these Actions are CONTESTS
successful conversation, General Play is For example, your GM might say “an applied one after the other and JOURNEY
dependent on listening and exchanging You can ask your GM to provide more hour passes” or, “a few days go by” happen before any opposing group EXPLORE
clear information. details about your current predicament before going on to describe your next can respond.
by asking clarifying questions. meaningful experience or encounter.
NEGOTIATE
“Slatha responds quickly to your to contribute is allowed to do so. Actions: Actions are the smallest unit of
13 comment, she throws back her chair game time, they are approximately 10
and rises to her full height, head seconds long.
TRIGGERING FOCUSED RULES GM’S
and shoulders almost scraping the
Abilities, and other short tasks your TURN
ceiling. She points directly at you and Large portions of the game are run in
11 GM feels take more than a few
says, ‘What did you call my mother?’” general play but when the PCs perform seconds, require a character to use
specific activities, like Explore or Craft, GMC 1 ACTION
Your descriptions don’t have to be their Action.
poetic, but should provide enough
the GM will follow simple, set procedures
called Focused Rules ( p215) to When an Action is taken, its effects
11 useful information for your players GMC 2 ACTION
determine the outcomes. are immediate.
to react.
Each character can make 1 Action
per Turn. GMC 3 ACTION
213
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BREAK!! uses a twenty-sided die (d20). Focused Rules are invoked when you Negotiate
$$A Penalty will subtract from the rolled GAME
You’ll roll it on four occasions: attempt a risky or unpredictable activity BASICS
result when you’re trying to roll high,
during play. These procedures determine The Negotiate rules are
Checks: The majority of die rolls you’ll but add to the result when you’re CHECKS &
the outcome of such activities. used when you CONTESTS
make are Checks ( p218). For these, trying to roll low.
attempt to influence a JOURNEY
you’re trying to roll a target number or During a Session you switch back and
Applying Bonuses & Penalties GMC’s actions
under to succeed. forth between General Play ( p212) and
EXPLORE
or thoughts.
Contests: In a Contest ( p219), you’re You can only benefit from one Focused Rules as the game requires. NEGOTIATE
trying to roll under a target number, Bonus per roll. A Major Bonus is There aren’t Focused Rules for every
Negotiate ( p238) FIGHT
but higher than the characters you’re used over a Minor Bonus. activity the PCs might attempt, but PERILS
competing against. You can only suffer from one Checks & Contests can be used for DOWNTIME
Penalty per roll. A Major Penalty is most situations that aren’t covered. FIGHT
Attacks: When making an Attack CRAFT
Example Checks…
NEGOTIATE
Might is used for tests of FIGHT
strength or brute force. A Might Checks: Kicking down a door, PERILS
high score means you are breaking free from bindings, lifting an DOWNTIME
athletic or able-bodied. A extremely heavy object.
CRAFT
low score means you are Deftness Checks: Picking a lock, using
scrawny or feeble. a fiddly device, leaping out of the way
of a monster’s breath. Aptitudes
Your GM can ask you to make a rule you are using, or is otherwise Your GM will ask you to enter a decided using the following:
PERILS
Check when you attempt a risky or decided by your GM. Contest when your action is being DOWNTIME
challenging action where there is a opposed by a GMC or another PC. A contestant with a Special
If your unmodified roll matches the Success ( p221) wins over a
CRAFT
consequence to failure. selected Aptitude Score exactly, standard success. If both, or
Your GM will ask you to make a you achieve Special Success. neither, parties have a Special
Check when attempting to evade, Special Success ( p221)
STEP 2
Success then…
Aptitudes
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Sometimes your GM will decide that A Linked Contest is great for This is a moment of epiphany or supreme If you achieve Special Success while
GAME
sustaining tension, as it works like researching a city’s history, your GM
victory cannot be decided in a single mastery when completing a task. BASICS
deuce in a tennis match. might provide the recorded facts…
Contest. A protracted struggle will require and reveal a dark secret about the CHECKS &
a series of Contests to be resolved one For example, you decide a Sneak Achieving Special Success monarch’s bloodline.
CONTESTS
after the other. For example, chasing a needs to win a Linked Contest to
If an unmodified roll exactly
JOURNEY
foe through busy city streets or trying escape a burly town guard. If you’re chasing down a thief,
matches the Aptitude selected Special Success might mean you
EXPLORE
to manoeuvre a sky vessel into an In Round 1 the lithe Sneak uses their for the Check or Contest then a catch up with them… and knock NEGOTIATE
advantageous position during a dogfight. Deftness to weave though the busy Special Success is achieved. them over so they begin the FIGHT
crowd and the bulky guard uses engagement Toppled. PERILS
Running a Linked Contest Might to barge bystanders aside.
Effects of Special Success DOWNTIME
If your GM decides a Contest The Checks for the chosen Aptitudes Have fun narrating the Special
Rolling a Special Success means
cannot be completed in 1 Round are made. Both succeed… but the Success to your players. Describe CRAFT
you not only complete your action, their effortless, or improbable,
they will use a Linked Contest. Sneak gets the highest result and
wins the first Contest.
you actually overachieve. triumph and how observers gasp in
The contestants are committed Discuss and agree with your GM an admiration and disbelief. Aptitudes
to an ongoing series of Contests. Between Rounds, you can tell your
additional benefit as the result of Checks
GM that your PC is looking for
Each individual Contest lasts 1 your Special Success.
Procedure
something in particular to take
Round and is resolved using the advantage of, like a side alley or
Contests
Procedure
Contest Procedure ( p218). somewhere to hide. Maybe you can Linked
earn a Bonus for your next roll! Contests
Determining the outcome Special
At the start of Round 2 you then
Winning: The Linked Contest ends
Success
describe the Sneak pulling away and
when one side emerges victorious decide that they reach a noisy market
by winning 2 Contests in a row or where there are many large pots and
by rolling a Special Success hanging rugs.
( p221).
The Sneak decides to dive into
A Linked Contest can also be won one of the open pots. This Contest
if one contestant gives up or is would now be between the Sneak’s
unable to continue. Deftness and the guard’s Insight. If
the Sneak wins for the second time
Stalemate! If a Linked Contest is in a row they evade the guard and
interrupted, or there is a change in the Linked Contest is over; if they
circumstance, the Contest can also lose they have just enough time
be brought to a close with neither to pop out from their hiding place
side securing the advantage. to continue the chase, but their
advantage is lost.
10
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Travelling can be an adventure in itself. You’ll face hazardous environments, START You got Lost!? See how badly…
GAME
BASICS
starvation, fatigue, and the locale’s more inquisitive wildlife. If you are Lost you’ll need to roll CHECKS &
STEP 1 on the Lost Table to see where you CONTESTS
visit or explore, the local terrain, and any to improve links between Settlements, JOURNEY
established routes that exist. most Routes are vague or notional at best. PORT TOWN VILLAGE RUINS EXPLORE
offer the comforts of home to extreme that appears in civilized regions. are required when are required when Getting Lost
A Guide or using a Path using a Path
places of wonder and peril. Navigational Tools Map
You can’t get Lost following a Road. are not required Half the distance Passes through Encounters
when using a Road passes through Difficult Terrain
You can travel twice as far in 1 day A Day’s
Settlement: Anything from Difficult Terrain halving the distance Travel
on a Road as you can on a Path. which doubles the covered each day
glittering cities to shanty towns. journey time
required to To traverse the
complete the Impassible Terrain
A city, village, or anywhere you can Waterway: A river or aqueduct remainder of the requires appropriate
get Room & Board services. quickly traversed with a vessel. Journey Gear or Abilities to
cross mountains
◆◆ Room & Board ( p201)
You can’t get Lost following a
Waterway.
Port: Vibrant transport hubs with When following the banks of a river
1 connections to other continents. by foot you can cover the same
distance in 1 day as if using a Path. Adverse Terrain You cannot move through this
A settlement with access to terrain unless you have a suitable
Using a water-based Mount or Some terrain is not easily traversed. It
Intercontinental Travel services. Mount, Vehicle, or Ability. For
Vehicle lets you travel twice as far in can block or slow your progress and can example, traversing an ocean
◆◆ Intercontinental Travel ( p203) 1 day as you could on a Path. even be hazardous to your health. Your might require a seaworthy vessel.
Adventure Map, or your GM, will tell you
A legend showing the distance you when you’ll encounter Adverse Terrain.
can travel along a Path by foot in 1
Adventure site: Caves, ruins, or day will help everyone calculate Harmful Terrain: Environments that can
4
2 other areas of intrigue. Journey times quickly. You could Difficult Terrain: Swamps, dense jungle, or alter your physical or mental condition.
even add markers to the Routes to any environment that slows progress.
A location that necessitates the use denote a day’s travel.
Entering this terrain, and for every
of the Explore rules. You can travel half as far in 1 day subsequent full day spent there,
18
◆◆ Explore( p230) ( p230) through Difficult Terrain as you requires a you to make a Grit
could otherwise. Check or you’ll contract an Ailment
related to the environment. For
14 example, you might become
Impassible Terrain: Lava plains, magical Putrefied in a Spore Forest.
barriers, or other geography that can only ◆◆ Ailments ( p268)
be crossed under certain conditions.
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There are a few factors that influence the Trailblazing If you’re trying to 13-16 Wrong turn GAME
success of your journey between Points. follow a Path without BASICS
Not everywhere you want Navigational Tools Wait, this isn’t where you meant to go! CHECKS &
to go has a nice path or a Guide, or have CONTESTS
Navigation Tools to take you there; failed an attempt at You’ve travelled as far as intended, JOURNEY
Unless you’re a local, the footpaths of sometimes you’ll Trailblazing, you’ll but in the wrong direction. Your EXPLORE
Outer World can be hard to discern. A have to cut a swathe end up somewhere you GM will choose, and mark, your NEGOTIATE
reliable Map and the right instruments are through the jungle or didn’t intend to be. current location on your Map! FIGHT
what you need to avoid a misstep. rove across uncharted Encounters and Terrain will be PERILS
territory to get there. based on the actual Route taken.
LOST! TABLE DOWNTIME
You’ll need a Map and Compass to
A Guide can attempt to move
CRAFT
avoid getting Lost when following Roll the result of your poor navigation
a Path. across the map without following
an established Route.
◆◆ Wayfinding Gear ( p174) 1-12 A few missteps Journey
Choose, and agree with your GM, Starting Planned
Procedure
a point on the map you can get to You’re taking the scenic route. point destination Adventure
Maps
after 1 day’s travel. Navigating
Guides You travelled half the distance
◆◆ Use the distance you can travel
planned along your Route. Getting Lost
Who needs a map when you have a Guide? along a Path in one day as a guide. Actual Map
◆◆ This will be modified by the use of destination Encounters
If you have an Ability that enables Mounts or Vehicles, and whether or A Day’s
Travel
you to act as a Guide, or have hired not you are crossing Difficult Terrain.
one, you don’t need Navigation 17-20 Full circle
Trailblazing without a Guide results
Tools to avoid getting lost on a Path.
in a roll on the Lost! Table ( p227). Haven’t you seen this place already…?
A Guide also enables you to
Trailblaze across uncharted areas. Starting Actual Planned
You made no progress on the Map.
? Requires an Insight Check point destination destination
Your Guide makes the Check. If you
have appointed more that 1 Guide,
Special movement Starting
the Guide with the highest Insight point
If you are blessed with a unique form makes the Check, but having
of movement you may be able to cross additional Guides grants them an
terrain others would find impossible. Edge on the roll.
Planned
Success: You progress to your destination
If you can fly, hover, or make desired destination Point. Actual
Supernatural Leaps your GM might destination
◆◆ The new Route becomes a Path
allow you to pass over certain types that you can travel along in the
of Impassable or Difficult Terrain future without Trailblazing.
without issue. If the PCs have failed a second
15 Failure: Roll on the Lost! Table. Trailblazing attempt you could
decide they make ‘A few missteps’,
Long Journeys across Impassable as they are more familiar with
Terrain can still be problematic, even If the PCs are Trailblazing near a
the territory.
with your Special Movement. For hidden Adventure Site then let them
2 example, if you are flying across the find it, even if their new Route
sea, how far can you get before you’ll doesn’t pass though the exact point
need to rest? Can you carry all the indicated on your Adventure Map.
provisions you’ll need? A clear line of sight is helpful when
4
attempting to Trailblaze. Give a
Bonus if moving through open
terrain or airborne, and a Penalty if
the Guide’s view is obstructed.
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When travelling between Scouts Outer World is big and travel is Hunting & FORAGING GAME
Map Points you’ll exhausting. If you’re sensible you’ll rest BASICS
bump into other Appointing a Scout will give you advance at the end of each day but, when needs Why waste your precious Rations when CHECKS &
wanderers. Your GM warning of a Journey Encounter. must, you can press on regardless. the land can provide? CONTESTS
For example, the Encounters on a Road Foraging requires an Insight Check. DOWNTIME
? Requires a Stealth roll You must consume a Ration to
from a Port to a Settlement would include CRAFT
avoid the onset of Starvation and Hunting requires a Deftness Check.
a variety of merchants, as well as a few Your Scout makes a Deftness Check sleep to avoid the onset of Fatigue. The area around Camp will only
opportunistic bandits, whereas on a to avoid detection by the Encounter.
Trailblazed Path through an ancient forest, ◆◆ Starvation ( p271) support one attempt at Hunting Journey
If the Encounter is actively looking and one attempt at Foraging.
the Encounters might be carnivorous
Procedure
◆◆ Fatigue ( p269)
for danger the Stealth roll is a Adventure
plants and lonely spirits. If more than one person Hunts/
Contest: Your Scout’s Deftness vs. Maps
If an Encounter happens, it can Success: Your Scout circles back When Camped… Your GM decides how many based
Travel
occur anywhere along the Route and informs you of the Encounter, on the terrain around your camp…
You can sleep to avoid Fatigue.
you are following that day. Your GM enabling 1 Turn to prepare.
You can consume a Ration to avoid 6 Rations in plentiful areas.
will decide where. Failure: Your Scout’s been spotted!
Starvation… if you have some! 4 Rations in typical areas.
They must deal with the Encounter
for 1 Turn before you can assist. You can assign a Scout ( p228) to 2 Rations in barren areas.
patrol your camp perimeter while
Your GM may tell you that toxic,
others rest, but they’ll suffer Fatigue.
desolate, or artificial areas will not
EXAMPLE MAP ENCOUNTERS Your GM will roll on an appropriate yield any Rations!
Encounter Table to see if anything
stumbles across your camp.
You can perform a Camp Activity, if RusH
you are not acting as a Scout.
You forgo sleep in order to reach your
Camp Activities destination sooner.
Crafting: Perform Light Repairs
or other small jobs that your GM When Rushing…
decides are possible in the field. You progress an extra day’s travel
16
◆◆ Craft ( p280) along your Route. The Navigating
Socializing: Bolster your spirits rules still apply!
with others around the camp fire. While you can eat on the move, you
14
◆◆ Socializing ( p276)
will miss your opportunity to sleep
and suffer from Fatigue ( p269).
Hunting/Foraging: Source Rations
from the surrounding area ( p229). If you are on a Mount or Vehicle
20 The Skullduggeries x3 Merchant of Portia Piddles x6 controlled by somebody else, your
Grazing: Animals with this Ability GM will decide if you can sleep
These ex-adventurers want Druk is in town to trade his These playful water spirits
can feed themselves if the local while on the move.
your eyes and your Twilight Silk… you guys look enjoy soaking travellers and
tongues for a ritual! like potential customers. capsizing their vessels. environment is suitable.
When you arrive at a perilous place, you’ll want to tread carefully, as there are START STEP 4 GAME
BASICS
many hazards and surprises waiting for the impetuous.
Discover what’s at the Location CHECKS &
CONTESTS
STEP 1
Your GM describes the Location, JOURNEY
including any visible Access Points
Decide where to enter the Site EXPLORE
to adjacent Locations.
Your GM describes the area NEGOTIATE
Your GM will alert you to any visible
surrounding the Adventure Site FIGHT
Guardian Encounters located at
as you approach, including any PERILS
the Location.
obvious entrances. Your GM may DOWNTIME
even present you with a Map. ◆◆ Guardian Encounters ( p236)
CRAFT
Choose an Access Point to enter ◆◆
the Adventure Site. ◆◆
STEP 5 Explore
◆◆ Adventure Sites ( p232) Procedure
◆◆ Choose your Location Actions Adventure
Sites
◆◆
Once any immediate challenges PC Positions
STEP 2
and Encounters have been dealt Movement
with, you must decide whether Types
Set up your exploration team
to Inspect your current Location, Location
Allocate your PC Positions: Linger in it for while, or Move to a
Actions
Move to a Location
Choose your next Location and END
Access Point.
you’re using Stealthy Movement,
If The Explore Procedure works best
when the Adventure Team stays
make the required Insight and
together. While the Team can split
When to use these rules What these rules cover Deftness Checks. up, it will mean that players will have
◆◆ Stealthy Movement ( p234) to wait as you switch between
18 Whenever you arrive and move through
The procedure for interacting groups.
an Adventure Site, an unpredictable area, ◆◆
with dangerous areas, including
or dangerous area, you use the Explore investigating Locations and having ◆◆
Rules to see how the Locations and Encounters with the residents.
4 Encounters respond to your presence.
Determining the PC’s Positions, and the
related responsibilites, when moving
The Focused Rules create tension
through an Adventure Site.
when exploring an unpredictable
6 area. The more slowly you explore
Choosing a Movement Type and the
your surroundings, the more chance impact it has on your interaction with
you have of being discovered. the Adventure Site.
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JOURNEY
Locations Your GM will tell you about any Access EXPLORE
Points you observe when you arrive at a
Locations are contained, or discrete, areas NEGOTIATE
new Location.
within a larger Adventure Site. FIGHT
In a building, an Access Point might be
Locations vary greatly depending on the PERILS
a door or window. In an unrestricted
Adventure Site. They could be used to DOWNTIME
outdoor Adventure Site, like a forest, a
represent a room in a tiny dwelling, a CRAFT
new Location could be accessed simply REARGUARD OBSERVER VANGUARD SCOUT
clearing in a forest, or even a city block in
by moving in a particular direction.
a forgotten metropolis.
Where you stand in the group comes with Explore
Your GM will describe each Location as You don’t have to rely on obvious you are attacked from the front,
If Procedure
Access Points. You can scale walls, risk and responsibility.
you arrive. The description will depend on but have a Vanguard in position, Adventure
how fast you are moving and whether you pole vault across moats, or attempt you can cannot be targeted by
Sites
While PCs fumbling through an your PC’s Position: Vanguard, A Rearguard protects you in a
Types
Your GM will also reveal any traps or unknown area can be part of the fun, Observer, Rearguard, or Scout. similar fashion from behind.
Location
Actions
guards (that you notice!) stationed at you might consider giving the
Your PC Position determines what Site
the Location. players a version of the Adventure
threats or information your Insight Encounters
Site map with any secret information
removed. This will reduce time spent
Check reveals while using Stealthy REARGUARD
describing the Site’s layout and Movement ( p234).
speed up play. You defend the rear, making sure you’re
Remember to assign your not being stalked.
Companions ( p183) a PC
EXAMPLE ADVENTURE SITE MAP Position too! a trap or blast is set off behind
If
you, you can choose to shield the
Grim Wing Roost PCs in front you from its effects…
Abandoned Village, Twilight Meridian VANGUARD but forfeit any Checks to avoid the
effects yourself.
You peer into the unknown, and can
shield those behind you from harm. PCs in front of you are attacked,
If
8 you cannot be targeted by the
Nest a trap or blast is set off in front of
If enemy for 1 Turn if you only
you, you can choose to shield the perform a Tactical Action ( 257).
4 Cap PCs behind you from its effects…
but forfeit any Checks to avoid the
9 effects yourself. Scout
7
the PCs behind you are attacked,
If
6 Town Hall Clock Tower You move ahead of the pack and provide
Windmill 3 you cannot be targeted by the
advance notice of any potential threats.
enemy for 1 Turn if you only
14 Bailey
Grain Store 5 2 perform a Tactical Action ( 257).
You arrive at a Location first and
can use a different Movement Type
to the rest of the other PCs.
7 1 OBSERVER
you get into trouble it will take 1
If
Duskward Gate You study your surroundings, looking for Turn before your the other PCs can
small details easily missed by others. get there to assist.
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collapsing caves but Location without being detected arrive and assist. NEGOTIATE
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EXAMPLE GUARDIAN ENCOUNTERS
SITE Encounters
be a temporary den for bandits, while the Adventure Site going about their to anyone in aeons. Lonely,
a twisting cavern might be the lair of a business. If you hang about too long, bored, and very chatty.
Explore
reclusive monster and her hungry brood. they’ll stumble upon you. Procedure
Adventure
Adventure Sites have two kinds
Your GM will roll on an appropriate Sites
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Occasionally you’ll want to charm, cajole, intimidate, or otherwise convince START STEP 5 GAME
BASICS
folks to act against their better judgement.
Enter the Negotiating Contest
CHECKS &
CONTESTS
STEP 1
Each team makes a Negotiation roll JOURNEY
involved into opposing teams. and your chosen Tactic determines FIGHT
the Aptitudes each team uses.
Each team assigns a Primary PERILS
◆◆ Contest ( p219)
Negotiator. These characters’ make DOWNTIME
by Negotiation, the players are Accept defeat or Push your Point Procedure
Standard
always in control of the characters If you lose the initial argument you Negotiation
thoughts and actions. have one more chance to change Complex
the other team’s mind. Negotiation
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The more you know about your
STANDARD NEGOTIATIONS Influencing Factors
opponent, the more likely you’ll be
able to come up with something you
A judge will be swayed can exploit. If you have time, do a GAME
Primary Negotiators TACTICS by hard evidence, the little digging before you Negotiate. BASICS
greedy by the offer
Who you chose to make
CHECKS &
The best Tactic for of coin, and the Of course, you can suggest other CONTESTS
your case can greatly a Negotiation is desperate by the
Influencing Factors to your GM and
JOURNEY
affect the outcome of one that pits your use them if they agree.
promise of help. Use
a negotiation. Do you
EXPLORE
strength against what you can to swing
need a convincing liar your opponent’s a debate in your favor. PUSH your point
NEGOTIATE
can bluntly deliver weak willed, baffle the So you’ve lost the Negotiation, don’t give
If you believe there are Influencing
PERILS
the facts? simple-minded. up just yet!
Factors that will bolster your DOWNTIME
Choose a Primary Negotiator on Negotiation Contest. If an Influencing Factor does apply, Procedure
Tactic and cannot benefit from
the opposing team, this is who you you receive a Minor Bonus (+2) to Standard
Influencing Factors. However you Negotiation
Tactics your Negotiation roll.
are trying to influence. can change the Primary Negotiator. Complex
Physical Intimidation: Break their Some GMCs are susceptible to Negotiation
If you are trying to influence If you lose a second time it’s case
resolve with fear or aggression. specific Influencing Factors. If one
more than one individual, refer to closed. The opposing side will not
Your Might vs. their Grit. of these can be exploited, you
Negotiating with Groups ( p242). entertain any further discussion.
Reasoned Debate: Present them receive a Major Bonus (+4).
If you are negotiating with more
with an irrefutable argument. You can only benefit from one
than one side, see Negotiating with If players persist, have the opposing
Your Insight vs. theirs. Influencing Factor at a time.
Multiple Teams ( p242). side walk off, ignore them, or
Charismatic Appeal: Use sheer become hostile.
Negotiators must have a shared Influencing Factors
presence to subdue.
form of communication. Evidence: Supporting facts will The rules are designed to create
Your Aura vs. their Grit. decisive outcomes to discussions,
Honeyed Words/Deceit: Exploit boost your chances. A minion is preventing arguments from going
Select your Primary Negotiator in
naivety with an economical truth. more likely to betray their master round in circles and taking up
conjunction with your Tactic so you when presented with a history of precious Session time.
can appoint the PC most likely to Your Aura vs. their Insight.
their mistreatment.
succeed. Use your Sage to reason Guilt Trip: Leverage shame or
and your Champion to intimidate. good conscience. Situation: Presenting your case at
Your Insight vs. their Grit. the right time and place will help.
A well known thief will be more
Objectives Tenacious Belligerence/ amenable to quietly handing back
Random Blathering: Use dogged your coin pouch if confronted
Your Objective is what you hope the determination to suppress reason. in a tavern filled with off-duty
Negotiation will achieve. For example, Your Grit vs. theirs. guardsmen.
bluffing your way past security or
receiving clemency from the court. Character: Use your Quirks,
16 If you think of an alternative Tactic, Abilities, or even your appearance
Tell your GM what you want to suggest it to your GM and see if they to lend weight to your proposition.
accomplish with your Negotiations. agree to it. Bribes: Offering riches, or cake, is a
Your GM will decide if your If your players just want to describe tried and tested Negotiation aid.
13 how they are presenting their
Objective is achievable and, if not,
help you find a more acceptable argument, you can select the Tactic
that fits their approach for them.
Objective if required.
9
You can make a powerful GMC, like
a king, immune to Negotiation, or
limit the PC’s choice of Objectives.
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COMPLEX NEGOTIATIONS
GAME
NEGOTIATING WITH GROUPS Multiple Negotiating TEAMS BASICS
Small Groups
EXPLORE
The interfering team chooses
NEGOTIATE
When addressing a group of 6 or a Primary Negotiator and an
less your GM rolls for each member Interference Tactic. FIGHT
If you convince at least half of the determines which Aptitude they DOWNTIME
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While many conflicts can be resolved with cunning and diplomacy, you won’t START STEP 4 GAME
BASICS
always be able to avoid violence.
CHECKS &
Taking Turns CONTESTS
STEP 1
The first team agrees which order JOURNEY
Determine who started the Fight. Each member then makes their NEGOTIATE
They will take their Turn first. Move and performs their Action in FIGHT
the agreed order.
◆◆ Fight Start ( 252) PERILS
◆◆ Make a Move ( p253) DOWNTIME
Was the Fight started with an Performing an Action ( p253) CRAFT
Ambush? Determine whether it
was successful and whether the Your GM will resolve and describe
unsuspecting side misses a Turn. the outcome of each combatant’s
Fight
Actions as they are made. Procedure
◆◆ Ambush ( p252)
The opposing team, or teams, then Combat
◆◆ take their Turn is a similar way. Values
Battlefields
STEP 2 Area
Conditions
Create the Battlefield STEP 5 Conducting
a Fight
Your GM describes where the fight End a Fight Actions
is taking place, breaking it down
into Battlefield Areas you can The fight is over if a team has been Damage
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When you participate in a fight you will Your Speed Rating determines Your Defense Rating represents
frequently reference four key Combat HEARTS TOTAL how quickly you can change your ability to deflect or avoid
GAME
BASICS
Values: Attack Bonus, Defence Rating, Your Hearts Total determines location during a battle and harmful targeted attacks. CHECKS &
Speed Rating, and Hearts Total. how much superficial damage assists in dodging attacks. CONTESTS
Rank, and is listed on your Calling’s might modify your Hearts Total, for
Combat
Values
Advancement Table. example the Socializing Using Speed Rating in a Fight Watch out for other factors that
Battlefields
Watch out for other factors that Downtime Activity. Your Speed Rating determines how might modify your Defense Rating,
might modify your Attack Bonus, many Battlefield Areas you can for example the Champion’s Into Area
Conditions
for example using a Master Weapon. When to use your Hearts Total move through on your Turn the Fray Ability. Conducting
Your Hearts are depleted during a ( p253). a Fight
When to apply Attack Bonus When to use your Defense Rating
Fight after taking Damage from an During a Fight, when you are aware
Actions
Attack Bonus applies whenever Attack ( p254). Defense Rating is referred to Damage
of an inbound Attack and are
you perform an Action that requires whenever you are targeted by
free to take evasive action, a high Injury Table
an Attack roll. a physical or magical Attack. An
Speed Rating provides you with a Treatment
adversary’s Attack roll must be
defensive bonus: Sundering
higher than your Defense Rating
EXAMPLE COMBAT VALUES CALCULATIONS
Fast: +2 Defense Rating. to hit you.
Colossal
Combat
Very Fast: +4 Defense Rating.
ATTACK BONUS HEARTS TOTAL
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Custom Areas should make things
CREATING A BATTLEFIELD Adding new Areas during a Fight more interesting, not tedious!
A Battlefield can be anything from the Your GM can add, or remove, Don’t get hung up on exact
confines of a gloomy cavern to the shell
BASIC AREAS Areas as the fight necessitates. distances when creating your Areas.
GAME
BASICS
of an enormous flying turtle. When a For example, a Sage being thrown Keep it simple, fast and fun.
A simple set of Areas you can use to through a tavern window into the
CHECKS &
Fight starts, your GM will describe the conduct a Fight without much fuss. Only create the Areas you need, not
CONTESTS
Battlefield to you in terms of Battlefield street would add a new Battlefield all the potential Areas the fight could JOURNEY
Areas and Conditions. Area, whereas a rock slide in a spread into. Add only when required.
Basic Battlefield Areas cavern siege might seal off a
EXPLORE
An interesting Battlefield will inspire An Area for each team to start in. previously accessible Area. While not necessary, a place to draw NEGOTIATE
your players to come up with out the Battlefield can help everyone FIGHT
creative tactics or present an An Area for the initially empty, keep track of where everything is!
contested zone in between.
PERILS
interesting challenge for them to
overcome. Are the enemy out of DOWNTIME
range in an elevated position or is CRAFT
there a pinch point to exploit? You can stick to Basic Areas until WEAPON RANGES
you’re ready to make things more
Once your GM has described the interesting with Custom Areas. Fight
Battlefield, ask questions to flesh out Procedure
potentially useful details. Are there
Combat
barrels you can roll towards the
CUSTOM AREAS Values
enemy or is there a sturdy table to
Battlefields
flip over for cover? Basic Areas are not adequate for more Area
complicated Battlefields, such as Conditions
Battlefield Areas describe the separate will need to create Custom Areas. Actions
Melee Weapons Lash (Melee) Drawn
physical spaces you can occupy Damage
Thrown Large Mechanical Missile
and move between during a Fight. ◆◆ Determining the initial Areas Small Mechanical Missile
Injury Table
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Fighting on a slippery surface or in the Areas plagued by extreme Areas afflicted by something Areas with features that offer
GAME
midst of a whirling storm is restrictive. cold, fire, or other damaging that inhibits the senses are protective cover from Missile BASICS
Areas subject to such adverse effects have effects, are Harmful. Obscured. For example, total Weapons are Sheltered. CHECKS &
an Area Condition. darkness or shifting illusions. CONTESTS
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A Fight has 3 distinct stages: Your Move allows you to change the When you’re positioned correctly, it’s
ROUNDS Battlefield Area you are located in, to time to act.
GAME
BASICS
Fight Start: Where an intent to strike is escape harm or gain a tactical advantage.
announced or an Ambush is staged. A Round represents approximately 10 CHECKS &
seconds of elapsed time in a battle. You can perform one Action during CONTESTS
Rounds: Where each side takes Turns to If your Speed Rating is Average your Turn ( p213). JOURNEY
Move and take their Actions. you can Move to an adjacent The result of your Action is
A Round is split into Turns. EXPLORE
Battlefield Area. resolved immediately, this might
Fight End: When all adversaries have Each team fighting takes a Turn. NEGOTIATE
If your Speed Rating is Fast or Very impact on others’ choices. For
been slain, surrendered or fled. In a Fight, a Turn is where all the Fast, you can Move through up to example, if you slay a foe that was
FIGHT
characters from a single team two connected Battlefield Areas. also targeted by a team acting after
PERILS
Move between Areas and perform you they may now want to redirect
DOWNTIME
FIGHT START! If your Speed Rating is Slow, you
their desired Actions. their Attack to another opponent. CRAFT
must use the Extra Move Action
When one set of characters declare they The players team is made up of the ( p257) to change Areas.
are attacking another, a Fight has started. PCs, their Companions, and any
friendly GMCs. Some Abilities, such as Super Fight
If there is any doubt as to who for subsequent Rounds. and a Fast character with offer of surrender is accepted.
An Actions
started the Fight then the Supernatural Leaping might be team Flees ( p258).
Damage
Rounds repeat until Fight End! A
characters with highest Deftness able to bound over one Area Injury Table
completely, if there is enough head intervention prevents the
An
on each team must enter a Contest, Treatment
room to do so. battle from continuing, such as a
and apply their Speed Rating
TAKING YOUR TURN rock fall that seals a team off. Sundering
bonus ( p247). Colossal
Combat
Members of a team can act individually, SPEED & BATTLEFIELD MOVES
or work together to perform coordinated
STAGING AN AMBUSH group manoeuvres.
If you are undetected by your The players’ team should agree +0 AREAS
enemy you may attempt to start a among themselves in which order
Fight with an Ambush. each team members goes in.
The order can change every Turn.
AVERAGE
5 vs Requires a Contest ◆◆
The lowest Deftness among your Let anyone whose Action will benefit
team vs. the highest Insight among the entire team go first. For example,
your adversaries. let the Sage go first so everyone can +1 AREA
7 benefit from the effects of their spell!
Success: Your enemies miss their
first Turn! This means you take 2 If the order isn’t critical to your plan,
just go clockwise round the table.
Turns before your foes can act. FAST & VERY FAST
4
Failure: You still take the first Turn If there is a dispute over which
but unfortunately don’t benefit player wants to go first, you decide!
+2 AREAS
further from the Ambush attempt. Players with the highest Speed Rating,
and lightest Armor, should go first.
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Custom Actions: Invent your own Actions, If using a Magical Attack, or Ability, Want your strike to disarm your foe, or If an Attack Stunt on you is EXPLORE
including audacious stunts or crafty tricks. check to see if there are any other knock them off their feet? Attack Stunts successful your GM may allow
NEGOTIATE
consequences from a successful hit. allow you to try, but failure will have a cost. you to reduce, but not cancel, the
Assist Actions: Focus your energy on Failure: Your strike is poorly failure condition with a FIGHT
giving others a better chance of success. targeted, mistimed, or otherwise 1. Define your Attack Stunt suitable Check. PERILS
Tactical Actions: Includes using an ineffective. No Damage is done! Choose a Weapon or Ability to ◆◆ For example, if an enemy’s Attack DOWNTIME
Ability, retrieving useful items from your strike with, then select your target Stunt disarms you, the GM might CRAFT
backpack, or running away! as if making a standard Attack. allow you to keep hold of you
Dual wielding
weapon with a successful Deftness
If you’re using a Melee Weapon in Suggest a success condition if you Check, but have you suffer a Snag
Fight
Procedure
COMBAT ACTIONS each hand you can attack with your make your Attack roll. on your next roll. Combat
second weapon if you fail to hit ◆◆ For example, “I swipe at the bandit
You can flip between offensive and All Attack Stunts are subject to the Values
with the first. queen with my Staff… and attempt
defensive options during battle. effects of Diminishing Returns Battlefields
Your second Attack roll suffers a to knock her weapon to the floor.” ( p256). Area
Minor Penalty (-2). Conditions
If your GM accepts the feasibility of You can always suggest a failure a Fight
Remember that, like drawing a
Here comes the pain. condition when you propose your Actions
weapon, it will also take an Action to your Attack Stunt they will invent a
Attack stunt, but your GM gets the Damage
stow it securely. This will prevent a failure condition. final say.
◆◆ Choose your Attack dual wielding character from readily
A failure condition is a negative
Injury Table
performing Actions that require the If a player proposes an Attack Stunt
Choose a Weapon or Ability to use of a free hand, and of course outcome should you fail your
Treatment
you deem impossible then suggest a
strike with, then select your target. prohibit the use of the larger shields. Attack. This will be something similar, but more feasible, alternative.
Sundering
Make sure your foe can be harmed equal and opposite to your Colossal
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Diminishing Returns can apply to
COMBAT TRICK TACTICAL ASSIST TACTICAL ACTIONS
Custom Action when directed at any
foe who is expecting it, like an
Forgo your Attack and use cunning, Use your Action to help an ally make an Spend time to get into a better tactical
ancient beast who is used to having GAME
not steel, to put your opponent at a its well known weakness exploited. otherwise impossible Attack. For example, position or use an Ability during a Fight. BASICS
disadvantage. Trip them up (Toppled), holding a beast’s mouth open so an ally CHECKS &
dazzle them with your shiny shield can throw a bomb into it. CONTESTS
(Blinded), or use some other crafty tactic! USE AN ABILITY
JOURNEY
ASSIST ACTIONS 1. Define your Tactical Assist Use a Calling or Species Ability. EXPLORE
1. Define your Combat Trick Use your Action to give others a better Choose a target and state the NEGOTIATE
Choose a target and state the chance of success with theirs. intention of your Combat Trick. Using an Ability during a Fight FIGHT
intention of your Combat Trick. ◆◆ For example, “I’m hurling Charla requires the use of your Action, PERILS
◆◆ For example, “I’m going to pull the up in the air so she can reach the unless otherwise stated in the
ATTACK ASSIST Ability’s description.
DOWNTIME
Skelemaster’s cloak over his head Colossus’ Strike Point.” CRAFT
in order to obstruct his vision.” Focus your Attack on opening up your
foes defenses rather than doing Damage. 2. Your GM determines the difficulty
2. Your GM determines the difficulty Your feint from the right creates a clear Your GM decides if your Tactical EXTRA MOVE Fight
Your GM decides what effect your striking opportunity for an ally on the left. Assist automatically works or if you Procedure
Combat Trick has on the fight and will require a Check or Contest to Don’t stop to act, keep on moving. Combat
Values
whether it automatically works or 1. Define your Attack Assist pull it off ( p217).
will require a Check or Contest to Forfeit your Action to make an Battlefields
Choose the Weapon or Ability you ◆◆ For example, “If you make a Might
pull off ( p216). additional Move on the Battlefield. Area
intend to use, then select a target Check... you can get Charla high Conditions
◆◆ For example, “If you make a as if making a standard Attack. enough to make an Attack roll.” If your Speed Rating is Slow, you Conducting
Deftness Check you can whip the need to use the Extra Move Action a Fight
◆◆ Next choose an ally that will benefit to move to a new Battlefield Area.
cloak over his face and he will be from your distraction.
Actions
Blinded until he takes a Turn to Your team can chain a series of Damage
◆◆ For example, “I let out a battle Tactical Assists together to create an
straighten himself out.” attack opportunity but, like all chains,
Injury Table
roar and wildly swing my hammer
All Combat Tricks are subject to the around to draw the temple
if one link fails the whole thing fails. Treatment
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Second-guess your enemy and disrupt If a Fight is not going your way, get out Your health is tracked in two ways, with When your GMCs are low on Hearts,
GAME
their combat plan. before all is lost. Hearts and Injuries. provide the players with an BASICS
appropriate description. For
example, ‘You can see in their eyes CHECKS &
1. Predict an adversary’s Action and A Fight will end if one side decides that they are losing confidence’ or
CONTESTS
HEARTS
declare your reaction to it. to Flee, as a group, on their Turn. ‘They start to wheeze and stagger’. JOURNEY
On your Turn declare you are Your GM may decide the team that Hearts measure temporary damage and EXPLORE
going to React by proposing a takes flight must win a Deftness are depleted during a Fight. NEGOTIATE
INJURIES
response to an anticipated event. Contest to get away cleanly, with FIGHT
◆◆ For example, “I will crouch in the failure allowing the opposing team Losing Hearts Injuries are lingering ailments sustained PERILS
corner and when someone enters, I to take one final Turn. You start every Fight with your after losing all your Hearts in a Fight or DOWNTIME
will trip them up.” full Hearts Total, regardless of any from other significant sources of harm. CRAFT
losses incurred in previous battles.
2. Reacting to the anticipated event MISCELLANEOUS ACTIONS Hearts are depleted in a Fight after Determine your Injury
If the anticipated event occurs being struck by a successful Attack. Roll on the Injury Table ( p260). Fight
during an opponent’s Turn, you Any task not covered by another type of Procedure
Action is considered Miscellaneous. The number of Hearts lost from an
For the first Injury sustained in a
may React. Attack (Damage) depends on the
Combat
Fight use the results for Values
Your reaction is resolved according Weapon Type or Ability used in Light Injury.
◆◆ 1. Define your Miscellaneous Action Battlefields
to the type of Action attempted. the Attack.
For example, tripping an opponent On your Turn, describe your
For your second Injury use the Area
◆◆ Weapon Types ( p152) results for Severe Injury.
Conditions
entering the room would be proposed Action to Your GM. Conducting
resolved like a Combat Trick. ◆◆ For example, “I want to find and
For your third, and subsequent a Fight
Losing all your Hearts
If successful, your intervention retrieve the Booster Cake from Injuries, use the results for Actions
occur, or you opt to simply wait create a combat advantage or Injuries can also be gained by Combat
cause harm to a foe. If they do than a weapon attack, for example suffering a Peril, like falling or
without proposing a reaction, you a Harmful Battlefield Condition,
instead act at the very end of your this, they are considered to be a burning ( p267).
Combat Trick or Attack Assist. you will be directed to roll on an
adversaries’ Turn. alternative Injury Table. Injuries caused by Area Conditions
A single Miscellaneous Action must are applied at the end of your Turn.
not take longer than 10 seconds. If your Injury permits, you can Fight
on with less than 0 Hearts but must
FIRST AID Your GM may decide you need
now roll on the Injury Table every
to make an appropriate Check to DAMAGE TYPES
Stop a fallen comrade from dying, or get time you’re hit.
perform your Action.
them back on their feet. Your GM will split longer proposals Damage Types come in many flavors.
Reducing an adversary to 0 Hearts
into a series of Actions spread over Each type can be more or less effective
To perform First Aid you must be When you reduce an adversary against specific foe. For example, an
5 a series of Rounds. to 0 Hearts, they do not suffer an
in the same Battlefield Area as Asura might be immune to Mundane
your patient. If your GM decides your proposed Injury. Instead, you may choose to Damage, resistant to Dark Damage, but
Action takes less than a second or slay them or spare them. susceptible to Bright Damage.
You can stop an ally dying who two, they may allow you to perform
11 has suffered the Near Death or A spared foe falls unconscious and
an additional Action on your Turn. wakes a few hours later with their Mundane Damage is inflicted by
Mutilated Injury, if you can get to
them within 2 Turns. Hearts restored. If desired, you can non-magical weapons.
also choose to leave them with an Special Damage is magical in
You can wake a character who is Injury ( p260) of your choice, or
7 nature and includes: Bright, Dark,
Out Cold, but they won’t be able to leave them with a distinctive scar to
make any further Combat Actions Flame, Frost, Lightning, and
remember you by. Twilight Damage.
for the remainder of the Fight.
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INJURY TABLE Near death You’ll die within 2 Turns if help doesn’t arrive.
Roll your Injury 1st Injury roll (light) 2nd Injury roll (severe) 3rd+ Injury roll (critical) 16-17 You’re dying, and need First Aid reduces this Injury to Wounded.
urgent attention. GAME
13-14 BASICS
1-5 Shocked/Stalled Miss your next Combat Turn.
CHECKS &
1-3 A solid blow has Severed Roll to see which limb is severed (1-5 right arm, CONTESTS
stunned you. 6-10 left arm, 11-15 right leg, 16-20 left leg)
1-2 18 A limb is sliced off, JOURNEY
(R) 1-10 11-20 (L) remove the lasting effect of the Injury. Treatment
If this Injury occurs on the same limb a
Sundering
second time, count this Injury as Severed.
Mortal wound You have received a fatal blow and will die, Colossal
no Treatment can save you. Combat
20 You’ve been impaled,
beaten, or lacerated You may take one last Action on your next
18 in such a way that Turn before expiring. Make it count!
17-18 Broken leg Roll to see which leg is broken
(1-10 right leg, 11-20 left leg). death is imminent.
12-13 A strike to your leg Your body is recoverable, so perhaps there is
forces you to hobble Your Speed Rating is reduced by a a chance at some unnatural resurrection...
9-10
or crawl. single step. Bio-Mechanoid? You lie not dead, but
You suffer a Snag on all Might and Deftness offline. You have one chance at being
Aptitude Checks and Contests requiring the rebooted but the Advanced Treatment will
use of your legs until you receive Treatment suffer a Snag. Failing this, maybe your core
for this Injury. could be transferred to an alternative shell.
(R) 1-10 11-20 (L) If this injury occurs on the same limb a
3 second time, count this Injury as Severed. Quiet death You are dead. Your body is recoverable, so
perhaps there is a chance at some
You are killed instantly,
unnatural resurrection...
19-20 Out cold You fall to the ground and can no longer 19
without theatrics.
participate in the Fight. You will regain
14-15 You are knocked
6 consciousness once the Fight is over and
senseless and out for
11-12 the rest of the fight.
suffer no lasting damage. Messy affair You are dead. The fatal blow leaves little that
is recognisable.
An enemy can slay you immediately if they You’ve been splattered,
are unhindered and use their Turn to do so. disintegrated, or Bio-mechanoid? Make a Grit Check.
19 20 otherwise scrubbed Failure results in an explosion doing 2 Hearts
If you receive First Aid you will be revived from existence. of Damage to anyone in the same Area as you.
but cannot use any Combat Actions for the If you succeed, you fall to pieces on the spot.
remainder of the Fight.
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can be remedied with a simple medical Crafting Session ( p273). Rating. See the Object Defense Supernatural 20
procedure and a little time. You must provide a suitable Ratings Table ( p263). (Magical Materials) Fight
replacement body part prior to the The amount of Hearts an object Procedure
Treatment for organic characters grafting attempt. has is dependant on its size. See Combat
Values
Treatments for a basic Injury do not the Object Hearts Table ( p263). Object hearts Battlefields
require specialist knowledge, all To Damage an object, you need
PCs are familiar with rudimentary MAGICAL/ADVANCED TREATMENT an item as hard, or harder, than Size Hearts Area
Conditions
medical practice. the target object. A wooden mallet Conducting
Past civilisations had discovered ways in cannot break an iron sword! Hand-held items no larger 1
If your Injury requires Treatment to a Fight
which magic and advanced technology than a knife or dagger
remove, you need to use the ‘Heal Objects made of Magical Materials
Actions
an Injury’ Downtime Activity could treat grievous wounds. Most of this can only be Damaged by other Damage
knowledge was lost in the 3rd Cataclysm. Large hand-held items, most 4
( p273). items made of Magical Materials. Injury Table
Finding a practitioner of these forgotten weapons or objects requiring
You can only heal a single Injury ◆◆ Magic Materials ( p288) both hands to hold or carry Treatment
arts is almost impossible.
during Downtime. If you have Sundering
Concealed, Quick, and all Missile
multiple injuries, the least severe
Weapons are unable to break Chib-sized, too big to 6 Colossal
one is the first to be healed. DEATH CURE Combat
objects larger than hand-held. carry around easily, but not
A removed Injury has no lasting impossible
Death is an occupational hazard for Trying to Sunder items larger than
physical effect, although you can
Adventurers, and one that comes sooner those in the Object Hearts Table is
choose whether the Injury leaves Man-sized, about the size of 8
to the impetuous. Researchers furiously impossible with regular weapons
you with a memorable scar. an average adult human
search for the ultimate cure, believing that and attacks. However, portions of
Certain Abilities can also remove even death can be reversed. Immortals larger objects may be targeted
Injuries. How these work will be Cart-sized, up to the size of a 12
and the Undead walk the earth as death- and broken. For example, you can’t
listed in the Ability’s description. caravan or skimmer
defying proof. Maybe there is a way, but destroy a castle wall with a hand
whatever it is, it will certainly come at a held weapon, but maybe you can
Treatment for Bio-Mechanoids punch a hole in it large enough to The sizes are deliberately vague so
great cost…
You do not repair naturally. crawl through. don’t get hung up on working out
Removing an Injury requires what size category an object falls
1 An object that has lost some of its into, just pick and go.
Extensive Repair ( p285) by a Hearts is still usable and requires
Gadgeteer capable of working with Light Repairs to restore it.
Destroy the enemies’ gear!
Advanced Items ( p284). Sometimes attacking an object can
◆◆ Light Repairs ( p285) be more effective than targeting
16
a foe.
If you want, PCs suffering from a Sundering items
single Wound can recover between
Sessions without needing Downtime An object reduced to 0 Hearts is
19 or Repairs. broken or unusable and requires
Extensive Repairs to restore it.
◆◆ Extensive Repairs ( p285)
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COLOSSAL COMBAT
Strike Point within Range. In addition to their normal Action, Actions
a Colossus is able to perform a Damage
You can move between Strike When a Colossus uses its Sweep Treatment
Points in same way as you move Action it targets one of its Strike Sundering
between Battlefield Areas. Points with the aim of harming or Colossal
hindering anyone located there. Combat
Depending on the shape of the
For example, it may discharge an
Colossal monster, you may require
electric pulse or lash out with an
Special Movement or need to climb
annoyed swat of its tail.
to access certain Strike Points.
Head 5
18 Lava gland (core point) 5xx
Torso 5xx
7
Tusk 5
8 Tail 5xx
Legs 5
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NON-COMBAT INJURIES
PERILS
In a Fight you can avoid Injury with your
skill, pluck, and determination, but these CAUSTIC/BURNING INJURY GAME
You’ll face many dangers and hardships when out on adventure, from BASICS
collapsing buildings and explosive traps to sleep deprivation and starvation. things can’t help you when you fall foul of
If you are exposed to a CHECKS &
an environmental hazard.
skin corroding effect, CONTESTS
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Removing Ailments Checks require you to make an further, but others may make DOWNTIME
You incur a Snag on all rolls that
Insight Check beforehand. additional attempts. CRAFT
Some Ailments have specific depend on the affected sense until
remedies, others will be dependent the Ailment is removed. ◆◆ If you fail the Insight Check but
on the source of the Ailment. For Your GM will also apply other succeed on the next roll, your GM Non-Combat
example, weak magic may simply appropriate restrictions connected will describe your ‘success’ as FATIGUED Injuries
wear off in a few minutes but a to your loss of sense. For example, having an undesirable outcome. Ailments
powerful hex might require an For example, a ‘successful’ Attack If you adventure for
if Deafened verbal communication
equally powerful counter-spell. might hit a random character in the prolonged periods of
would be inhibited.
same Area as your intended target. time without rest you will
inevitably tire. Fatigue is a
To remove the Ailment you must
concern when you skip, or
BALLOONED use your Action to attempt to
CHIBBED are unable to sleep.
regain your senses. This requires a
Your body swells to successful Insight Check.
Certain spells, poisons,
inconvenient proportions. When Fatigued…
and curses can cause Bio-Mechanoid? You are immune
This embarrassing
you to shrink in size. to this Ailment if the source is For each day of missed sleep you
ailment is most often
Unaccustomed to your biological, such as a venom. You suffer a -1 Penalty to any Checks,
caused by spiteful hexes
new proportions, you will can still become Disorientated if Contests, or Attacks you make.
or other malicious magic.
find it tricky to function. the source is capable of affecting Once the accrued Penalty exceeds
your processing, such as an half your Rank, you will collapse
When Ballooned…
When Chibbed… electrical shockwave. involuntarily and cannot be roused
Your Speed Rating is Slow.
Medium Species become Small. for a 24 hour period, but you will
You suffer a Snag on Might, You suffer all the physical penalties wake up refreshed.
Deftness, and Grit rolls. of being Small without any of DISPIRITED To remove the Ailment you must
You suffer a Snag on Attack rolls. the benefits: sleep for 24 hours straight.
Attack rolls that target you benefit Penalty to your Might aptitude.
-1 It is not uncommon for
from an Edge. adventurers to become
Reduced to 8 Inventory Slots.
discouraged, but this
You are buoyant and easy to roll
Your Combat Gear Allowance is is different. You are
about, you float in most liquids. determined by your new size. overwhelmed by despair,
18 Armor or other snug clothing may Large Species become Medium. your eyes devoid of hope.
rip or fall off, requiring repairs. You lose all the physical benefits of
You cannot fit through doorways or being Large: When Dispirited…
19 into small spaces. Penalty to your Might aptitude.
-1 You are aware and able to address
To remove the Ailment you must
Reduced to 10 Inventory Slots. others in a soulless whisper, but
be drained or deflated. Gross! you are unable to find the will to
Your Combat Gear Allowance is
Rigid or intangible creatures are move, defend yourself, or take any
3 determined by your new size.
immune to being Ballooned. other actions.
Small Species are immune to
You can be moved by force or
being Chibbed.
attacked but will not resist.
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JELLYFIED
Round 1: You are unable to use When Restrained… TERRIFIED
your legs on your Turn. You cannot take any actions that
A curse, or other eldritch So, you’re a big brave
cause, has transformed
Round 2: You are now unable to require the precise use of your adventurer eh? The
GAME
BASICS
your body into viscous use your arms on your Turn. restrained limb (or limbs). Your GM growl of a fearsome
goo. Your semi-liquefied will decide whether you can Move Proudhound or Galrave’s
CHECKS &
Round 3: You are fully Petrified! CONTESTS
form makes movement . and what Actions or Abilities you haunting laugh can JOURNEY
and manipulation difficult. When Petrified… are still able to perform. reduce the bravest soul EXPLORE
You are unable to move or Your GM may allow successful into a quivering wreck.
NEGOTIATE
When Jellyfied… perceive anything while Petrified. Might or Deftness Check to wiggle
Your Might and Deftness Aptitudes or break free of your bonds if they When Terrified…
FIGHT
Attacks on you are treated as if
are halved. can be overcome in this way. PERILS
made on an inanimate object. Your You suffer a Snag on Checks and
DOWNTIME
Your Speed Rating is Slow. Defense Rating is dependent on Attacks that involve interacting with
the type of material you’ve been the source of your terror. CRAFT
You dissolve in water, or similar STARVED
transmuted into. When Companions or GMCs are
solvents. If submerged, you are
suffer the effects of the Harmful ◆◆ Sundering ( p263) Hunger is a constant threat Terrified they must move away Non-Combat
Battlefield Condition ( p250). Your Petrified weight is dependant for the desperate folk of from the source of their terror Injuries
on the material you’ve become. A Outer World, and as an at full speed until it is out of Ailments
You are immune to the effects of
solid stone figure could be used to explorer you are more sight. They will not return unless
Falling/Impact Injury.
barricade a door or crush a foe! likely than most to find the threat has been removed. If
You can squish through small gaps trapped, or unable to run, they will
yourself short of food.
or fit into unusual spaces. curl up in a fetal position or stand
trembling, paralyzed with fear,
When Starved…
Putrefied unable to move or act.
OVERBURDENED For each day of missed food
You start to decay or rot you suffer a -1 Penalty to your
Carrying an excessive and begin to produce maximum Heart Total.
TOPPLED
load not only slows you a fetid odor. A painful Once the accrued Penalty reduces
down, it also makes your death awaits, or worse, you to 0 Hearts, you will perish. A mighty blow or a sneaky
movements strained transformation into a trip has left you lying
horrifying mess. The Ailment is removed, and your
or awkward. Your back flat on your back like an
Hearts Total restored, when you
won’t thank you either. upturned beetle. Get up
consume 1 day’s nutrition.
When Putrefied… quickly or you’ll be an
When Overburdened… You lose 1 Heart per Turn. easy target.
Your Speed Rating is reduced by a You must make a Grit Check when
SUFFOCATED When Toppled…
single level. you are reduced to 0 Hearts.
You suffer a Snag on all Might and ◆◆ Success means putrefaction You are being asphyxiated. You cannot Move.
Deftness Checks. stops, leaving you weakened but Whether it’s thick smoke Your Defense Rating does not
otherwise unharmed. from a burning wood benefit from any Speed Rating
◆◆ Failure means death or a disturbing or an extended period bonus you normally receive.
fate specified by the cause of the below the water, you’ll die
PETRIFIED You suffer a Snag on all Attack rolls
11 putrefaction, or by your GM. if you don’t get air soon.
and Checks involving Might
A fantastical power roots and Deftness.
you to the spot and
When Suffocated… Anyone Attacking you gains an
slowly immobilizes you.
7 Maybe you’re frozen stiff RESTRAINED You can hold your breath for the Edge on their Attack roll.
or perhaps your flesh is number of Rounds equal to half You must use your Turn to get back
You are tied up, shackled, or
turned to stone. your Grit Aptitude (rounded down). on your feet to remove the Ailment.
otherwise prevented from
13 using your limbs. Perhaps After this, If you fail to escape from
Being Petrified… you’re bound by a length the source of the Suffocation, you
These are just some of the Ailments
Petrification takes 3 Rounds to of rope or maybe gripped will fall unconscious and die in the
that can afflict PCs. Need one that
completely paralyze you: by a muscular tentacle. subsequent Turn unless rescued. isn’t listed? Create your own!
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You can include Downtime Activities the least severe one heals first. Social Bonds
Reputations
at the beginning or end of a gaming Healing requires a relaxing
session or, if you prefer, you can environment and regular meals.
resolve them outside of a Session
over email or lunch! A second Injury or Ailment of your
choice can be removed, or a lost
limb restored, if you can find and
CRAFTING afford Treatment Services ( p201).
At last you’ve got the Rest won’t heal Severed or
time to bust out the Mutilated Injuries, they require
tools and fix that Advanced or Magical Treatment.
mechanized gadget ◆◆ Advanced Treatment ( p262)
or pull on your apron
and bake a fresh Bio-Mechanoid? You do not repair
batch of your signature naturally. Removing an Injury
booster cakes. requires Extensive Repair ( p285)
by a Gadgeteer capable of working
You can create, modify, or repair an with Advanced Items ( p281).
item of your choice.
Crafting requires you have a
Ability that grants you a Crafting
Discipline. For example, Artisan
Smithy or Love-Love Chef.
When to use these rules What these rules cover
You will also need the time, tools,
17 Whenever there is a deliberate and The different Downtime Activities and materials and workspace required
significant break in your adventure, you the unique rules for engaging in them. by your chosen Crafting Discipline.
can indulge in a little Downtime. For Forming Social Bonds with other Craft ( p280)
example, after completing a quest in the characters.
16 woodlands your team decides to rest,
celebrate, and prepare for your next Developing a Reputation that precedes
adventure in a nearby town. you, for better or worse.
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Techno-Relics, and other Roll a mishap Followers are fine, but Create a scene, or put on
GAME
Artifacts of the bygone they only stay for as a public display, that BASICS
age, usually don’t 1-8 Snap! long as the money will cause those who CHECKS &
come with instruction The item broke and now requires lasts. If you want observe it to gossip. CONTESTS
manuals. With a bit Light Repairs before it can be used. someone you can Now cement your JOURNEY
of trial and error you’ll depend on, you’ll need notoriety with a few EXPLORE
have it figured out in to do a little convincing. well-seeded rumors.
no time. 9-15 Kaboom!! NEGOTIATE
roll on the Injury Table ( p260). You can attempt to convince a You can attempt to engineer a
You can attempt to identify a PERILS
another to follow you for a reason Reputation ( p279) in a Settlement,
mysterious item’s powers and DOWNTIME
deeper and more lasting than a or other location where news
means of operation. 16-20 What the... !? CRAFT
pay check. travels quickly. You can then take
Identification requires adequate Your careless prodding has triggered advantage of this Reputation later.
Recruitment requires a Follower
space to conduct tests. For a mishap unique to the Artifact. Your ( p184) or GMC ( p320) that is ◆◆ For example, you might throw Downtime
example, a small item might be GM will decide what this is. lower in Rank than you. You can money around and assume the
Activities
examined in a ship’s cabin, while Social Bonds
then target with an emotional plea guise of a ‘generous benefactor’ to
large items might require a barn or
or a display of worth or power. ingratiate yourself with a village’s Reputations
field for evaluation.
PREPARATION Your GM may decide it is downtrodden community.
Yeah, you could spend impossible for you to recruit a
? Requires a Check
the week lording it powerful or stubborn character, ? Requires an Aura Check
◆◆ The Aptitude Check used depends such as a king or village elder.
up with your friends, Success: You gain a Minor Bonus
on the item you’re identifying:
but you prefer to (+2) on all rolls where you lean into
Techno-Relics and Gadgets: get organized. Your vs Requires a Contest your Reputation. For example,
Methodical inspection and diligence means convincing the impoverished
◆◆ Aura vs. Grit. You can choose which
experimentation requires an you’re always prepared. townsfolk to provide you refuge
participant uses which Aptitude.
Insight Check. from the king’s men.
If you have a Social Bond ( p279)
Artifacts: Communing with an item Failure: You go unnoticed or have
Preparation ensures you have the with the character, or can appeal to
requires an Aura Check. created the wrong Reputation. For
right gear at the right time. their weakness or desire, you are
Magitech: This blend of magic and awarded a Minor Bonus (+2). example, the villagers now think
Allocate an amount of money to
technology can be deciphered you’re ‘vulgar and insincere’!
spend on your preparations. ◆◆ If both apply, you are awarded a
using an Insight or Aura Check.
When your adventures resume, Major Bonus (+4).
Success: You’ve discovered what Spread your Reputation: In
leave a number of Inventory Slots Success: You have a Recruit.
the item does and how to activate it. subsequent Downtime sessions, if
blank for prepared items. You forge a Social Bond with your
Failure: After much careful poking you attempt to extend an existing
You can use the allocated money Recruit, if one doesn’t already exist. Reputation to an adjacent area, you
and prodding, the item remains a
to ‘purchase’ any items you require The Recruit will remain loyal as gain an Edge on your roll.
frustrating enigma. You can now:
at any point in the game, providing long as you provide food, shelter
Continue your research in Changing your Reputation:
you have the funds and the and a cut of the spoils.
a subsequent session of Trying to change, or spread, a
11 required empty Inventory Slots.
Downtime. This subsequent Failure: You have been rejected. contradictory Reputation to an
Once ‘purchased’, write the item already established one incurs a
attempt will benefit from an You can try again next time you are
into the blank Inventory Slot. Snag on your roll.
Edge, or… both available during Downtime.
Allocated money can be converted Subsequent attempts to recruit the Using an alter-ego: Put on a
9 Throw caution to the wind and
back to normal money at any time. individual benefit from an Edge. costume and a funny voice and
engage in Reckless Research.
This grants you one more Prepared items would need to have you’re someone else. You can
Check to identify the item. If been available in the settlement create a separate Reputation for
If you mistreat, neglect or abuse a
6 you fail again you must roll the where you made your preparations. any alter-ego you assume, but
Recruit, your GM will break the
consequence on the Reckless Your GM will decide if your you’ll have to spend your entire
Bond and they’ll abandon you.
Research Failure Table. requested items are acceptable. Downtime in character!
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Ever since you heard that You’ve got a chance to Domesticated animals Not all Followers take
GAME
story in the tavern, or spend some quality are ready to obey to adventuring BASICS
noticed that cryptic time with a lonely your commands, naturally, but with a CHECKS &
sigil carved into a spouse, worried but spirited beasts little guidance and CONTESTS
tree, you’ve wanted parent, or travelling caught in the wild will perseverance even JOURNEY
to know more. If companion. It’s just need taming before the most challenging EXPLORE
you spend the week what you need to raise they can be gainfully students can benefit
NEGOTIATE
researching, who knows your flagging spirits. employed. from your survival secrets.
where it might lead... FIGHT
You can attempt to temporarily You can attempt to tame a wild For a Companion to advance they PERILS
Researching requires a location increase your Heart Total by beast and make it your Animal must attempt to win Training Points. DOWNTIME
with a source of specialist connecting with someone special. Companion ( p187). CRAFT
information. For example, a well Socializing requires a PC, Taming requires the beast to be vs Requires a Contest
stocked library or a wise hermit. Companion, GMC, or other contained or pursued in its natural
Your GM will decide if your ◆◆ Your Aura vs. your Companion’s Grit. Downtime
participant who is willing to spend habitat, so you can earn its trust or Activities
current location can support your the week with you. demonstrate your alpha status. Success: If you win, your Social Bonds
investigation. Companion gains 1 Training Point.
You cannot tame a beast that is Reputations
First, ask a question about an vs Requires a Contest equal or higher in Rank to you. Failure: Teaching is not your thing!
object, individual, or place. For After a failed attempt, the next time
example, ‘How do I slay the Queen ◆◆ Aura vs. Grit. You can choose which You cannot tame a Colossus.
participant uses which Aptitude. you train with the same Companion
of Weeping Shadows?’ or ‘Where For some beasts your GM may
you receive an Edge on your roll.
can I find the Blade of Bloom?’’ Success: You have renewed apply additional requirements.
Next, your GM will tells you what purpose and drive. For example, you may need to be
able to fly next to a Thunder Bird in Spending Training Points
your Research reveals in the form You gain +1 to your Hearts Total
of an Adventure Hook ( p332). order to tame it. You can spend your Companion’s
until the next time you have a
For example. ‘Only the Red Sage chance for Downtime. Training Points on improvements.
knows the Queen’s weakness. If you want to socialize with
vs Requires a Contest Companions are limited to a
He hides, in fear of his life, in the another PC, they must also choose ◆◆ Aura vs. Grit. You can choose which maximum of two improvements.
Buried Kingdom’ or ‘The Blade of Socializing as their Downtime contestant uses which Aptitude.
Bloom is rumored to be located in Improvements
Activity. Both of you benefit from If you can appeal to a beast’s
ruins near the town of Beacon.’ the increase to your Hearts Total. Weapon proficiency (2 points)
weakness you get a Minor
Now all you need to do is convince Teach your Companion how to
You can establish a Social Bond Bonus (+2).
your comrades to follow the trail. use one of the Weapon or Armor
( p279) with the other participant Success: The beast is tamed:
Following up on a Researched Types that you are able to use. For
if desired. For example, a romantic
Adventure Hook earns you, and The beast is now behaves like an Followers/humanoids only.
interest or friendly rivalry.
your comrades, 1 XP. Animal Companion. Skill acquisition (4 points)
With subsequent successes you
Your GM assign the tamed beast as Teach your Companion one of your
can redefine the Social Bond
Players who choose this Activity are a Pet, Mount, or Pack Beast. Standard Elective Abilities. For
between participants. For example,
clearly letting you know what they Failure: The beast remains feral, Followers/humanoids only.
‘Infatuation’ becomes ‘Love’.
9 are interested in. Use this valuable you suffer a few scratches and a Enhanced movement (4 points)
knowledge when devising Failure: You had fun but failed you
bruised ego. Raise your Companion’s Speed
new adventures. to connect in a meaningful way.
You can try again next time you are Rating by a single step or their
both available during Downtime, Defense Rating by 2. For Animals
1 Social Bonds provide Bonuses to only.
subsequent attempts to tame the
rolls and unlock some Ability features
which makes establishing them a beast benefit from an Edge. Value boost (2 points)
beneficial, not just fun, thing to do. Companion gains +1 to their
18 Attack, Heart Total, or an Aptitude
of your choice. For any Companion.
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If a player wants to do something
UNIQUE ENDEAVOR SOCIAL BONDS
that will distract from the main game,
or that other players aren’t interested
The team wants to take During your travels you
in getting involved in, suggest they Your Social Bond with an individual GAME
a break but you’ve still do it as a Unique Endeavor. can form significant BASICS
got the itch, this time relationships with can change by further Socialising
you’ll just have to go your comrades and or when the GM decides the CHECKS &
If you and your GM have time CONTESTS
solo. You’ll be back the folk you meet relationship has taken a turn.
between the main game, you could JOURNEY
before they’ve even always play out the Endeavor in a along the way. Social
Using Social Bonds EXPLORE
noticed you’re gone. separate solo Session! Bonds represent these
important relationships. You benefit from a Minor Bonus NEGOTIATE
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Whether you’re restoring magical gadgets or baking enchanted booster START STEP 3 GAME
BASICS
cakes, you’ll require the appropriate crafting tools and specialist knowledge.
? Make your Crafting roll
CHECKS &
CONTESTS
STEP 1
◆◆ The Crafting roll is a Check. The JOURNEY
Check you are able to Craft the item Aptitude used is determined by the EXPLORE
Ability that grants you the
Your Rank and Crafting Discipline Crafting Discipline.
NEGOTIATE
work with Magic Materials and attempt to make Basic Items Crafting
Additives in order to make without the required tools, but this
Disciplines
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Crafting Disciplines range from Alchemy A skilled chef can not only A practical but
to Tailoring and are granted by Calling Artificing make standard rations demanding discipline
GAME
BASICS
Abilities. Your discipline determines the You can trap spells into more palatable but which involves the CHECKS &
items you are able to craft and the tools rings, amulets, and they can also conjure heating, shaping CONTESTS
that are required to do so. other small trinkets. meals that bestow and cooling of metal JOURNEY
and potent explosives. any Magical Ability the crafter has take effect immediately. Goods or Common Urban Goods
Additives
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The Outer World has many You can use the example Magic Any Shield Type made of a Suitable Any consumable or alchemical
GAME
strange substances Materials and Additives listed in this Material can be imbued. compounds made with Magic Materials BASICS
that, in the hands of a book to create Imbued Gear, but ask can be imbued. CHECKS &
master craftsman, can your GM if any exist to fulfil any
Suitable Materials: Magical Metals, CONTESTS
specific ideas you have.
infuse objects made or other sturdy Magical Materials. Suitable Materials: Arcane Powder, JOURNEY
with Magic Materials You might decide your player needs Imbuable Abilities: Defense. Bright Water, Shadough, or other EXPLORE
with wonderous and to spend a Downtime Session consumable Magic Material.
useful properties. researching substances or seeking NEGOTIATE
Gear Type wise hermit can guide them to the Any Outfit, or clothing accessory, made of
DOWNTIME
The item you are creating will fit whereabouts of the Wyrm with the a Suitable Material can be imbued. CRAFT
its Imbued Gear Type. make the base item from, and what PERMANENT ARTIFACTS Attack: Will inflict specialized Additives
Temporary Artifacts ( p287) do not Imbuable Abilities an Additive can bestow damage. For example, inflict an Mishaps
need to follow this rule as they can upon your item. Any jewellery or trinket made of Magic Ailment or do Special Damage.
be made from Mundane Materials. Materials can be imbued. Defense: Will protect you
◆◆ Magic Materials ( p288) IMBUED WEAPONS from physical harm, or provide
Suitable Materials: Any solid resistance to Magical Abilities.
3. Choose an Additive to imbue your Any Weapon Type made of a Suitable Magical Material.
Empowering: Will enhance your
item with Material can be imbued. Imbuable Abilities Empowering natural capabilities or provide you
Each Additive has a set of or Eldritch. with ones you do not have.
Imbuable Abilities, one of which Suitable Materials: Magical Eldritch: Will cast a spell or similar
can be infused into your base item. Metals, or other sturdy enchanted magical effect.
materials, such as Fey Wood. TEMPORARY ARTIFACTS
The Imbuable Ability Types you can Glamor: Will affect or alter your
add to your chosen item are listed Imbuable Abilities: Attack physical appearance.
Any jewellery or trinket made of Mundane
under its Imbued Gear Type.
Materials can be imbued. They only have
◆◆ Imbuable Ability Types ( p287) to be strong enough to hold one charge.
IMBUED ARMOR
◆◆ Additives ( p291)
Not all Additives will have an Any Armor Type made of a Suitable Suitable Materials: Mundane
Imbuable Ability that works with Material can be imbued. Materials can be used, but crumble
20 your chosen Imbued Gear Type. or shatter after a single use.
Additives are not required when Suitable Materials: Magical Metals, Imbuable Abilities: Empowering
imbuing a Temporary or Permanent or other sturdy Magical Materials. or Eldritch.
14 Artifact with a Magic Material using Imbuable Abilities: Defense
the Artifcing Discipline ( p282). or Eldritch.
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Mundane Materials: Fabric by mana volcanoes. architecture. Some claim to have seen EXPLORE
Cheap and readily entire islands drifting above the clouds. NEGOTIATE
available, but unsuitable for 1 Stone per Slot 150 Coins per Slot FIGHT
creating stable enchanted items. 150 Coins per Slot
PERILS
Glass
Magic Materials: Rare or exotic materials DEW SILVER DOWNTIME
1 Stone per Slot MAGIC WOOD
that possess unusual properties. They 43.1.1
CRAFT
Although a solid metal, it shimmers and
demand a high price, or require you to
Wood ripples and is wet to the touch. Mined
locate and extract them from dangerous
1 Stone per Slot from caves on the coast or the bedrock of FEY WOOD
or remote locales. Only skilled crafters Craft
subterranean rivers. Procedure
can work with Magic Materials. An immortal wood that grows in the
Stone 150 Coins per Slot forests of Murk and other places of
Crafting
Disciplines
1 Coin per Slot enchantment. Despite being separated Repairs
◆◆ Calculating the cost of your
from the soil it will still occasionally sprout
crafting Materials SHADE IRON Imbuing
Metal berries, leaves, or blossom. Materials
When Crafting a mundane item 1 Coin per Slot An inky-black alloy created when metal is
from the Gear section of this book, 150 Coins per Slot Additives
left to rust in an Asura’s blood. Even metal
the cost of the required Materials is You can vary the price based on the is tormented when infused with such
Mishaps
1/2 the amount of the listed price. location. The scarcity of wood in a concentrated malevolence, it howls and WARP ROOT
◆◆ Gear List ( p446) desert would inflate the price, but in groans while in motion.
a heavily forested area it would The transmutable roots of plants growing
When crafting a bespoke item, or be lowered. 150 Coins per Slot in soils rich in dark mana. Warp Root
one made from Magic Materials,
can be coerced to assume, and switch
you need 1 Slot’s worth of a
between, various shapes.
Suitable Material for each Inventory MAGIC MATERIALS SKY STEEL
Slot that your final crafted item will 150 Coins per Slot
take up. For example, a pop-up Only Magical Materials are robust A vivid blue metal. Found in the rocks
shelter might occupy 2 Inventory enough to permanently survive the of floating islands or at the peaks of the
Slots when carried and so would imbuing process. They are also not highest mountains. Items crafted from
MAGIC MATERIALS
require 2 Slots worth of Fabric subject to deterioration or damage in Sky Steel hover a few inches off the floor,
to make. the same way as regular materials. Most but its gravity-defying nature is easily
importantly, they also posses their own overcome with mild downward pressure.
Of course, there would be no cost unique properties that make them highly
for any scavenged or freely desirable. However, be prepared to pay a 150 Coins per Slot
available Materials. high price for these rare substances.
Ash Bronze
◆◆ SUN GOLD
5 Use the predominant Material Items made from Magical Materials
Sky Steel
required to craft the item when can only be Damaged or Sundered A shining metal bearing the power of the
pricing up bespoke items. A pop-up ( p263) by other items made of Invincible Bright, even in shadow it emits
shelter might include small amounts Magical Material. a dim glow. Extracted primarily from the
of metal and wood, for poles and
10 ground beneath Star Shards and areas
hinges, but the item is mostly fabric.
close to the inert Sun Machine.
Sun Gold
150 Coins per Slot
3
Fey Wood
If you’re feeling generous you could
allow skilled crafters to create alloys,
but combining them might require a
Warp Root
an entire Crafting session.
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Bumpo naturally absorbs mana. Its wool materials with their magical properties. CONTESTS
passes or what it is exposed to. This makes occasionally they’ll
generates a soft light and quiet popping it an invaluable ingredient among the turn up for sale in
JOURNEY
150 Coins per Slot rich vein of this enchanted ooze. ◆◆ Rations, and other small items, item allows you to completely
Crafting
Disciplines
must be made in batches that total nullify a successful Attack or
50 Coins per Unit 1 Slot.
Repairs
Magical Ability that strikes you or Imbuing
TWILIGHT SILK ◆◆ For example, a Mighty Weapon will another individual located in the
Materials
A beautiful cloth produced by the pairing BRIGHT WATER, LIQUID require 2 Units of Additive but 10 same Battlefield Area.
of Sol and Luna moths. The material Rations would require 1 Unit. Empowering: When worn, the
Additives
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A strange fluid collected from forgotten It is believed that when you resist A blood-red clay found in sites where A small dollop of this highly reflective,
GAME
ruins and sleepy hamlets, this chemical temptation, the rejected desire sinks flesh-warped creatures perished. It allows gelatinous goo will boost your creation’s BASICS
manifestation induces lethargy and into the ground and coalesces into this control of the physical and mental states potency. Believed to be the remnants of CHECKS &
listlessness in whatever it touches. impossibly sweet substance. of oneself or others. the Wondersmith’s organic construction CONTESTS
machines, these droplets are occasionally JOURNEY
Attack: Once a day the imbued Eldritch: Imbued consumables Empowering: Imbued items allow uncovered in excavation sites deep in the EXPLORE
weapon can inflict the Dispirited are difficult to resist. If seen, or you to temporarily physically warp Buried Kingdom.
NEGOTIATE
Ailment ( p269) on a successful smelled, enemies must make a your body for a single action,
FIGHT
Attack. The target must make a Grit Grit Check to resist consuming it. If allowing you to perform an act Attack: Imbued Weapons do an
Check or be Dispirited for an hour. more than one enemy falls foul of of Supernatural Might or extra Heart of damage. PERILS
Eldritch: Imbued items can slow the temptation, they will fight over Supernatural Leaping. Defense: Imbued items provide
DOWNTIME
the operation of vehicles and other who should consume it. ◆◆ This Ability can be used safely you with a +2 to your CRAFT
moving mechanical contraptions ◆◆ Creatures that do not require food once per day. Exceeding this safety Defense Rating.
to a virtual stop. Any machine in or drink, such as Bio-mechanoids limit requires you to roll on the Empowering: Imbued items Craft
physical contact with the imbued or the Undead, are immune to Injury Table ( p260). provide you with +2 to your Procedure
item will refuse to move. these effects. Eldritch: Once a day, Imbued lowest Aptitude. Crafting
Disciplines
Glamor: Imbued items make your items can attempt to temporarily
50 Coins per Unit charm, threats, or logic difficult to disfigure a target up to 1 Battlefield 75 Coins per Unit Repairs
resist. You gain a Minor Bonus (+2) Area away. If you win a Contest Imbuing
MELTSHROOM to Negotiation rolls. between your Aura and your You might think of other inventive Materials
target’s Grit, the targets physical ways to use these Additives. Discuss Additives
Odd slimy fungi found in places where 25 Coins per Unit form is terribly distorted. with your GM to see if they think Mishaps
your proposed application is possible.
reality’s hold is weakened. Its foul odor ◆◆ The afflicted incur a Major Penalty
is diminished during crafting, although (-4) on all rolls for an hour, after
PRISM FEATHER
those with sensitive smell can detect it. which their body returns to normal. EXAMPLE IMBUED OBJECT
The Prism Rokko-Do has been hunted to Fleshless individuals, like Bio-
Attack: Once a day the imbued the edge of extinction. Their iridescent mechanoids or Undead, are Soul Scorcher
weapon can inflict the Jellyfied plumage contains an essence that can unaffected by Morph Mud.
Ailment ( p270) on a successful accelerate your movement. Base Item
Attack. The target must make a Grit 50 Coins per Unit Mighty Weapon
Check or be Jellyfied for an hour. Defense: Imbued Shields may
Material
Eldritch: Anyone ingesting an Parry twice per Fight, rather than
TRAPPED SONG Ash Bronze (2 Slots)
Imbued Consumable becomes the usual once.
Jellyfied for an entire day. Empowering: Imbued items These tiny pearlescent orbs are the Additives
Glamor: Imbued items provide you increase your Speed Rating by crystalized voices of the merpeople Element Gem,
Flame Damage
with a malleable appearance. It 1 level. who dwell beneath the Shadowed Sea.
can make the aged look young, the The alluring tones sealed inside can be Wonder Drop,
sickly more hardy, and hide your 25 Coins per Unit harnessed to provide you additional + 1 Damage
identity to anyone not inspecting charisma. While usually in the possession
2 you too closely. This shift in of the fearsome Sea Witches, some are
appearance can be activated and caught in the nets of fortuitous seafarers.
deactivated at will.
Empowering: Imbued items allow
4 25 Coins per Unit Crafting Discipline
you to speak and understand the
language of Dreamcall. Forging (Advanced)
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When Crafting goes You swear you followed the recipe but... Wilful mana manifested in your creation...
COMPLICATIONS GAME
wrong sometimes it’s BASICS
Roll your Side Effect Roll your Curse
better to give up and Formulas are precise for a reason! Your CHECKS &
cut your losses. The compound works but has another, CONTESTS
alternative? Press on 1-5 Unpalatable 1-5 Jealous
unintentional, property. JOURNEY
and hope things won’t Your consumable is anything but. Your creation demands exclusivity. EXPLORE
be that bad... Roll your Complication
NEGOTIATE
Consuming this requires a If you use this cursed item and then
1-5 Foul Smelling successful Grit Check. Failure use another item of the same type
FIGHT
CRAFTING MISHAP TABLE PERILS
Your concoction stinks. means you gag and spit it out, (weapon, ring, etc.), the cursed
Roll your Mishap rendering it worthless. item discharges a harmful pulse.
DOWNTIME
activity. For example, sprinting, The item will not activate if you Mishaps
11-20 Flawed Creation A Might Check is required every climbing, or making a Melee have no Hearts remaining.
time you try to get a Unit of this Attack. Failure means you swell up
The type of flaw is dependent on the type substance out of it’s container. and are afflicted with the Ballooned
of item your were trying to make. Ailment ( p268) for 2 Turns. 11-15 Mana Imbalance
Flawed Weapons, Tools & 11-15 Dangerously volatile Your creation crackles with unstable
Gadgets: You suffer a Snag on any 11-15 Poisonous energy, which attracts harmful magic.
roll when using this item, including Careful now, your substance is unstable.
Attack rolls, Checks and Contests. Your consumable tastes great... at first. Carrying this cursed item means
A Deftness Check is required
Flawed Shields: You cannot use you incur a Snag whenever you roll
whenever you handle this Consuming this item inflicts you
this item to Parry attacks. to resist or avoid a Magic Ability.
substance. Failure results in an with the Wounded Injury ( p260).
Flawed Armor: This item takes up explosion and you suffer the same You will need Treatment ( p262).
an additional 2 Inventory Slots than effect as being hit by a Grenade
normally required by the ( p178). 16-20 Intelligent
Armor Type.
16-20 Alive!! You accidentally imbue your creation with
Flawed Combustables &
a fragment of your personality.
Chemicals: This item gains 16-20 Half-Potency Your consumable walks, talks, and maybe
2 a Complication. even sings.
You might have watered this one down a This cursed item has Grit, Insight,
◆◆ Complications ( p294) bit too much. and Aura scores equal to yours.
Flawed Consumables: This item This ‘consumable’ has a Grit,
Insight, and Aura score equal You can silently communicate with
20 gains a Side Effect. The Substance is rather weak - you this item via telepathy.
to their creator.
◆◆ Side Effects ( p295) must use 2 Units of it to get the
The consumable can understand You need to Negotiate ( p238)
same effect as a single dose.
Flawed Imbued Items: This item Low Speech, and it loves to talk. with the item to activate its magic.
15 gains a Curse ◆◆
Your GM will determine it’s
◆◆ Curses ( p295) Ask your GM if you can deliberately
personality: frightened, cheerful, or
eager to be consumed. infuse your creations with one of
these ‘unwanted’ Mishaps.
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O U T E R W O R L D
III
12
15
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It’s the 4th Aeon of Outer World and Like the planet’s history, Outer World’s
After a series of tumultuous aeons, Outer World now exists in a precarious the planet is recovering from a war that geography is also contentious. Several
WELCOME
TO OUTER
state of peace. Old and new powers seek to find their place in this new era. buried empires and ravaged the earth. magical catastrophes and events have WORLD
17
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III
OCTIA SCROLL
NIHILITY 1ST AEON: THE DREAMING 2ND AEON: THE REIGN OF THE DIVINE 3RD AEON: THE AGE OT THE THREE EMPIRES 4TH AEON: THE SUNDERED WORLD NOW WELCOME
TO OUTER
WORLD
The Octia
Scroll
Von Peeble’s
Map
Wistful
Dark
Twilight
Meridian
The Promise The Divine Rulers
is sealed away are banished and Blazing
Nihility’s end 1st Aeon 2nd Aeon 3rd Aeon 4th Aeon
The Promise The Dreaming The Reign of the Divine The Age of Three Empires The Sundered World
The time before time is The ‘Wondersmith‘, the The discarded servants of The Divine Rulers’ loyal The Hero of the 1st Aeon, The Heaven Seal is
brought to an end when a Creator’s prime assistant and the Unshaped now wander retainers are forced into disapproving of man’s weakened, the Sun Machine
figure known as the ‘Creator’ protégé, is coerced by the the physical realm. hiding and mortals rise, trajectory, halts the sun is shattered, and Outer World
manifests and fabricates Unshaped to construct unopposed, to prominence machine and declares that lies burnt and broken.
humans and a paradise ‘Outer World’, a habitable Mortals discover and once again. humanity must live in
for them to inhabit, crust that sits on the surface experiment with the endless darkness until it learns The wounded Hero, now
called ‘Promise’. of Promise’s original energies of the ‘Invincible Many nations are born, but a humility and respect. known as ‘Regulus’, retreats
containment sphere, and Bright’ and the ‘Profound clear triumvirate emerges: and creates an infant nation
He leaves, for reasons ‘Sol’, an orbital sun machine. Darkness’. The resulting ‘Akenia’ a bright and shining The Hero and his followers under the static Sun Machine.
unknown, after sealing his magics give ‘birth to strange kingdom, ‘Calia’ a realm finally declare war on defiant
creation away inside a The Wondersmith then new creatures’. bathed in shadow, and ‘Gley’ Akenia, ‘the most wise and From the ashes of the fallen
‘protective sphere’. ‘brings forth playthings for a country of iron and gears. foolish of nations’. The Three empires, desperate new
them from Promise: mortal The strongest of these Empires unite against the kingdoms emerge around
The Creator’s assistants are humans, who serve as actors creatures quickly assert their The ‘Three Empires’ become Hero and engage in war the fragments of the Sun
left behind to protect in their endless stories’. superiority over humanity both the hope and terror of ‘most bitter and resolute’. Machine that fell to earth.
Promise from the and pronounce themselves the age: inventing, warring
Unshaped ones. The Unshapeds’ childish the ‘Divine Rulers.’ and ever-expanding. The resulting conflict wounds The servants of the Unshaped
9 cruelty towards mortals leads Hero, breaks the sun and the Divine Rulers seek to
The Unshaped are described to an uprising. The First Hero is notably Their abuse of destructive machine, and the world's restore their masters’ power
as beings of ‘pure potential’ absent in the face of this magic and technology oldest dragon is slain. once more, and belligerent
who ‘scuttled across the Enamored with the mortal new tyranny. Mortals stand brings Outer World‘s terrors roam free.
1 surface of Promise rebellion, one of the alone in their battle with continued survival Humanity is victorious and
covetously, imagining what Unshaped changes its their divine masters. After into question. the Hero is repelled, but their Now a brave new generation
may lie within’. ‘Dream’ to become real, they much violence, it is empires lie in ruins. of folk explore this new
are referred to as ‘First Hero’. ultimately humanity’s risky world, each with a different
and ingenious use of magic Many survivors seek refuge hope in their hearts; will they
11 With the Hero’s assistance below ground while the be its salvation or
that enables them to banish
man is able to defeat the and contain the Divine surface recovers from the its damnation?
Unshaped, and force them to Rulers behind the aeon-ending catacysm.
take physical form. ‘Heaven Seal.’
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O U T E R W O R L D WELCOME
TO OUTER
WORLD
Wistful
Dark
Crystalia Twilight
Meridian
p305
Seven Taaga Blazing
Sacred Isles Gardens
p309
p307 Galvanus Buried
Archipelago Kingdoms
Murk
p307 Other
p305 BRIGHTFOAM
Worlds
OCEAN
Shard
p305 Night
Haven Thunda
Sands WYRMB LOOD
p307
Shadowed p309 WAVES
Lands
SHAD OWED
p305 SE A
Sunken Sol Alliance
Isles
The Eaten p309
p307
Isle
p305 No-Folk
Land
p309
Aiden
p305 Pride
Stahlfeld
WYR MBLOOD Coast
WAVES Hollow p307
p309
Queen’s
Kingdom
p305
9
Skywards
12
Approx. Intercontinental Travel times Duskwards Dawnwards
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Typical Adventures
WISTFUL DARK CRYSTALIA
Reveal ancient conspiracies.
The furthest continent from the Sun Machine, a dark and melancholy realm An isolated land of gossamer and glass.
No one who has ventured there has
Pacify, or negotiate with, mischievous WELCOME
filled with an equal measure of fear and hope. fey and sentient flora.
TO OUTER
returned. Some theorize it might be so WORLD
beautiful that no one ever wants to leave.
Retrieve rare and valuable plant species.
Typical Adventures The Octia
Scroll
THE EATEN ISLE
Explore elegant crystalline geography. Von Peeble’s
Encounter truly bizarre beings. This once divine place is devoid of rational Map
Discover one of a kind treasures. life after a botched ritual. The isle’s Wistful
Dark
epicenter now sinks into a magical abyss.
Twilight
Typical Adventures Meridian
SHARD
Blazing
Raid the monasteries of the banished Gardens
Shard Cities formed around the largest Divine Rulers.
glowing fragments of the broken Sun Buried
On the cusp of dusk and dawn, the Twilight Meridian has no dominant land A glorious land of art, ingenuity and Known as the land of the Eternal Dawn,
WELCOME
mass but is instead a series of diverse and interrelated islands. perpetual strife. While recently united and considered the most beautiful place TO OUTER
under the banner of the Shogun, the in all of Outer World, Galvanus is a series WORLD
inhabitants still quarrel among each other of prosperous islands that function as
constantly. In Meikyuu, The City of Paths, a global trading hub. Natural beauty is
The Octia
there are whispers of a Shinobi rebellion. marred by the ugly truths of mercantile Scroll
warfare and piracy. The region’s wealthiest
Typical Adventures reside in Portia the Prosperous and their
Von Peeble’s
Map
Undermine a local lord. luxurious palaces are said to contain Wistful
riches from far flung places. Dark
Battle powerful dokabei sorcerers.
Typical Adventures
Twilight
Flush out (or assist) Shinobi rebels. Meridian
Run dangerous errands for a Blazing
Merchant Scion.
Gardens
NIGHT HAVEN Buried
Engage in maritime battles with pirates Kingdoms
An artificial island constructed of Shade Iron and sea monsters. Other
and overrun with unearthly climbing flowers.
Recover lost items from abandoned Worlds
The Duke of Red Roses, the island’s immortal temples on behalf of a local Small God.
ruler, is charismatic and fair but there
are suspicions about what goes on deep
below the foreboding Castle Thornbeauty. SUNKEN Isles
The Black Glove Cavaliers guard the Duke’s
dark secrets from nosey courtiers. Once considered a manifestation of the
Technocracy’s culture and benevolence,
Typical Adventures these floating cities were a way to expand
Assist the Black Glove Cavaliers with their empire without conquest and
an investigation. conflict. The events of the 3rd Cataclysm
left these constructs submerged.
Thwart the numerous schemes of a
malevolent immortal. Typical Adventures
Plumb the catacombs beneath a city to
Make contact with strange
find a missing scholar. undersea inhabitants.
Rescue fisherman from Sea Witches.
STAHLFELD
Explore a half-sunken fortress.
Much of Stahlfeld is dotted with ruins of
the fallen Technocracy of the Gley, where
drones wander over rust-covered salvage
Sights & sounds Regional dynamics
yards. The few cities that exist here are
The sun hangs permanently low.
Coin rules, free trade for all. home to brave and ambitious Junkers
20 who make a prosperous, but risky, living
The landscape is painted with long
Independent island cultures collude
shadows and glittering water. and compete with each other. unearthing Techno-Relics. Most outsiders
arrive via the eccentric Port Bevel and
The air is salty and carries the hypnotic
The successful exhibit their wealth many gain employment via the Helical
12 sound of continuous waves. through the curation of fine art and Archive research facility.
The weather is volatile: placid one exotic artifacts.
moment, violent the next.
Large bustling ports attract ancient Typical Adventures
4
Some islands float like clouds, others lie threats from the deep.
Find ancient technologies for the
forgotten below the waves.
Shinobi plot a rebellion against the elite. Helical Archive.
Huge rusting structures, of forgotten
Junkers live among the technological
Destroy berserk war machines.
purpose, are silhouetted on the horizon. miracles and dangers of the past.
Bring ancient factories back online.
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Bathed in the glory of the Sun Machine, the Blazing Garden is a bold and Named after the broken Sun Machine The final resting place of the Dawn
WELCOME
bombastic place full of larger-than-life characters and creatures. that hangs above, the alliance is unified Dragon is a splendid land of lush TO OUTER
by the uncompromising vision and might greenery and clear waters. The region WORLD
of Emperor Regulus, the First Hero. The provides an abundance of natural
region is famed for its sparkling capital resources for the local allied clans, which
The Octia
Aeon, the mightiest city, and its legion of gives them with trading leverage to rival Scroll
ferocious young warriors. even the Galvanus Archipelago.
Von Peeble’s
Map
Typical Adventures Typical Adventures
Wistful
Negotiate with imperial agents.
Act as escorts for a member of the Dark
Prove your worth in the Arena. Dragon Clan. Twilight
Meridian
Seek out a unique tome in one of the
Protect a village from a wild drake.
Blazing
vast libraries of the Alliance.
Explore a long forgotten Gardens
draconic shrine. Buried
Kingdoms
NO-FOLK LAND Other
THUNDA SANDS Worlds
Thanks to the colossal creatures that feed
and roam freely in the region, No-Folk Home to the unruly but courageous
land is regarded as an inhospitable Thunda Barbarians, the sands are revered
place. Despite this, some enterprising as a place of true freedom and high
individuals have managed to establish adventure. While you’ll find respite in
small settlements… only to find the one of the region’s oasis towns, you’ll
neighboring towns are only marginally have to contend with the blistering heat,
more amiable than the wandering beasts. rampaging mechanical monsters, and the
occasional resurrected Overlord.
Typical Adventures
Typical Adventures
Turning the tide in a border skirmish.
Hunting down a legendary monster.
Ally with rowdy freedom fighters.
Stumbling upon an oddly abandoned
Wrangle even rowdier beasts.
treasure horde.
Break into the stronghold of a
powerful warlord.
PRIDE COAST
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Below the crust of the earth, an endless battle rages in the burrows and The industrious nation of Old Iron might The land of Lost Crystal is filled with
WELCOME
caverns of the Underland. well be the first nation of Outer World, strange architecture and odd creatures TO OUTER
it was established aeons ago by the you will find nowhere else. It is the home WORLD
Dwarves after the Creator’s departure. Its of the eccentric Unterkin, who are the
population grew larger and more diverse supposed architects of Promise. The few
The Octia
when refugees were driven from the who have visited them often comment on Scroll
surface after the 3rd Cataclysm, with these how they manage to be both friendly and
Von Peeble’s
newcomers being quickly indoctrinated exceedingly unhelpful at the same time. Map
into the ways of this ancient kingdom.
Typical Adventures Wistful
Dark
Typical Adventures
Seek the assistance of an eccentric Twilight
Protect a train from New Ore Guerillas. artisan or master crafter. Meridian
Destroy a menacing stone-beast.
Defeat ‘nowhere’ creatures. Blazing
Gardens
Out a corrupt foreman.
Search the immense crystal tomb of a Buried
fallen Unterkin. Kingdoms
Other
NEW ORE Worlds
MACHINE LABYRINTH
Established by Goblins seeking a new
home after the end of the 1st Aeon, New This maze of twisted steel and circuitry
Ore is a free-wheeling society just a notch draws in junkers and adventurers like
above benevolent anarchy. New Ore has moths to flame. The Machine Labyrinth’s
always taken in the lost and unwanted, roving battle drones and shifting
and its population was varied even before architecture keep its secrets safe.
the Underland exodus that occurred at
the end of the last age. Typical Adventures
Typical Adventures
Capture a stray drone for study.
battle with an extremely skilled
Do
Repatriate isolated civilians. War-Mechanoid.
Assist civilians with community to figure out where all those
Try
concerns. confounded passages actually lead.
Help tunnel diggers excavate an
ancient structure.
ENTRANCES TO THE BURIED KINGDOM
THE TUNNELS
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Whilst you would need many lifetimes to explore every inch of Outer World, WELCOME
there are also other realms beyond its horizons. TO OUTER
WORLD
Von Peeble’s
Map
Wistful
Dark
Twilight
Meridian
Blazing
Gardens
This alternative dimension, confusingly While most of the Unshaped were forced Buried
Kingdoms
referred to as ‘Other World’, is considered into physical form at the end of the 1st
arcane and mysterious to the natives of Aeon, there were many who escaped by Other
Worlds
Outer World. A few claim to hail from this slithering between small folds in reality.
strange realm and seek a way back, but There they found untouched realms
most folk can’t understand why as, by all brimming with primordial potential, and
Nearly all of the inhabited parts of the The Heaven Seal is perhaps the single accounts, it seems like a dreary place. in these places they continued to dream
Outer World are at least aware of each greatest magical achievement of any up new worlds and strange creatures.
other. There are no frontiers, but there are age: Seven Seals layered into a cosmic If somehow you manage to find yourself
many geographical oddities; land warped mandala that prevents the banished here you’ll need to cover up those pointy Each Elsewhere was created by the
by the Unshaped, ruins of past kingdoms Divine Rulers from re-entering the Outer ears or you’ll get funny looks, you might dreams of an Unshaped and can be
obscured by arcane pollution, and ancient World. The Seal is occasionally visible in even attract the attention of covert accessed through odd but seemingly
structures buried beneath the surface. the sky thanks to the waxing and waning government organisations that track and innocuous gates. For example: paintings,
of mana, and is emblematic of mankind’s monitor the appearance of any trans- large cracks in the floor, or puddles of
An attentive traveller will hear tales and hope, determination, and hubris. dimensional trespassers. vintage alcohol. Elsewheres can differ
rumors of such places, some may even widely in scale and scope, ranging from
stumble upon them by chance. No one knows what exists behind the Typical Adventures the confines of a single mansion to an
Seal. Have the Divine Rulers perished infinite void.
Typical Adventures there? Or do they bide their time, waiting
Find a magical beast that’s been taken
for the Seal’s enchantments to fail so they to the Other World and is now Typical Adventures
Rescue a missing person from an wreaking havoc.
Unshaped noble’s hidden dreamworld. may wreak their revenge on Outer World?
Explore a strange dungeon, an
Learn a ritual song from dancers for a
Explore a city that has been sealed Typical Adventures abandoned shopping mall which is now festival that never ends.
away by powerful magic for an aeon. home to some unsavory creatures.
Rescue a scholar who’s lost in the halls
Seek the wisdom of an ancient deity
Scour a floating island that wasn’t there that calls from beyond the Seal.
Assist the heroes of the Other World of a library dimension.
just months ago. in defeating a villain utilizing relics and
Seek out an Unshaped warrior who
Venture beyond the Heaven Seal to find
a crystal flower said to cure all disease. magic from the Outer World. remembers the weakness of a great
10 and terrible monster.
Stop a zealot attempting to destroy the
seal via a powerful ritual.
18
20
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G A M E S M A S T E R ’ S G U I D E
IV
11
17
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won’t get to go on adventures, you get to create them! informative. Monologues will bore your be introduced in the next location or
players, and a lack of useful detail will scene, or maybe they could even come Running
leave them unsure of how to proceed. back as a Skeleman ( p404). the Game
Make the stakes clear: When the PCs Be impartial: Don’t deliberately Creating an
Adventure
are about to take a risky action, or one obfuscate information the PCs might Creating a
that will have lasting consequences, reasonably know. Warn them of any GMC
emphasize the potential dangers to the possible dire consequences to their Creating a
player before they act. This will make actions before they plunge in, then let Settlement
the result of any required Checks or the dice fall where they may. Creating an
Adventure
Contests more dramatic… and they Expect the unexpected: While you Site
can’t say you didn’t warn them! might know where the PCs are heading Creating an
Prompt your players to act: At the very for the next Session, don’t have Adventure
Map
least, end your descriptions with ‘What preconceived ideas of how events will
Creating
do you do?’ If they are still unsure… play out. Let yourself be surprised, this Encounters
subtly present some options with is the fun of being a GM. Creating a
additional description or narration. Saga
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As Games Master, you’ll need to provide the PCs with a quest that involves a Notable inhabitants of
BEING A GM
collection of interesting locations and memorable characters. Outer World that help or ADVENTURE TYPE
hinder the PCs on their
Choose or roll an Adventure type
Have a look through the Outer World adventure. These include Running
Regions ( p302) with your players quest-givers, allies, rivals, the Game
and pick an area everyone is and villains. 1-5 Looming threat Creating an
interested in exploring. Adventure
Creating Game Master Characters ( p320) Some external force threatens a Creating a
Settlement. Without intervention the GMC
ADDITIONAL CONSIDERATIONS place is doomed! Creating a
Settlements Settlement
For example: Soldiers or bandits
Adventures, depending on taste, can vary Creating an
Places for PCs to shop, rest, pillage and plunder, or an ancient
widely in tone and theme, ranging from Adventure
and plan. A Settlement beast poisons the local wildlife. Site
a petty dispute between two farming
might be under threat Creating an
communities to a harrowing crawl Adventure
and in need of assistance, 6-10 Fetch quest
across a monster-infested wasteland. Map
or simply provide a
When coming up with an idea for your Creating
convenient base Retrieve a relic or treasure from
Adventure, consider the following:
Encounters
of operations. an Adventure Site to prevent a Creating a
Player Characters: Think about the catastrophe or misfortune. Saga
Creating a Settlement ( p328)
WHAT IS AN ADVENTURE? capabilities of your players’ PCs, then For example: The sacred stones must
create situations with them in mind. be returned to the temple or the Deva
An Adventure is a situation or event the For example, give the Sneak a chance ADVENTURE SITES will blight the harvest for 1000 years,
PCs get involved in. It could be a conflict, to be stealthy and the Champion a or retrieve the rare herbs required to
a mystery, a journey, or a mixture of all challenging boss battle. Places of danger or mystery revive a poisoned noble.
three. Unlike a story, an Adventure has no for the PCs to explore.
plot or scripted sequence of events. XP Rewards: Once you’ve discussed
Commonly these are
A good Adventure will have the and agreed with your players what 16-20 Establish a truce
filled with strange
following properties: you will award XP for ( p205), ensure
creatures, dark secrets, Resolve a conflict between opposing
your Adventure provides ample
Reasons to get involved: It could be and forgotten treasures. forces, or Settlements, before
opportunity to engage in those
responding to the heartfelt plea of activities. For example, If you’re going Creating an Adventure Site ( p332) hostilities pass the point of no return.
desperate villagers or the promise of to reward combat then include plenty For example: Stop two rival towns
coin for undertaking a perilous mission. of disagreeable monsters; if your going escalating hostilities over fertile land
Leverage what your players, and their to reward exploration then provide lots ADVENTURE MAP before everybody loses, or prove
PCs, are most likely to be motivated by. of hidden locations to discover. to the warring kingdoms that they
A map that shows the routes
Multiple ways to resolve the situation: Mature content: If required, discuss between Settlements and have been tricked into conflict by the
Provide opportunities for the players and agree as a group whether your known Adventure Sites. A agents of a shadowy organisation.
to creatively resolve a situation. For adventure will feature graphic violence, map is required by PCs to
example, allow an antagonist to be sexual content, prejudice, or other journey across 11-15 Escort mission
defeated using direct force, stealth, sensitive topics. Once agreed, all Outer World.
or diplomacy. Create obstacles, players should respect and maintain Protect an important person or item
17 not solutions. the group’s decisions. Creating an Adventure Map ( p344) from falling into the wrong hands.
Meaningful consequences: Make the For example: Sneak a dethroned ruler
repercussions of the PCs’ intervention ADVENTURE COMPONENTS ENCOUNTERS out of his fallen kingdom to keep the
tangible in the game world. Will the rebel hope alive, or protect a supply
8 villagers regard the PCs as heroes for Your Adventure will determine what Unpredictable events that caravan on its way to a remote and
saving their town or did the temple locations and characters you’ll need occur when the PCs go desperate village.
explode and reduce the local area to create. For example, if the PCs are on a Journey or Explore
to ash? to escort a caravan across the Shadow locations. Encounters
14
Lands then you might create a map, some typically involve meeting
Fantastical elements: Make the most of
merchants, and a host of undead bandits. GMCs or Adversaries.
Outer World’s fantasy setting. Fill your
Adventure with strange beasts, magical Creating Encounters ( p348)
artifacts, and enchanted locations.
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Your Adventure will need a cast of interesting characters to help, hinder, Primary use: Quest Primary use: Rivals are
BEING A GM
or confuse the PCs. Givers need assistance. not direct enemies,
They can provide the but compete with
main invitation to the PCs for attention, Running
GMC TYPES participate in your fame, and fortune, the Game
Adventure, but also or they can just show Creating an
smaller or less urgent up to complicate Adventure
Villain (BIG BAD) side quests. proceedings. Creating a
GMC
Primary use: A Villain’s Typical Quest Givers: Wealthy nobles, Typical Rivals: Mistrusting officials, Creating a
schemes and activities house-bound witches, ambitious bakers, competitive adventure teams, jealous
Settlement
threaten the status and desperate peasants. love-interests, and scorned allies.
Creating an
Adventure
quo or obstruct Site
the PCs’ attempts Creating a Quest Giver Creating a Rival
Creating an
to accomplish their Quest Givers have a problem they Rivals will have a goal or desire that
Adventure
objective. While the can’t solve on their own. Either they is aligned with the PCs, but have
Map
villain could be the main lack time and ability or can’t be seen to an opposing approach. They will
Creating
Encounters
focus of one adventure they may also be intervene directly. undermine, question, or ridicule the Creating a
Game Master Characters (GMCs) not only a recurring presence in a longer Saga, PCs’ plans. Saga
masterminding several scenarios that the Quest Givers want to claim, or reclaim,
present dilemmas and challenges to the something of great importance, or Rivals have something to prove. They
PCs or provide them with useful services Player Characters involve themselves in.
they are facing, or suffering from, an will sabotage their competitors or take
and information, but they can also be a Typical Villains: Wicked immortals, undesirable predicament. unnecessary risks to showboat.
source of emotional engagement for your corrupt but charismatic authority figures,
game. Your players will love to hate the Quest Givers propose a reward for Rivals are relatable. Whilst irritating
ruthless mages, crimelords, and solving their problem. The reward will or disruptive, Rivals should also have
big bad and they will develop empathy would-be despots.
for those caught in the crossfire. depend on what resources they have qualities that are admirable or valuable.
Creating a Villain available and their level of desperation.
Creating Game Master Characters Villains can be seen as the heroes of
ALLIES
SERVICE PROVIDERS
1. Determine the number and type their own stories. Give your Villain Primary use: Allies
of GMCs required for your a clear objective and a deeply held Primary use: PCs will not believe in the PCs and
chosen Adventure. belief that explains their course always possess the can be called on, or
2. Create and record the GMCs’ of action. resources needed to volunteer themselves,
identities, names, and any game Villains have victims. Whether achieve their goals, to assist. Allies don’t
related information you think may directly or indirectly, create someone Service Providers offer solve problems for
be required during play. who suffers due to the Villain’s them the possibility the PCs, just help out in
3. For Aptitudes, Abilities, and machinations. to procure assistance. any way they can.
Combat Values use an appropriate Villains have henchmen. Some are Service Providers are
reliable as long as they are compensated. Typical Allies: Supportive courtiers,
Calling/Rank ( p12), Follower loyal, others reluctant. Depending on mistreated citizens, and arcane librarians.
( p184), or Adversary ( p356). a Villain’s resources they might even Typical Service Providers: Blacksmiths,
have spies or armies at their disposal. cartographers, bakers, apothecaries, and Creating a Ally
14 The GMC types presented here are other experts.
Villains have a base of operation. This Allies have a resource they can use to
loose guidelines, and not rigid could be an Adventure Site such as a
Creating a Service Provider support the PCs’ efforts. This might be
archetypes. They can easily bleed
well-fortified base or a secret lair. political influence, a powerful item, or
into one another, or even change
16 during the course of play. For Consider giving your Villain a A Service provider will either run the time to perform laborious activities.
example, a bitter Rival may become distinctive gift, an Ability or a magic a Service ( p201), have a Crafting Allies will have a limit to the amount of
a full-on Villain, and a grateful Quest item, that enables them to dominate Discipline ( p282), or have access to resource, and risk, they are prepared to
Giver might develop into a true Ally. and exploit the people around them. pertinent Tomes ( p176). commit to.
10
When role playing your GMCs, Experienced or well-trained Service Allies will have an ethical line that the
put yourself in their shoes. Think Providers may have a relevant Calling, PCs must not cross, otherwise they will
about their desires and fears when Ability and Traits that support their
deciding their words and actions. withdraw their assistance.
primary expertise.
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Primary use: The For more important GMCs, consider Villain Quest Giver
characters milling adding a few more details to make them Lord Vertex Mucky Paws BEING A GM
around in the streets more interesting to interact with and more Skelemaster ( p406) Factotum, Rank 1 ( p16)
of your Settlement memorable for your players. Running
can be used to the Game
Desires/Fears: What motivates them?
describe a region’s The wonders of the past can Creating an
Do they strive to become the best
social structure, inspire us to make a better Adventure
smith in Outer World or do they fret future, don’t you think?
prosperity level, and Creating a
about the town’s recent decline GMC
general ambience.
in influence? Creating a
Settlement
Typical Basic Folk: Villagers, shopkeeps, Relationships: How are they connected
miners, refugees, traders, and nomads.
Creating an
to other folk in the Settlement? Do they Adventure
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EXAMPLE GAME MASTER CHARACTERS
Basic Folk ( p322) Sneak, Rank 1 ( p22) Champion, Rank 3 ( p28) Basic Folk: Lumiflorists, pop factory
workers, shroom pickers ( p322) Running
the Game
Service: Currently lives and works in Rivalry: This rogue always seems to Ally: Will support and assist PCs who Daily Routine: Most folk take shifts
the Grimy Guts pub, providing Basic be after the same treasure as the seek to improve the safety and living assisting Merona in the Pop Plant, a
and Advanced Cooking servivces. PCs. Typically he, and his theatrical conditions of the Shadow Land folk. brave few harvest the glowing
adventuring companions, will let the flowers found in Blackmoor Woods.
She specializes in potent potions As a senior member of the ill-funded
them do the hard work, then swipe The town is also home to more
and dangerously strong liquor. Knights of Lantern, she will offer
the prize at the last moment. conventional foragers
what little resources the order
Her casual mixology results in a and farmers.
possesses in the name of a worthy
regular supply of unpredicatable Role Playing Notes: Uses theatrical cause. She will also lend her mace
elixirs that she sells on the cheap. speech and gesture, and always has Role Playing Notes: Homble’s
when required.
to have the last word. people are generally happy and
Role Playing Notes: Role Playing Notes: Booming voice, willing to share, but are not naive.
While ruthlessly opportunistic, he’ll
5 Chaotic, hyper, with a frightfully short unwaveringly positive, gives
never take advantage of the They find Large Species fascinating
attention span. everyone the benefit of the doubt.
mistreated or downtrodden. and are likely to stare, stalk, and
pester them.
Gear: Her ‘Experimental’ potions Abilities: Champion Starting Abilities
9 Traits: Acrobatic (+1 Deft), Pain
may include Additives unknown to (Favored Weapon: Mighty),
averse (-1 Grit), Eloquent (+1 Aura). Abillities: Most Homblelites know
the PCs or suffer from a Side Effect and Valiant. the places with the most delicious
( p295). Abilities: Sneak Starting Abilities.
tubers and mushrooms, making
Gear: Heavy Armor, Combination
13 them excellent Guides for the area.
Gear: Thrown Weapons (Knives x6), Weapon, Mighty/Utility (Torch).
Appealing Outfit.
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the end, I’m just honest. 4 Stubborn 7-8 Giant ribbon & bow Creating a
Settlement
7-8 Mysterious Armorer Creating an
5-6 There’s no turning back now. 5 Pushy 9-10 Huge boots Adventure
Site
9-10 Fugitive Criminal
7-8 It is only natural for the weak 6 Sarcastic 11-12 Sparkling jewellery Creating an
Adventure
to bow to the strong. 11-12 Charlatan Herbalist Map
7 Vain 13-14 Chunky belt Creating
Encounters
9-10 I must find the limits of my 13-14 Ambitious Researcher
strength and ambition. 8 Thoughtful 15-16 Pouches & pockets Creating a
Saga
15-16 Everything is just so... 12 Tidy CLOTHING COLOR Choose or roll an appearance (and adjective)
tiresome. Choose or roll a color for their attire Adjective Appearance
13 Morose
17-18 I am an artist and destiny is 1-2 Shades of grey 1-2 Rowdy Well-dressed
my canvas. 14 Dramatic
3-4 Soothing black 3-4 Cautious Scruffy
19-20 When this is over I’ll be more 15 Quiet
powerful than ever.
5-6 Earthen tones 5-6 Docile Similar
16 Booming
7-8 Gentle green 7-8 Jovial Diverse
17 Tactile
9-10 Milky white 9-10 Secretive Young
18 Clumsy
11-12 Sky blue 11-12 Humble Old
19
19 Flatulent
13-14 Daring crimson 13-14 Arrogant Flamboyant
20 Fidgety
5 15-16 Luminescent yellow 15-16 Proud Dowdy
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Most Settlements in Outer World develop independently from one another, Choose services that fit your Settlement’s Add a few details to differentiate your
BEING A GM
and so often vary wildly in size and purpose. location, size, and function. Settlement from neighbouring locations.
Room & Board ( p201) You could consider:
Running
SETTLEMENT FUNCTION Workshop Rental ( p201) General description: Describe the the Game
safe haven for your PCs to plan, rest, and to shops and crafts related to a local ( p320) to run them. slang terms. Do the people offer each
recover, or a place in desperate need natural resource. other supportive platitudes, like ‘Go
of the PCs’ specialist services, or even Outposts/Keeps: Provide a fortified or
Location matters. A cultural hub
well friend’, or are they expected to
contain problematic locations like deep might have a curiosity shop and a
defensible location near a dangerous town on the edge of a monster zone show reverence to their leaders, such
sewers, abandoned buildings, or other or contested boundary. as ‘All hail the duke!’
might have a specialist armory.
potential Adventure Sites. Is the town
being pestered by monstrous raiders? Landmarks: Add a striking natural,
Have the villagers contracted a strange SETTLEMENT SIZE fantastical, or architectural feature. This
GOVERNANCE
illness? Does the economy revolve feature will dominate the Settlement
The size of your Settlement will determine and give it unique character. For
around its world famous hot spring? Decide how your Settlement is run. A
the amount of Services available to the example, does it hang off a cliff face or
small hamlet might look to a trusted
PCs and the other inhabitants. is partially buried below ground?
Creating a Settlement member of the community to make the
Use the following as a guideline: big decisions, whereas larger Settlements Name: Give your town a distinct, or
1. Choose a Settlement Function.
may have officials who determine and descriptive, name for easy recall.
This is the purpose the Settlement A single dwelling: Room & Board maintain the local laws.
serves in the world. 1-10 residents Keep in mind the Region the
2. Decide on the Settlement’s Size. Forms of governance include: Settlement is in, as it might influence
Hamlet: Room & Board
the local flavor.
3. Choose the Services available at + 1 additional Service Anarchy: No enforced order. It could
the Settlement. Population approx. 100 be either peaceful and harmonious or
4. Decide on the Settlement’s form Town: Room & Board chaotic and dangerous.
SETTLEMENT MAPS
of Governance. + 2 additional Services Commune: A council of elders, or
Population approx. 1000 similar forum, discusses and vote on A Settlement map is not always required
7 5. Give your Settlement some Local
Flavor. Name your Settlement and City: Room & Board issues openly. as you can just describe and narrate
invent some details that make + 3-5 additional Services Democracy: Elected officials represent traversing the streets to the players.
your place feel unique. Population approx. 10,000 the best interests of their citizens… However, a simple sketch pointing out key
19 Most of the time. districts, where the local services are, and
6. If desired, create a map for Metropolis: Room & Board
other important features will provide your
your Settlement. + 6 or more additional Services Autocracy: All decisions are made by a players with a better sense of place.
Population approx. 100,000 self-appointed, or ordained, individual.
10 A map would be required if the
Think about whether the Settlement is Most towns will have a group of Settlement comes under attack, or is
growing or declining. Are there large ‘enforcers’ depending on Settlement subject to hostile occupation, as you
areas of abandoned buildings or is size, it could be anything from local then might treat the Settlement as a
the Settlement a construction site? toughs guys to a well run constabulary. Battlefield or Adventure Site.
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EXAMPLE SETTLEMENT
SETTLEMENT SUGGESTIONS SETTLEMENT GOVERNANCE
Settlement Choose or roll a leader
Homble, Wistful Dark SETTLEMENT TYPE
BEING A GM
Adjective Leader
Choose or roll a Settlement
1-2 Wise Elder Running
The Pink Petal 1 Merona’s Pop Plant Adjective Function the Game
Room & Board High-end Workshop, Creating an
(Hearty Meal) Cooking 3-4 Temperamental Child Adventure
1-2 Bustling Port
Creating a
2 5-6 Superstitious Council
GMC
3-4 Chaotic Market Creating a
Settlement
7-8 Ambitious Mage
5-6 Fortified Keep Creating an
Adventure
Site
9-10 Misguided Warrior
7-8 Declining Mine Creating an
Adventure
11-12 Ailing Noble Map
9-10 Expanding Farm Creating
Encounters
13-14 Deceitful Monster
11-12 Remote Entrance Creating a
Saga
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ADVENTURE SITE CONCEPT the following: Sounds: Can they hear footsteps Running
the Game
echoing through the corridors
History: Has the site been recently or chirping insects in the
Creating an
Choosing a clear concept for your Adventure
constructed or is it a ruin of the past? undergrowth? Perhaps there’s only
Adventure Site will help you create a place Creating a
with a distinct and cohesive experience. If it’s a ruin then why was it built? deafening silence. GMC
Add some physical evidence to your Smells: Does the stench of carrion
Creating a
When coming up with a concept, consider Locations that hint at the site’s original Settlement
fill the air or do blossoms emit a
the following: purpose and history. For example, a Creating an
sweet fragrance? Adventure
castle’s broken battlements hint at a
Theme: Think of a structure or place Feel: Is the floor sticky underfoot
Site
forgotten siege or a lingering dark mist
and then add an evocative adjective. or does a warm breeze brush
Creating an
might warn of an ancient hex. Adventure
For example, ice castle, sunken temple, against their skin? Map
toxic jungle, or cursed clearing. If the site is new, what necessitated Creating
its construction and what makes it Foreshadowing: Judiciously placed
Key challenge: Decide on the primary
Encounters
dangerous? Is it a make shift camp warnings about imminent danger
impediment that the PCs will face Creating a
An Adventure Site can be anything from for ruthless outlaws or a newly help build tension whilst exploring
Saga
at the Adventure Site. For example,
an abandoned city protected by ancient excavated mine that has unleashed Adventure Sites. For example, piles of
dangerous inhabitants, magical
machines, to a mobile fortress filled with buried horrors. crunched bones signal the existence
puzzles, mechanical traps, or
monstrous raiders. While almost any place of a heavy-jawed predator and the
crumbling architecture. Creating a sense of history will
of interest can be an Adventure site, they distinctive scent of perfume warns of
should always be interesting enough to give your player’s the impression
Of course you can have multiple that the world they are exploring the Waste Witch’s recent presence.
warrant the player’s time. Aim for a blend themes and challenges in a single does not revolve around them, Tension is created when your
of peril and wonder. Adventure Site but limiting it will that it existed before they arrived players are anticipating something
help provide it with a unique identity. and will persist after they’ve gone. horrible but don’t know when or
Creating an Adventure Site where they will face it.
1. Create a Concept. A theme that ADVENTURE HOOKS Ecology: What’s the environment like at
pervades the Adventure Site. the Adventure Site? What sort of flora
An Adventure Hook provides a reason or and fauna would thrive there? Is it a
2. Set Adventure Hooks. A series of motivation for your players to visit your toxic area filled with bacterial slimes or
reasons to visit the Adventure Site. Adventure Site. For example, is your site an intensely magical zone that supports
3. Add some Atmospheric Flavor. the lair of a troublesome beast, the source strange mana-dependent plants?
Details that make the Adventure of magical pollution, or the last known
Site an interesting space to explore. whereabouts of a powerful relic? You could design some simple
food chains to help create the
4. Create a Map. A series of When creating your Adventure Hooks, illusion of a functioning habitat.
connected Locations that the PCs consider what the players, and their PCs, For example, large corrosive slugs
can move through. need to achieve: feed on the Snapweeds, which in
5. Describe the Locations. Define turn snatch Ghostflies and other
what’s in each Location and what Are they trying to learn something? passing bugs out of the air.
13
challenges it presents to the PCs. Are they trying to find something?
This includes choosing Guardian Are they trying to stop something?
Encounters ( p236).
2 6. Create an Encounter Table Your Site can and should have
multiple Adventure Hooks! The Battle
( p348) for Wandering Encounters
Princess might be there to save the
( p236). These are the creatures villagers but the Sage might be there
7 that move throughout the to retrieve forgotten knowledge.
Adventure Site and may turn up
when the PCs make noise or take Your hooks will be even more
compelling if they are linked to the
their time when Exploring. agreed Achievement XP ( p205).
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Adding Access Points: When EXAMPLE ADVENTURE SITE MAP
CREATING AN ADVENTURE SITE MAP
conceiving ways to move between your Adventure Site
An Adventure Site Map is simply a set of Adventure Site’s Locations, consider
connected Locations. The map is used adding loops and shortcuts Titan Grave, Wistful Dark BEING A GM
when the PCs Explore your Site. to provide players more choices
during exploration. Running
Creating an Adventure Site Map Don’t just connect your internal the Game
Skull
1. Create a layout with 5-10 Locations together with doors. Use 5 Interactive
Creating an
Adventure
Locations ( p336). windows, shafts, vents, and atria to Claw Creating a
2. Give the Locations names or create more interesting ways to enter Trap 4 GMC
serve as the entrance and exits to hidden from the PCs and may only be Creating an
Adventure
your Adventure Site. noticed if they Inspect the Location. For Heart Map
example, vegetation obscuring a tunnel 3 Guardians Creating
entrance or a rug over a trapdoor. Encounters
You don’t have to be an artist or
create an accurate plan, your map Entrance and exits: Consider making Creating a
Saga
can simply be a set of nodes joined access to the Adventure Site a
together with lines. challenge. For example, is there a moat
or ravine to cross or are the visible Chompa Bones 2
Of course, you can create Sites with
as many Locations as you want, but entrances heavily guarded?
players can explore smaller Sites Add more than one entrance to present
in one or two sessions and they are players with tactical choices. For
at less risk of becoming repetitive.
example, will they prefer to sneak in the
Consider making several related
Adventure Sites rather than a single back door or bluff their way in through
large one if you have a big idea! the main gate? p382
Also think about what useful 1 Entrance
information the PCs could discern from
MAP LAYOUT
the Adventure Site prior to entering.
When designing your map consider: For example, can they see any lights
on inside or get a sense of the size and
General layout: When mapping out History 1. Entrance 4. Claw ( p338)
layout of the Site? Trap
your Locations, think about how the This Calian bio-colossus was There is an obvious and
Mark on your map additional felled by a strike to its Core hazard-free entrance to the An enormous bony hand
site was created. For example, natural information that might affect Point. A Techno-Relic lodged in site. Approaching from any has created a makeshift
caverns would have an organic layout the players’ navigational its heart prevents the Titan other angle will require a bridge to the Titan’s skull.
as they were created by a geological decisions. For example, ‘At the from regenerating. risky and tedious climb. The presence of magical
process, whereas a constructed site T-junction do you descend the energy may trigger it to
would have a more deliberate layout. stairs towards the source of
Ecology 2. Chompa Bones close suddenly.
the foul smell, or move through
Location function: Create Locations that the crumbling archway towards Creatures that enter the site are These bones appears
6 are congruent with your Site’s current, rapidly consumed by the almost polished. The 5. Skull
the thunderous snoring?’
Titan’s support organisms, Chompa’s yield ( p369) Interactive Element
or original, function. For example, a
fort would include an armory, barracks, which patrol the site looking can still be harvested. At the zenith of the site is
for matter to convert to bio-fuel the scarred head of the
and a gate house, whereas a palace
13
might include a grand hall, multiple
to maintain the Titan’s stasis. 3. Heart Titan. Inside, the remains of
Guardian Encounter a pilot sits in a chair
bedrooms, and extensive gardens. Wandering Encounters surrounded by controls
Under the Titan’s shattered
Also, think about how the inhabitants that are labelled in Dark
Digestive Enzymes x6, breast plate lies the
18 are currently using the space. For Tongue. With the right
reskinned Goops ( p382). luminous heart, pulsing
knowledge, the Titan can
example, where do they eat, sleep, etc? slowly despite having a
be powered down which
Perhaps there is a Location dedicated Sensory feedback giant ballista bolt lodged
deactivates the Enyzmes.
to a specific task or ritual. in it. The heart is
An acrid smell and gentle
permanently guarded by
purple glow permeate the site.
2 Enzymes.
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Interactive elements: Is there a portal EXAMPLE LOCATIONS
CREATING LOCATIONS
that leads to different Locations
Locations are self-contained experiences depending on the orientation of a
Guardian Encounter
within your Adventure Site. An individual control dial, or an alchemist’s lab filled The Shackled Deity BEING A GM
Location can pose a specific challenge to with color-coded potions? Interactive High Challenge, Red Mountain Sanctum, Blazing Garden
the players or simply be used to build the elements provide your players, not just Running
Site’s atmosphere. their PCs, with a challenge that can’t the Game
just be resolved with a good die roll. Creating an
Adventure
Creating a Location Avoid puzzles that only have one
Creating a
1. Decide if there is a Challenge at solution or, if you do use these, have GMC
the Location. failure result in a disadvantage or Creating a
set-back rather than a dead end. Settlement
2. Decide on the type and level of
Challenge at the Location. Environmental hazard: Is there a fast- Creating an
Adventure
flowing river blocking the way or an Site
3. Think about any rewards that will
unreliable rope bridge crossing the
be extracted from the Location. Creating an
ravine? Non-combat challenges will test Adventure
4. Describe your Location. the PCs’ Abilities, Gear, and wits.
Map
Creating
◆◆ Encounters
Vary the type and level of challenge
between Locations to create a blend Creating a
Saga
LOCATION CHALLENGES of high and low drama.
Challenges include:
LOCATION REWARDS
Guardian Encounters: Is there a
sleeping guard or sentry drone at Location rewards include:
the Location? If there is a Guardian
Information: Is there anything to learn
Encounter ( p236), consider adding
from the Location? For example, a
elements to the Location that will make
mural might depict a monster’s weak First impressions: A huge motionless Inspection: The hood has “Let none
the interaction more interesting. For
spot or the remains of a previous figure levitates in front of a large pass” emblazoned on it in
example, adding pillars might create
adventurer might yield a useful map. door. Its head is covered with an Bright Speech.
a Sheltered Battlefield Area during a
Treasure: What valuable items can ornately decorated metal hood.
Fight, or a gravel floor could provide a A thin, but noticeable, circle
Minor Penalty for Stealthy Movement. be retrieved from the Location? For The stone floor surrounding the surrounds the figure. PCs with
example, a chest full of coins or an figure is shattered and covered in magical knowledge might know the
Traps: Is there a tripwire or pressure- ancient Imbued Weapon.
sensitive flagstone that sounds the dried blood splatters. god cannot leave the circle.
alarm or sets off an eviscerating booby Special senses: Those sensitive to Battlefield: Due to its uneven
trap? Traps are set to alert Adventure DESCRIBING A LOCATION
mana will detect a powerful Bright surface, the area inside the
Site inhabitants of unwanted intruders For each Location think about: energy emanating from the figure’s containment circle is Precarious
or to protect their valuables. metallic hood. ( p251).
Failing to detect and bypass a trap First impressions: What are the first
things the PCs will notice on entering? This may be a Sage familiar Access points: The door is the
should create a complication for the with Bright Magic or a PC
PCs. For example, tripping an alarm Special senses: What additional details primary entrance to the
equipped with a Scanner
9 will limit the amount of time they have are revealed to PCs that can see in the Red Mountain Sanctum.
( p181), you decide
in the Location before guards turn up, dark, sense magic, or possess another who notices it! If the players figure out a way
or passing a hex line might inflict them extraordinary senses or knowledge? to scale the perimeter wall, or
Attention: The figure is a minor deity find another way to gain access
with an inconvenient Ailment ( p268). Inspection: What is revealed on
11 which has been magically bound to to the Sanctum, let them. Don’t
Set traps in logical places so Inspection or detected with an Insight the location. force a battle to happen!
players will blame themselves for Check during Stealthy Movement?
a lack of caution. Make traps with Battlefield: What potential Battlefield It has been forced to attack anyone
1 deadly consequences immediately
Areas and Conditions will apply if a attempting to access the doorway.
evident to the PCs, so the focus of
the challenge is on figuring out a Fight breaks out?
way to bypass or disarm it. Access points: What entrances and
exits lead to and from the Location?
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EXAMPLE LOCATIONS
Moderate Challenge, Titan’s Grave, Wistful Dark Flavor, Manathene Refinery, Twilight Meridian
Running
the Game
Creating an
Adventure
Creating a
GMC
Creating a
Settlement
Creating an
Adventure
Site
Creating an
Adventure
Map
Creating
Encounters
Creating a
Saga
First impressions: A giant boney arm Inspection: Vein-like tubes, filled with First impressions: This large atrium If your players like puzzles, you
can devise a visual code for
acts as a makeshift bridge between a faint luminous liquid, seem to stretches the entire height of the
them to decipher. If they do it
the lower area of the Titan’s Grave slowly throb. structure and has several openings quickly, maybe they can avoid
Adventure Site ( p335) and the huge leading off it at various heights and a Wandering Encounter!
exposed skull situated at the top of a Battlefield: Difficult footing makes positions, but there is no obvious
steep mound. the arm Precarious ( p251). way to access them. Battlefield: Depending on their
relative positions, some cubes might
Special senses: Bright or Dark The claw is high up, so being shoved In the middle of the room is a series be considered Isolated ( p250).
Aligned characters will feel an off would result in Falling/Impact of floating platforms, each inscribed
unpleasant tingle when travelling Damage ( p267). with graphic symbols. As the GM, you can opt to require a
along the arm. There is a disruption Might or Deftness check to leap onto
Access points: The skull can be All entrances to the atrium have a
in the flow of mana. nearby cubes. Failure might leave the
entered by hopping off the end of a glowing panel next to them. PC Toppled ( p271).
Attention: If a Magical Ability is talon and into a softly glowing
activated while on the hand, or if an eye socket. Special senses: Bio-Mechanoids will Falling from higher cubes will result
individual with 3 or more Allegiance sense the platforms can be spoken in Falling/Impact Damage ( p267).
You can decide PCs need to
1 Points passes over it, the claw will make a Deftness Check to hop to in Bit Stream and that they can be
across to the skull if you want asked to reposition themselves. Access points: The many hallways
snap shut. leading off the atrium are numbered
to increase the sense of danger
Everyone in its grasp must make a and tension. Inspection: Symbols on the platforms and color-coded.
19 Deftness Check or suffer a Severe seem to match those on the control
Moving down the forearm will bring panels by the door.
Injury. The claw resets to an open
you back to the base of the mound.
position after 1 Turn. Those that can read Gleysian Code
3 can control the platfroms so it is
possible to access the desired exit,
otherwise if the PCs Linger ( p235)
to experiment they will figure it out.
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EXAMPLE LOCATIONS
Moderate Challenge, Barkmoor Woods, Wistful Dark No Challenge, The Creator’s Reliquary, Buried Kingdoms
Running
the Game
Creating an
Adventure
Creating a
GMC
Creating a
Settlement
Creating an
Adventure
Site
Creating an
Adventure
Map
Creating
Encounters
Creating a
Saga
First impressions: The woods open Inspection: Throughout the meadow, First impressions: This quiet, sterile Inspection: Shelves are labelled in
up into a large clearing. A meadow strange figure-like mounds are hall is both mundane and grand at Creator’s Script. Subjects include:
of pink, glowing flowers lights up the nestled among the flowers the same time. The Promise Project, Art, Starmaps,
surrounding tree line. (previously Putrefied victims!). and other topics that will baffle Outer
The hall is lined with hundreds of World’s scholars.
The wreck of an ancient vehicle sits Those familiar with Techno-Relics will shelves full of neatly stacked blocks
in the center of the meadow. deduce that the vehicle was some that contain a strange glowing liquid. Battlefield: The space between the
kind of war machine designed to fire shelves is Cramped ( p250).
Special senses: Those with huge ballista bolts. Special senses: Everything feels alien
heightened smell can detect the and unreal to those sensitive If scaled, the tops of the shelves are
scent of volatile mana. It seems as if a part of the vehicle to ‘otherworldliness’. Isolated ( p250).
is missing. The more technically
Attention: For every 2 Turns spent in minded may think it was some Attention: A suppression field Any Abilities that require sound are
the meadow, a PC will gain a random kind of escape pod and be able to prevents any sound from being unusable while the room is muted.
Gift ( p206). guestimate its likely trajectory. made inside the hall.
Access points: There are two tall,
Gaining 4 Gifts requires you to make Inspecting key Locations should A switch on the wall is able to featureless doors, one at each end of
7
an Aura Check or you’ll become reveal new insights or rewards unmute the room. When audible the the hall. The doors are indistinct from
Putrefied ( p270). so players must decide whether glowing blocks emit a soft hum, and one another.
investigating is worth the risk. footsteps generate an eerie echo.
Once outside the circle you’ll return
3 to normal after 24 hours. Battlefield: Anyone inside the wreck The small flashing blocks can only
is Sheltered ( p251) from external be read with a special device, found
Being inside the wreck shields you attacks. elsewhere in the Reliquary.
from the warping affect of
13 the meadow. Access points: The path through Items that can be collected, or
Barkmoor Woods ( p346) can be can be used in other parts of
re-entered from either side of your Adventure Site, will
promote exploration.
the clearing.
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3 Submerged Forest 9-10 Deal with a troublesome beast 9-10 Alive and dynamic 9-10 Musical glyphs
Creating an
Adventure
Site
4 Burning Isle 11-12 Access a magical portal 11-12 Homely and quaint 11-12 Secret paths or short cuts Creating an
Adventure
Map
5 Moving Castle 13-14 Conduct, or halt, a ritual 13-14 Filthy and foul smelling 13-14 Changing water levels Creating
Encounters
6 Hidden Cavern 15-16 Solve an eldritch mystery 15-16 Dark but comforting 15-16 Long distance communicators Creating a
Saga
7 Overgrown City 17-18 Stop a sealed entity escaping 17-18 Sterile and lifeless 17-18 Morphing architecture
8 Confusing Dimension 19-20 Prevent a magical catastrophe 19-20 Jubilantly sinister 19-20 Control room full of levers
9 Haunted Machine
RESIDENT VILLAIN LOCATION TRAPS ENVIRONMENTAL HAZARDS
10 Toxic Wasteland Choose or roll a Villain (and adjective) Choose or roll a trap Choose or roll an environmental hazard
Adjective Villain
11 Infinite Library 1-2 Access point seals after use 1-2 Chasm to cross
1-2 Cunning Noble
12 Immortal Faculty 3-4 Obscuring miasma 3-4 Body of liquid to cross
3-4 Lonely Monster
13 Lifeless Prison 5-6 Toxic fog 5-6 Access point sealed off
5-6 Misunderstood Asura
14 Floating Laboratory 7-8 Magical hex 7-8 Access point out of reach
7-8 Incompetent Undead
15 Spiritual Hotel 9-10 Pitfall 9-10 Unstable
9-10 Charming Beast
16 Cursed Observatory 11-12 Burning blast 11-12 Vision obscured
11-12 Ambitious Warrior
7 17 Buried Factory 13-14 Divides the PCs 13-14 Slippery to traverse
13-14 Bored Spirit
18 Enchanted Vault 15-16 Release the beast 15-16 Slow to traverse
8 15-16 Wicked Witch
19 Sentient Grave 17-18 Call the guards 17-18 Harmful
17-18 Deranged Synthetic
20 Alien Elsewhere 19-20 Rock fall or crushing threat 19-20 Suffocating
19
19-20 Intellectual Godling
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Your Adventure Map shows the position of, and distances between, your Whether your Adventure Map is Break up long stretches of wilderness
BEING A GM
various Adventure Sites, Settlements, and other notable locations. comprised of one large Zone or several between your primary Settlements and
connected smaller ones, consider: Adventure Sites with smaller locales.
These could include:
History: Think about what formed Running
Point & ROUTE PLACEMENT the Game
the landscape. Was it carved out Mini Adventure Sites: A structure or Creating an
When drawing your map consider: by a magical catastrophe, a natural area comprised of only 1 or 2 Locations Adventure
geographical process, or was it ( p336) or Encounters Creating a
Navigational choice: When connecting artificially constructed. ( p348). For example, a Grim Wing GMC
your Map Points together, provide nesting in a crumbling turret or a Creating a
Terrain Type: How easy is it to traverse
alternative routes that create a mysterious shrine that harbors a
Settlement
the Zone? Do the PCs require special
navigational decision. For example, curious artifact.
Creating an
equipment to avoid harmful or Adventure
one Route requires the procurement Landmarks: These notable features
debilitating environmental effects? Site
of specialist gear to traverse but the present no challenge but can be used
Are navigational Insight Checks Creating an
alternative is much longer and means as navigational aids or to add character
Adventure
assisted by wide open vistas, or Map
you may arrive after the despicable to the landscape. For example, a
hindered by an oppressive mist?
ritual has been completed. strange obelisk or distinctive clearing.
Creating
Encounters: What sort of characters
Encounters
Hidden Map Points: These Single residences: These homes or
and creatures would inhabit the Creating a
An Adventure Map is usually a small Local disconnected Adventure Sites, or Saga
Zone? What is their reason for being buildings allow you to place interesting
Map, but scenarios focusing on travel may isolated Settlements, are not connected
there? Use this information to guide or useful GMCs ( p320) outside of a
span an entire Region. A good Adventure by existing Routes and can only be
your choices for the Adventure Map’s Settlement. For example, a witches’
Map aims to provide players with a sense reached by Trailblazing ( p226). When
Encounter Table ( p348). Crafting Workshop or an Inn that is a
of scale, scope, and intrigue. placing your hidden Map Points, locate
Hunting/Foraging: When PCs search useful source of local rumors.
them inside a Map Zone or specific
Creating an Adventure Map area that provides the players with a for food during Camp Activities
small region to focus their search on. ( p229), how abundant are supplies? Is
1. Mark your Adventure Sites and there anything unusual about the area’s
Settlements on your Map and link This avoids direction-less exploration.
For example, Dizer Gren’s old archives flora or fauna?
them together with Routes,
as required. are rumored to be somewhere in the For your Map Zones, create a list of
Dawnwards Hills. key words, phrases, or notes that will
2. Delineate any distinct Map Zones
Destination choice: Create a dilemma help you narrate the sights and
that you want to have different sounds the PCs experience as they
Map Encounters or apply the for the PCs about the order in which
travel through and move between
effects of Adverse Terrain ( p225). they should explore the Adventure
the different Zones.
Map. For example, should the PCs
3. If desired, add smaller points of immediately proceed to the village
interest on your map. about to be sacked by the Villain, or
4. Prepare descriptions of terrain, risk turning up late to seek advice from
weather, flora, and fauna for your the wise woman about his weak spot?
Map or Map Zones. Long Routes: If there are many days
5. Create an Encounter Table travel between your key Map Points,
4 ( p348) for your Adventure Map add Small Points of Interest ( p345) to
or Map Zones. These are things make the Journey more memorable.
the adventurers may come across
along their journey. Put as much effort into designing
5 your Adventure Maps as you would
your Adventure Sites.
Your initial Adventure Map only
needs the Points related to your
Adventure. You can add more later
9 as the scope of the game expands.
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EXAMPLE ADVENTURE MAP
Adventure MAP SUGGESTIONS MAP (OR ZONE) FEATURES
Local Adventure Map Choose or roll a feature
Twinfell, Wistful Dark SMALL POINTS OF INTEREST
BEING A GM
History 1. Cloudhaven 5. Bitty Boo’s Hut 12 Blocked path 3-4 Glowing flowers or berries
Twinfell was the site of a past Sky Port Single Residence
battle between two heroes from A small but important trade This famed Chib gadgeteer 13 Pond or pool 5-6 Oversized fruit
opposing empires. The rituals hub for the region. does not appreciate visitors,
and war machines utilized killed unless they bring her a
2. Homble ( p330) 14 Drastic temperature change 7-8 Musical insects
them both and left arcane scars Techno-Relic to examine.
across the land. Village
A quaint and sleepy town, 6. Titan Grave ( p335) 15 Large, distinctive tree or plant 9-10 Observant birds
Terrain source of a popular line of Adventure Site
13 Barkmoor Wood dominates the alcoholic potions. The resting site of the fallen Abode or business 11-12 Curious reptiles
region, an unusually lush area giant Calian bio-machine,
that feeds off the mana-rich soil. 3. Clearing now partially buried. While 16 Guide’s cabin
The topology undulates with Mini Site inert, it ocassionally twitches
13-14 Brightly-colored mammals
4 unnatural craters and valleys. Trees have been cut back due to some ancient reflex.
17 Scholar’s study or observatory 15-16 Synthetic organisms
and the soil excavated, the
Encounters dig site looks like it was 7. Escape Pod
The road to Cloudhaven is abandoned in a hurry. Mini Site 18 Hermit or guru’s retreat 17-18 Pervasive odor, sweet or foul
3 relatively safe, and Encounters A metallic dome, almost
here will be mostly benign, but 4. Warped Meadow ( p340) entirely covered in moss. 19 Crafter’s home and workshop
entering the Barkmoor Wood Mini Site Inside are skeletal remains
19-20 Water-based ecology
Zone prompts a roll on an A metal structure rusts and information about the
Encounter Table ( p350). historic battle.
20 Room & board
amidst glowing flowers.
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Battlefield that skews in favor of the Maintenance Drones that whir and beep
Adversaries, after all it’s their home turf. whilst carrying out their programmed Running
E ENCOUNTER TYPES Consequences: The outcome of a Fight duties, or other Encounters that create the Game
may have wider consequences than atmosphere but present no risk or reward Creating an
The type of Encounters you chose to the PCs. They can also be used to Adventure
immediately obvious. Think about what
should make sense in the context of your foreshadow more significant Encounters. Creating a
will happen if the patrol doesn’t report
Adventure’s locations and environments. GMC
back or the scout escapes? The enemy
Encounters should also be an appropriate Creating a
camp will now be on high alert and MIXED ENCOUNTERS Settlement
blend of the dangerous and the benign.
might prepare an ambush. Creating an
For example, you might have weary
An Encounter can be a blend of Combat, Adventure
refugees in a war-torn area and ravenous Site
SOCIAL ENCOUNTERS Social, and Atmospheric, or quickly
insectoid predators in a toxic jungle. Creating an
change from one type to another Adventure
Nomadic merchants, cranky hermits, or depending on the PCs actions. For Map
COMBAT ENCOUNTERS other talkative beings that might be minor example, helping resolve a dispute Creating
Quest Givers ( p321) or require the PCs between two squabbling wizards may Encounters
Predatory monsters, enemy patrols, or to Negotiate ( p238). When creating a backfire and result in a violent conclusion. Creating a
An Encounter can be anything from other malign entities that, if the odds
Saga
Social Encounter consider:
a talkative travelling merchant to are favorable, will Fight ( p244). When
a bloodthirsty band of Skelemen. creating a Combat Encounter consider: Situation: Create a situation that MOOD TABLES
Encounters should aim to either reinforce presents a choice or dilemma to your
Intelligent Encounters will react
your Adventure’s sense of place, provide Scale of threat: From a lone Mange players. Is the farmer searching the
appropriately to the situation at hand.
the PCs with new information, or present Bandit scout to a squad of Giga Gruun. woods for his missing child? Are the
For example, responsible town guards
a potentially dangerous situation. Make the players think about whether PCs interested in buying the stolen will question suspicious looking PCs
a confrontation is actually necessary. magic items the rogue is offering? rather than lead with an attack. Use an
Creating an Encounter Some Encounters might not offer much
Consequences: Think about what the Adversary’s Mood Table, or the generic
of a challenge but others might be
1. Determine the type of Encounter PCs might lose or gain from one below, when you are unsure of how
incredibly difficult, and worth avoiding.
you want to create. the interaction: an Encounter should react to the PCs.
When picking opponents:
2. Choose and create the number If the situation is handled badly, Choose or roll a Mood
Think about what Abilities and
and type of GMCs ( p320) or how will this impact the PCs?
Gear the PCs possess and decide
Adversaries ( p356) that will be Examples include: denial of
whether you want to exploit or 1-5 Friendly
involved in your Encounter. service, losing out on useful info,
reward their choices.
3. If desired, create a Mood Table for or the creation of a negative local
Use Adversaries of a similar Reputation ( p279). 6-14 Indifferent
your Encounter.
number and Rank if you want a
If the situation is handled well,
more balanced Encounter.
Creating an Encounter Table how might this reward the PCs? 15-20 Hostile
Consider whether you want the For example: Learning useful
1. As a guideline, create 5-10 enemy to arrive or engage after knowledge or rumors, discounts
Encounters per Adventure Site or Adding an element of chance to an
a few Turns, so the PCs are not on service, or gaining a new Encounter prevents programming
1 Map Zone. immediately overwhelmed at the Ally ( p321). your players to attack everything
2. Allocate ‘No Encounter’ to start of a Fight. they meet.
numbers 1-10, and then allocate Remember to reward heroic
Mixed foes: Mixing foes forces the behavior and good deeds with
the numbers 11-20 to your players to make interesting tactical
4 positive consequences. For example, OTHER ENCOUNTER TABLES
created Encounters. decisions. For example, how will the helping a farmer in need may get the
PCs get at the troublesome spellcaster PCs free Room & Board when they Adventure Sites and Maps are not the only
standing behind a wall of brutish arrive at his hometown. times you can create Encounter Tables.
9 minions? Should the PCs target the You could create a Table for moving about
enemies’ mounts first, to nullify their a busy metropolis or to reflect a significant
speed advantage, or go straight for the game world event, such as an invading
riders and hope for a swift take down? army’s occupation or the aftermath of a
magical catastrophe.
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EXAMPLE ENCOUNTERS
ENCOUNTER SUGGESTIONS ATMOSPHERIC ENCOUNTERS
Map Enconters Choose or roll an inspirational place or moment
Barkmoor Woods COMBAT ENCOUNTERS BEING A GM
11-13 Ambush victims: Basic Folk x4 ( p322) 1-2 Greedy Rogues 5-6 Somewhere a secret is held
Adventure
Creating a
GMC
Situation: These workers were clearing part of the woods, 3-4 Eager Beasts
7-8 Entrance to another site Creating a
but were chased off by angry ‘forest spirits’. If Settlement
encountered, they will be lost, hungry, and confused. They 5-6 Desperate Vagabonds Creating an
may be hiding, caught in a trap, or on the run from a real 9-10 A flock of beautiful creatures Adventure
Site
or imagined threat. The PCs must earn their trust. 7-8 Territorial Wildlife
11-12 Something’s final resting place Creating an
Consequences: If calmed and assisted, they will tell the Adventure
PCs they have been paid by a local antiquities researcher 9-10
Map
Wary Adventurers
to locate some technology purportedly buried 13-14 A strange mechanism Creating
Encounters
somewhere on the Duskward side of the woods. 11-12 Relentless Guardian
15-16 Abandoned living quarters Creating a
Saga
Situation: The scout has been directed to look out for SOCIAL ENCOUNTERS
anyone who is attempting to cut back the woods. Unless 1-2 A slippery surface
surprised by a group moving stealthily, the bandit will be Choose or roll a traveller (and adjective)
hiding from sight. They will try to escape at the first sign 3-4 An annoying trap (Restrains)
Adjective Traveller
of trouble.
5-6 An alarm
Consequences: If captured or coerced, the scout can 1-2 Distressed Outcast
inform the PCs about their leader’s plan to stop the
researcher’s attempts to dig up Barkmoor forest. If the 7-8 Mistaken identity
3-4 Confused Innocent
scout gets away, they will inform the Raider Patrol of the
PCs’ whereabouts and capabilities. 9-10 A fire trap (Burn Injury)
5-6 Wise Beast
19-20 Ruff Rider patrol: Mange Bandit x4 ( p400), Proudhound x1 ( p402) 11-12 A cursed or faulty relic
7-8 Cheerful Guide
2 Situation: This group has lived in Woods for some time 13-14 A pitfall or tunnel
9-10 Lost Scholar
and do not take kindly to strangers. They have gotten
suspicious recently thanks to a group of outsiders 15-16 A barrier or divide
11-12 Weary Sellsword
chopping down trees and other nonsense. If challenged,
12
this rough bunch will fight smart, using their home terrain 17-18 Another adventure team
13-14 Miserable Behemoth
to their advantage. They are not exceptionally violent and
will only kill if forced.
15-16 Wounded Sentinel 19-20 An unstable structure
8 Consequences: Polite trespassers may get away with a
warning. If the patrol is pacified or reasoned with, the PCs 17-18 Friendly Spirit
may be able to broker a deal between the researchers
and the raiders.
19-20 Lonely God
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When developing your Saga, consider: the old PCs have passed into lore; 9-10 An influential patrician: Blind to
maybe a few are still around and have 1-2 A desperate waif: They possess
the harm they do in the pursuit
Saga structure: The Adventures in your need of spirited young Adventurers. something very important. Running
of wealth. the Game
Saga can be completely unrelated to Creating an
each other, or they could be linked 3-4 A clandestine organization: Who 11-12 An ancient order: Dedicated Adventure
together with a uniting theme or a set SAGA SUGGESTIONS
seeks to preserve Outer World. to the cause, no matter the cost. Creating a
of reoccurring characters. You can also GMC
switch it up depending on your group’s THE SAGA IS ABOUT… 5-6 An intelligent monster: Somehow
Creating a
for your Saga. This big bad could be a Escalating hostilities between powerful Saga
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A D V E R S A R I E S
20
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unusual opponents willing to confront the PCs on their adventures. their Rank and are modified by their Traits.
An Adversary’s Rank, just like a PC’s,
informs the Adversary’s Aptitudes and The displayed values factor in the Using
Adversaries
Combat Values, as well as indicating the Adversary’s Traits. The exact Traits and
Asura, Lajja
number and potency of their Abilities. modifiers are recorded as a footnote so
they may be redistributed to create any Bizzer
Menace describes the type of threat an desired differentiation between multiple
Swarm
PC. Bosses are often local Faction thematic type, and includes:
Grim Wing
MEGA BOSS Rare and extremely Celestial Order: Individual beings Master
powerful opponents with Abilities that attached to the former celestial order: Villains
make them a match for a group of PCs Devas, Asura, Small Gods, and Mundymutts
COLOSSUS Beasts so large that fighting Folk: Beings that live in recognisable Shadow
Beast
them requires the use of the Colossal communities and interact with PCs just Tiny
Combat rules ( p264). A Colossus is like regular Folk. Unhelpful
also a match for a group of PCs. Monster: Unique creatures that don’t
Cloud
Undead
have a place in any other category.
Use Rank & Menace Type as a guide Peddler
when creating Encounters for your Includes entities like the stubborn dead Unshaped,
Adventure Sites and Maps, but and the Unshaped. Bellzuub
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PCs with a relevant Ability, such as EXTREME SPECIES SIZE COMARISON
QUICK FACTS
Healer’s Hands ( p18), might also be able
These short descriptive sentences guide to extract Crafting Materials ( p288) or
ADVERSARIES
you on how to use and run the Adversary. Additives ( p291) from a monster corpse.
PLAYABLE
ABILITIES
Some Adversaries can be easily converted
Adversaries posses and utilize Abilities into a playable Species. On selected
just like PCs. Each Ability is marked with Adversaries, suggestions are made on
7 its Ability Level ( p433), either Basic B , how this can be achieved. Tiny
Advanced A , or Legendary L . ( p434)
Magical Abilities show their contribution COLOSSUS MAP
4 to the Adversary’s Allegiance Point total.
Colossal Adversaries will include a map
of the creature, to use when engaging in
YIELD Colossal Combat ( p264). Also listed will
10 In addition to their Combat Gear, a slain be any special considerations for moving
Adversary can possess other useful items between the various Strike Points and the
dependant on their role and status. effects of destroying or disabling them. Small Medium Large Massive
( p106) ( p106) ( p106) ( p434)
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ASURA, LAJJA MEGA BOSS RANK 10 Habitat: With the collapse of the Indicators: Unsettling moans, twisted
celestial order, Lajja has no natural corpses, an oppressive feeling of
Soul enslaver. Lajja is an Asura tasked with instilling fear and obedience in place in Outer World. Her presence guilt or shame.
is an unwanted intrusion. She
ADVERSARIES
mortals. Asura were once a servitor species of the Divine Rulers, and Lajja is one Role Playing Notes: She will
appears where necessary to snuff out
of a handful that still persist in Outer World. She roams the surface performing sometimes address mortals tenderly,
the arrogance and self-determination
her duties, transforming those she encounters into servile wretches. of man.
other times she’ll resort to relentless Using
Adversaries
bullying. She’ll expose a PC’s
Communication: Dark Tongue. If embarrassing truths and use Asura, Lajja
Immune to Normal Damage Recieves an Edge Tactics: Lajja is cruel and will: changing the Ailment associated Chompa
Dark Damage inflicts -1 on all Aura rolls with their Degrading Presence or by Chosen one
Bright Damage inflicts +1 If in her Area,
Allow foes to succumb to her altering how they interact and use
Degrading Presence.
Demon,
Aura Contest or suffer their Wretches. For example, healing Blighted
a Status Ailment and
Soften stubborn opponents with them or bestowing them with Drones
Shameful Invigoration 1 Damage per Turn her Scornful Bolt. temporary powers.
Recovers 1 per Turn Foes reduced to 0 0
Goop
Recover lost Hearts from Wretches Killservants
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Scornful Bolt A
Abilities Once you have contracted an Wretches do everything they can to
Ailment you are immune from remain within 1 Area of Lajja.
Lajja prefers to watch enemies buckle
further instances of this effect.
Dark Divinity L under her Degrading Presence. However, Wretches can perform an Attack ADVERSARIES
Attacks doing Bright Damage are twisted Wretch whose head can never Demon,
Shameful invigoration B
boosted by 1 Heart. look up from the ground. Blighted
D Adds 2 Dark Allegiance Points. Drones
+8 Defense Rating. While Lajja generally delights in the
6-10 Jellyfied ( p270) humiliation of others, she finds a strange
Goop
burning candle, facial features slip If afflicted with an Ailment, Lajja Killservants
L
away. If reduced to 0 Hearts you will recover 1 Heart at the start of Lalka
Degrading Presence SHADOW STUFF
become a semi-molten Wretch. each Turn. Master
Villains
Lajja is surrounded by a corrupting Lajja will inflict herself with a With the right Ability, 3 Units of the
Mundymutts
atmosphere that crackles with malevolent 11-15 Ballooned ( p268) Corrupting Ailment, using her Asura’s ichor can be harvested and used
mana. Those who succumb to her power Degrading Presence, in order to as a powerful Crafting Additive ( p291).
Skelemen
are transformed into wretched slaves. You begin to swell in size. As you regenerate lost Hearts. Shadow
inflate with malevolent mana your skin Beast
She can end the self-inflicted Attack: Imbued weapons do
Lajja benefits from an Edge on all becomes unbearably tight. If reduced Tiny
Ailment at any time. Dark Damage. Unhelpful
her Aura rolls. to 0 Hearts, your rupture and the mana Cloud
seeps out. You are a Wretch that wears Defense: An Imbued Shield or
Undead
Lajja can activate her Presence your stretched skin like a saggy coat. D Adds 1 Dark Allegiance Point. Armor reduces any Attack or Peddler
at the beginning of her Turn in offensive Ability that does Dark Unshaped,
addition to other permitted Actions. Damage by 1 Heart. Bellzuub
16-20 Dispirited ( p269)
When activated, anyone in the Unfortunate Souls L
Urarani
Your inadequacies become painfully 1 Unit • 75 Coins
same Battlefield Area as Lajja must Creating
apparent. Your mind and soul slides Adversaries
attempt to resist corruption. Lajja usually travels with 4 Wretches.
towards hopelessness. If reduced to 0
Hearts you become a silent Wretch MOOD Table
vs Requires an Aura Contest with eyes devoid of hope or desire. Wretch Lajja is only focused on achieving her dark
Success: Llaja forces your body to Those who succumb to agenda, and will see the PCs as a threat or
transform via corruptive magic: Lajja’s Degrading a tool. Lajja might be:
If you are immune to the Ailment Presence become
You contract an Ailment from the inflicted, you are spared… but must
6 obedient vassals. Guarding divine treasures or secrets no
Corrupting Ailments Table (below). re-roll next Turn if you remain in her mortal should have access to.
The transfiguration is painful, lose 1 Presence.
+0 10 Summoned and tasked with the
Heart at the start of every Turn. Failure: You have resisted this Turn, 1 Average
annihilation of a powerful foe or region.
10 If you’re reduced to 0 Hearts, you but must re-enter the Contest next ATTACK HEARTS DEFENSE SPEED
Turn if you remain in her Presence. Establishing her own cult or city state
become a Wretch and are now one
Gear: Wretches are unable to use that caters to her cruel whims.
of Lajja’s Unfortunate Souls ( p363).
equipment in any useful capacity.
9 The corruption only ends if Lajja is D Adds 2 Dark Allegiance Points.
driven off, reduced to 0 Hearts, or Abilities: None, Wretches forget RESKIN
otherwise subdued. any Abilities they knew in their
previous life. Apply the Dark Divinity Ability to other
Adversaries to create lesser Asura.
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BIZZER SWARM BOSS RANK 2 Abilities The Swarm will do its best to follow
its target, but will abandon pursuit
Mana-sucking menaces. Bizzers are small flying insects that feed off magic. if it becomes hazardous for the ADVERSARIES
BUZZING MASS B
While not dangerous on their own, they have a tendency to travel in huge swarm, such as the target getting
groups, capable of hindering the spells of even the most experienced casters. The Bizzer Swarm is not a single entity, it is too close to flames or being
made up of hundreds of tiny bugs. submerged in liquid. Using
Adversaries
If the target somehow escapes the
+2 2 Buzzing Mass Asura, Lajja
COMBAT VALUES
Bizzer Swarms can only be hit Swarm, they remain unable to use
ATTACK HEARTS Can only be hit with large by Attacks made with large, any magical Abilities for 1 Turn.
Bizzer
Swarm
surface area weapons
broad objects or that target the
12 ¹ Fast 2 and tools or effects that Blaster Mage
target an entire Area entire Battlefield Area the swarm Chompa
DEFENSE SPEED
occupies. Your GM will decide
Immune to Ailments YIELD Chosen one
¹ Buzzing Mass (+2) which objects or strikes will make a
Demon,
Speed Bonus (+2) significant impact on the swarm. Blighted
² Buzzing Mass (+1 level)
◆◆ Other Attacks will only kill a ARCANE POWDER Drones
handful of bugs, and won’t impact Goop
7 MIGHT A Unit of Arcane Powder ( p290) can be
APTITUDES / TRAITS
Insectoid Hearts, the swarm has been killed If the PCs are able to capture the swarm Shadow
Target cannot use magic
when engulfed or reduced to a harmless volume. relatively unharmed, 2 Buzz Bombs can be
Beast
SIZE Medium Tiny
Swarm created by anyone with a glass jar. Unhelpful
This effect lasts 1 Turn Cloud
after escaping the swarm
ALLEGIANCE Unaligned Buzz bombs have the Range of Undead
ENGULF B Peddler
other Thrown Weapons.
Unshaped,
Bizzer Swarms surround a target and drain Once released, the Bizzers will Bellzuub
away any mana on or around them. A target a magical foe with Engulf.
Habitat: Bizzer Swarms make their However, soldiers and bandits have Urarani
hungry swarm is noisy and incessant.
nests in mana-rich environments, for been known to weaponize them for A bomb’s swarm only has 1 Heart. Creating
Adversaries
example wizarding structures or use against arcane foes. Buzz Bombs,
Engulfing a foe requires the Bizzer 1 Slot • 25 Coins
magical biomes. They are infamous glass jars filled with Bizzers, are very
Swarm to use its Action, but does
for causing injuries, and even a few popular among raiders in particular.
not require an Attack roll.
fatalities, at Shard’s University and its
Indicators: Rusty imbued items, a Engulf can be used on a single
MOOD Table
rival school in the Galvanus Peninsula,
single Bizzer moving along a wall, creature or object in the same Area
by showing up during an important Bizzers are relentless in their thirst for
that horrible buzzing noise. as the swarm. Bizzers only target
magical demonstration or eating the mana, if they sense its presence they will
15
flight spell of a commuting professor. Role Playing Notes: Buzz, buzz buzz. creatures or items with Magical swarm en masse.
Buzz buzz! Abilities. They have no interest in
Communication: Bizzers have no non-magical entities.
means of communicating to other Customization: Certain Swarms may The target is unable to use any
Reskin
20 creatures, unless you count their inflict an Ailment ( p268) in addition Magical Abilities while engulfed by Make the Engulf Ability drain Hearts,
incessant buzzing. to hindering magic use when they the Bizzer Swarm.
use their Engulf Ability. rather than mana, to reskin the
Tactics: Bizzers are instinctual Anyone attacking the Swarm Bizzer Swarm as more conventional
3 creatures and don’t formulate while it is using this Ability will hit bloodsucking insects.
combat strategies. the swarm’s target instead on an
unsuccessful attempt.
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DEFENSE SPEED Magic Shot Shots do 1 Heart of Bright Damage. can be used there for 1 Turn.
Blaster Mage
Blighted
10 DEFT. (P)*
Big Magic Shot B Adds 1 Bright Allegiance Point. Drones
8 GRIT (P)
Aura vs. Deft. Contest
Big Magic Shot B
Goop
7 INSIGHT * Range: 2 Areas
An impressive blast that temporarily Giga Gruun
10 AURA (P)* Damage: 2 (Bright)
exhausts the Mage. YIELD Grim Wing
* Nimble (+2 Deftness) Killservants
Impusive (-1 Insight) Mana Burst
The Blaster Mage can attempt to Blaster Mages have amassed d20 Coins
Impressive (+2 Aura) Lalka
*
Aura vs. Deft. Contest
fire a large flaming sphere at a foe from their nefarious exploits.
Anyone in the same Area Master
TYPE Folk 2 (Bright)
up to 2 Battlefield Areas away. Villains
ADVERSARY INFO
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One massive muncher. A distant cousin of the Bumpo, these omnivorous With the right Ability, the following can be
ADVERSARIES
bovines are much less docile and armed with an enormous tusk-filled mouth. Big ‘un B removed from a slain Chompa…
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The hero of another story. Occasionally, youths are given great powers and a Who needs training or experience when
ADVERSARIES
quest by the whims of fate. Legends describe how these enterprising figures LEgendary Gear A you have an indomitable spirit.
fulfil their destinies, but in reality many fail and their exploits go unchronicled. Chosen Ones find themselves in If reduced to 0 Hearts, the Chosen
possession of a handful of Imbued Items
Using
can attempt to shake off defeat. Adversaries
thanks to questing and older relatives with Asura, Lajja
a habit of relic hoarding.
Legendary Items (Pick 3) ? Requires a Grit Check Bizzer
Swarm
Red Edge
Legendary Items (Pick 3) Success: The Chosen springs back Blaster Mage
Red Edge: This empowered sword into action with 1 Heart restored.
+1 Flame Damage Chompa
Favored by Fate Standard Weapon (Flame Brass) is crafted from Flame Brass. It is Chosen one
Parry Magic Attacks upon a successful Attack. crushed by a stone block. Drones
Courageous Determination
Standard Shield (Sun Gold) Cleary Shield: A Standard Shield Goop
When reduced to 0 a
made of Sun Gold. The bearer may Giga Gruun
Spring Heel Boots
Grit Check will restore 1 also use the Parry granted by this Yield Grim Wing
Supernatural Leaping item to nullify a Magical Ability Killservants
targeted at them. Besides their Legendary Gear, Chosen
Might Mitten Lalka
Supernatural Might Spring Heel Boots: Made of Ones always have d20 Coins collected Master
magical feathers which grants from side quest rewards or fallen foes. Villains
Wooly Warm Tunic Supernatural Leaping ( p107). Mundymutts
Extreme Weather Outfit (Cold) Mighty Mitten: A mitt created from MooD Table Skelemen
Frost Damage inflicts -1
the paw of a powerful beast which Shadow
Flame Damage inflicts -1 Choose or roll a Mood
grants Supernatural Might ( p107). Beast
Tiny
Wooly Warm Tunic: This endearing Unhelpful
Extreme Weather Outfit (Cold) was 1-5 Insufferably friendly Cloud
COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO
woven from the legendary Wisdom The PC’s mission seems to align with the
Undead
11 MIGHT (P)* TYPE Folk Bumpo’s wool.
Peddler
+4/5¹ 4 Extradordinary Chosen One’s and they volunteer their
9
Unshaped,
DEFT.
ATTACK HEARTS ◆◆ Attacks that deal Flame or Frost services and tag along, even if unwanted. Bellzuub
11 GRIT (P)* SIZE Medium Damage do one less Heart Urarani
14 2/15 3 Average 9 INSIGHT than usual.
6-14 Temperamental
Creating
ALLEGIANCE Unaligned
DEFENSE SPEED 9 AURA (P)* Adversaries
¹ Red Edge, Master Weapon (+1) * Suprisingly strong (+1 Might) The Chosen One wants to trade their rare
² Medium Armor (+4) * Spirited (+1 Grit) Favored by Fate B local fruit and strange looking masks for
* Silent type (-1 Aura)
3 Cleary Shield, Standard (+1)
something actually useful. They’ll get angry
While destiny ain’t what it used to be, it if a proposed deal is refused.
can still help out its agents in a pinch.
Habitat: Although hailing from Indicators: A valorous battle cry,
remote and peaceful villages, their villages filled with people who have 15-20 Righteous resentment
20
quests can lead them anywhere. had small requests recently fulfilled, Once a Session the GM can re-
and a trail of slain monsters. roll, or force a player to re-roll, if A PC has been identified as a true villain.
Gear: See Legendary Gear Ability! the result negatively impacts the Whether this is a tragic case of mistaken
Role Playing Notes: They believe Chosen One. identity or actually true is irrelevant.
7
Communication: Low Speech and a their quest is just. Challenging their ◆◆ This even extends to rolls where
language based on their homeland. cause will result in being seen as a the Chosen One isn’t present. For RESKIN
true villain to be silenced. example, to hinder the PCs from
4 Tactics: Bold combatants who rely on claiming a quest item that the Swapping out the Chosen One’s
resilience and daring Stunts to: Customization: Experienced Chosen Chosen One requires. Legendary Gear for more sinister Imbued
Ones can have an Elective Champion Items will create a villainous character,
Target leaders first.
or Battle Princess Ability. Some travel rather than a sadly misguided heroic one.
Identify and exploit weak spots. with companions, usually a fairy.
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Indicators: The cry of obscenities in
DEMON, BLIGHTED MOOK RANK 0
If a Demon’s Attack reduces you to
Dark Tongue, the shuffling of the
misshapen, a trail of violent revelry. 0 Hearts you must check to see if
Those taken by darkness. Demons were ordinary folk who’ve been warped
you contract Shadow Blight ADVERSARIES
by contact with Shadow Blight, a potent strain of Dark Mana. They remember Role Playing Notes: Their primary ( p374).
little of their old lives and exist only with a compulsion to spread the Blight. impulse is to spread the Blight, If you are immune to the Blight, you
acting like cruel children who find joy roll on the Injury Table as normal.
Using
Consumed by Darkness Shadow Blight Host Adversaries
in the misery of others.
Unarmed Attacks strike as Standard Weapons If enemy reduced to 0 0 Once an enemy has been infected, Asura, Lajja
Sunlight does 1 per Turn then Grit Check or Customization: Invent alternative the Demon will immediately switch Bizzer
Can see in total darkness contract Shadow Blight Malignant Gifts. For example, add its attention to the uninfected. Swarm
While it is sometimes possible to Each Blighted has 1 Malignant Gift Grim Wing
recognize who a demon once was, that Choose or roll a Gift Killservants
Unarmed Attack Cold to touch, Acid spit, strikes Make Grit Check Thick blubber, will reduce a Demon to ash Check momentarily mesmerizes their
Unshaped,
Bellzuub
strikes as Mighty does +1 as Thrown to Attack, miss a +2 Defense in moments. attacker, who misses their next Turn. Urarani
Weapon Damage (Frost) Weapon Turn on failure Demons lose 1 Heart for every Creating
Turn they are exposed to 9-12 Winter’s Shackles Adversaries
COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO sunlight, or the light of a fallen
The Demon’s body is so cold that
6 MIGHT (P) Star Shard ( p305). Star Gems
TYPE Monster contact results in frostbite. Unarmed
+0 1 ( p180) up to 1 Area away will
6 DEFT. Demon Attacks do +1 Heart of Frost Damage.
ATTACK HEARTS also have this effect.
8 GRIT (P)* SIZE Medium
5 INSIGHT* Demons can avoid damage from
12 ¹/14 2 Average 13-16 Revolting Excess
ALLEGIANCE Dark Aligned sunlight by covering their bodies
DEFENSE SPEED 6 AURA (P)
8 6 Dark in thick clothing and masks. The demon’s flesh has become
¹ Numb to Pain (+2) * Unrelenting (+2 Grit) tumorous and ponderously thick, they
² Revolting Excess (+2) * Dulled (-1 Insight) gain +2 Defense Rating.
D Adds 2 Dark Allegiance Points.
2 Habitat: Found where the sun Tactics: Spreading the Blight is a 17-20 Caustic Spittle
doesn’t shine: the Wistful Dark, or the demon’s primary goal, they will:
Shadow Blight HOST B The demon may spit acidic bile which
Buried Kingdom.
Die in droves attempting to infect a strikes like a Thrown Weapon.
5
Gear: Remnants of a previous life. significant individual. The Shadow Blight is contagious, and a
Demon’s attacks can pass on the curse to D Adds 2 Dark Allegiance Points.
Target the Bright Aligned ( p206),
Communication: Dark Tongue, they the weary.
they are the most offensive.
might reluctantly use Low Speech.
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their Grit Check. Their bodies have but you must continue to make this Master
The Demons are dragging away a few
built up a resilience to mana. Check every week. Respite Villains
nomads. They will ignore the party if they Mundymutts
don’t interfere. Bio-Mechanoids and the Undead Failure: The infection progresses Consuming 1 Unit of Bright Water
Skelemen
are Immune to Shadow Blight. The to Stage 2. ( p290) prevents the progression
GM may decide that other strange of the Blight for 1 month. Shadow
6-14 Waning villainy Beast
creatures (Goops, Asuras, etc.) are Further doses of Bright Water will Tiny
The demons are feeling lethargic and also immune. not provide additional benefit. Unhelpful
STAGE 2
will leave the party alone if they hand Success: You’ve avoided infection,
Cloud
over one of their number for use in their but the experience has been You hiss obscenities in
Undead
Cure Peddler
sadistic game. extremely unpleasant. Dark Tongue when trying Unshaped,
to speak, and struggle to Ingesting the petals of a Wish Bellzuub
Failure: You now have Stage 1 maintain control of your Flower will painlessly end the
15-20 Crazed Shadow Blight ( p375).
Urarani
dark thoughts. affliction. Alternatively, a Sage with Creating
The party receives no warning. A crazed Demystify ( p64) can attempt to Adversaries
group of Demons descend, their eyes full You gain another 2 Dark Points. remove the Blight.
of twisted intent.
You suffer a Major Penalty (-4) on
all Negotiation rolls, except for vs Requires a Contest
RESKIN Intimidation. The Sage’s Aura vs. the
patient’s Aura.
After 1 week the infection will
To create an Ascended Demon, a rare Success: The Shadow Blight leaves
attempt to progress.
11 individual who manages to retain their the infected in a physically violent
knowledge and Abilities after contracting manner that endangers both the
the Blight, make a Rank 5 Character and ? Requires a Grit Check
patient and the Sage. Both must
replace their Innate Species Abilities with Success: The infection has stalled, make a Critical roll on the Injury
2
Consumed By Darkness, Shadow Blight but you must continue to make this Table ( p260).
Host, and Malignant Gift. Check every week. Any Dark Allegiance Points gained
Failure: The infection progresses during infection are removed when
17 to Stage 3. cured, but any Dark Gifts remain.
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tissue which are ingested, inhaled, A replaced limb grants you +2 Blaster Mage
factories from the previous aeon suffer a strange derangement, developed
or injected. Might, but you suffer -2 Deftness. Chompa
while inert, which has caused them to abandon their duties.
Drones are powered by an engine Unarmed Attacks with the limb Chosen one
Mad Machine Synthetic that feeds on ambient mana. If the strike as a Standard Weapon. Demon,
+2 3
COMBAT VALUES
In rampage mode… Immune to ailments flow of mana into the engine is Modifiers are only applied once,
Blighted
ATTACK HEARTS Minor Bonus (+2) on Might rolls that affect the flesh disrupted they will then cease even if multiple limbs are replaced.
Drones
* Efficient (+2 Deftness) Grants a Minor Bonus (+2) to 1 Unit • 25 Coins Tiny
Unhelpful
* Precise (+1 Insight) Might rolls. Cloud
* Souless (-2 Aura)
Provides +1 Heart of Damage to MOOD Table Undead
physical Attacks.
Peddler
TYPE Monster
Choose or roll a Mood
ADDITONAL INFO
Unshaped,
Mechanical Bellzuub
Causes a -2 to their Defense
SIZE Medium Rating, due to reckless flailing.
Urarani
1-5 Curious Creating
ALLEGIANCE Unaligned Attempting to exit this state Adversaries
requires the Drone to make a The Drone, if undisturbed, stares in
successful Insight Check. wonder at an innocuous creature or flower.
Habitat: Drones are found in the Role Playing Notes: Maintenance 6-14 Dutiful
ruins of ancient Gleysian facilities, Drones can only speak in a calm and LABOR FRAME B
The Drone demands explanation for the
but many wander further afield. polite manner. However, their new PCs’ presence, and will attack if their
16 ‘emotions’ are poorly regulated and The Maintenance Drone’s body is
Communication: Drones exclusively engineered for industrial work. response is unsatisfactory.
they often say disturbing, morose, or
speak and understand Gleysian Code. incomprehensible things. Drones
Tactics: Maintenance Drones cannot harbor a misplaced sibling rivalry +4 Defense Rating. 15-20 Rampage!
15 with Bio-Mechanoids. +1 Hearts Total.
formulate sophisticated strategies, The Drone is rampaging. It tosses its
they simply identify weak or ‘broken’ Customization: Drones might be Maintenance Drones are Slow. current victim aside, and turns on the PCs!
opponents and target them. fitted with limbs that strike as Mechanical limbs strike as
2 Indicators: Loud clanking noises, different Weapon Types, or with a Standard Weapons. RESKIN
bodies that have been crushed and Mender’s Kit ( p176). They may also
torn apart, devices that have been be able to hover, climb, or float A reskinned Maintenance Drone can be
dismantled or badly repaired. depending on their original function. used as a golem or animated suit of armor.
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WAR DRONE MEGA BOSS RANK 7 Indicators: Corpses slain with MAD MACHINE B
ruthless precision, the squeal of
[target locked] Lacking the magical mastery of their rivals, the Gleysian Arcane Afterburners, a cold voice As a result of overexposure to mana, the
Technocracy developed military technology to level the playing field. announcing ‘Targets identified.’ Drone now has thoughts and feeling it
ADVERSARIES
Can detect organic, few attempt to defy their erratic, rampaging state that: Asura, Lajja
synthetic, or magical
programming and find purpose and Grants a Minor Bonus (+2) to Bizzer
All Range Attack System targets within 100 feet Swarm
meaning off the battlefield. Might rolls.
(Extra Attack) Can see in darkness & Blaster Mage
Range: 2 Areas through physical barriers Customization: Special units may Provides +1 Heart of Damage to Chompa
Damage: 2 (Bright) have different sorts of Combination physical Attacks.
Chosen one
Weapons included with their
Mad Machine Causes a -2 to their Defense Demon,
Morphic Armament Ability. Blighted
In rampage mode… Rating, due to reckless flailing.
Morphic Armament Drones
Minor Bonus (+2) on Attempting to exit this state
Bulwark Mode Might rolls Abilities requires the Drone to make a
Goop
Combination Weapon Check to exit mode War Drones stand tall on the battlefield. A Lalka
ARCANE AFTERBURNER
Wire Mode Master
The War Drone is a Large Species War Drones take up advantageous Villains
Lash/Arc Synthetic
Combination Weapon ( p106). positions using their mana thrusters. Mundymutts
Immune to ailments Skelemen
that affect the flesh
War Drones have Supernatural Shadow
B
Leaping ( p107). Beast
SYNTHETIC Tiny
COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO Unhelpful
The drone is a mechanical being. Cloud
14 MIGHT (P)* TYPE Monster ADVANCED SENSOR SUITE A Undead
+5/+6 ¹ 62 Mechanical
12
Peddler
DEFT.* Immune to Fatigue, Starvation,
ATTACK HEARTS
11 GRIT (P) and Suffocation. War Drones have an array of scanners that Unshaped,
SIZE Large Bellzuub
help them identify all possible threats.
15 3/17 4 Average 10 INSIGHT (P) Immune to toxins that target living Urarani
ALLEGIANCE Unaligned
DEFENSE SPEED 7 AURA* tissue which are ingested, inhaled,
War Drones can sense all targets Creating
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L
MORPHIC ARMAMENT
ALL RANGE ATTACK SYSTEM MORPHIC ARM MODULE
Concentrated mana can be expelled If still intact, the Morphic Arm and its
ADVERSARIES
towards ranged targets. module can be removed by someone with
Basic Gadgeteering.
Mana Blast: In addition to its other Using
permitted Actions, the War Drone With a successful Crafting roll, Adversaries
can direct an Attack that does 2 the module can be configured to Asura, Lajja
Hearts of Bright Damage towards take the form of one of two Melee Bizzer
a target up to 2 Battlefield Areas Weapon Types, or a single Melee Swarm
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¹ Inexorable Sludge (-1 level) * Wobbly (+2 Deftness) Caustic bodies destroy and consume. 6-14 Uninterested Creating
Adversaries
* Spineless (-1 Grit)
The Goop is attempting to return to its
Attaching to prey favorite resting spot without incident, and
Habitat: Most common in the Wistful When in groups they swarm a single Goops can attempt to stick onto a won’t take kindly to interference.
Dark, Stahlfeld, and No-Folks Land target hoping to bring them down target in the same Battlefield Area
due to the prevalence of derelict with a combined effort. as them. You can avoid this with a
15-20 Aggressive
ancient facilities in these regions. successful Deftness Check.
13 Indicators: Walls and floors bleached If a Goop attaches successfully The Goop emerges from its hiding spot
Gear: Occasionally they’ll contain the clean, a strong chemical odor, to you it causes a Serious Burn and ‘rushes’ the most vulnerable PC!
polished metal belongings of their partially dissolved corpses. from the Caustic/Burning Injury
most recent meal. Table ( p267), and again on every
2 Roleplaying Notes: Goops aren’t RESKIN
Communication: Odd chemical complicated, they live to dissolve. subsequent Turn until the Goop is
burbles that are indecipherable to dislodged or destroyed. Living dungeons, like the interior of a
non-goops. Customization: Goops charged with colossal starfish, might have an immune
Removing Goop
20 unusual mana might have alternate system with digestive cells that have
Tactics: Goops are slow and resort to methods of attack, such freezing or You can use your Turn to attempt similar properties to Goop.
ambush tactics, dropping from shocking foes. Others might be able to remove a Goop. This requires a
ceilings or hiding in cracks. to move quickly. successful Might Check. Applying the Goop’s Abilities to another
monster will create a slime variant.
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GIGA GRUUN MEGA BOSS RANK 9 Role Playing Notes: Violent and YIELD
emotionally stunted, Giga Gruun are
Berserking brute. Larger and meaner than the common Gruun, Giga Gruun like malicious children. While not
are living siege weaponry from the 3rd Aeon. Without masters, their brutal yet entirely unreasonable, they will get BERSERKER HIDE
ADVERSARIES
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GRIM WING MEGA BOSS RANK 7 Abilities Spray: The Grim Wing can target
a Battlefield Area up to 1 Area
Murderous skybound tyrant. Engineered by the lost Calian empire, Grim away. A single Attack roll is made ADVERSARIES
SUN BLOTTER B
Wings are enormous flying beasts that suffer no natural enemy or predator. and compared to the Defense
They snatch up livestock, tear apart sky ships, and terrorize populated areas. The Grim wing casts a massive shadow. Rating of everyone in the
targeted Area. Those hit suffer 1 Using
Adversaries
Sun Blotter Heart of Bright Damage.
Grim Wings are Massive ( p434).
Focused Attack: Mighty Weapon, Jaws/Talons Asura, Lajja
Sweep Attack: Arc Weapon, Wings/Tail Sweep Attack: Tail and wings strike Bizzer
Mana Blast as Arc Weapons. B Adds 1 Bright Allegiance Point. Swarm
Wins all Might Contests unless against
Supernatural Might (Extra Attack) Focus Attack: Talons and fangs
Blaster Mage
¹ Sun Blotter (+2 Hearts) * Monstrous (+1 Might) 1 Bright Wing can make a claw Attack Creating
² Sun Blotter, Massive (-2 Defense) Inexorable (+2 Grit)
1-5 Sated
Adversaries
Bio-Sorcerous Body (+8 Defense) Heedless (-2 Insight) that does 3 Hearts of Damage to
³ Speed Bonus, Flying (+2 Defense) anyone standing in a Battlefield
A Grim Wing flies overhead. It will be back
4 Sky Bound Destroyer (+1 Level)
Area it flies through.
when it has finished digesting its last meal.
Habitat: The skies of Outer World. Indicators: Horrible screeches. A
They prefer coastal regions where swift shadow passing overhead. 6-14 Peckish
MANA BLAST L
they can escape to sea if required. Burning corpses and ruins.
6 The Grim Wing tests the PCs, to see if they
Communication: Grim Wings cannot Role Playing Notes: Grim Wings are Burning eyes can fire concentrated mana. are an easy meal.
speak or understand any language, unnatural creatures, created to be
but can sense hostility and fear. living weapons for long forgotten In addition to its other permitted 15-20 Ravenous
11 wars. They are only motivated by Actions, a Grim Wing can use:
Tactics: While violent, Grim Wings hunger, destruction, and a strong The Grim Wing won’t stop until it makes
Beam: The Attack can target an
are not mindlessly so, they will: survival instinct. off with one of the PCs for dinner.
enemy up to 2 Battlefield Areas
Create panic with strafing runs. away. A hit deals 3 Hearts of
17 Customization: Other ‘models’ might
and pummel threatening Bright Damage and forces you RESKIN
Isolate be equipped with Mana Blasts which
prey with everything they have. to make a Might Check or be
inflict less damage but cause Grim Wings can be reskinned as wyverns
Toppled ( p271).
Retreat if things turn sour. Ailments like Petrified or Blinded. or small dragons.
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Customization: Individual Maids will Back & Forth without a Fuss
KillservantS
carry different Chosen Weapons.
Service with a sword. Servants are commonly employed by nobles, the rich, Murder Maids zip from place to place with
When working in groups, Maids ADVERSARIES
or the terminally busy. The unpredictable and dangerous nature of the Outer little effort.
will also choose accent colors to
World has seen the emergence of the Killservant, employees whose duties differentiate their uniforms.
Murder Maids have Supernatural
both domestic and martial. Using
Experienced Murder Maids may Leaping ( p107). Adversaries
know Magical Murder Princess Asura, Lajja
Elective Abilities ( p52). Bizzer
MURDER MAID BOSS RANK 3 Swarm
YIELD Blaster Mage
They’ll mop the floor with you. Murder Maids will eliminate anyone who Abilities
threatens to disrupt the domestic bliss they maintain. As well as their Immaculate Uniform and Chompa
Can spend 1 to re-roll True maids take pride in their appearance, Drones
ATTACK HEARTS
a failed Attack yet understand their uniform must be fit Goop
14 2 Average Minor Bonus (+2) on for the job at hand. MOOD Table
Giga Gruun
Checks & Contests to do with
DEFENSE SPEED Choose or roll a Mood
keeping things tidy Murder Maids wear Light Armor
Grim Wing
Mundymutts
ALLEGIANCE Unaligned Back & Forth Without a Fuss A Murder Maid’s Chosen Weapon the Murder Maid’s master, or at least they
is always Disguised ( p160). look like someone who has. They won’t
Supernatural leaping
listen to reason unless defeated.
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1
YIELD Asura, Lajja
ATTACK HEARTS Can use Action to stop any Battle Butlers wear Light Armor Bizzer
Attack in the same Area as them combined with an Appealing Outfit. As well as their Immaculate Uniform and Swarm
17 2
Fast 3 Requires Grit vs Might Contest Chosen Weapon, a Battle Butler will be in
+2 Defense Rating. Blaster Mage
DEFENSE SPEED Minor Bonus (+2) on the possession of an Oddity ( p180) such Chompa
Checks & Contests to do with
¹ Tidy Battle Stance (+1) as a teapot or pocket watch.
keeping things on track Chosen one
² Tidy Battle Stance (+2)
A Demon,
Immaculate Uniform (+2) Tidy Battle Stance Blighted
Speed Bonus (+2) MOOD Table
Quick Weapon (+1) Immaculate Uniform Battle Butlers are elegant combatants. Drones
³ Expeditious Manner (+1 level) Choose or roll a Mood
Authorititive Goop
Type they are proficient in. Using 1-5 Congenial Grim Wing
10 DEFT. (P) their Chosen Weapon provides: Killservants
11 GRIT (P)* The Battle Butler is trying to dissuade
+1 Attack Bonus. their master, an Expert ( p185), from Lalka
11 INSIGHT (P)* Tidy Battle Stance +2 Defense Rating. undertaking a dangerous errand, they Master
9 AURA Chosen Weapon may attempt to convince the PCs to take
Villains
Quick, Uitility (Timepiece) A Battle Butler’s Chosen Weapon Mundymutts
* A bit thin (-1 Might)
has a Custom Ability ( p160). on the lucrative assignment.
* Stoic (+1 Grit) +2 Defense Skelemen
* Observant (+1 Insight)
+1 Attack Shadow
6-14 Conciliatory Beast
TYPE Folk
ADVERSARY INFO
Tiny
Extradordinary Expeditious Manner B The Battle Butler is travelling with a Unhelpful
Chosen One ( p370) whose quest puts Cloud
SIZE Medium The Battle Butlers move with alacrity.
them in conflict with the PCs. The Butler Undead
will seek peaceful resolution, if possible.
Peddler
ALLEGIANCE Unaligned
Battle Butlers are Fast. Unshaped,
Bellzuub
15-20 Ruthlessly antagonistic Urarani
Creating
isolated, they will withdraw unless Unruffled Monotony A The Battle Butler serves a master who
Habitat: Found in the service of If Adversaries
they are acting as a decoy. opposes the PCs. They attempt to thwart
Outer World’s most wealthy, such as A Battle Butler prefers to prevent a their progress for as long as possible.
the Patricians of Shard or the Samurai disaster rather than mop up afterwards.
of the Seven Holy Isles. Indicators: Noticeably well ordered
areas, the sound of patient footsteps,
A Battle Butler can use their Action Reskin
Gear: They wear their Immaculate a body of someone slain by clean,
Uniform and carry a notable Chosen precise cuts. in an attempt to thwart any weapon
The Battle Butler can be used to represent
Weapon. For example, a duelling Attack made in the same Battlefield
20 Role Playing Notes: Polite to a fault. a loyal and upright bodyguard.
sabre that has a timepiece built in. Area as them.
They put duty before emotion and
This Ability must be declared
Communication: Low Speech and are respectful no matter what their
before an Attack roll is made.
their employer’s preferred language. intent.
19
Tactics: Butlers work best when they Customization: Experienced Battle vs Requires a Contest
are part of a team and will: Butlers might know Battle Princess The Butler’s Grit vs. the
Elective Abilities ( p42). attacker’s Might.
18
Attempt to thwart the most
challenging opponent while their Success: The attacker falters and
compatriots pick off the rest. cannot act on their Turn.
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Goop
Balooned for 1 Turn Push over, or move, an object no
8 DEFT. (P)*
larger than 2 Inventory Slots. YIELD Giga Gruun
5 GRIT* Grim Wing
Distract or annoy you, providing
6 INSIGHT (P)
Elemental Vex an Attack Assist ( p256) to an ally. LALKA JAR
Killservants
7 AURA (P)* Lalka
Mud sling Attempt to blow something out of
* Nimble (+2 Deftness) (Thrown Weapon) your hand or Topple you ( p271). Whoever last held this mundane looking Master
Flakey (-2 Grit) Villains
jar controls the Lalka that was created in it.
Innately magical (+1 Aura) ◆◆ Requires a Contest Mundymutts
Arcane Belagurement If a Jar is smashed the Lalka is set free.
Lalka’s Aura vs. your Might. Skelemen
TYPE Construct Deft. vs. Might Contest
1 Slot • 50 (with Lalka)
ADDITONAL INFO
Attack Assists to help their The Lalka is annoying a commoner and Urarani
Habitat: Lalka are never too far from
Use Arcane Beleaguerment B
masters and employ Arcane will ignore the PCs unless they interfere Creating
their Lalka Jar, the pot or container in Adversaries
which they were created. A jar may Beleaguerment at key moments. When all else fails, Lalka will sacrifice
be positioned to protect a specific themselves to temporarily delay their foe. 6-14 Protective
location or carried around by their Indicators: Overturned pots and They can even coordinate their efforts
furniture, poorly timed pranks and with their fellow Lalka. The Lalka have been ordered to guard a
master. If freed, Lalka gravitate to
other signs of childish mischief. specific spot or item. They only harass the
locations related to their type. Breeze
Lalka can hurl themselves at you in PCs if they start poking around.
Lalka settle in windy valleys and Role Playing Notes: Lalka have
15 caves, while Mud Lalka enjoy swamps simple thoughts. They are belligerent a self-destructive attempt to slow
and river banks. you down. 15-20 Annoying
and difficult with everyone except
their master or fellow Lalka. Lalka are Whether the attempt is successful The Lalka have been sent to harm and
Communication: Lalka are able to
happy to hurl insults at you but can’t or not, the Lalka is destroyed. hinder the PCs by an old, or unknown, foe.
17 speak and understand Low Speech.
They tend to have squeaky voices. sustain any meaningful dialog. Breeze Lalka
Customization: More powerful Lalka Requires a Contest RESKIN
Tactics: Self-preservation is not a
can reform after using Arcane Lalka’s Deftness vs. your Grit.
factor when confronting foes, they:
2 Beguilement or have additional Success: The Lalka forces its way Create Lalka related to different elements
Use Elemental Vex for hit and run hexes like Mortifying Bloat ( p61) or into an orifice and evaporates. You by re-theming their Abilities.
attacks to weaken or distract foes. Hocus Pox ( p62). are Ballooned ( p268) for 1 Turn.
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become corrupt and now seek to create or perpetuate a harmful status quo. Customization: Changing the
Oppressor’s combat Gear is a good The Oppressor may immediately Using
samurai would have a Sky Steel against anyone who fails a Melee Asura, Lajja
OPPRESSOR MEGA BOSS RANK 12
Katana, whereas a Junker Warlord Attack on them. Bizzer
Strength is the only truth. A warrior’s strength is guided by many things: the
Swarm
may have an ancient Gunblade.
Blaster Mage
pursuit of justice, the rush of meeting a worthy challenge, or the camaraderie
Some Oppressors have a fearsome Chompa
formed in battle. When those joys fade, all that remains is dark necessity. mount. Largzards ( p192) are Never SURRENDER A
Chosen one
popular, as are tamed monsters. Pushing an Oppressor to their very limit Demon,
Drones
Bonus Attack if foe Abilities
ATTACK HEARTS
reduced to 0 If reduced to 0 Hearts, the Goop
Battlefield Domination (+2) Terrifed Ailment far beyond that of ordinary warriors. ? Requires a Grit Check Lalka
2 Superheavy Armor (-1 level)
Success: The Oppressor restores 4 Master
Wall of Blades Oppressors get +2 Bonus to their Hearts, and is ready to fight.
Villains
Urarani
Extradordinary
If reduced to 0 Creating
SIZE Medium Grit Check to YIELD Adversaries
restore 4 WAR GOD’S MIGHT A
ALLEGIANCE Unaligned In addition to their Combat Gear, noble or
The Oppressor’s strength is appropriately wealthy Oppressors might have jewels, a
overwhelming. crown, or an impressive mantle.
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Mana is constantly flowing within and The Pedagogue is able to agitate large Master Villains are always purposeful,
ADVERSARIES
around the Pedagogue. It is a simple clusters of mana to create a powerful MAGICIAN’S APPARATUS intent on executing some diabolical
matter for them to turn it into a flexible, explosion. This spell is a favorite way to scheme. They will see the PCs as tools or
flowing defensive field. clear away rabble. The Apparatus can be used by a Sage, threats and react to them accordingly.
though it is a complex and stressful
Using
Adversaries
The Barrier must be destroyed The Pedagogue may use Blast to artifact to use. Asura, Lajja
Reskin
before the Pedagogue can be target a Battlefield Area adjacent to Bizzer
targeted directly. the one they currently occupy. A Sage must make an Insight
Pedagogues can be used to portray
Swarm
Check when attempting to use any
The Barrier has: the cruel master of an ancient tower, Blaster Mage
of the Apparatus’s listed Abilities
Defense Rating 16 vs Requires a Contest a schemer seeking immortality, or a Chompa
( p397).
The Pedagogue’s Insight vs. the mysterious hooded figure expediting the Chosen one
3 Hearts, world’s tragic destiny.
Deftness of those inside the 1 Slot • 5 Gems Demon,
The Barrier is active at the beginning targeted Area.
Blighted
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Customization: Senior Mange Yield
MundymuttS
Bandits might know Raider ( p35) or
Dogged opponents. The Mundymutts were once relatively unknown to Outer Sneak ( p23) Elective Abilities. Mange Bandits have 1d20 of ill-gotten
ADVERSARIES
World’s folk. But a now a recent diaspora means the best, and worst, of these gains. They’ll also have a ‘Cool Thing’: a
piece of Magical Material ( p288) or a
bipedal canines can be found anywhere. Abilities
Curiosity ( p180). This is usually buried Using
in a secret location and used as leverage Adversaries
Doggone Good Sense B when pleading with the PCs. Asura, Lajja
MANGE BANDIT MOOK RANK 0
Bizzer
Mundymutts hear and smell better than
Ruff neck miscreant. Outcasts banished from their pack for heinous crimes.
Swarm
any other species in the Outer World. MOOD Table Blaster Mage
The exile extends to their offspring, resulting in the formation of bandit packs.
Choose or roll a Mood Chompa
Mange have an Edge on all Insight Chosen one
Checks and Contests involving
+0 1 1-5 Skittish
COMBAT VALUES
Demon,
hearing or sense of smell. For Blighted
ATTACK HEARTS
example, tracking or sniffing out a A lone Mange Bandit has just finished
Doggone Good Sense Drones
14 1 Fast 2
hidden or disguised individual. burying their Cool Thing. They will do their
Edge on Insight Checks Goop
DEFENSE SPEED & Contests using Mange can smell mana and can tell best to depart without looking suspicious. Giga Gruun
hearing or smell when magic of any kind is being Grim Wing
¹ Light Armor (+2)
Speed Bonus (+2)
Can smell magic used, or was recently used, nearby. 6-14 Passive aggressive Killservants
² Stray’s Step (+1 level) They can even discern between
Bright and Dark mana. The Mange Bandits are camped across Lalka
Things not native to Outer World a bridge or pathway and are asking for Master
6 MIGHT
APTITUDES / TRAITS
Villains
(Dimensional Strays, Asuras, Devas, small ‘donations’. They will turn hostile if
7 DEFT. (P)*
the PCs are uncharitable.
Mundymutts
6 GRIT (P)
etc.) smell ‘off’ and make them Skelemen
uneasy. This could explain their
7 INSIGHT (P)* Shadow
infamous dislike of the Rai-Neko. 15-20 Active aggressive Beast
5 AURA*
Tiny
* Quick paws (+1 Deftness) Ambush! The PCs have sprung a trap set Unhelpful
* Good nose (+1 Insight) up by a pack of desperate Mange Bandits. Cloud
* Yappy (-1 Aura) Stray’s Step B Undead
Peddler
TYPE Folk Bandit pups learn fast that stragglers are ReSKIN Unshaped,
ADVERSARY INFO
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Woofing wayfarer. Proudhounds once belonged to tightly knit clans, but have The body can be stripped of its Heavy
ADVERSARIES
dispersed. A few remain in their ancestral homeland trying to eke out a new Doggone Good Sense B Armor and Packsword. However, a felled
life, or struggling to preserve the old one. Many have taken to wandering. The Proudhound is traditionally buried with their
Mundymutts hear and smell better than Packsword and taking one is considered
Proudhounds seek fame and fortune to immortalize their lost clans. any other species in the Outer World.
Using
offensive by other Mundymutts. In Adversaries
addition to their combat gear they will Asura, Lajja
Proudhounds have an Edge on possess an Oddity ( p179): a chew toy,
+4/+5 1 4
COMBAT VALUES
Bizzer
all Insight Checks and Contests tankard, or a memento from home. Swarm
ATTACK HEARTS Packsword
involving hearing or sense of smell. Blaster Mage
Might/Master
16 2 Average Combination Weapon Proudhounds can smell mana and Chompa
MOOD
DEFENSE SPEED can tell when magic of any kind is Chosen one
being used, or was recently used, Choose or roll a Mood Demon,
¹ Packsword (+1) Canine Pounce
² Heavy Armor (+6) nearby. They can even discern Blighted
Supernatural Leaping between Bright and Dark mana. Drones
Leap Attack 1-5 Uproarious
10 MIGHT (P) Things not native to Outer World
APTITUDES / TRAITS
Goop
+2 to hit
8 DEFT.* +1 Damage smell ‘off’ and make them uneasy. The Proudhound is travelling on the same Giga Gruun
self-inflicts 1 d This could explain their infamous path as the PC and loudly singing an old
12 GRIT (P)* Grim Wing
dislike of the Rai-Neko. drinking song.
11 INSIGHT (P)* Killservants
Shadow
Animal-kin & Contests using Proudhounds have Supernatural Beast
SIZE Medium hearing or smell Leaping ( p107). 15-20 Baring Teeth Tiny
Can smell magic Unhelpful
ALLEGIANCE Unaligned Leap Attack: After leaping, An enemy has hired the Proudhound to Cloud
Proudhounds can use their Action slay or capture the PCs. The Proudhound Undead
to deliver a shuddering blow that: will be accompanied by companions if the Peddler
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+0 1 Chosen one
COMBAT VALUES
Suffocation, and aging. The Skelemen are busy distributing the Grim Wing
Living Dead
eyes and tongues of recent victims, one of
6 MIGHT Immune to ailments Immune to toxins that target living Killservants
APTITUDES / TRAITS
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If more than one Skelemaster
SKELEMASTER BOSS RANK 4 Skelemasters are instantly aware of
inhabits the same Adventure Site,
anything a Skeleman or Clacking
Bossy bones. A Skeleman that has claimed the eyes and tongue of the living they will try to undermine or usurp
Cranium within 1 mile of them sees
the other whilst dealing with the PCs.
ADVERSARIES
gains enhanced vision, the power of speech, and poisonous ambition. or hears.
Customization: Arm with different The ability is limited to a 1 mile
weapons, or heavier armor, at the radius from the Skelemaster
Using
+3/+4 1
3
COMBAT VALUES
Adversaries
lamented expense of style. Toughen
ATTACK HEARTS Pull Yourself Together them up with a Champion or Raider’s
Asura, Lajja
Reassembles 3 Turns after Elective Ability. D Adds 1 Dark Allegiance Point. Bizzer
14 2 Average
being reduced to 0iiii
Swarm
DEFENSE SPEED Blaster Mage
SKELEMONARCH MEGA BOSS RANK 8 Role Playing Notes: Skelemonarchs HOLLOW EYED SERVANTS A
are not just heartless, they are
Autarch of the fleshless. When an ancient ritual seals a powerful soul within actively cruel. They taunt opposition Skelemonarchs issue their despicable
the body of a Skelemaster, the result is an ageless tyrant. in hopes of rash retaliation, and commands at the speed of thought.
ADVERSARIES
Soul Stone Skull Shot Skelemonarchs are not subject to the Giga Gruun
MACABRE AURA A
1 20 Aura vs. Deft. Contest afflictions that plague the living. Grim Wing
Magic Material Range: 2 Areas
Damage: 2 (Dark) Mana swirls around the Skelemonarch, Killservants
Immune to Fatigue, Starvation, and deflecting or absorbing inbound attacks. Lalka
Bone Brambles Suffocation. Master
Curse of the Skull Battlefield Area Immune to toxins that target living + 6 Defense Rating. Villains
If in the same Area win becomes Isolated tissue which are ingested, inhaled, Mundymutts
Aura vs. Grit Contest or be Can Parry once per Round as a
or injected. Standard Shield ( p169).
Skelemen
Putified and lose 1 per Turn
If reduced to 0 Any Skeleman within 1 mile of the Shadow
Beast
become Skeleman Skelemonarch remains animated.
D Adds 1 Dark Allegiance Point. Tiny
Unhelpful
Cloud
D Adds 1 Dark Allegiance Point.
Undead
A Peddler
SKELEMANCY
Unshaped,
COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO
SELF ASSEMBLY B Skelemonarchs’ dark magic, characterized Bellzuub
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EVIL-UTION
CURSE OF THE SKULL L Defense: The Imbued item,
surrounded by dark Mana, can
The Skelemonarch’s hatred of flesh is so
Parry a single Attack once per Skeleman Skelemaster Skelemonarch ADVERSARIES
strong that it lashes out at anyone nearby.
Fight as if using a Standard Shield MOOK BOSS MEGA BOSS
( p169). This is in addition to any
The Skelemonarch can attempt to Parries the item already provides. Using
convert you, or any other organic Adversaries
creature in its Battlefield Area, into Attack: Once per Turn the Imbued Asura, Lajja
one of its lifeless subjects. Weapon can fire a cackling mana
Bizzer
skull at a target, with the same Swarm
effectiveness as a Small Mechanical Blaster Mage
vs Requires a Contest Missile Weapon. The skull inflicts
The Skelemonarch’s Aura vs.
Chompa
Dark Damage.
your Grit. Chosen one
Failure: You resist and are immune guarantee their survival, though. Creating
Adversaries
to the Curse for 24 hours.
Bio-Mechanoids, and other forms 15-20 Hostile/Bloodthirsty
of inorganic life, are immune to The Bony Crusade has begun, and no
the Curse. fleshling will survive!
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SHADOW BEAST MEGA BOSS RANK 8 Habitat: Shadow Beasts are only Indicators: Corpses and scenery that
found in the Wistful Dark due to the have been melted away, dark mist,
The wrath of the departed. Shadow Beasts are born of tragedy. When a large region’s high levels of dark mana. terrible cries and moans, an
number of individuals die during a violent or gruesome event, it can poison Reports from the Hollow Queen’s acrid smell. ADVERSARIES
temporary faces that emerge on its that moves. The howling faces that Bizzer
Tragic Behemoth Swarm
body only wail in remembrance, and move along their surface are
Focused Attack: Mighty Weapon, Stomp/Bite the creature itself thinks only individually comprehensible, even if
Blaster Mage
Sweep Attack: Arc Weapon, Neck/Limbs of destruction. they only beg or cry. Maybe the PCs
Chompa
Wins all Might Contests unless against Supernatural Might recognizes one of the faces. Chosen one
Tactics: The Beasts are instinctual Demon,
Forsaken Shadow rather than strategic and will: Customization: Replace their Caustic Blighted
Sunlight inflicts Terrified Ailment on the beast Miasma with an Ability that is related Drones
Rely on their Caustic Miasma to to the originating event. For
Dark Damage heals 1 Goop
clear out weaker foes, saving example, innocents gunned down by
Bright Damage inflicts +1
their direct attacks for their more mercenaries might create a Shadow
Giga Gruun
17
COMBAT STATS APTITUDES / TRAITS ADVERSARY INFO
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Sweep Attack: Long neck and Beast will retreat from the source if Chompa
limbs strike as Arc Weapons. at all possible. terrible creatures, but this has not been The Shadow Beast is in an unusual state, Chosen one
verified. This unique variety of Shadow its wrath has given way to melancholy. It
Focus Attack: Stomps and bites Attacks inflicting Bright Damage Stone may also be ground down for use Demon,
sifts through the remains of some ruined
strike as Mighty Weapons. receive a +1 Damage bonus as a Crafting Additive ( p291).
Blighted
home, and is examining a discarded toy.
against the Shadow Beast. Drones
Goop
Attacks inflicting Dark Damage do Defense: Imbued Items will reduce
15-20 Inflamed
SURGING DARKNESS B not harm the Shadow Beast, and the effectiveness of Attacks that do
Giga Gruun
will actually restore 1 lost Heart. Dark Damage by 1 Heart. One of the PCs has a History or Calling Grim Wing
The Shadow Beast’s body moves like
Light from a mundane source, such Attack: Imbued Weapons deal that was responsible for the Shadow Killservants
liquid darkness, yet remains concrete.
as a lantern or torch, only serves to Dark Damage. Beast’s existence. This is enough to Lalka
aggravate the Shadow Beast. They earn its relentless fury; it will need to be Master
The Shadow Beast is Fast. 1 Unit • 50 Coins defeated, outsmarted, or outrun!
know it is only a pale imitation of Villains
+6 Defense Rating, the Shadow what they truly fear. Mundymutts
and left to dry. The processed miasma can Beast’ to substantiate this claim. Peddler
The Shadow Beast is followed by a fog of Unshaped,
Howls of the Lost B malignantly charged Dark Mana that eats be used as a Magical Fabric ( p290) for Bellzuub
away at flesh, steel, and bone. Crafting Outfits as well as Light Armor. Urarani
Faces contorted in fear and woe ebb and
flow along the surface of the Shadow Items crafted from Viscid Miasma are as Creating
Any Area the Shadow Beast dark as the night sky; eyes and mouths
Adversaries
Beast, emitting pitiful cries as they surface
occupies gains the Harmful sporadically appear on their surface
and submerge. Hear them and despair.
Battlefield Condition ( p250). The blinking or mouthing silently.
Shadow Beast itself is immune to
If you come within 1 Battlefield 1 Slot • 150 Coins
this effect.
Area of the Shadow Beast, you
must attempt to resist its horror. Long exposure to this Ability may
damage structures and unattended
15 objects at the GM’s discretion.
? You require a Grit Check
This Ability is negated by the
Failure: You contract the Dispirited presence of a Star Gem, or other
10 Ailment ( p269). The Ailment lasts form of sunlight, emanating from
until the Shadow Beast has left a source up to one Battlefield Area
your sight. away from the Shadow Beast.
Success: You are immune to this
8 Ability for 24 hours.
D Adds 2 Dark Allegiance Points.
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Nimbostratus Nemesis. A strange cousin of the Very Useful Cloud ( p62), A tiny storm cloud is still a storm cloud.
ADVERSARIES
YOUR WORST FRIEND B
Tiny Unhelpful Clouds are actually the manifestation of another creature’s
unpleasantness. These minuscule menaces stick close to their progenitor, and The Tiny Unhelpful Cloud can
The cloud cannot stray far from the hover above someone its host is
work hard to be a pain in the neck for just about anyone else. creature whose negative demeanor
Using
openly hostile towards and pelt Adversaries
brought it into existence. them with localized rainfall and tiny Asura, Lajja
lightning bolts. This is supremely Bizzer
+1 2 A Cloud can be inadvertently
COMBAT VALUES
Goop
6 DEFT. Personal Rainy Day away from its progenitor. Giga Gruun
7 GRIT (P)* Snag on rolls If the Cloud loses all its Hearts, it Grim Wing
if targeted vanishes with an angry ‘hmph!’ It YIELD
6 INSIGHT (P) Killservants
Skelemen
Manifestation progenitor MOOD Table
D Adds 1 Dark Allegiance Point. Shadow
SIZE Small Beast
The Cloud’s mood is a direct reflection
Tiny
ALLEGIANCE Dark Aligned of their progenitor’s, and it will Unhelpful
2 Dark act accordingly. Cloud
MADE OF STERNER PUFF B
Undead
Peddler
The cloud is more solid than you’d expect.
Reskin Unshaped,
Bellzuub
Habitat: The Cloud will always be Indicators: The smell of rain, tiny but Thanks to its diminutive size and A small, imp-like creature could be
found near its progenitor creature. angry mumbling, fallen creatures
Urarani
Ability to solidify itself, the Tiny created using the Tiny Unhelpful Cloud.
with oddly wet hair. Unhelpful Cloud has a Defense
Creating
Communication: The Tiny Unhelpful If one of the PCs is meaner and
Adversaries
Cloud can speak and understand Role Playing Notes: Tiny Unhelpful Rating of 12.
grumpier than the Tiny Unhelpful
Low Speech and has a small but Clouds are terrible conversationalists. The Tiny Unhelpful Cloud can Cloud’s progenitor, they may want to
angry voice. They usually speak only to heckle, solidify its body while floating swap allegiances. If accepted, this
taunt, and mock anyone they come around an object and try to grab will count as one of their
Tactics: The Cloud acts in ways that in contact with… even their host! Companions. The Cloud will
or push over an object. Snatched
will help its progenitor defeat their evaporate if the PC starts to show
items are usually dropped in very
enemies by: Customization: Some Tiny Unhelpful more empathy or generosity.
20 inconvenient locations.
Clouds may cause Ailments ( p268)
Swiping, and carrying off, or even blast targets with harmful If the item is being held or carried,
strategically valuable items. electricity. its bearer may prevent it from
10
Focusing their Personal Rainy Day being snatched by making a
Ability on any foes that seem to be successful Might Check.
a true threat to their progenitor. The Tiny Unhelpful Cloud is unable
to carry or manipulate objects
7 that are larger or heavier than 3
Inventory Slots.
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Buy somethin’, will ya? Cursed merchants who, having perished with an 12 Slots worth of useful items and a
ADVERSARIES
outrageous unpaid debt, now wander dangerous places looking for business. LIVING DEAD B Bomb ( p178) can be retrieved from a
slain Peddler, as long as you were able to
This internal salesman won’t let death get prevent them from self-destructing.
between him and a sale.
Using
+2 3 Adversaries
COMBAT VALUES
Asura, Lajja
ATTACK HEARTS MOOD Table
Immune to Fatigue, Starvation, Bizzer
10 Average
Suffocation, and aging. Choose or roll a Mood Swarm
Demon,
9 DEFT. (P) lingers in the corpse. relocate and keen to offload his current Blighted
Habitat: Found almost exclusively in Role Playing Notes: Undead items vary from peddler to peddler, Undead
RESKIN
monster filled dungeons, ruins and Peddlers are consummate deal- but they always manage to be Peddler
cave networks. Peddlers occasionally makers with a certain charm to them. useful for the location they are Reanimated Physicians and Ever-living
Unshaped,
Bellzuub
wander the roads of the Wistful Dark They will do anything to pursue a wandering in. Blacksmiths can me made by giving a Urarani
and Buried Kingdoms. sale as long as it means some sort of A few might stock potent imbued Peddler additional Abilities from the
profit, though they don’t take kindly
Creating
items or relics, though they are Factotum Calling ( p17) or… Adversaries
Communication: Undead Peddlers to threats or other overly aggressive wary about showing these to the
are well versed in every language techniques. Being so used to dealing Create a Dwarf dungeon shopkeep or a
wrong type of customer.
used in the Outer World, they want with any number of monsters and Goblin apothecary by swapping Living
to guarantee they can do business unsavory customers, it’s actually Most Undead Peddlers are wired Dead with the appropriate
with anyone they meet. pretty hard to phase them. with explosives that they can Species Abilities.
detonate instantly when they are
Tactics: Peddlers are not really into Customization: More fortunate worried about being exploited. The
14 fighting. They will offer a free item if Undead Peddlers travel with explosives are powerful enough to
threatened by someone tough, but Skeleman bodyguards. It’s also destroy them and all their wares.
happily blow themselves up rather rumored that some Peddlers possess Anyone within 1 Battlefield Area
than let greedy murder hobos make magical inventory boxes that can of the exploding Peddler feels the
13 off with their goods. hold a vast amount of items. effect of the Bomb ( p178).
Indicators: Clamor made by the
rattling of merchandise, dungeon D Adds 1 Dark Allegiance Point.
7 inhabitants with gear they wouldn’t
normally have, signs that say “Sale
End is Nigh”.
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Ritual not exceed 9. For example, a pair able to establish a loose network Whilst terrifying to mortals, Bellzuub is in Chompa
1. First create and present an of Puppets who are Rank 4 and of vermin informers. fact one of the lesser Unshaped. Similar Chosen one
Enhanted Lure to summon Rank 5, nine Puppets who are all The network will keep Bellzuub entities can be created by altering his Demon,
Bellzuub, he will typically Rank 1, or a single Puppet of informed of any local events, Forms, Aspects, and Abilities to reflect Blighted
investigate within 1-3 days. Rank 9. Rank 0 characters count as or important discussions, that other types of small creature such as Drones
2. Once Bellzuub manifests, utter Rank 1 for calculation purposes. transpire in the presence of a bug birds, fish, or lizards. Goop
the incantation to lock him into his Bellzuub can release an individual or small rodent. Giga Gruun
You can also use the Insectoid Forms and
current physical Form. The bind will from his control at any time to take Bellzuub will be aware of anything Aspects without the Unshaped Ability to
Grim Wing
last for a period of 24 hours. over a new corpse. The abandoned the PCs have done, or discuss create a variety of monstrous bugs. Killservants
3. Finally, if you slay Bellzuub and host collapses in a lifeless heap. doing, if he makes a successful Lalka
burn his body whilst he is locked in Individuals under Bellzuub’s Insight Check. If privy to this Master
physical Form, he will remain dead. control retain all abilities and knowledge he will be prepared. Villains
death with a series of unusual their own. Puppets mimic the living B Adds 1 Bright Allegiance Point. Skelemen
of confused insects torment nearby a host might notice that they are Beast
12
Feel free to add your own method of
forcing Bellzuub into a fixed Form, or
decide on specific ingredients
required to create the Lure.
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CREATURE MAP
URARANI COLOSSUS RANK 7
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Urarani’s forelimbs are its primary physical Urarani’s crystalline surface feeds off, and If you remove Urarani’s magical nature,
ADVERSARIES
MOUNTAIN OF GLASS B Weapons. Its massive tail is also an constantly vents, inky Dark Mana. the colossus could be reskinned as an
effective weapon. enormous, metallic war machine. Add a
Urarani is impossibly large and clearly Attacks doing Dark Damage are small crew to man the contraption.
unnatural, able to devastate the landscape
Using
Urarani can use one of the reduced by 1 Heart. Adversaries
and cover it in its odd webbing. following Attacks on his Turn: Attack doing Bright Damage are Asura, Lajja
Battlefield Area away. Attack, the tail does 2 Hearts YIELD Drones
Goop
Everyone within a targeted of Damage. In addition, targets Urarani’s massive body unravels and
Battlefield Area must make a must make a successful Grit or vanishes if destroyed. The memories of
Giga Gruun
Deftness Check or be completely Deftness Check or be knocked the encounter will become immediately
Grim Wing
Restrained ( p270) by the web. off Urarani. hazy. Key details will remain consistent,
Killservants
Breaking free requires you, or an Snatch: On a successful Attack, a but everyone will recall a slightly different Lalka
ally, to use an Action and make pincer grabs and fully Restrains impression of the events and creature. Master
a Might Check. Due to the web’s ( p270) you. You can attempt to
Villains
strength, all Checks suffer a Snag. escape at the beginning of each Mundymutts
of Urarani’s Strike Points must away. On a successful Attack, you 6-14 Lonely anger Adversaries
make a Grit Check or plummet and the target take 1 Heart of Urarani is in the middle of smashing
to the ground and are Toppled Damage and are Toppled apart an isolated structure of some kind;
( p271). ( p271). On a miss, you land 2 folk are fleeing, some trapped by the
At the GM’s discretion the fallen Battlefield Areas away and destruction. Urarani is disinterested in the
may also suffer an Impact Injury are Toppled. PCs, unless they interfere.
( p267). Urarani’s pincers are clumsy
8
tools, and are incapable of 15-20 Painful rage
D Adds 1 Dark Allegiance Point.
delicate manipulation.
Urarani appears out of nowhere, starting
3 its rampage right in front of the PCs, they
must choose: fight or flight?
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An Attack Bonus equal to their COMBAT VALUES
CREATING ADVERSARIES
Rank, rather than the value from
Fantastical biomes can be home to unique or rare species. Creating your own the progression table or… All Adversaries start with a Defense
ADVERSARIES
creatures will reinforce the world’s strange and undiscovered nature, and ◆◆ An Edge on all rolls related to a Rating of 10 and a Speed Rating
particular Aptitude. of Average.
promote the PCs’ use of caution.
Colossi range from Rank 5 to Rank 15: Use the Adversary Rank Table ( p432) Using
ADVERSARY CONCEPT to determine your Adversary’s starting Adversaries
They have the Colossal Ability
Attack Bonus and Hearts Total. Asura, Lajja
A solid concept is the foundation of ( p435) which comes with one
Bizzer
the Adversary creation process. Once Sweep and one Repulse Attack. Swarm
YIELD
established, subsequent creative Have a Creature Map ( p435).. Blaster Mage
decisions should be guided by your Your Adversary’s Menace should be A defeated Adversary can provide Chompa
chosen concept. Inspiration for your guided by your concept. A bandit treasures that can be harvested. Chosen one
Adversary can come from anywhere, but scout would be a Mook, but his Demon,
when defining it think about: commander may be a Boss. Gear: An Adversary will be equipped in Blighted
a way that is appropriate to its Menace Drones
Theme: How does this Adversary fit and concept. Goop
in to the Adventure’s environment or RANK
Mooks will have cheap or
Situation? Is it an aquatic monster for Giga Gruun
The exact Rank you select determines mundane items.
a half-submerged lair or an ice golem Grim Wing
that guards a frozen keep? your Adversary’s overall strength and Bosses will have expensive items Killservants
While customisations and reskins are the potency. Choose a Rank suggested by like Heavy Armor, Custom Gear, or
quickest way to create new Adversaries, Key Challenge: What would make Lalka
your Adversary’s Menace. Magic Consumables.
you can also build one from scratch. an Encounter with your Adversary Master
interesting or challenging for the Most living things are Rank 0-2. Megabosses may have Imbued Villains
2. List any useful Quick Facts about forces PCs to change their tactics? Adversaries will have local, regional, or
or Additives ( p291) that can be Tiny
your Adversary that will help you even global Reputations ( p279). Unhelpful
harvested from their body. Cloud
use them during play. Entities of Rank 11 and higher are truly
QUICK FACTS For example, a heavily scaled monster Undead
3. Choose a Menace and Rank to legendary: powerful immortals, divine Peddler
might yield a Magical Fabric or an
determine the level of threat your Coming up with Quick Facts ( p358) beings from beyond the Heaven Seal, Unshaped,
Adversary that can spit a fireball might Bellzuub
Adversary poses to your PCs. provides you with a framework to develop or landscape destroying Colossi.
yield Additives that enable Imbued Urarani
your concept. Fleshing out your Adversary’s Weapons to do Flame Damage.
4. Choose Aptitudes and Traits that fit If you’re worried about creating an
Habitat, Tactics, Communication, etc. This under, or over, powered monster run
Creating
with your Adversary’s Concept. Adversaries
will help you to think about how they will a few quick test Fights with your Don’t give your Adversaries any
5. Calculate your Adversary’s interact with your PCs. players’ PCs to see how it turns out. overpowered items you wouldn’t
Combat Values. want your PCs to get their hands on!
Look at the Quick Facts for the
6. Decide on your Adversary’s Yield. pre-designed Adversaries for APTITUDES & Traits
7. Create a Mood Table. guidance or inspiration. MOOD
8. Choose, or create, Abilities to Use the Adversary Rank Table ( p432)
to determine your Adversary’s base You can just use the standard Mood
11 represent your Adversary’s mental, MENACE Table ( p358) for your Adversary, or if
physical, or magical powers. Aptitudes, then…
you prefer you can craft one that better
Adversaries can be one of four types of Choose three Aptitudes appropriate reflects your creation’s unique nature.
Menace, which sets their Rank and will to your Adversary’s concept to be the
20 impacts what Abilities they can access. Some Adversaries may not be subject
Primary Aptitudes. The remaining two to mood swings, but programmed
Mooks or Basic Folk are always Rank 0. are considered Secondary Aptitudes. robots or deities may always have a
Bosses range from Rank 1 to 10. Pick 2 Positive Traits and 1 Negative Trait clear purpose and intent.
2 that fit with your Adversary’s concept.
Mega Bosses range from Rank 5 to
Rank 15, and have: If you want to add any more Positive
Traits, you should also add another
A Legendary Ability ( p433).
Negative Trait to counterbalance it.
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V
ADVERSARY TABLE Skill: The potential to act as a Guide, Dealing Special Damage.
know a Crafting Discipline, or possess Inflicting a hindering or
MENACE RANK ATTACK HEARTS APTITUDES ABILITIES any similar knowledge-based Ability. non-lethal Ailment. ADVERSARIES
When assigning an Allegiance use the Attacks that affect the occupants of an Chompa
4th +3 3 9 8 2-4
following guidelines: entire Battlefield Area. Chosen one
COLOSSUS 5th +4 4 10 9 3-5 Having an Edge on common rolls, such
Bright Aligned: Typically Bright
Demon,
or
MEGABOSS 6th +4 4 10 9 3-5 as Aptitude Contests or Checks. Blighted
Abilities are forceful, constructive or Drones
straightforward. They also include Granting a Supernatural Ability.
7th +5 5 11 10 3-6 Goop
powers that evoke the elemental forces Increasing the Adversary’s Speed
8th +6 5 11 10 3-6 of fire or wind. Giga Gruun
Rating, or providing them with flight or
Dark Abilities: Typically Dark Abilities another form of special movement. Grim Wing
9th +6 6 12 11 4-7
are sharp, soothing or deceptive. They
Killservants
Disabling certain other Abilities or
10th +7 6 12 11 4-7 also include powers that evoke the harmful effects. Lalka
** Legendary Abilities are only available to Colossi or Megabosses. ABILITY LEVELS Enabling a retaliatory strike against Peddler
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dominating an Encounter. example, crashing through walls Contests with smaller foes.
and uprooting trees.
No Limits: If the Ability only provides a TINY SPECIES
Massive Species may suffer the Fighting
Using
Adversaries
minor perk, one that could be replicated Cramped Area Condition when
Faeries, micro-drones, funguys, and other Fighting Colossal Species requires Asura, Lajja
by a of piece gear worth less than 25 in internal spaces designed for
Adversaries that are less that 1 foot tall. the Colossal Combat rules ( p264).
coins, it does not require a limitation. smaller folk.
Bizzer
In addition to its other permitted
Swarm
Minor Limits: Abilities that are significantly Defense Modifiers Actions, a Colossus can perform Blaster Mage
The Ability can be resisted with a Sweep Attack: Strikes as an make a Deftness Check or be hit.
Blighted
Might is relative to Species of the
successful Check from the target. Arc Weapon. Drones
same size, they always lose Might ◆◆ The Sweep does 1 Heart of
Focus Attack: Strikes as a
Goop
The Ability can be attempted until the Contests with larger foes. Damage and has an additional
Adversary fails the required roll or, Mighty Weapon. effect specific to the Colossus.
Giga Gruun
Tiny Species need to make Might
For example, a tail lash may
Grim Wing
alternatively, when it succeeds. Checks when attempting to Using Gear
perform an action larger Species Topple opponents but a toxic Killservants
The Ability effect only lasts until the
take for granted, like pushing a pot Massive Species can’t use or belch might add the Harmful Lalka
Adversary uses the Ability again.
off a shelf or closing a door. manipulate gear designed for Condition to the Battlefield Area. Master
The Ability can be used safely once. smaller Species. Villains
◆◆ Make sure to level buildings,
Subsequent uses during the same Fight Fighting Mundymutts
Any Species-specific variations to swipe away bystanders, and
will result in the Adversary losing a
Tiny Species can’t cause you any
Skelemen
this Ability will be noted in the shake the earth even if the PCs
Heart or risk contracting a
harm with physical Attacks. avoid the Attack. Shadow
detrimental Ailment. Adversary’s description. Beast
Repulse Attack: Anyone on the
Using Gear Tiny
Major Limits: Abilities that can Colossus must make a Check or Unhelpful
significantly harm an entire party, inflict a Tiny Species can’t carry or use gear be knocked off.
Cloud
Contest with the Adversary. Aptitude & Defense Modifiers wildly but Grit would be used to Creating
Adversaries
+2 Might, titanic mass. endure an electrical pulse.
The Ability may only be used once
every 24 hours. -2 Defense Rating, easy to hit but ◆◆ Remember, falls from height can
Massive SPECIES incur an Impact Injury.
The Ability may only ever be used once extremely tough to penetrate.
against an individual. Trolls, ogres, war machines, or other
Creature Map & Hearts Total Too big to feel it
Adversaries over 10 feet tall.
The successful use of the Ability causes Due to their immense scale, a
Damage to the Adversary, or inflicts Divide your Colossus into Strike
1 Aptitude & Defense Modifiers Points that represent each major GM can decide an Ability’s effect
them with a temporary Ailment. on the Colossus may be diluted.
+2 Might, immense mass. body part, this is the Creature Map.
The Ability takes a round to charge, For example, inflicting an Ailment
allowing the PCs to take evasive action. -2 Defense Rating, hard to miss. Each Strike Point has the Hearts might have no impact at all or only
19 Total listed on the Adversary Table. affect a single Strike Point.
As well as the Abilities of the example Massive Might
Adversaries, look at the Species and
Assign one of the Strike Points
Might is relative to Species of as the Core Point. This should be Land strider
Calling Abilities to get a better idea
of how you can use Ability Limits. the same size, they always win difficult to reach or only exposed Enormous strides enable a Colossus
6 Might Contests with smaller foes in certain situations, such as just to outrun those in pursuit, unless
You could give Basic Abilities higher
unless their opponent possesses before the creature releases its using a swift Vehicle or Mount.
levels of potency if you apply a
severe Ability Limit. Supernatural Might. devastating breath weapon.
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EXAMPLE ADVERSARY CUSTOMISATIONS & RESKINS EXAMPLE ADVERSARY CREATION
Eruptle
Mobile volcano
ADVERSARIES
Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Mange Bandit Demon,
( p400)
Mange Hexer Pit Mange
Blighted
Drones
Increase Rank by 1 Increase Rank by 1
Goop
Make Small Species ( p106) Make Large Species ( p106) Giga Gruun
Add Sage’s Mortifying Bloat Add Champion’s Brute Ability Grim Wing
Ability ( p61) ( p30)
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
STARTING CONCEPT CREATING ABILITIES
Shadow
A tough Adversary for a Thunda Sands Map Mini Mountain is an Ability that makes the Beast
Remove Doggone Encounter is needed to make any Journeys Eruptle Massive ( p434). Tiny
Good Sense Ability. across the Adventure Map a risky undertaking Unhelpful
for PCs. Reskin Chompa’s Blubbery Hide ( p369) Cloud
Reskin Fearsome Growl to Obsidian Shell. This makes Eruptle Slow, Undead
to Fearsome Croak. on the surface, and grants +4 to its base Peddler
To take advange of the region’s desert
NEW Create New Ability environment the Adversary will be a fabled Defence Rating and +1 to its Hearts Total. Unshaped,
Tongue Tachi. Ballistic beast that surfaces sporadically to deliver a Reskin Blaster Mage’s Magic Big Shot
Bellzuub
tongue strikes as if a fiery bombardment on its prey. ( p367) to Lava Breath. There is no
Urarani
Lash Weapon. Allegiance Point gained from the Ability, Creating
Proudhound Croak Ronin
Adversaries
as it is non-magical, and it does Flame
DETERMINING BASE VALUES
( p402) instead of Bright Damage.
The Adversary is a Rank 7 Mega Boss. The Reskin Belzuub’s Insectoid Aspect:
Adversary Table ( p432) sets the intitial Burrowing Mandibles ( p423) to Sand
Combat Values, Aptitudes, and Abilities. Tunneller. Same Ability except Speed
Combat Values Rating under the surface will be Fast.
Attack Bonus +5, Hearts 5, Defense Rating NEW Create New Ability Sand Shifter. When
14 10, Speed Rating Average. under the sand the Eruptle can create a
Remove Blubbery
Aptitudes ripple across the surface. Everyone in a
Skin Ability.
Chosen Primary Aptitudes (11) are Might, Battlefield Area the Eruptle passed
NEW Create New Ability Grit, and Aura. Secondary Aptitudes (10) are through must make a Deftness Check or
6 Hunter’s Haste. This Deftness and Insight. be Toppled. This Ability can be used in
grants Supernatural addition to the monster‘s allowed Action.
Leaping and upgrades Traits
Speed Rating to Fast. The Eruptle will be Extremely Rugged (+2 Reskin Murder Princess’ Sword Storm
Grit) but Cumbersome (-1 Deftness) ( p54) to Pyroclastic Blast. There is no
10 Allegiance Point gained from the Ability,
Abilities as it is non-magical, and its range is
Chompa Snarl A Rank 7 Mega Boss can have between 3-6 extended to 1 Battlefield Area. It also now
( p368) Abilities and use Advanced Abilities. does Flame Damage, instead of Mundane.
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ADVERSARY SUGGESTIONS 17-18 Can assume multiple forms 9-10 Rends and slashes with claws WEAKNESS
Choose or roll a weakness
ADVERSARY CONCEPT 19-20 Is Immortal and can only be 11-12 Inflicts an Ailment via its Attack ADVERSARIES
UNUSUAL MOVEMENT 15-16 Uses Light Magic Abilities 3-4 Is oddly light, so easy to push Asura, Lajja
1-2 Primal Beast that blast and strike or throw around Bizzer
Choose or roll a movement Swarm
3-4 Frost Serpent 17-18 Uses Dark Magic Abilities 5-6 Enamored with, or terrified of, Blaster Mage
1-2 Crawls along the ground, that hex and hinder its own reflection Chompa
7-8 Toxic Insectoid 3-4 Slow but certain slithering (See below) sort of creature or personality
Blighted
Drones
9-10 Fire Plant 5-6 Rolls about like a ball 9-10 Weak against a particular type
Goop
Special DEfense
of magic or Attack Giga Gruun
11-12 Flesh wapred Humanoid 7-8 Rapid hopping or leaping Choose or roll a special defense Grim Wing
13-14 Undead Reptilian 9-10 Walks in a disjointed or 1-2 A squishy body, that absorbs particular Ailment Lalka
unnerving fashion physical blows with ease Master
11-12 Wing dependent flight 3-4 Skin that is thick, scaled, or non-threatening (Light, a Mundymutts
entities acting in unison 19-20 Moves between reality and 19-20 Can only be defeated by a Creating
Elsewhere/Other World at will 11-12 Immunity to a specific sort specific weapon, method, Adversaries
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VI
A P P E N D I X
VI
440 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 441
This adventurer belongs to... Download from BREAKRPG.COM/DOWNLOADS/CHARACTERSHEET
ADVENTURER
IDENTITY APTITUDES QUIRK INVENTORY
INVENTORY
NAME/NOTES REF.
MIGHT BASE INVENTORY SLOTS BASE
Smash, crush, lift
TRAIT -2 -1 +1 +2
1
ABILITIES
BONUSES./PENALTIES 2
NAME/NOTES REF.
3
DEFTNESS BASE
Dodge, sneak, leap 4
TRAIT -2 -1 +1 +2
5
NAME
BONUSES./PENALTIES 6
CALLING
7
GRIT BASE
SPECIES Cling, persist, press on 8
TRAIT -2 -1 +1 +2
HOMELAND 9
BONUSES./PENALTIES 10
LANGUAGES
11
HISTORY INSIGHT BASE
Notice, know, remember 12
TRAIT -2 -1 +1 +2
PURVIEWS
My background grants me an Edge on... 13
BONUSES./PENALTIES 14
15
AURA BASE
Persuade, inspire, terrify
DESCRIPTION 16
TRAIT -2 -1 +1 +2
17
BONUSES./PENALTIES
18
19
COMBAT VALUES
20
ATTACK BONUS BASE
HEARTS TOTAL BASE
Add to my Attack rolls Protecting me from injury 21
BONUSES./PENALTIES
22
RANK & XP
BONUSES./PENALTIES
RANK CURRENT XP XP FOR NEXT RANK 23
INJURIES
24
8
TRAIT -2 -1 +1 +2
1
ABILITIES 1. Treats (x10)
BONUSES./PENALTIES 2
NAME/NOTES REF. ‘Mama’s cookies’
SPECIES ABILITIES
3
DEFTNESS BASE 8 2. Common Rurual Good
Dodge, sneak, leap * SHADOW SIGHT (p91) 4
‘Family’s best shovel’
8
TRAIT -2 -1 +1 +2 See in the dark, Immune to Obscured
5
NAME
Mariah Doeheart BONUSES./PENALTIES * NIGHT BORN (p91) 63. Light Armor
CALLING
+1 Dark Point + Dark Gift ‘Travelers Cuirass’
Battle Princess 7
GRIT Courageous BASE 9
SPECIES
Tenebrate
Cling, persist, press on STARTNG ABILITIES 84. Shield, Standard
10
TRAIT -2 -1 +1 +2
’Lantern Knight Shield’
HOMELAND 9
Wistful Dark * HEART’S BLADE (p41)
BONUSES./PENALTIES Sky Steel Master Weapon 10
LANGUAGES
High Akenian
11
INSIGHT Single-minded * SOUL COMPANION (p42), Guardian Animal
HISTORY
Starlight Farmer Notice, know, remember
BASE 7
12
‘Churly Paws’
6
TRAIT -2 -1 +1 +2
PURVIEWS
My background grants me an Edge on... 13
Abilities: Fighter, Attacks as Standard Weapon
• Sorting the good soil from the bad BONUSES./PENALTIES +1/2 your Attack Bonus, 2 Hearts, 12 Defence, Fast 14
11
She seeks to see the whole of Outer 17
World and leave it in a better state BONUSES./PENALTIES STANDARD ABILITIES 18
than she found it.
* CRY OF THE HEART, +1 Bright Point (p43) 19
COMBAT VALUES
Gain an Influencing Factor for Negotiation
20
ATTACK BONUS
Add to my Attack rolls
BASE +2 HEARTS TOTAL
Protecting me from injury
BASE 3 21
+3 3
BONUSES./PENALTIES
22
+1 Heart’s Blade (Master RANK & XP
BONUSES./PENALTIES
2
Weapon) RANK CURRENT XP XP FOR NEXT RANK 23
INJURIES
7 12 24
Average 1 ALLEGIANCE
POINTS
BRIGHT 19
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
VI
Concealed Weapon Species: Small, Medium +22 1 5 Heavy Armor Species: Medium, Large +6 4 2 NEGOTIATE
Quick Weapon Species: All +22 1 15 Superheavy Armor Species: Medium, Large +8 5 2 DOWNTIME
Mighty Weapon Species: Medium, Large +20 2 20 Small Shield Species: All +0 1 2
Callings: Champion, Raider Callings: Factotum, Champion,
Raider, Battle Princess, Murder
Arc Weapon Species: Medium, Large +20 3 25 Princess
Callings: Champion, Raider
Standard Shield Species: All +1 1 2
Lash Weapon Species: All +22 1 30 Callings: Champion, Raider,
Callings: Factotum, Champion, Battle Princess, Murder Princess
Raider, Heretic
Large Shield Species: Medium, Large +2 2 2
Combination Weapon Species: All* ?* ?* ?* Callings: Champion, Battle
Callings: Champion, Raider Princess, Murder Princess
Ammo (x5) /
1 2 1 Outfit Only 2* 8
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
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Wayfinding p174 COmbustibles & Chemicals p178 Followers p184 Property p200
Local Map /
1 10 7 Oil/Fuel, 10 Units 1 10 Scamp 10* Hut 80
CHARACTER
SHEET
Kingdom Map /
1 10 2 Solvent 1 20 Scholar 5* Town House 6
GEAR LIST
Velocipede 2 45
Other WORlD ITEMS p182 Membership 5
Consumables p177
Other World Sidearm 1 N/A Cart N/A 1
Rations /
1 10 1 Intercontinental Travel
Skimmer N/A 8
Treat /
1 10 3 Air 16
Felucca N/A 6
Basic Potion 1 10
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CHARACTER
GENERAL PLAY p212 BONUSES & PENALTIES p214 JOURNEY PROCEDURE p223 LOST p227 SHEET
1. GM provides information Bonuses: You can only apply 1 Bonus per roll 1. Choose destination and Route
GEAR LIST
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EXPLORE NEGOTIATE
CHARACTER
EXPLORE PROCEDURE p231 MOVEMENT TYPES p234 NEGOTIATE PROCEDURE p239 Push YOUR POINT p241 SHEET
GEAR LIST
1. Choose PC Positions 1. Choose Objective If you lose the initial Negotiation, you have one GAME
Cautious All Location details revealed (no chance to Push Your Point, but you...
2. Choose Movement Type 2. Choose Primary Negotiators
BASICS
Insight Checks needed) but... JOURNEY
3. Move to new Location 3. Select Tactic & Influencing Factors Must use different Tactic to first negotiation
Guardian Encounters alerted! EXPLORE
4. Deal with Guardian Encounters 4. Roll Contest No influencing Factors are allowed
NEGOTIATE
Hasty Outpace pursuing threats or other
5. Perform Location Actions time-based threats but... 5. If fail, can Push (but only once) FIGHT
NEGOTIATION WITH GROUPS p242
6. If Move to new Location, repeat Forfeit Insight Checks to detect
PERILS
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Weapon + Ability Damage Extra Dam. i. 1st Injury ii. 2nd Injury iii. 3rd Injury CHARACTER
FIGHT PROCEDURE p245 ACTIONS p254 SHEET
Melee i. 1-5 Shocked/Stalled GEAR LIST
Unarmed 1 N/A ii. 1-3 Miss a Turn
1. Team 1 declares ‘Fight!!’ Tactical React Predict & react to enemy GAME
Snag against armor iii. 1-2
2. Ambush? Deft. vs. Insight
BASICS
Use ability Calling, species, or other
Standard Weapon 1 20+ i. 6-9 Armor crash
Success: Foes miss a Turn
JOURNEY
Extra move +1 Area ii. 4-6 -2 Defense Bonus EXPLORE
3. Determine the Battlefield Concealed Weapon** 1 22+ If no armor > Wounded
iii. 3-4
First aid Stop Near Death Injury Ambush in plain sight NEGOTIATE
4. Team 1 Turn (Move/Act & resolve) i. 11-14 Wounded FIGHT
Flee Enemies get free attack Quick Weapon 1 22+ ii. 7-9 -1 Hearts Total
5. Team 2 Turn (Move/Act & resolve) +1 Defence Rating PERILS
Miscellaneous Non-aggressive iii. 5-6 If 0 Hearts > Quiet Death
6. Repeat from step 3 Master Weapon 1 18+ DOWNTIME
action (10 secs) i. 15-16 Broken arm
+1 Attack Bonus ii. 10-11 1/2 Might for Checks/Contests
CRAFT
Combat Attack
Mighty Weapon* 2 20+ iii. 7-8 If 2nd time > Severed INDEX
BATTLEFIELD CONDITIONS p250 Defend +2 Defence -2 Attack if 1 handed
Assists Tactical assists Create attack (R) 1-10 11-20 (L)
Cramped Arc Weapon* 1 20+
opportunity -2 Attack if 1 handed
Lose Speed Rating Defense Bonus
Minor Penalty on Attack rolls (unless Unarmed, Attack assist +2 Attack Bonus 2 enemies with 1 roll
Concealed, S.Mechanical) i. 17-18 Broken leg
Custom Attack stunt Extra effect but Wager! Lash Weapon 1 22+ -1 Speed Rating level
ii. 12-13
Harmful Attack range 1 Area
Trick iii. 9-10
Lose 1 Heart per Turn Missile
Extra effect but no damage
At 0 Hearts roll Burning/Caustic Injury
Thrown Weapon 1 22+ (R) 1-10 11-20 (L)
Isolatated Diminishing Returns: Snag on repeated use of
Ambush in plain sight
Extra Move required to enter/leave the same Custom Action on same enemy
MIght/Deft. Check required if Climb Drawn Weapon 1 20+ i. 19-20 Out cold
2 handed ii. 14-15 Unconcious until Fight End
Obscured
DEFENSE RATING p247 Small Mechanical** 1 18+ iii. 11-12 An enemy can slay you in 1 Turn
Snag on precision rolls
1 Turn reload (2 hands!) i. - Near death
Precarious Size
Large Mechanical 1 18+ ii. 16-17 Die in 2 Turns if no First Aid
Deft. Check every Turn
1 Turn reload (2 hands!) iii. 13-14
Failure = Toppled
Falling/Impact Injury if elevated +2 Attack Bonus i. - Severed
Avoid Check if forfeit Action Small Medium Large ii. 18 Attack range 1 Area
11 10 9 Restrictions: * Small species ** Large species
iii. 15-16
Sheltered Snag on Attack, no Att. Stunts or Combat Tricks
Attacks from outside Area suffer a Snag Armor
(R) 1-5 6-10 (L)
Suffocating
You suffer the Suffocation Ailment WEAPON RANGE p158 (R) 11-15 16-20 (L)
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Material Defense Rating Once ignited does 1 Heart per Round Speed Rating is reduced by 1
At 0 Hearts then Caustic/ Burning Injury or Ballooned Snag on all Might & Deft. Checks CHARACTER
Fragile 10 SHEET
object Sundered Speed Rating reduced to Slow GEAR LIST
Resistant 14 Harmful Conditions added to Area (optional) Petrified
Snag on all Might, Deft.,Grit rolls GAME
Hard 16 Snag on Attack rolls Round 1: Legs freeze BASICS
Solvent Round 2: Arms freeze JOURNEY
Very Hard 18 Foes gain Edge on Attack Round 3: Petrified
Attack roll needed EXPLORE
You are buoyant You cannot perceivewhat’s around you
Supernatural 20 1 Unit causes Caustic/Burning Injury NEGOTIATE
Your clothes are ruined In petrified state you can be Sundered as if an FIGHT
Grenade You cannot fit in small spaces or through object (Defense Rating depends on Material)
OBJECT HEARTS p263 regular sized doors PERILS
DOWNTIME CRAFT
Aura Check
Minor Bonus (+2) on rolls where
Success: You gain a Minor Bonus (+2) when
Reputation helps
using your Reputation
Fail: You are ignored or create the wrong Minor Penalty (-2) on rolls where
impression Reputation hinders
Edge when spreading existing Reputation to
new area
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Access Points p232 Ash Bronze (Magical Material) p289 Blade of Darkness (Calling Ability) p55 Car (Gear) p197 JOURNEY
Achievement XP p205 Assault (Custom Shield Ability) p171 Blast ( Adversary Ability) p398 Cargo (Custom Armor Ability) p167 EXPLORE
NEGOTIATE
Actions p254 Asura, Lajja (Adversary) p360 Blaster Mage (Adversary) p366 Cat’s Eyes (Calling Ability) p26
FIGHT
Additives p291 At Your Side (Calling Ability) p44 Blight Raider (History) p110 Caustic Miasma (Adversary Ability) p414
PERILS
Adorable (Quirk) p136 Attack p254 Blinded/Deafened (Ailment) p268 Caustic/Burning Injury (Peril) p267
DOWNTIME
Advanced Sensor Suite (Adversary Ability) Attack Assist p256 Blistering Pace (Calling Ability) p37 Caustic Truth (Calling Ability) p54
CRAFT
p379 Cautious Movement (Explore) p234
Attack Bonus p246 Blubbery Hide (Adversary Ability) p369 INDEX
Advancing in Rank p205 Blue Collar (History) p127 Celebrated Artist (History) p112
Attack Stunt p255
Adventure Hooks p332 Bomb (Gear) p178 Chain Breaker (Species Ability) p97
Authoritative Outfit (Gear) p173
Adventure Maps p319 Bonus, Major p214 Charming Grifter (Calling Ability) p26
Adventuring Gear (Gear) p179 Bonus, Minor p214 Chibbed (Ailment) p268
Adversary Categories (Adversary Creation) B Bonuses & Penalties p214 Chittering Puppetry (Adversary Ability) p424
p357
Boon Companion (Calling Ability) p19 Chompa (Adversary) p368
Adverse Terrain (Journey) p225 Back and forth without a fuss (Adversary Ability)
389 Booster Cakes (Gear) p177 Chompa Hide (Material) p369
Ageless (Species Ability) p103
Backpack (Gear) p173 Boring (Quirk) p134 Chompa Teeth (Material) p369
Aiden (Location) p305
Ballooned (Ailment) p268 Born of the Sun (Species Ability) p95 Chosen One (Adversary) p370
Aken’s Succor (Additive) p291
Barbed Justice (Calling Ability) p53 Borrowed Blade (Calling Ability) p26 City Scrivener (History) p120
Alchemist’s Kit (Gear) p176
Barricade (Custom Shield Ability) p171 Bounder (Calling Ability) p32 Clacking Cranium (Gear) p405
Alchemy (Crafting Discipline) p282
Barrier (Adversary Ability) p398 Brawler (Calling Ability) p31 Clear Intent (Quirk) p134
All Range Attack System (Adversary Ability)
p380 Basic Areas (Battlefields) p248 Brazen Defense (Calling Ability) p30 Cloak of Obscurity (Calling Ability) p63
Altgrave Ultima (Calling Ability) p72 Basic Potion (Gear) p177 Breeze Rider (Gear) p197 Cloud Breaker (Gear) p198
Always bet on the Little One (Species Ability) Battle Butler (Adversary) p390 Bright Damage p259 Coins (Gear) p151
p89 Battle Bonds (Calling Ability) p44 Bright Gifts Table p206 Colloid Corpus (Adversary Ability) p383
Always Prepared (Quirk) p134 Battle Dance (Calling Ability) p44 Bright Speech p109 Colossal Species p434
Ambush (Fight) p252 Battle Princess (Calling) p40 Bright Water, Liquid (Magical Material) p290 Colossal Species (Adversaries) p435
Angelic Countenance (Quirk) p137 Battle Ready (Mount) p187 Brotherhood of Pests (Adversary Ability) p425 Combat Actions (Action) p254
Anti-Hazard (Custom Armor Ability) p166 Battle Scanner (Quirk) p146 Brute (Calling Ability) p30 Combat Coordinated (Calling Ability) p18
Appealing Outfit (Gear) p173 Battlefield Domination (Adversary Ability) Bulwark of Disdain (Calling Ability) p53 Combat Momentum (Calling Ability) p29
Apprentice Thinker (History) p125 p395 Combat Opportunist (Calling Ability) p26
Buoyant (Custom Armor Ability) p166
Arachnid Armament (Adversary Ability) p428 Beast Handler (History) p119 Combat Shell (Adversary Ability) p379
Burden (Adversary Ability) p398
Arc (Weapon Type) p153 Beast Tongue (Quirk) p141 Combat Trick (Action) p256
Burn Injury Table p267
Arcane Afterburner (Adversary Ability) p379 Berserker (Calling Ability) p31 Combination (Custom Weapon Ability) p160
Bushi Miyabi (Calling Ability) p70
Arcane Artificing (Calling Ability) p60 Big Eater (Quirk) p137 Common Rural Goods (Gear) p179
Buster Arm (Quirk) p146
Arcane Beleaguerment (Adversary Ability) Big Magic Shot (Adversary Ability) p367 Common Urban Goods (Gear) p179
Buzz Bombs (Gear) p365
393 Big ‘Un (Adversary Ability) p369
Buzzer (Animal Companion) p188 Compass (Gear) p174
Arcane Powder, Solid (Magical Material) p290 Bind (Adversary Ability) p398
Buzzing Mass (Adversary Ability) p365 Compassion Cure (Calling Ability) p43
Archive Researcher (History) p117 Bio-Mechanoid (Species) p104 Comrade Agitator (History) p124
At Your Side (Battle Princess) p44
460 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 461
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
VI
Concealed (Gear) p152 Dark Gifts Table p207 Elf (Species) p102 Functional Outfit (Gear) p172
Concentrated Goop (Gear) p383 Dark Tongue p109 Emissary of Sol (History) p120 Furious Rampage (Adversary Ability) p385
Congruent Consciousness (Adversary Ability) Dashing Attacker (Calling Ability) p35 Engulf (Adversary Ability) p365 Furtive (Calling Ability) p23 CHARACTER
p397 SHEET
Deacon Galrave (Calling Ability) p70 Ennui Sludge (Additive) p292 Fuzzcoil (Companion) p189
Consumed by Darkness (Adversary Ability) GEAR LIST
Demon, Blighted (Adversary) p372 Everyday Divination (Calling Ability) p60
p373 GAME
Defend (Action) p254 Expeditious Manner (Adversary Ability) p391 BASICS
Cooking (Crafting Discipline) p283 G
Defense Rating (Fight) p247 Explore Procedure p231 JOURNEY
Coracle (Gear) p197
Degrading Presence (Adversary Ability) p362 Extra Move (Action) p257 Gadgeteer’s Kit (Gear) p176
EXPLORE
Corpse Commodities (Adversary Ability) NEGOTIATE
p419 Demon, Blighted (Adversary) p372 Extreme Weather Outfit (Gear) p172 Gadgeteering (Crafting Discipline) p284
FIGHT
Corrosive Contact (Adversary Ability) p383 Demystify (Calling Ability) p64 Galvanus Archipelago (Location) p307
PERILS
Costume (Gear) p172 Desperate Friendship (Calling Ability) p53 Galvanizer (Calling Ability) p32
F DOWNTIME
Count Paris (Calling Ability) p72 Desperate Scurry (Calling Ability) p26 Gear p150 CRAFT
Counter Fang (Calling Ability) p37 Destined (Quirk) p140 Factotum (Calling) p16 Gear List p446 INDEX
Courageous Determination (Adversary Ability) Dew Silver (Material) p289 Factotum Pack (Calling Ability) p17 Gems (Currency) p151
p371 Disgraced Scion (Quirk) p114 Fade Song p109 Gemlight (Calling Ability) p42
Couturier (Calling Ability) p52 Disguised (Custom Weapon Ability) p160 Faith in the Wind (Calling Ability) p36 Getting Lost (Journey) p227
Crafter Commission & Repair (Service) p202 Disoriented (Ailment) p269 Fairy Cap (Quirk) p143 Giant Killer (Calling Ability) p31
Crafting Mishap Table p294 Dispirited (Ailment) p269 Falling/Impact Injury (Peril) p267 Gifts p206
Crafting Mishaps p294 Doggone Good Sense (Adversary Ability) Fatigued (Ailment) p269 Giga Body (Adversary Ability) p385
Crafting Prodigy (Calling Ability) p17 p401, 403
Favored by Fate (Adversary Ability) p371 Giga Gruun (Adversary) p384
Cramped (Battlefield Condition) p250 Domestic (History) p127
Favored Weapon (Calling Ability) p29 Giga Hide (Adversary Ability) p385
Creating Adversaries, Ability Levels p433 Don’t Mind Me (Calling Ability) p17
Fearsome Growl (Adversary Ability) p403 Girthsome (Quirk) p136
Creating Adversaries, Ability Limits p434 Dowager Colette (Calling Ability) p74
Felucca (Gear) p198 Gleysian Alloy (Material) p380
Creating Adversaries, Ability Type p432 Drawn (Gear) p158
Ferrous (Quirk) p144 Gleysian Code p109
Creator’s Script p109 Dread Orator (Quirk) p140
Fey Wood (Material) p289 Glittering Machine (Calling Ability) p42
Crowned (Quirk) p141 Dreadful (Calling Ability) p69
Field Sapper (History) p124 Glowing Ink (Calling Ability) p61
Cry of the Heart (Calling) p43 Dream Call p109
Figment Follower (Quirk) p144 Gobbo Werks (Species Ability) p99
Cryptic Heritage (Species Ability) p95 Dreamer (Quirk) p142
First Aid (Action) p258 Goblin (Species) p98
Crystalia (Location) p305 Dual Wielding (Fight) p254
Fitful Sleep (Calling Ability) p69 Goop (Adversary) p382
Curious (Quirk) p134 Dungeoneer’s Kit (Gear) p176
Flame Damage p259 Grand Grimoire (Calling Ability) p59
Curse of the Skull (Adversary Ability) p410
Flanker (Calling Ability) p25 Grasping Tresses (Quirk) p138
Curses (Crafting) p295
E Flash Step (Calling Ability) p37 Grenade (Gear) p178
Customizing Gear (Crafting) p285
Fleeing (Action) p258 Grim Wing (Adversary) p386
Custrel (Companion) p186 Earning Experience p205
Float Stone (Material) p289 Grime Goo, Liquid (Material) p290
Cutting Wit (Calling Ability) p19 Easily Overlooked (Species Ability) p89
Folklorist (Calling Ability) p18 Growl (Companion) p188
Edge p214
Forge Hand (History) p124 Grubbish (Companion) p193
Education, Faculty (History) p128
D Forging (Crafting Discipline) p283 Gruun (Species) p96
Education, Student (History) p128
Forsaken Shadow (Adversary Ability) p414 Guardian (Quirk) p141
Dangerous (Custom Weapon Ability) p161 Effort XP p205
Forsaken Wanderer (History) p110 Guide (Companion) p186
Dark Bone Dust (Additive) p410 Egomet (Calling Ability) p75
Fortune’s Fool (Calling Ability) p20 Guides (Journey) p226
Dark Damage p259 Eldritch Explosives (Calling Ability) p63
Free Runner (Calling Ability) p36 Guild Agent (History) p112
Dark Demeanor (Quirk) p137 Element Gem (Additive) p291
Frost Blade (Calling Princess Ability) p52
Dark Divinity (Adversary Ability) p362 Elemental Vex (Adversary Ability) p393
Frost Damage p259
462 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 463
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
VI
Imbuable Ability Types (Crafting) p287 K M
H
Imbued Armor (Crafting) p286
Hardy Rations (Gear) p177 Imbued Consumable/Expendable (Crafting) Kawarimi (Calling Ability) p24 Macabre Aura (Adversary Ability) p409 CHARACTER
Harmful (Battlefield Condition) p250 p287 Killservants (Adversary) p388 Machine Labyrinth (Location) p311 SHEET
Harmonious Geomancy (Calling Ability) p65 Imbued Gear Types (Crafting) p286 Kin to Fire (Quirk) p143 Mad Machine (Adversary Ability) p377, 379 GEAR LIST
Hasty Movement (Explore) p234 Imbued Outfits (Crafting) p287 Kingdom Map (Gear) p174 Made of Sterner Puff (Adversary Ability) p417
GAME
BASICS
Heal an Injury (Downtime Action) p273 Imbued Shields (Crafting) p287 Kinless Vagrant (History) p118 Mage Breaker (Quirk) p139 JOURNEY
Healer’s Hands (Calling Ability) p18 Imbued Weapons (Crafting) p286 Knight Errant (History) p113 Magia University Graduate (History) p112 EXPLORE
Heart’s Aegis (Calling Ability) p46 Immaculate Uniform (Adversary Ability) Magic Shot (Adversary Ability) p367 NEGOTIATE
p389, 391 FIGHT
Heart’s Blade (Calling Ability) p41 Magician Apparatus (Adversary Ability) p397
Immortal Ego (Species Ability) p103 L PERILS
Heart’s Companion Details (Battle Princess) Magitech Graft (Quirk) p138
p48 Impact Table (Peril) p267 DOWNTIME
Labor Frame (Adversary Ability) p377 Magnificent (Custom Armor Ability) p167
Hearts (Taking Damage) p259 Impatient Destroyer (Adversary Ability) p395 CRAFT
Lalka (Adversary) p392 Maintenance Drone (Adversary) p376
Hearts Total (Combat Values) p246 Imperatrix Delilah (Calling Ability) p73 INDEX
Lantern (Gear) p175 Maintenance Drone (Adversary) p376
Heavy Armor (Gear) p163 Imposing Figure (Adversary Ability) p379
Large Mechanical Missile Weapon (Gear) Malignant Gift (Adversary Ability) p373
Heretic (Calling) p68 Indomitable (Calling Ability) p32
p158 Mana Blast (Adversary Ability) p387
Hide in Plain Sight (Calling Ability) p26 Industrial Frame (Quirk) p145
Large Shield (Gear) p169 Mana Burst (Adversary Ability) p367
High Akenian p109 Inexorable Sludge (Adversary Ability) p383
Large Species p106 Mana Crush (Calling Ability) p64
Hinterland Noble (History) p121 Infested (Quirk) p142
Largzard (Companion) p192 Mange Bandit (Adversary) p400
Hocus Pox (Calling Ability) p62 Influencing Factors (Negotiation) p241
Lash (Weapon Type) p153 Many Masks (Calling Ability) p23
Hollow Eyed Servants (Adversary Ability) Injury Table (Damage) p260
Legend in Your Own Time (Calling Ability) Map, Local (Gear) p174
p407, 409 Inner Dramatics (Calling Ability) p25 p45
Mascot Chassis (Quirk) p146
Hollow Queen’s Kingdom (Location) p305 Insectoid Aspects (Adversary Ability) p423 Legendary Gear (Adversary Ability) p371
Masked (Quirk) p144
Holy Icon (Gear) p180 Insectoid Form (Adversary Ability) p422 Legerdemain (Calling Ability) p25
Massive Size p434
Holy Isle Samurai (History) p116 Inspect (Action) p235 Leisurely Focus (Species Ability) p87
Massive Species p434
Homeland & History p108 Integrated (Custom Armor Ability) p166 Light Armor (Gear) p163
Master of Spectacle (Calling Ability) p20
Homeland Table p109 Intercontinental Travel (Journey) p203 Light Footed (Calling Ability) p23
Master Tactician (Calling Ability) p30
Honored Laborer (History) p123 Into the Fray (Calling Ability) p29 Lightning and Thunder (Calling Ability) p38
Master Villain (Adversary) p394
Hoshi-Ban p109 Inventory Slots p151 Lightning Damage p259
Master Villain, Oppressor (Adversary) p394
Howls of the Lost (Adversary Ability) 414 Isolated (Battlefield Condition) p250 Like the Wind (Calling Ability) p35
Master Villain, Pedagogue (Adversary) p396
Human, Dimensional Stray (Species) p86 Linger (Explore) p235
Master Weapon (Gear) p153
Human, Native (Species) p84 Linked Contests p220
J Mechanical Motion (Custom Armor Ability)
Hunter’s Blood (Species Ability) p93 Living Dead (Adversary Ability) p405, 407, p167
Hunter’s Focus (Calling Ability) p35 409, 419
Jellyfied (Status Ailment) p270 Medicine Peddler (History) p115
Hunting & Foraging (Journey) p229 Living Nightmare (Adversary Ability) p429
Journey Procedure p223 Medium Armor (Gear) p163
Hut (Gear) p200 Long Grabber (Gear) p181
Journeying with Animals p187 Medium Species p106
Lost Crystal (Location) p311
Jubilant Performer (History) p120 Meltshroom (Additive) p292
Lost! Table p227
Jumbug (Companion) p191 Menace (Adversaries) p430
I Love-Love Chef (Calling Ability) p43
Jumpy (Quirk) p133 Mender’s Kit (Gear) p176
Low Speech p109
Iconoclast (Calling Ability) p55 Merchant Scion (History) p116
Loyalty Checks p183
Identifying a Relic (Downtime) p274 Meticulous Dungeoneer (Calling Ability) p23
Lumi-Slime Lantern (Gear) p175
Idle Rich (History) p128 Mighty Munch (Adversary Ability) p369
Lyrical (Gear) p142
Illumination (Gear) p175 Messenger Kalia (Calling Ability) p71
Mighty Weapon (Gear) p153
464 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 465
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
VI
Military/Law Enforcement (History) p128 Nightwall Yeoman (History) p111 Petrified (Ailment) p270 Rapid Fire (Custom Weapon Ability) p161
Mindfulness (Calling Ability) p38 No-Folk Land (Location) p309 Physician’s Kit (Gear) p176 Rations (Gear) p177
Miscellaneous Actions (Fight) p258 Non-Combat Injuries (Perils) p267 Pilose Bumpo Fleece (Material) p290 React (Action) p258 CHARACTER
SHEET
Mischievous Miniscule (Adversary Ability) Not of Flesh And Blood (Species Ability) Piloting Vehicles p196 Rebreather (Gear) p173
p393 p105 GEAR LIST
Pixie Blossom Leather (Material) p290 Record Etcher (History) p124
Miser (Quirk) p135 Nox-Vision (Quirk) p147 GAME
Points (Journey) p224 Recreational Attractions (Service) p202 BASICS
Mistake Sugar (Additive) p292
Portian University Graduate (History) p116 Recruiting Followers p184 JOURNEY
Mokko-Do (Companion) p191
O Pouch (Gear) p173 Recruitment (Downtime Action) p275 EXPLORE
466 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 467
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
VI
Shade Iron (Material) p289 Socializing (Downtime Activity) p276 Sun Gold (Material) p289 Tragic Behemoth (Adversary Ability) p414
Shadough, Solid (Material) p290 Sol Alliance (Location) p309 Sundering Items p263 Trailblazing (Journey) p226
Shadow Beast (Adversary) p412 Sol Invictus (Species Ability) p95 Sunken Isles (Locations) p307 Training Your Companions (Downtime) p277 CHARACTER
SHEET
Shadow Blight (Magical Disease) p374 Solvent (Gear) p178 Superheavy Armor (Gear) p163 Traits p130
GEAR LIST
Shadow Blight Host (Adversary Ability) p 373 Soothing Darkness (Calling Ability) p66 Supernatural Leaping p107 Transient (History) p126
GAME
Shadow Lands Nomad (History) p111 Soul Companion (Calling Ability) p42 Supernatural Might p107 Translation Journal (Gear) p176 BASICS
Shadow Puppet (Calling Ability) p65 Soul Companion Creation p48 Supernatural Will p107 Translator Module (Quirk) p146 JOURNEY
Shadow Sea Pirate (History) p114 Soul Link (Quirk) p135 Sure Kill Strike (Calling Ability) p38 Trapped Song (Additive) p293 EXPLORE
NEGOTIATE
Shadow Sight (Species Ability) p91 Special Ammunition (Gear) p161 Survivor (Quirk) p139 Traveler’s Bag (Gear) p173
FIGHT
Shadow Stone (Gear) p180 Special Success p218 Sword Storm (Calling Ability) p54 Treatment (Service) p201
PERILS
Shadow Stuff (Additive) p363 Specialist’s Kit (Gear) p176 Synthetic (Adversary Ability) p377, 379 Treatment Of Injuries p262
DOWNTIME
Shadowed (Custom Armor Ability) p167 Species p80 Treats (Gear) p177
CRAFT
Shadowed Lands (Location) p305 Speed Rating p247 Tricky Combatant (Calling Ability) p20 INDEX
T
Shaggy Bumpo (Companion) p193 Spell Cutter (Calling Ability) p38 Troubleshooter (Calling Ability) p20
Shameful Invigoration (Adversary Ability) Spell Engine (Gear) p181 Taaga (Location) p309 Trusted Comrade (Calling Ability) p36
p363
Spiked (Custom Armor Ability) p166 Tactical Assist (Action) p257 Tunnel Crawler (History) p122
Shard (Location) p305
Spirit Wings (Calling Ability) p45 Tailoring (Crafting Discipline) p284 Turns (Fight) p252
Shard State Patrician (History) p113
Spirited Slaughter (Calling Ability) p56 Taming (Downtime Activity) p277 Twitchy (Calling Ability) p25
Shield of Love (Calling Ability) p42
Spore (Species Ability) p99 Tattered Outfit (Gear) p172 Twilight Damage p259
Sheltered (Battlefield Condition) p251
Sproing Sockets (Quirk) p145 Temporary Artifacts (Crafting) p287 Twilight Flux (Species Ability) p103
Shining Resolve (Calling Ability) p45
Squire Marlow (Calling Ability) p69 Tenacity (Calling Ability) p52 Twilight Silk (Material) p290
Shining Sea Fisherman (History) p116
Stahlfeld (Location) p307 Tenebrate (Species) p90 Twilight Silk Tailor (History) p115
Shoddy (Custom Weapon Ability) p160
Stalwart Navigator (Calling Ability) p19 Terrified (Ailment) p271
Side Effects (Crafting) p295
Standard Shields (Gear) p169 The Better Part of Valor (Calling Ability) p20
Sidestep (Calling Ability) p35 U
Standard Weapon (Gear) p152 The Eaten Isle (Location) p305
Silent Strider (Calling Ability) p36
Star Gem (Gear) p180 The Hard Way (Calling Ability) p53 Umbra Draconis (Calling Ability) p74
Silver Tongue (Calling Ability) p18
Starlight Farmer (History) p111 The Seven Holy Isles (Location) p307 Unarmed Attacks p152
Skeleman (Adversary) p404
Startech Adept (History) p121 The Tunnels (Location) p311 Uncanny Strategist (Calling Ability) p32
Skelemancy (Adversary Ability) p409
Starting Gear During Character Creation The Widow Prisma (Calling Ability) p70 Undead Peddler (Adversary) p418
Skelemaster (Adversary) p406 p108
Thrown Weapon (Gear) p158 Under Dweller (Species Ability) p99, 101
Skelemonarch (Adversary) p408 Starved (Ailment) p271
Thunda Clan Barbarian (History) p119 Under Warble p109
Skimmer (Gear) p198 Stealthy Movement (Explore) p234
Thunda Sands (Location) p309 Underland Soldier (History) p123
Skree (Companion) p190 Sticky Fingers (Calling Ability) p23
Tidy Battle Stance (Adversary Ability) Unfortunate Souls (Adversary Ability) p363
Sky Steel (Material) p289 Stone Song (Species Ability) p101 p389, 391
Unhinged (Quirk) p133
Skybound Destroyer (Adversary Ability) p387 Stones (Currency) p151 Time Critical Situations p213
Unique Endeavor (Downtime) p278
Small Mechanical Missile Weapon (Gear) Stowing (Calling Ability) p25 Tiny Species p434
p158 Unruffled Monotony (Adversary Ability) p391
Stray Step (Adversary Ability) p401 Tiny Unhelpful Cloud (Adversary) p416
Small Shields (Gear) p169 Unshaped (Adversary Ability) p422
Street Rat (History) p119 Tome (Gear) p176
Small Species p106 Unshaped, Bellzuub (Adversary) p420
Sturdy (Species Ability) p101 Toppled (Ailment) p271
Snag p214 Unyielding (Species Ability) p85
Stylish (Quirk) p135 Torch (Gear) p175
Sneak (Calling) p22 Urarani (Adversary) p426
Sudden Strikes (Calling Ability) p24 Town Guard (History) p112
Sneezles (Quirk) p144 Use An Ability (Action) p257
Suffocated (Ailment) p271 Townhouse (Gear) p200
Social Bonds p279 Utility (Custom Weapon Ability) p161
Suffocating (Battlefield Condition) p251 Trade Goods (Gear) p179
Social Learner (Calling Ability) p19 Utility Servo (Quirk) p145
Sun Blotter (Adversary Ability) p387
468 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023 469
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • Appendix
470 BREAK!! RPG BETA (v0.9) © Reynaldo Madriñan & Carlo Tartaglia 2023