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DAWN - The RPG β1.91

Uploaded by

bryanler2011
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DAWN

A Diceless High Fantasy resource management TTRPG


A Game Written by Joel Vreugdenhil

If you’re interested in testing or interacting with the community, feel free to join the Discord:
https://discord.gg/Wzvu7T9bmJ

DAWN: The RPG © 2024 by Joel Vreugdenhil is licensed under CC BY 4.0.


To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

1
Table Of Contents
Table Of Contents................................................................................................................................................................. 2
Introduction........................................................................................................................................................................... 6
Cliff Notes.........................................................................................................................................................................6
Inspirations and Assumptions.......................................................................................................................................... 7
Inspirations................................................................................................................................................................ 7
Assumptions.............................................................................................................................................................. 7
Rule Zero, Consent.......................................................................................................................................................... 8
Play Materials................................................................................................................................................................... 8
The X-Card:................................................................................................................................................................8
Playing The Game............................................................................................................................................................ 8
Modes Of Play..................................................................................................................................................................8
Worlds of Dawn...................................................................................................................................................................10
Sample Settings............................................................................................................................................................. 10
The Bare Essentials................................................................................................................................................. 10
The World Of Sand And Stars........................................................................................................................................ 11
The World Of Daggers And Dusk................................................................................................................................... 14
The World Of Faeries And Frost..................................................................................................................................... 17
Universal Rules................................................................................................................................................................... 21
Attributes........................................................................................................................................................................ 21
Always Round Up...........................................................................................................................................................21
Specific Overrides General.............................................................................................................................................21
Tiers................................................................................................................................................................................22
Awakening............................................................................................................................................................... 22
Campaign Scale............................................................................................................................................................. 23
Challenge Rolls.............................................................................................................................................................. 24
Unique Roll Types.................................................................................................................................................... 24
Scenes............................................................................................................................................................................25
Tension.....................................................................................................................................................................25
Intermissions.................................................................................................................................................................. 25
Knockouts...................................................................................................................................................................... 26
Influence.........................................................................................................................................................................26
Dueling ❂......................................................................................................................................................................27
Clocks............................................................................................................................................................................ 28
Character Creation............................................................................................................................................................. 30
Unstructured Play Checklist...........................................................................................................................................30
Structured Combat Checklist.........................................................................................................................................30
Example Unstructured Characters................................................................................................................................. 31
Example Combat Builds.................................................................................................................................................32
Body Primary Characters.........................................................................................................................................32
Talent Primary Characters........................................................................................................................................33
Spirit Primary Characters.........................................................................................................................................34

2
Mind Primary Characters......................................................................................................................................... 35
Unstructured Play............................................................................................................................................................... 37
Unstructured Challenge Rolls........................................................................................................................................ 37
Going All Out ❂...................................................................................................................................................... 37
Gaining Advantage.................................................................................................................................................. 37
Failing Challenge Rolls.............................................................................................................................................38
Threats........................................................................................................................................................................... 38
Responding To Threats............................................................................................................................................39
Story Clocks................................................................................................................................................................... 39
Tense Resolutions.......................................................................................................................................................... 39
Shattering Tension ❂..............................................................................................................................................39
Ranks............................................................................................................................................................................. 40
Skills............................................................................................................................................................................... 40
Example Skills..........................................................................................................................................................40
Abilities........................................................................................................................................................................... 41
Creating Unique Words............................................................................................................................................41
Ability Glossary...............................................................................................................................................................42
Bonds............................................................................................................................................................................. 43
Bond Actions ❂......................................................................................................................................................44
Outlooks......................................................................................................................................................................... 45
The Rebel.................................................................................................................................................................46
The Loyal................................................................................................................................................................. 46
The Light.................................................................................................................................................................. 47
The Wolf...................................................................................................................................................................47
The Mentor...............................................................................................................................................................48
The Apprentice.........................................................................................................................................................48
The Accursed...........................................................................................................................................................49
The Blessed............................................................................................................................................................. 49
The Quiet................................................................................................................................................................. 50
The Confident.......................................................................................................................................................... 50
Structured Combat............................................................................................................................................................. 52
Turn Order...................................................................................................................................................................... 52
Break Out ❂........................................................................................................................................................... 52
Assisting ❂.............................................................................................................................................................. 52
Damage And Health....................................................................................................................................................... 53
Wounds And Knockouts.......................................................................................................................................... 53
Earning Influence Through Wounds ❂................................................................................................................... 53
Armor And Evasion.................................................................................................................................................. 53
Tension........................................................................................................................................................................... 54
Focus..............................................................................................................................................................................54
Alternative Foci:....................................................................................................................................................... 54
Speed............................................................................................................................................................................. 54
Spaces, Movement, and Targeting................................................................................................................................ 54
Special Targeting..................................................................................................................................................... 55
Terrain...................................................................................................................................................................... 56
Alternate Mode: Cinematic Combat...............................................................................................................................56
3
Effect Listing...................................................................................................................................................................57
Basic Actions................................................................................................................................................................. 58
Combos................................................................................................................................................................... 58
Movement................................................................................................................................................................ 58
Attacks.....................................................................................................................................................................59
Defense....................................................................................................................................................................60
Utility........................................................................................................................................................................ 61
Techniques..................................................................................................................................................................... 63
Archetypes...............................................................................................................................................................63
Powerhouse.........................................................................................................................................................................64
Vagabond.............................................................................................................................................................................70
Bulwark................................................................................................................................................................................ 76
Altruist..................................................................................................................................................................................81
Disruptor..............................................................................................................................................................................87
Ruiner...................................................................................................................................................................................93
★ Complexity Techniques..............................................................................................................................................94
★ ★ Complexity Techniques......................................................................................................................................... 95
★ ★ ★ Complexity Techniques.....................................................................................................................................98
Narrator Tools................................................................................................................................................................... 100
Specific Advice.............................................................................................................................................................100
Using Influence As A Narrator................................................................................................................................100
Human Foes...........................................................................................................................................................100
Breaking The Power Ceiling...................................................................................................................................100
Resolving Conflicts.......................................................................................................................................................101
Antagonist Rules.......................................................................................................................................................... 102
Antagonism............................................................................................................................................................102
Building Structured Combat............................................................................................................................................ 103
Enemy Rules................................................................................................................................................................ 103
Encounter Design......................................................................................................................................................... 104
Compound Enemies.....................................................................................................................................................104
Antagonist Edges...................................................................................................................................................105
Example Deployments................................................................................................................................................. 107
General Enemy Types...................................................................................................................................................108
DPS Enemies......................................................................................................................................................... 108
Tank Enemies.........................................................................................................................................................111
Support Enemies................................................................................................................................................... 114
Engine Enemies..................................................................................................................................................... 116
Stakes in Combat.........................................................................................................................................................119
Stakes.................................................................................................................................................................... 119
Modifier Enemies................................................................................................................................................... 119
Sample Combat Scenarios.......................................................................................................................................... 122
Defense..................................................................................................................................................................122
Assault................................................................................................................................................................... 122
Credits............................................................................................................................................................................... 123

4
Introduction

The journey begins.

5
Introduction
Create your heroes, discover truths of the world, face off against fearsome overlords or monsters, and grow in a world
of your own making! Embark on an adventure with friends, coming with its highest highs and lowest lows, bearing the
greatest storms to gaze upon the beautiful DAWN.

DAWN is a grid-based, combat-focused, setting-agnostic tabletop roleplaying game (or TTRPG), inspired by battle
manga, anime, and tactical video games.

This section is meant to introduce you to the game. What it expects from you and what you should expect from it.

Cliff Notes Meta-Resource


If you’ve played other TTRPGs before this, you may Players will gain and track ‘Influence’ throughout the
make some assumptions about the game’s mechanics game and the Narrator will track ‘Antagonism’. Both are
as you read. meta-resources that serve to reward players who
interact with the story. They’re incredibly important
Here’s a basic rundown of some of those more and can be spent in any mode of play.
recognizable mechanics so that you can get an idea of
how DAWN plays: Custom Skills
In unstructured play, players can write their own
‘Skills’, modifiers that can be added to rolls to make it
Build Your Own World
This game is fully setting-agnostic. This means that easier to succeed. There is no set list that they must
you can build or play in any world, existing or original, pick from, only guidelines to create a sense of
so long as it can involve combat and the supernatural, consistency between all Skills.
and isn’t concerned with realism.
"Toolbox” Character Building
Combat builds are made up of a set of individual
XD6 Resolution System
When attempting to resolve conflict, you’ll roll 6-sided features rather than using an overarching “Class”.
dice (D6), treating rolls of 4 or more as ‘Hits’. You’ll ‘Archetypes’ exist as a way to categorize these
need some number of Hits on these dice to succeed. 'Techniques’, but they do little to restrict characters.
Characters build any combination of Techniques from
up to 3 Archetypes.
Exploding 6s
When you roll a 6 using the XD6 system, it’s counted
as a ‘Critical Hit’, letting you roll an additional die. Implied Inventory
This game is not concerned with the players
managing weapons, armor, or consumable items. If
Split Unstructured Play and Structured Combat
you feel like your character should have a sword, they
There’s a pretty solid divide between the systems of
have a sword, when they heal they could pop a
‘unstructured play’ and ‘structured combat’, so that
regeneration serum, use magic, or just tough it out. A
players who value one over the other don't need to
character’s equipment only depends on what the user
make any concessions over what they choose to
finds most interesting.
prioritize.

6
Inspirations and Assumptions Assumptions
Before moving forward, I feel that it's important to talk a There are many assumptions I made while writing the
little about the inspirations I had and the assumptions I book, and if you or your group would not agree with
made when writing DAWN. This way, you can better these assumptions, you should discuss them with each
understand what kind of game it is. other. If you can't find ways to reconcile these
problems, then it may also be good to find a different
game to play.
Inspirations
Though many of these inspirations are used in how
DAWN is advertised and described I feel it is important A Love For Combat
to list each explicitly. This game is fully wrapped in fighting from head to toe.
Its Narrative high points, mechanical focus, and
general theming only really work if you as a player
Shonen Anime and Manga
enjoy the idea of combat, even if only in the context of
This is the most clearly advertised part of the game by
fiction. Your characters should be able to fight when the
far, many elements of this game's aesthetics,
game demands it of them.
language, and themes are taken from shōnen anime
and manga.
A Non-Lethal World
A genre marketed towards young men and boys This game never forces a player to kill their characters, it
focused on the interpersonal struggles of magical is always a choice they can make. Tension is meant to
underdogs in fantastical worlds or earnest heroes in come from that character's connections and
seedy urban fantasies, and how punching each other personal stories, not from being threatened directly.
is the best way to communicate these struggles. If you don't think you could enjoy a game like that, you
should discuss it with your group, since by default this
will be how the game is played.
Tactical Games
A huge part of DAWN is its focus on tactical combat,
and this combat holds many inspirations. The obvious A Respect For Your Group
connection to make is to other tactical TTRPGs such Although there are guard rails and incentives in place to
as Lancer or the other works of Massif Press. prevent players from ruining the game for others, there
However, that comparison is only surface level, as is nothing that can be done about players who don't
I'm not actually a huge fan of most tactical TTRPGs communicate with or respect each other.
(those examples withstanding).
Especially in DAWN, as it gives a lot of opportunities for
It's more accurate to say that DAWN's combat is players to indulge in drama and have selfish little
inspired by the video games I enjoy, such as tactical moments in the spotlight. If a player wants to exploit
RPGs like Disgaea or Waven, beat-em-up MMOs like that and isn't challenged, then they can really take the
Elsword or Grand Chase, card games like Wildfrost or wind out of everyone's sails.
Legends of Runeterra, and pretty much any fighting
game by Arc System Works. However, it's important to remember that almost no
one will do this on purpose, they may just struggle
with some social cues or not know when to stop their
Fluid Narrative TTRPGs
momentum, and because of that you should always
For the mechanics outside of combat, I take quite a
extend the same attempts at communication for them.
few inspirations from TTRPGs I consider more fluid
and less mechanically restrictive than some others.
Some good examples of this would be; Tenra Bansho
Zero, Icon, and Fabula Ultima.

7
Rule Zero, Consent Playing The Game
Like in anything cooperative, consent is paramount in a There are two roles that need to be fulfilled to play
TTRPG. Always acting with the consent of your DAWN. One person is the Narrator, the rest are players.
fellow players is the first and most important rule of As a group you play through ‘Chapters’, instances of
the game, superseding everything else within this play that should take anywhere from one to five hours,
book or outside of it. Define lines that should not be with all connected Chapters making a ‘Series’.
crossed with your fellow players, if not with the table
you should do so for yourself. And always make sure Narrator: Guide the story, present challenges to the
players feel comfortable speaking up about things they group. Be a fan of the players. Ask them questions, fill
want from the game. the world with their answers.

Player: Describe what your character does. Give


Play Materials everyone a time to shine. Fill the world with your
If you want to play DAWN, you’ll need the following, or ideas. Take risks, and rise from failures.
substitutes, to fulfill their purpose.
After a Chapter ends, your group can continue at
This book. another date, or not, the decision is up to you.
Lots of dice. When this game refers to dice, it
specifically means 6 sided dice, or D6. Modes Of Play
While playing , you’ll be in a ‘mode’, unstructured play,
A character sheet (These can be found online).
or structured combat. These function differently and
A group of friends to be the players and Narrator. rarely interact with each other.

The X-Card: Unstructured Play


Unstructured play occurs when the majority of players
The X-Card is an optional tool (created by John
are not fighting. In this mode, rules are much looser,
Stavropoulos) that allows anyone in your game,
allowing each player to use their problem-solving and
including the Narrator, to edit out any content anyone is
Abilities to solve problems. Mechanics like ‘Skills’ and
uncomfortable with as you play.
‘Abilities’ are core to unstructured play.
Since most RPGs are improvisational, and we won't
know what will happen till it happens, it's possible the Structured combat
In opposition to this is structured combat. In structured
game will go in a direction people don't want. An
combat, each character is arranged on a 7x7 board of
X-Card is a simple tool to fix problems as they arise.
tiles, using strictly structured rules and tactics to take
out their opponent(s). Mechanics like ‘Action Points’
TO USE THE X-CARD, AT THE START OF YOUR GAME, SIMPLY SAY: and ‘Techniques’ are core to combat.
“I’d like your help to make this game fun for everyone. If
anything makes anyone uncomfortable in any way…” Joel's Notes: Asymmetrical Character Building
Characters do not carry over their features from one
[draw X on an index card]
mode to the other by default. Having an Ability that lets
“ …just lift this card up, or simply tap it” you stop time does not let you take extra Turns in
combat, and having 3 levels in a Summoner Technique
[place card at the center of the table].
doesn’t mean you can summon whatever you want in
“You don’t have to explain why. It doesn't matter why. unstructured play. Points of explicit overlap exist, by
When we lift or tap this card, we simply edit out spending resources you may pull these unstructured
anything X-Carded. And if there is ever an issue, anyone Abilities into combat in a “Duel” for example, but these
can call for a break, and we can talk privately.” only exist when explicitly mentioned.

8
Worlds of Dawn

The land stretches out before you, one of mystery and wonder, one of your own making.

9
Worlds of Dawn
DAWN is designed to embody all sorts of high-action, fantasy stories, in worlds that the players can create
themselves. Though creating this world with your players can be fun, you may not know your players, they may not be
comfortable with that sort of creative work, or you may just find the process tedious. For that reason there are a few
sample settings for you to use on the following pages! Feel free to use these as a starting point, be it purely as written,
or with alterations that you find suitable.

Sample Settings The Bare Essentials


Though DAWN can be played in almost any No matter what setting you’re playing in, there will be
setting—and it's recommended you experiment—it some parts of it that will be assumed to be true, due to
would be incredibly difficult to write it coherently under the tropes in DAWN’s inspirations, or required due to
that assumption. DAWN’s mechanics. The 3 following points are
required elements in any DAWN game.
Because of that, there are three official and original
settings used in DAWN that will continue to be Magic
referenced as the book goes on. This section of the DAWN and the supernatural are deeply intertwined.
book is mostly dedicated to explaining the 3 example Many of the abilities of both players and NPCs are
settings; explained with the presence of magic, and due to the
mechanics of the game all players are capable of
The World Of Sand And Stars using this magic, unless they build their character to
opt out of it. This could be magic in the traditional
The World Of Daggers And Dusk sense, but it could also be any other things that your
heroes would have access to that many “normal”
The World Of Faeries And Frost
people don’t have, or don’t understand.
These settings are meant to be used as a quick and
easy jumping-off-point for a Series of your own, as well Action
as showing the breadth of worlds that can be At least half of this book is made to explain how you
represented in the game. punch good. This is under the assumption that
characters will fight a lot, and that these fights would be
Everyone who's read DAWN fully should know at least a non-lethal and spectacle-focused. The world should
little about each, which will not be true with all settings, be full of people to fight and reasons to fight them.
especially if the players are not incredibly familiar with
each other. Unity
Though it’s recommended players explore different
ideas for their characters, it’s important that each one
has one unified theme or subject that any player can
come back to. This universal theme should apply to all
characters bar none. The unique traits of these
characters should be based on how they subvert
assumptions one may make or how they expand on
more vague parts of the theme, not by adding
completely new rules that would affect the other players
or contradict established parts of the setting.

10
The World Of Sand And Stars
Beneath a star strewn sky, a cosmically small speck
of dust houses millions. With those bravest among
them, the ‘Magi’, drawing power from these stars, using
their abilities to elevate their position in the world or
provide for those who can’t.

This is Ka'Sha, a desert world where humans called


Magi draw power from the constellations that dot their
sky. Mounted on sand skiffs, ambitious Magi search
their planet for fallen stars, the catalysts that enable this
attunement.

And bravery they must have, as these fallen stars carry


a passenger, one whose terrifying form and unbelievable
power strike fear into all who bear witness.

Unity
Characters in the world of Sand and Stars might mix
thematic elements of cosmic horror, the 1001 nights,
and other desert fantasy settings, like Dune.

Magic
Within this world, magic is a tool used by those lucky or
wealthy enough to find and keep hold of a ‘Star Shard’
left by falling stars. These are often nomad adventurers,
desperate outcasts, or members of “The Empire”.

This magic is most often used in one of two ways:


through absorption or utilization.

When a character absorbs the latent energy of a Star


Shard, they will likely be given an Ability that holds
some power over an element of the natural world, often
sand, light, or wind.

Star Shards can also be utilized in technology, creating


all sorts of esoteric effects not limited by our knowledge
of technology.

Action
There are many threats across Ka’Sha, and the common
people are likely to be facing one of the many armored
monsters that roam the sand, the imperial soldiers
drunk with the power given to them by their utilization of
Star Shards, or the bandits that wander trade roads.

11
The Fallen Stars The Dune Runners
Building sized crystalline meteors. With each new moon, An organization of ambitious nomads, each hoping to
a star falls from the sky, carrying with it a massive find fallen stars before the Imperials and absorb their
amount of power and a profit for any brave enough to shards in order to amass more and more power. They
salvage it. Most scholars on the subject suspect these use their titular Dune Runners to race over the dunes
are not actually stars, or even that far from the surface the night of a falling, praying they’re lucky enough to
world, as the destruction created from their landing isn’t find what they’re looking for.
nearly as intense as one would expect from that kind of
impact, but what they actually are is still unknown. The exact motives of a Dune Runner are dependent on
the individual, some seeking out of an outright hatred
Most stars are quickly taken apart by agents of the for the Empire and their monopolization of the stars,
Empire, using incredibly efficient magical tools and some seek to take the shards they find and distribute
mining equipment to harvest it before the Passenger them among the less fortunate, and some just don’t
has a chance to retaliate. Small chunks of the crystal are want to pay for a shard’s sale tax.
then sold to the people living in their cities, with ones of
exceptional purity being auctioned to imperials at
Example NPCs : Notable Dune Runners
private high collar events.
‣ Qayid Āl-Rashid: A boisterous, giant, heroic man with
The Passengers long light hair and scimitar at each hip. A former slave
Pale and alien, sleeping in a star’s core, only seeming to and arena fighter, Qayid led a revolt that shook the very
wake a few hours after it’s landing. Few outside the foundations of the empire and led many of his fellow
Imperial Harvesters have ever seen a Passenger, most fighters to freedom.
of the stories of them coming from drunken travelers Enemy Type: Berserker / Ronin Compound.
across the common cities. Some claim the passengers Antagonist Edge: World-Renowned.
are giant white hyenas with empty eye sockets, some
say a mist that wafts out of a broken star and kills any ‣ Sheikh Shirin: A white haired elderly woman who
who inhale it, some are fanatically insistent that each carries a cannon meant for ships despite her diminutive
star caries beautiful gods, and that the only way to stature. Shirin is a well known treasure hunter among
escape their wrath is worship en masse. The Empire Dune Runners, and unfortunately a well known criminal
and its officials have confirmed none of these rumors, among Imperial Guards, both for her hunting of treasure
and have done their best to hide any clues that may technically owned by the empire and for her blatant
have surfaced through their collection. disregard for the customs of the imperial cities she
stops by to rest.

Example Secret Hooks: Fallen Stars and their Passengers Enemy Type: Cannoneer / Bruiser Compound.
Antagonist Edge: All-Seeing.
‣ The stars are the broken fragments of the heavenly
realm, with the passengers being all that remains of the ‣ Cassim Nuwas: A slim and handsome man with the
gods and their servants. sides of his head shaved and a large dagger strapped to
his leg. Cassim is a world famous thief and assassin,
‣ Ka’Sha exists in a gravitational whirlpool, ripping alien who paradoxically shares the reputation of greed—a
vessels from the sky and crashing them to the surface. man who'll kill even his own mother for the right
Their magic is highly advanced technology that its price—and for his difficulty to find and hire.
inhabitants know little about.
Enemy Type: Viper / Assassin Compound.
‣ Ka’Sha was once the site of a great calamity. The stars Antagonist Edge: Swift-Stepping.
and their passengers are the survivors of their former
world, now battling against the new humanity that has
sprung up long after their time.

12
The Brass Empire The Imperial battalions
A young power who’ve been inserting themselves into Along with its many disparate squadrons and political
the lives of locals since the discovery of star power. A heads, the empress has created the “6 Imperial
few decades ago the people of Ka’Sha were diplomatic, Battalions”. Parties of well trained magi and imperial
with each city electing its own leaders, the only contact soldiers sent out on missions befitting their specialties.
with their neighbors being for travel and trade. That
changed when one of these leaders discovered a more Each Battalion is led by a “Mushir” who commands the
practical use for the fallen stars, that being to power many smaller squads that make it up, each of those
technology of brass, creating tools to ease the work squads having a captain of their own.
required for a variety of trades. This person was a
scholar employed by Shahrazad, the woman who is now
Example NPCs : The Mushir
the Empress.
‣ Mushir Ahmed: Leader of Battalion Suen, specializing
Over the course of the next ten years Shahrazad would in public relations. Well loved by the common people for
become a trade powerhouse, using her resources to his warm demeanor and willingness to help civilians.
develop and commission hundreds of pieces of Though asking fellow imperials may lead to a different
“Brasswork”, the name she gave these pieces of impression, that of a killer with a perfect mask for any
technology. It started with the now widely used Dune occasion and a dagger at your back when it goes
Runners, and eventually developed into Brasswork wrong.
carriages, security systems, toys, and firearms. The
Enemy Type: Baron / Viper Compound.
wealth and power this granted Shahrazad only grew,
Antagonist Edge: World-Renowned.
eventually resulting in the sudden and violent takeover
of her rivals with Brasswork never seen before, and her ‣ Mushir Hussain: Leader of Battalion Nergal, a group
establishment of the Empire, an event she refers to as of ruthless warriors who proudly claim to have never
“The dawn of a new age”. been used for garrison work, only ever being deployed
into active war-zones that other battalions have
struggled with. His direct, violent methods would have
Example Hook: A pale-iron Revolution some mistake him for a simple brute. Such a mistake
‣ During a commute between two cities the players find would be costly, however, as his mind has proven
a scholarly looking man lying in the sand and clearly sharper than any of the blades housed in his armories..
injured. He cursed the empire as he lies, seeming not to Be it in strategy, tactics, logistics or personal combat,
notice the players until they address him directly. He Hussain is considered peerless.
claims that he was attacked by Imperial officers
Enemy Type: Executioner / Necromancer Compound.
because they discovered his great invention, an Iron
Antagonist Edge: Cruel-Hearted.
alloy that could recreate the effects of Imperial Brass
with more affordable ingredients. If the players help him ‣ Mushir Zumurrud: Leader of Battalion Merodach, who
he offers to make anything they need out of his magical oversees the research and development of the empire’s
alloy. Brasswork. Though it is not necessary for the battalion’s
success she’s become fascinated with this development
and often travels out with her personal guard to various
dig sites and ruins where star shards are found and
harvested. It’s rumored that these personal expeditions
of hers are taken to gather shards for some undisclosed
personal project.

Enemy Type: Illusionist / Enchanter Compound.


Antagonist Edge: All-Seeing.

13
The World Of Daggers And Dusk
Pantomime is the world capital of an alternate Earth. It is
known for three things: its status as a massive industrial
titan, its attractive growing market, and the presence of
the “Knightly Syndicates”, criminal and corporate
alliances each meant to remove their business rivals.

Each shady alleyway and smoky club backroom is as


much a battlefield as the wastes wars are fought on,
fought with as many biting comments as hidden blades.
The Knightly Syndicates would do anything to keep it
this way, a game rigged in their favor. Whether you use
their games to your advantage or seek to flip the table
entirely is up to you.

Unity
Characters and Syndicates in the world of Daggers and
Dusk are named and themed after Charlemagne's
twelve Paladins and the Arthurian Knights, with French
words as family names to create a sense of shared
cultural identity. This is to paint knights in a shrewd and
explicitly criminal light, inverting the classic chivalrous
fantasy. Something that feels missing in a lot of fiction.

Magic
Over the last 30 years the citizens of Pantomime
—especially the Knights of the Syndicates—have been
granted a ‘Virtue’, seemingly at random. These Virtues
give their host the power to invoke a person or thing
from their history, with the personality and life of the
citizen influencing what this lets them do.

Many of those in power are either born with a powerful


Virtue or control other Virtuous. Many of said Virtues
being based upon the tyrants and monarchs of the past.
Other citizens could have almost anything, but many
end up disappointed. Someone may be blessed by the
powers of some mighty god or legendary weapon, only
to have it translated as an incredibly mundane knack for
something vaguely related to it.

Action
This world is lethal. Guns and blades kill with a single
blow, with Virtues making it easier more often than not.
Hits in structured combat should be lucky grazes or
close dodges that drain the target’s stamina rather than
any trading of real harm, to maintain a feel of lethality.

14
The Mundane Past The Vocationals
In the 1990s, scientists discovered a secret in the deep But most does not mean all. Shortly after the
ice of Antarctica. The head researcher didn’t know at emergence of the Virtues a mysterious organization by
the time, but that discovery made him a sort of “patient the name of “The Vocationals” popped up, run by an
zero”, the first of the Virtuous. even more mysterious leader.

The current year is 2050, and though barely anyone A sort of private academy made up entirely of Virtuous
cares to remember its origin, this discovery has shaped who’ve in some way been left behind, it’s staff is made
the lives of every person on earth. up of essentrics, rejects, test subjects, pit fighters, and
criminals, and though not everyone scouted into into
their ranks matches this, they tend to take after their
Example Secret Hooks: Mundanity’s End
instructors and caretakers who very much do.
‣ Virus found in the ice that causes mutation in people in
their lineage.
Example NPCs : Notable Vocationals
‣ A Time traveler is released, creating virtues to secure
‣ Yvon Chevalier: Soft spoken apprentice and errand
their own existence in the future.
boy serving directly under the organizations’ head, not
that he’d tell you any of that if you asked. Yvon
‣ Ancient humans trapped in the ice can tap into the
describes himself as a Knightly Mercenary, someone
Atlantean spirit grid, so they give people Virtues to help
who just happens to frequent Vocational facilities and
them fight God.
takes jobs from them for the sake of it, questions on
why he hasn’t removed himself from their records often
‣ Alien ghosts trapped in ice giving powers to humans
come with a stammering response and quick escape.
based on previous hosts.
Enemy Type: Viper / Rifter Compound.
Antagonist Edge: Swift-Stepping.
The Common Virtues
The life of a common citizen is a monotonous one, even ‣ Anseis Garrison: Excitable and violent former Knight,
for those with virtues. Someone may be granted turned Vocational apprentice, despite her Syndicate’s
impossible strength in short bursts, only to use it to reputation for terror and general infamy she speaks of
carry machinery for their employer. them with a reverence normally held for celebrities and
heroes of old, made even stranger with the fact she
The few people who’re given these powers and try to used to work for them.
rise above their station—Whatever that station may
Enemy Type: Cannoneer / Bruiser Compound.
be—are normally struck down by the company heads
Antagonist Edge: Cruel-Hearted.
and crime lords who’ve already reached that point, the
rich get richer and the working class are expected to ‣ Arc “Mayflower” Flèche: A former Vocational known
stay where they were. by almost everyone in Pantomime, no matter their
opinion of the group. Known for their perfect aim with
their bow, Eros, some suspect their Virtue was related to
it, and seek out the next person to inherit it. This Virtue
and the bow itself are some of the most legendary
treasures in the city.

Enemy Type: Ranger / Assassin Compound.


Antagonist Edge: World-Renowned.

15
The Knightly Syndicates The Directors
Some are seen as royalty, legally owning districts of Though most don’t consider them the real authority of
Pantomime and using as much as that power as Pantomime, the Directors are its official leaders.
possible, some are refined, presenting themselves as
helpful corporations with benefits for the public, most Often snobby types in pristine white uniforms, the
are recognized as what they are, exploitative crime Directors supply resources to the population of the city,
families with a budget. food, energy, technology, and housing, these things are
what makes them relevant to its citizens, and their last
Carolingian Syndicate defense against the possibility of Syndicate takeover.
The local syndicate, with deep connections to local
officials and police. They blur the line between gang The City Districts
activity and government sponsorship. Pantomime consists of 26 distinct districts, one for each
letter of the English alphabet. Though officials claim that
A family run organization, with all the higher echelons
these borders exist to properly assess the needs of their
being related in some way.
citizens, those same officials haven’t spoken in the past
Racketeering, blackmail and production of illegal 20 or so years.
produce grant them the financial power to back
legitimate businesses under their employ. Most districts now exist as land for the more wealthy
Syndicates to buy, racketeers are a constant
“Carol Singers” is local slang for their racketeers. annoyance, and if you’re one of the unlucky few those
syndicates won’t care to take your District with an
Avalonian Syndicate orderly deal.
The oldest of the syndicates, but only newly arrived
within a generation.
Example Locations: Tourist Districts
Has constant internal friction between its entrenched
‣ District R: Currently occupied by the independent
foreign old guard and its groundswell of newer, local
“Black Beard Syndicate”. Though said Syndicate does
membership.
not technically own District R, they don’t take kindly to
Controls shipping, smuggling, drugs trade being told it to their face, and very few city officials have
Leans towards Arthurian Virtuous. ever tried to oppose their rule.

“Sending them to Avalon” is a common innuendo for They can be represented by Privateers, Ronins, and
drowning someone at sea. Cannoneers in combat. Lots of damage fast.

‣ District A: The first of the Districts and one of the few


The Merry Men
still free of Syndicate influence. Though this does not
Don’t think of themselves as a syndicate
mean it is free from corruption, in many ways those
Thieves and freedom fighters.
living in District A are cattle, made to feel superior with
Women and nonbinary members of the group are their fancy houses and high class events, their wallets
always annoyed at the name. are milked by the highest rent and taxes anywhere in the
city. Most believe this District is the only thing that gives
By far the weakest of the syndicates. the city officials any power in the city, and its sanctity is
prioritized over anything else.

The APD can be represented by Guardians, Barons, and


Bodyguards in combat. Lots of stalling and control.

16
The World Of Faeries And Frost
A deadly cold blankets the world. Despite the arid
tundra that houses it, the kingdom of Elfhame is thriving
within its walls, with its Fey Keepers lining the outside
protecting its citizens from the beasts that threaten it.

Elfhame is a kingdom the size of most countries,


housing hundreds of thousands of Elves, most of which
assuming they’re the only sentient species.

Alongside them live Fairies, magical beings that range


from the size of a fly to a small dog, appearing as
translucent and non-verbal Elves, with a sole exception,
Oberon, the black-eyed king rumored to stand at the
height of four men.

Magic
Fairies appear everywhere in the kingdom, with different
subspecies seemingly being gravitated to things that
share their natures.

A Flame Fay may happily dance around a family’s hearth


initiating their faint orange flow, where a slim and sad
Sorrow Fay may follow the journey of a young exile into
the snow, its violet-gray glow shining through the wall
sleet long after their host disappeared.

The Fey Keepers are the only citizens capable of


communicating with Fairies. Allowing for the use of a
strange magic, creating effects based on the Fairies that
accompany them. The method of communication a
Keeper has with their Fairies differs between each and is
influenced by their Teacher.

Action
Oberon is a lighthearted and colorful place, combat in
its walls is assumed to be non-lethal and for the sake of
a greater goal. This is contrasted with the wild and
dangerous outside world, where animals kill and eat to
survive.

Unity
Characters in the world of Faeries and Frost can fit into
fairly solid fantasy archetypes, knights, rouges, and
mages making up a large portion of the citizenry, with
some room for more mundane positions in the city or
students learning the mysterious arts of Keepers.

17
The Fey Keepers The Wall
An officially recognized order of mages using Fairy An enormous bare stone wall surrounding the Kingdom,
familiars to channel their spells. A person may become its utilitarian plainness contrasting with the lavish
a Keeper through an apprenticeship with another who’s Pavilions inside. The top of this wall is guarded by the
already qualified, with this process often taking about 3 Watchers, a division of guards with armor that matches
years to complete. Though many Keepers are seen as the plain gray walls they stand on. The wall could be
essentrics and no apprenticeship is like another, the keeping a lot of different things out, enormous
trials one needs to take on are fully dependent on what monsters, the cold itself through some strange magic,
their master considers essential for the care and use of or an expelled people from the outside world.
Fairies.
The Watchers
If it wasn’t obvious, Keepers serve to represent the Stoic soldiers who stand at the wall surrounding
magical players and NPCs of your game, with the Elfhame. The Watchers are sometimes Keepers, but
Fairies existing fun power source for those characters. only at the highest ranks, most are simply well-trained
Because of this, characters who control multiple bodies soldiers appointed by Oberon or his representatives.
make a lot of sense, but it is in no way required, most of These are the premier physical fighters of the setting,
these characters will have their Fairies only serve as an they have no defined weapon or fighting style and can
aesthetic flair for actions. represent any kind of physical ally or enemy aligned with
Oberon.

Example creatures: Notable Fairy Species


The Humans
‣ Lumen: Elf shaped and small enough to fit into the Savage beasts ranging wildly in physicality and ability
palm with a pale yellow flow. Lumen Fairies are used to elven scholars have recently agreed that they were once
create magical light, both as the main partners for the a sapient species much like them, but due to some long
Keepers specializing in it and as a utility for anyone else passed magical disaster they’ve morphed and changed
who would need to take a light around with them. into something completely unrecognizable, they often
bastardize the animals within the city, taking forms that
Though normally harmless, an especially large and
are recognizably not natural, but just familiar enough to
dangerous Lumen could be represented with an
unsettle.
Enchanter in combat.

‣ Tristitia: 1-2 foot tall lanky elves with a dark violet hue. The Mayflies
The Tristitia appear around people in their darkest hour, A resistance group made mostly of exiles and criminals
seeming to sustain themselves off the stresses and who oppose Oberon and his values. There are lots of
fears of their host. They use it to create slowing and people who aren't a fan of it, the Mayflies being the
restraining magic. most prevalent group. The Mayflies are an activist group
who oppose Oberon and believe that the Wall is a tool
These creatures can often be dangerous if starved, and
he uses to entrap the citizens. They exist on the fringes
should be represented by Captors in combat..
and are generally scrappy and keep to the fringes, with
‣ Pyre: Swarming and barely visible on their own, they worn mismatched weapons and clothes. They can be
glow a bright orange and bear sharp teeth. They gather mechanically represented with Effect dealing
around fires of all kinds, seeing to eat the ash and
melted wax that comes from it.

Pires are the archetypical Swarm in combat, but could


also be represented by other Fodder based enemies like
Slimes, Brutes, or Broodmothers.

18
The Pavilions Oberon
Elfhame is massive, rivaling the size of many real world Narcissistic, influential, and completely beyond the
counties, and in order to organize it is split into a reach of his citizens. Oberon claims that he existed
number of different Pavilions, residential areas provided before the Kingdom, before the beasts of the outside
with different resources. Each Pavilion is ruled by a world, and before any of his citizens came to be. This
different Duke, wealthy Elves appointed by Oberon as may or may not be true depending on the Narrator's
rulers. Each has very little supervision and is free to do interpretation, but in either case no outright proof has
whatever they wish with the resources they are given. come forward to prove either, at least no credible proof.

Example Locations: Well Known Pavilions Oberon’s Personal Guard


Oberon is rarely seen in the flesh, and whenever he is
‣ Timon Pavilion: The Pavilion that most notably holds forced to travel, it is by a lavish caravan lined by his
the Timon Academy, one of the few organized Keeper personal guard. This guard is entirely made up of
academies in the city. Rather than being privately physically fit and magically proficient soldiers, each
tutored, apprentices training at the Timon Academy are sworn to an oath of silence and is clad in spotless
placed under strict schedules where they’re taught by golden platemail.
different Keepers throughout the day, many being
guests given an opportunity to share their unique skills When represented mechanically, the personal guard
with the world. should be incredibly imposing. They should always roll
more dice in Opposed Rolls related to Spirit, Body, or
Though the Academy faces a lot of adversity in their
Talent, and can serve as a variety of Tank and DPS
mission to train, as the entire facility technically
Enemy Types in combat, probably a compound of two
sidesteps the legal restrictions on Keepers and their
or ones of a higher Tier to show their advertised
restrictions by having the academy itself count as the
strength.
master of each of the students.

‣ Verona Pavilion: An essential function of Elfhame, a


Pavilion entirely dedicated to the growth and cultivation
of all sorts of natural resources, be it foods, cloth, or
medicine. The keepers born here have a natural affinity
for Fairies associated with growth, life, and creativity.

Recently the population of the city has begun outpacing


the productivity of Verona, though not enough to
concern the average citizen, experts within the pavilion
have become incredibly wary of their dwindling food
supplies. Some innovators supposedly sent by Oberon
have begun proposing alternate methods that some of
Verona’s native Keepers find cruel, but every passing
day those methods become more tempting.

19
Universal Rules

The following rules apply to every section of the game, be sure to pay attention!

20
Universal Rules
A few rules apply to both structured combat and unstructured play. These universal rules form the core of the game and
reach out to every other mechanic, in ways big and small. For this reason, this section is one of the most important to
read and fully understand out of them all.

If you’re familiar with other TTRPGs, this section may key you into how this game works on a fundamental level, and is a
great place to start when it comes to describing the game to others.

Attributes Assigning Attributes


Attributes are abstract values that define their user’s When creating a player character, you must assign each
best and worst approaches in a Scene. Is your of your Attributes as either a Primary, Secondary, or
character strong, are they subtle, hopeful, or intelligent? Tertiary. This will determine the Attribute’s starting
Attributes are meant to imply and enforce it. The four value.
Attributes affect the dice you roll for nearly every
action your character makes, both in structured A character has:
combat and unstructured play.
One Primary Attribute that starts at 4.
The four Attributes are as follows: One Secondary Attribute that starts at 3.

Body And two Tertiary Attributes that start at 2.


Your physical health and strength. Affects Health and
physical power. Joel's Notes: Combat is Tall, Not Wide
When creating and progressing your character, it’s
Talent
important to realize that keeping your Primary high is
Your ability to move quickly and perform stunts.
incredibly powerful. Most builds can turn that single
Affects Speed and physical power.
Attribute into a powerful offensive and defensive tool. In
Spirit most cases, spreading your Attributes thin will lead to
Your natural ability to use the supernatural and think unimpactful attacks and mediocre defenses.
with your gut. Affects Focus and magic.

Mind Always Round Up


Your non-supernatural knowledge and/or ability to As stated, when presented with a fraction, it should
think on your feet. Affects utility actions. instead be rounded up to the nearest whole number.

Joel's Notes: Attributes Are Not Character Specific Overrides General


These Attributes should not influence how you, or other If the specific function of any feature in this book seems
players, see a character. Attributes should instead to contradict a general rule stated earlier, the specific
mechanically support the actions you want your rule should always be used. If two specific rules
character to take. A character with low Mind does not contradict each other, the user can choose one to use.
need to be “dumb”. The player just doesn’t want to
focus on Mind for the scenes that character is in.

21
Tiers Optional Rule: Faster Tiers
Like most RPGs, characters in DAWN will grow in The previous Tier rules assume you’ll be playing with a
strength over a Series. This is done through increasing group for a LONG amount of time, around 4 months at
their Tier, which starts at 1 by default. least. You’ll probably be gaining a Tier every 4 or 5
Chapters, which means you’ll be reaching your peak
Experience from 1-6 after ~23 Chapters. If you plan to play for a
Each player character gains Experience at the end of a shorter amount of time it may feel like your characters
Chapter. 2 by default, and one more for each way don’t change enough, for that reason there are a few
Influence was spent in the Chapter, up to a maximum optional rules for speeding up the Tiers.
of 5 total Experience (not including refunded Influence).
To do this, increase the default Experience gained each
When a character gains 10 or more Experience they Chapter to 3, and make it so you gain 1 extra for each
lose 10 and their Tier increases by 1, up to a Influence a player spends rather than the different ways
maximum of 6. When a character increases their Tier, they spend it.
they gain each of the following benefits:

‣ +1 to two different Attributes.

‣ Two Levels to spend on new/existing Techniques or


+1 to an Attribute that is your highest one.

‣ Two Character Ranks that can be spent on


new/existing Skills or your Ability.

‣ A new Boon from any Outlook (so long as you don’t


exceed your 3 max Outlooks).

‣ A new Health value: [Body × 2] + [Tier × 2].

‣ A new Speed, Focus, and Guts value if applicable.

Awakening
When a character Tier’s up they do not need to
immediately choose their new; Techniques, ways to
spend their Character Ranks, or Boons, and may
instead save them to ‘Awaken’ in the middle of a scene.

A character may Awaken any time they are acting in


a Scene to gain a new feature that they did not gain
when Tiering up, be they taking an action, making a
roll, talking, or being talked to in an unstructured scene.

Joel's Notes: In-The-Moment Awakenings


Players who Awaken for something more complex
should try to prepare it beforehand. If a character
Awakens suddenly without preparing they may be given
time to assign their features, however this does interrupt
the game and a Narrator is fully in their right to have
them put it off till the end of the Chapter.

22
Campaign Scale 4: Established Elite
E.g. Final Fantasy 12, LOTGH, Triangle Strategy
This game can present a lot of different stories with their
own threats. You may be rookies on the path to
A person in some sort of position of power, whether it
greatness or near gods grappling with equally enormous
be due to official authority, or the respect of those within
responsibilities.
your line of work.

Normally this scale is determined by what strength the


At this point, player characters have wide-reaching
players are when the game starts, these strengths
responsibilities, either being able to directly affect social
being sorted into Tiers, and in the following section
groups like towns or specific subcultures, or having
examples of “Scale” will be given for games that start
ways to indirectly affect the world at large.
from Tiers 1-6.

5: Best Of The Best


Joel's Notes: Scale Is Fluid E.g. Overlord, DBZ, Naruto Shippuden
To clarify, characters will not change the scale of your
story just by increasing to the Tier shown for it, these Not only are you recognized and respected by your
Tiers just show where you should start if you want to peers, but the world at large.
recreate the feel of that scale.
Reaching the peak of the established setting, with
However, feel free to change the scale as a story moves abilities that can affect entire nations. The threats you
along if it feels appropriate, especially since scale has may face may break the fundamental rules of your
no actual effect on the game’s mechanics, it just serves setting in order to be an actual danger.
as a guideline.
6: Legendary
E.g. DBS, Xianxia Novels
1-2: Underdog Story
E.g. The Hobbit, Naruto, Avatar
You’ve broken out of convention, far above the
A group of complete newbies just starting to learn about mundane world and average person. A long term game
the world that they’re engaging in. within this scale is not recommended.

Characters in an Underdog Story will rarely be affecting Both structured combat and unstructured play in this
the world outside their inner circle. Their struggles are scale require some silly things to make anything in the
often personal and relating to their growth. world a danger for your protagonists, so it’s not
recommended to start at this Tier.
3: Up-and-coming
E.g. JJK, Fairy Tail, Black Clover

Novices, students, and journeymen, people who have at


least some knowledge and experience, but who may
not be ready for the things that lie ahead.

The recommended scale for those experienced with


TTRPGs or who have played this game before.
Characters in this scale will likely be involved in the lives
of other NPCs, helping with a problem in their
hometown or taking small-time missions, but these can
easily expand out as they climb in Tier.

23
Challenge Rolls Unique Roll Types
When a player does something interesting to fail they Due to the vastly different mechanics of each, Rolls
will often take a Challenge Roll. Challenge Rolls have done in unstructured play and structured combat
two parts, the Reward (the thing given if they succeed), will often have vastly different rulings. Not including
the Risk (the thing that happens if they fail). the rules stated in the Universal Rules section.

When someone takes a Challenge Roll, they roll a Opposed Challenge Rolls
number of D6 equal to their most relevant Attribute, Challenge Rolls can also be “Opposed” when two
then count each result of 4 or more as a “Hit”. characters are directly opposed to one another.

In structured combat, all rolls have their Rewards In an Opposed Challenge Roll there is no set Challenge.
defined by the mechanics found in the book. Most Instead, both participants Roll at the same time the
combat rolls don't have a Risk, and instead reward character who got the most Hits winning and
better effects more with more ‘Hits’. receiving their Rewards.

In unstructured play, Reward is defined by the If both characters Roll the same number of Hits, they
player taking action as they state their intent, the rebound and must reroll. Alternatively, if the Rewards
Risk can be defined by the Narrator based on the are not mutually exclusive, the Narrator may have both
context of the roll, And whether or not a player parties receive their Rewards.
succeeds is determined by the chart below
Group Rolls
< [Tier+2] Hits Failure: The acting character faces When two or more player characters are doing the
the Risk. same thing and want to work together, they can
make a ‘Team Roll’ instead of a normal Roll, each of
≥ [Tier+2] Hits Minimum Success: The acting them making their own Roll, with the player who rolled
character receives the Reward but
the most Hits having theirs counted.
at significant difficulty.

[Tier+2] x 2 Hits Extreme Success: The acting Quick Rolls


character receives the Reward and In unstructured play a player can be asked to make a
can describe additional flair on top. Quick Roll in place of a regular Challenge Roll. As the
name suggests it is made for the sake of taking less
Critical Hits time than a full Challenge Roll.
If any dice in a Roll results in a 6, it’s counted as a
‘Critical’ Hit (Also known as a Crit). Crits count as a Hit, Rather than rolling and counting hits normally the
but also allow the user to roll an additional D6. Any player rolls one dice for each source of dice and
dice rolled as a result of a Critical Hit can also Advantage they have (for example if a character has a
trigger a Critical Hit themselves. suitable Attribute, and a skill to add dice, they would roll
two dice) and two dice for each source that would give
Advantage/Disadvantage 5 or more dice in a standard roll.
Challenge Rolls can also be modified with Advantage or
Disadvantage. If no dice Hits it is a failure, if one dice Hits it is a Min
Success, if more than one Hits it’s an Extreme Success.
When a roll is made at Advantage the dice rolled None of these dice can Critically Hit.
increases with the amount of Advantage.

The opposite occurs for Disadvantage. If a Roll has


both Advantage and Disadvantage, they cancel each
other out at a 1-1 ratio.

24
Scenes Intermissions
A Scene is a measurement of time that lasts as long as An ‘Intermission’ represents the downtime between
is required, much like how Scenes are defined in film. major events in a Series, normally between each
Despite its flexibility, they are used in many of the Chapter, but sometimes more or less often.
game’s systems and are important to understand.
Intermissions remove the ‘Wounds’ and ‘Stress’ from
While the length of most Scenes can be determined at every character involved, and let those characters
the Narrator’s discretion, there are some hard rules that develop their ‘Bonds’.
should be understood to maintain the pace of the game.
Intermissions are the only time a character can Rank up
When a player is acting for any reason, it takes place their Bonds and a perfect time to take a Bond Action to
within a Scene. train or set up some narrative stakes. Both of these
mechanics will be explained in full in the unstructured
When there is a “Fade to black”, skip in the story, or
play rules section.
the game is otherwise brought to a halt, a new Scene
starts.

When the game changes between unstructured play


and structured combat or vice versa, a new Scene
starts.

Tension
Scenes in any mode can accrue Tension, a resource
built over the scene that represents the actual tension
between each character in a narrative sense. The ways
this is done and the effects it has on a Scene differ
between modes, but they are fundamentally the same
resource and both reset to 1 at the end of a Scene.

25
Knockouts Influence
In both unstructured play and structured combat, player In structured combat and unstructured play, there are
characters can get Knocked Out and removed from the situations where players will be given Influence, a
current Scene. The specifics of how this is done is semi-permanent resource that lets players directly
different between each mode, but in both cases, players “influence” the story with more control than usual. This
can stop it by putting something ‘On The Line’. is the only resource that is shared between both
modes of play, and it has different uses in each mode.
Putting It On The Line
Though normal Knockouts are implied to be non-lethal Influence is kept between Scenes and Chapters, with no
and temporary, there are ways a player can incur upper limit for each player.
permanent injuries if they choose to take the risk.
Players should receive one Influence when one of the
Any time a player would be Knocked Out, they can following things happens:
put something On The Line instead. When a player
does this, they’re set to 2 ‘Stress’ (explained in ‣ The Chapter starts and they have no Influence.
“unstructured play”) and restore their ‘Health’ (explained
‣ Their character receives a Stress or Wound.
in “structured combat”). If a player is Knocked Out again
in the same Scene, the thing they put On The Line is ‣ They become a Legend (via “Exposit” Bond Action).
lost forever and they gain 3 Influence.
Spending Influence
The things a player can put On The Line are as follows, In both unstructured play and structured combat, the
if they get Knocked Out while risking any of the following is a list of universal ways Influence can be
options they chose again: spent. Most of these will be explained in full in their own
sections.
‣ A ‘Skill’ of your choice.

‣ An ‘Ability’ of your choice. 1 INF: All Out: Reroll a Roll you made, all your dice
that land on 3 or more are counted as Hits.
‣ A ‘Boon’ from one of your Outlooks.

‣ Your character’s life. 1 INF: Break Out: Combat only. Take a non-Attack
Action at no Cost when a character ends their Turn.

1* INF: Duel: Pull a character out of combat to have a


1 on 1 duel. *This has a different cost in combat.

Joel's Notes: The Influence Symbol ( ❂ )


The usage of Influence is incredibly important to playing
DAWN, and cannot be ignored if you're looking for the
intended experience. For this reason mechanics that
give or spend Influence will be marked with the symbol
at the end of this note’s name.

26
Dueling ❂ Failing A Duel
One of the primary forms of Influence expenditure in When the initiator fails a Duel they do not always need
unstructured play and structured combat. A player can to take the stake, they have three options:
initiate a Duel by spending 1 Influence.
Bail: Neither character takes the stake.

Initiating a Duel Take It: Take the Stake, Influence spent is refunded.
Before the Duel starts the initiator must spend their
resource and stake an effect that can apply to either Double Down: Reroll, you have to Take It if you fail.
participant, this can be anything but the most simple
and common stake in unstructured play would be a The target of a Duel cannot choose any of these options
Knockout. In combat the Stake for any given Duel is and takes the stake without any refund or additional
predetermined (see the bottom of this page). benefit.

Then both participants must leave the Scene and enter


a separate unstructured Scene. The Duel may move to
resolve immediately if the other players have nothing
else they’d like to do, otherwise it does at the Narrator's
discretion.

Resolving A Duel
To resolve a Duel the participants describe how they'll
approach it, starting with the initiator. Then, an
Opposed Challenge Roll is made, with players using
whatever Attribute, Skill, Ability, and Bond seem
applicable, and NPCs rolling ~[5 + Tier] dice, with
adjustments made at the Narrator’s discretion. The
winner of this roll gets to apply the stake.

Duels in Structured Combat


As the mode’s name would imply, Dueling in structured
play is more structured. A character can only Duel on
their Turn as an Action by spending 4 Influence
rather than AP. This Influence cost is reduced by the
current Tension, to a minimum of 1.

In combat Duels resume when a participant starts their


next Turn (If there are no other enemies or no other allies
in the Scene, execute the Duel immediately)

When the duel is taken in combat the Stake is also


set automatically, being double the difference in each
party’s Hits in Wounds.

When a Duel resolves in combat the Initiator may


teleport both participants to any space on the board’s
edge.

27
Example Of Play: Duels Clocks
Clocks are segmented trackers that are shown to all
‣ Round 3 of combat, the Tension is at 6.
players when created, they exist in both unstructured
Narrator (Played by Olivia): “And with that it’s come to play and structured combat, with vastly different
your turn, Noah, what’re you going to do?” purposes in each mode.

Yvon (Played by Noah): “You know what, I’m kind of


In both modes clocks are made up of an even number
getting sick of this monster, I’m going to use a Stride to
of segments (2, 4, 6…) and are created to track progress
get over to it, then I’m going to start a Duel.”
towards a goal established upon its creation.
Narrator: “Oh alright, do you want to describe that?”

Yvon: “Yeah! I’m going to dart between the mooks in


front of it, slicing them as I do, since I’ve got Speed
Demon. When I get over, I give them a strong knee to
the chest, knocking us both a good distance away from
the rest of the fight.”

Narrator: “Wonderful, spend the 1 Influence it’s costing


you, and I’ll remove you both from the board. We’ll In both, characters (mostly players but sometimes npcs)
resume the duel at the start of your next turn or this can take actions to progress the clock, filling its
enemy’s next turn.” segments. Completing the whole Clock by filling all
its segments empties the clock and triggers the
‣ Round 4 of combat, first Turn.
effect that was established when it was made.
Mayflower (Played by Leo) : “I say we give Noah the first
Turn, I want to see what he’ll do in that Duel.” Clock Categories
All Clocks can fit into two categories, though they both
‣ The rest of the table agrees.
function identically they serve very different purposes:
Narrator: “Alright, Noah, you have the floor. Tell me what
you’re doing in this Duel and tell me what bonuses you The first is a Set Clock. These are associated with
want to use at the end of it.” different abilities written in the book, possessing fixed
effects, and fixed methods of progressing them.
Yvon: “Ok, I’m going to keep the momentum going from
the knee I talked about earlier, as they keep flying I’m
The second is a Story Clock. These Clocks track any
going to try to catch up on foot and slash ‘em up, using
granular task that is not explicitly defined by the rules
my “Become Shadow” ability to do it faster. I’m going to
written in this book. A Story Clock could be used to
be rolling 5 Talent, using my Rank 2 “Knife Fighting”
track the number of clues found in an investigation, the
Skill and my Rank 1 “Become Shadow” Ability for a total
distance traveled in a chase scene, or the time left until
of 8 dice.”
something arrives.
Narrator: “Alright, this is just a Tier 1 unnamed enemy so
they’ll be rolling 6 dice, I have a feeling you’ll win this
but let's see how well.”
‣ Both roll their dice.

Yvon: “Let's go! I got 10 hits to their 6, and that gives


me 8 direct Wounds as a reward.”

Narrator: “That’ll do it, 3 damage 8 times, so 24 total.


The enemy’s been Knocked Out and you can return to
the combat in a space of your choice.”

28
Character Creation

A complete guide on the creation of player characters, for both unstructured play and structured combat.

29
Character Creation
The following is a two part guide on creating a character for DAWN, placed front and center as it is the most important
part of playing the game for a lot of players. When read from front to back, this section will be missing context. Feel free
to come back to this section after reading the rules in full.

Unstructured Play Checklist Structured Combat Checklist


When creating a character for unstructured play, you’ll When creating a character for structured combat, you’ll
need to get all the following things. need to get all the following things.

‣ An Ability and Skills. ‣ Techniques.


‣ An Outlook. ‣ Attributes.
‣ And Attributes. ‣ And your default statistics.

1. Spend Your Character Ranks (Page X) 1. Select Your Techniques (Page X)


Every player character starts with 8 Character Gain 5 Technique Levels from up to 3 different
Ranks. At least four must be spent on Skills, Archetypes. Techniques are the main combat features
mundane things they excel at. The remainder can be for player characters, they are each split into 3 Levels
spent on your Ability, supernatural things they are and contribute to that character’s overall build. These
capable of. Your initial Character Ranks can't be saved Techniques will also shape what Archetypes you can
for later. pick from when choosing further Techniques.

2. Choosing Your Outlook (Page X) 2. Assigning Attributes (Page X)


You can now choose one of the Outlooks, as well as Assuming you haven’t already made the unstructured
two Boons from that Outlook. An Outlook illustrates a play portion of your character, you must assign each of
character’s perspective and way they interact with your Attributes (Body, Talent, Spirit, and Mind) as
others. Each is paired with an Outlook that represents either a Primary, Secondary or Tertiary. A character has:
its opposite. Boons are the unlockable benefits a
character gets for choosing an Outlook. ‣ One Primary Attribute that starts at 4.

‣ One Secondary Attribute that starts at 3.


3. Assigning Attributes (Page X)
When creating a player character you must assign each ‣ And two Tertiary Attributes that start at 2.
of your Attributes (Body, Talent, Spirit, and Mind) as
Primary, Secondary or Tertiary. They have: 3. Determine Default Stats (Page X)
‣ One Primary Attribute that starts at 4. At this point you’ll be able to set up your Guts, Health,
Speed, and Focus. These are the passive statistics
‣ One Secondary Attribute that starts at 3. used to run combat, and no choices past what’s already
been done that need to be made to calculate them.
‣ And two Tertiary Attributes that start at 2.

‣ Your starting Guts is 1 plus [Body].

‣ Your starting Health is [Body × 2] + [Tier × 2].

‣ Your starting Speed is 2 plus a [Talent / 2].

‣ Your starting Focus is 1 plus [Spirit / 2


30
Example Unstructured Characters

Here are a few Tier 1 character builds for unstructured play that can be used as an inspiration for your own.

Qayid Āl-Rashid Titania, The Prodigy

Outlook(s): The Rebel Outlook(s): The Loyal

Skills Skills
Talk shit, get hit 2 Defender of the weak 1 Mana sense 2 Fae whisperer 1

Dunerunner techniques 1 N/A A Keeper’s knowledge 1 N/A

Boons Boons
Until My Last Breath Overexertion Fish Out Of Water “My Master’s Teachings”

Ability Ability
Gravity Well [1]: You Can Enhance Gravity So Long Tonitru Companion [1]: You Can Launch Lightning If
As You Touch The Target. Fairly self explanatory and You See The Target. Lighting substitutes for
useful for debilitating would-be opponents. electricity, done so to give a more magical image.

Using it in combat (via improvise) is often to slow and Using it in combat (via improvise) is often to attack
daze a character next to him, or in one case, to let around corners and take strange angles as she is a
him crash down on his opponent with great force, Fey Keeper with a companion to do fighting with her.
letting him move and strengthening him.

Anseis Garrison
Yvon Chevalier
Outlook(s): The Confident
Outlook(s): The Quiet
Skills
Skills
Gift of the gab 2 Sharpened senses 1
Hide in plain sight 2 Rooftop parkourist 2
Knightly etiquette 1 N/A
Knightly etiquette 3 N/A
Boons
Boons
Chatty Perspective Of A Lancer
The Talent The Sneaky Superposit…
Ability
Ability
Virtue: Insatiable Venus [1]: You Can Attract People
Virtue: The Imaginary Number [1]: You Can Become So Long As You Hear The Target. An ability to pull a
Shadow. A cheap, mostly aesthetic Ability used in target from nearly any distance, with an incredibly
everything he does, shadowy dash, shadowy stealth, loose restriction.
with the later being its main use in rolls.
Using it in combat (via improvise) is for pulls, it’s fairly
Using it in combat (via improvise) is often for teleports simple in the more limited and restrictive setting that
with added strengthening or invis for stealth attacks. combat brings.

31
Example Combat Builds

Correctly choosing what Techniques your character will use can be a difficult process, for that reason this book provides
a few premade sets, these sets serve as both builds that players can pick up and play at Tier 1 and as examples of
common play styles that can be recreated using the Techniques in the game.

Body Primary Characters

Honor-Bound Knight / Big-Body Bouncer Cavalryman / Brazen Biker

Archetype(s): Bulwark Archetype(s): Powerhouse / Bulwark / Vagabond

Attributes: Attributes:
Body: 4 Talent: 2 Spirit: 3 Mind: 2 Body: 4 Talent: 2 Spirit: 2 Mind: 3

Techniques: Techniques:
Stalwart Sentry 2 Stone Crusher 2 Lancer 2 Battle Jockey 2

Shield Bearer 1 N/A Skirmisher 1 N/A

Summary: Summary:
A bodyguard focused on area denial. With “Stalwart Quick mounted fighter. With the mobility and range
Sentry” and “Shield Bearer” this build can end turns provided by “Battle Jockey” and “Lancer”, this build
near allies and dish out damage to any enemies who allows for attacks from any angle, while retaining the
attempt to engage. “Stone Crusher” further enhances bonuses of traditional Skirmish-based fighters.
these retaliatory attacks but it could be replaced by
almost any weapon Technique.
Gunman / Grade 1 Mercenary

Battle Rager / Reckless Thug Archetypes: Bulwark / Powerhouse

Archetype(s): Powerhouse Attributes:

Attributes: Body: 4 Talent: 3 Spirit: 2 Mind: 2

Body: 4 Talent: 3 Spirit: 2 Mind: 2 Techniques:

Techniques: Absolute Bastard 3 Gunslinger 2

Berserker 3 Flagellant 2 N/A N/A

N/A N/A Summary:

Summary: One of the few paths to take for a ranged Body build.
With “Gunslinger” this build is fairly basic in its usage,
A tanky bruiser who benefits from taking Wounds. you attack and you attack until you run dry. At which
Both of your Techniques will make it so receiving a point you can take a turn Investigating and Taunting
Wound is less punishing, more beneficial, and easier, via “Absolute Bastard”, triggering a reload.
letting you get into scraps even with the most
damaging enemies without it being a huge risk.

32
Talent Primary Characters

The Professional / Shadowy Archer Martial Monk / Peaceful Pugilist

Archetype(s): Vagabond / Ruiner Archetype(s): Powerhouse

Attributes: Attributes:
Body: 3 Talent: 4 Spirit: 2 Mind: 2 Body: 2 Talent: 4 Spirit: 2 Mind: 3

Techniques: Techniques:
Sniper 3 Hollow Soul 2 Martial Artist 3 Monastic Sage 2

N/A N/A N/A N/A

Summary: Summary:
Taking out their enemies in a single shot, safely A quick and versatile brawler. “Martial Artist” serves
dealing burst damage from a long range. This build is as a strong base for any build that plans to do melee
made almost entirely to enable all three levels of combat, it gives a suite of mobility and disruption,
Sniper, a Technique that allows for some of the and with the addition of “Monastic Sage”, a decent
highest single attack damage in the game, at the cost amount of sustainability.
of lacking mobility and constant preparation.

Cruel Brigand / Deadly Dancer


Sword Saint / Deft Duelist
Archetype(s): Disruptor / Vagabond
Archetype(s): Vagabond
Attributes:
Attributes:
Body: 2 Talent: 4 Spirit: 2 Mind: 3
Body: 2 Talent: 4 Spirit: 3 Mind: 2
Techniques:
Techniques:
Bloodletter 2 Knife Juggler 2
Blade Master 3 Cunning Fighter 2
Skirmisher 1 N/A
N/A N/A
Summary:
Summary:
An incredibly mobile mid-ranged Vagabond build.
The archetypical Vagabond build. A sword saint is Using the free movement provided by “Bloodletter” 2
built around setting up a situation where they can and “Skirmisher” 1 it can get extra free attacks, extra
best utilize their high reward combo, “Divide In One AP, and even more free movement so long as it
Motion” from “Blade Master”. Cunning Fighter allows places its weapons from “Knife Juggler” 2 in spaces it
for additional Breathe uses via investigating their can access.
opponent, and with those Breathes they can easily
enter their sword stance and wreak havoc.

33
Spirit Primary Characters

Healer Of The Cloth / Combat Medic Bolt Blade / Witch Hunter

Archetype(s): Altruist Archetype(s): Powerhouse / Ruiner / Vagabond

Attributes: Attributes:
Body: 2 Talent: 2 Spirit: 4 Mind: 3 Body: 2 Talent: 3 Spirit: 4 Mind: 2

Techniques: Techniques:
Heavenly Saint 2 Talisman Caster 2 Spell-Sword 2 Thunder Blood 2

Chronomancer 1 N/A Cunning Fighter 1 N/A

Summary: Summary:
A classic healer-support. The combination of A teleporting electric duelist. This build focuses on
“Talisman Caster” and “Healer” lets you place a “Spell-Sword”, promoting the combination of Casts
marker on allies, letting you heal them at any range, and Skirmishes, the other two Techniques are here to
with “Chronomancer” on top you can provide other support that. “Thunder Blood” lets your Casts teleport
buffs along with the healing. you to your target, meaning you can Skirmish after to
gain the benefits of Spell-Sword, with “Cunning
Fighter” you can take free Breathe actions to gain the
Phoenix Child / Incendiary Expert resources needed to use Thunder Blood.

Archetype(s): Ruiner
Skilled Summoner / Drone Commander
Attributes:
Archetype(s): Ruiner / Disruptor / Bulwark
Body: 2 Talent: 2 Spirit: 4 Mind: 3
Attributes:
Techniques:
Body: 3 Talent: 2 Spirit: 4 Mind: 2
Flame Heart 3 Ritualist 2
Techniques:
N/A N/A
Sellsword’s Call 2 Servant’s Call 2
Summary:
Cryomancer 1 N/A
A single target DPS built to stand still, charge up their
spells, and sacrifice their health for damage. This is Summary:
possibly the simplest route to take when building a
mage-eque build, with “Ritualist” this character is A fragile mage commanding a giant swarm. This build
fantastic at standing in one spot and attacking at is surprisingly simple, so long as you’re willing to
range, from there you add in almost any other check the narrator’s tool section. Using Sellsword’s
Technique that enhances your Casts, this one is fire Call and Servant’s Call, it can create and control a
flavored and uses “Flame Heart”. number of enemies equal to double its Tier, so long
as they take a Cast to summon each.

34
Mind Primary Characters

Alchemist / Apothecary Mad Scientist / Scrap Savant

Archetype(s): Altruist / Powerhouse Archetype(s): Vagabond / Bulwark / Ruiner

Attributes: Attributes:
Body: 2 Talent: 3 Spirit: 2 Mind: 4 Body: 3 Talent: 2 Spirit: 2 Mind: 4

Techniques: Techniques:
Alchemist 3 Improvisational Fighter 2 Modified Meister 3 Runic Aegis 1

N/A N/A Long Draw 1 N/A

Summary: Summary:
A combat ready and versatile support character. Two A sniper with variable range, damage, and risk. To run
words, breathe and interact. When you Breathe you this build, you mostly need to worry about preparing
can use “Alchemist” to create some helpful (and with “Long Draw”, as it gives additional range and
sometimes debilitating) potions that you can apply to advantage at the cost of your extra actions. Once
other characters using Interact, “Improvisational you’re ready, you can attack using “Modified Meister”
Fighter” makes using those Interacts cheaper. to get a Mind-based bonus to your damage. “Runic
Aegis” only exists to protect you a little.

Charming Bard / Mystic Dancer


Battle Tactician / Shrewd Investigator
Archetype(s): Altruist / Vagabond
Archetype(s): Vagabond
Attributes:
Attributes:
Body: 2 Talent: 2 Spirit: 3 Mind: 4
Body: 2 Talent: 3 Spirit: 2 Mind: 4
Techniques:
Techniques:
Bardic Savant 3 Cunning Fighter 2
Dim Mak 3 Cunning Fighter 1
N/A N/A
Skirmisher 1 N/A
Summary:
Summary:
An area of effect support who serves to increase the
damage and actionability of their allies. Using Breath One of the few options for a fully Mind invested DPS
this character can prepare a giant song using “Bardic character. This build is mostly focused around
Talent”, the song can be debuffing, buffing, or letting triggering the effect of “Dim Mak” to gain a Mind
more actions from your allies. No matter what the based bonus on their Skirmishes. “Cunning Fighter”
song does, you can prepare it faster and with more naturally synergizes with “Dim Mak” as both receive
utility by using “Cunning Fighter” to get free utility their primary benefits when using Investigate, on top
actions along with Marks from your Investigates. of that it and “Skirmisher” lets the user trigger “Dim
Mak” more easily, as it can provide the movement
needed to use its damage bonus.

35
Unstructured Play

The rules that dictate the non-tactical elements of DAWN, use these to get immersed and create tension in the narrative.

36
Unstructured Play
The purely narrative portion of a Series, the place where players are free to chat in-character and think of all sorts of
solutions to the puzzles presented to their character, be they literal or metaphorical.

The Rules of unstructured play mostly center around the use of Challenge Rolls and how they can be enhanced,
avoided, or interpreted, through the ‘Skills’ and ‘Abilities’ the players create for their characters. And when these rolls
create situations that put characters together ‘Bonds’ can be created to show how that meeting affected them.

Unstructured Challenge Rolls Example Of Play: Gaining Advantage


The most important thing to know about running
Narrator (Played by Olivia): “Alright, you’ve made it past
unstructured play in DAWN is the following:
the wall without being noticed, what now?”

The Narrator should not roll dice in most Scenes, Yvon (Played by Noah): “Sick, I’m going to make my
as they are not in control of mechanical characters, way into the warehouse.”
they are in control of the story itself.
Narrator: “After opening the door, you see a guard, who
looks like they’re waking up from a nap on the clock due
And success should always be determined using
to you entering. How’re you going to deal with the
the chart below.
Threat of them finding out there’s someone here?”

< [Tier+2] Hits Failure: The acting character faces Yvon: “Oh lord, well I’ll quickly try to duck behind some
the Risk. cover before he realizes I’m here, can I roll for that?”

≥ [Tier+2] Hits Minimum Success: The acting Narrator: “Sure, there’s probably a crate nearby you
character receives the Reward but could use, and that sounds like a Talent Roll. You got
at significant difficulty. any bonuses for that?”

[Tier+2] x 2 Hits Extreme Success: The acting Yvon: “Yeah, could I add my ‘Hidden in plain sight’ Skill
character receives the Reward and or my ‘Become Shadow’ Ability?”
can describe additional flair on top.
Narrator: “The first doesn't really sound applicable since
there’s nothing to distract them, but the second is fine,
Going All Out ❂ make a Roll with Advantage from that Ability.”
While in unstructured play and taking a Challenge Roll,
Yvon: “Alright (rolls 4 dice from his Talent and 3 more
players can spend 1 Influence to go “All Out”.
from his max Rank Ability) 3 Hits, how’d I do?”

All Out: Reroll a Roll you made, all your dice that land
Narrator: “Oh that’s a fail, you duck away and
on 3 or more are counted as Hits.
disappear, but end up knocking over a spare paint can
as you move, the sound puts the guard on edge, and
Gaining Advantage you see them pull out a radio to contact someone.”
In almost all Challenge Rolls, the player making the Roll
will want some way to gain Advantage.

When a character takes a Challenge Roll in unstructured


play, they may gain Advantage equal to the total Ranks
of one Skill, Ability, and Bond they have. Each of these
features will be explained in this section.
37
Failing Challenge Rolls * Joel's Notes: Putting Players on the spot
Inevitably a player will fail a roll, and when they do they The two example Risks labeled with a “*” will in some
will be faced with a Risk. way force players to take action and think of something
related to the scene. This can be stressful or tiring for
Though a Risk can be anything negative, an effective some players and that should be considered before
and compelling Risk can be hard to think of on the spot, they’re used.
for this reason a list of Risks can be found below, each
sorted by the situations they make sense in.
Threats
The effect of a Threat is mostly self-descriptive, at any
Example Risks
point the Narrator can tell the players that something
Double Edged: The effect that the character wanted bad is going to happen, and that they have a chance to
to push onto their opponent happens to them instead. do something about it.

Escalation: A new, related, and more impactful Threat Dramatic Irony


is immediately levied against the acting character. It’s important that players know when their
characters are under Threat, and in most cases,
Strange Ties: A piece of unsettling or surprising what that Threat is, even if their characters do not.
information is revealed that connects the acting This is due to rule zero, having a player regret a decision
character and their opponent. The player may choose because the Narrator refused to tell them something is a
to create a Rank [Tier/2] Bond with their opponent at worst-case-scenario.
the cost of 1 Influence.
Example Of Play: Creating Threats
Compromise: The acting character loses something.
Be it an essential item, the safety of a non-player ally, A player is navigating through the den of a great beast,
or a value used to justify the roll by the acting and you (the Narrator) want to create tension to show
character. they’ve decided to do something dangerous. You could
say the following as a Threat.
Falter: The acting character’s opponent presents a ‣ “Alright, you’ve made it about halfway into the cave, at
point or ultimatum related to the acting character’s this point if something goes wrong it’ll be hard to get
Motivation. If a character chooses to accept it they out without getting hurt, [Unless you do something to
must change the part of their character questioned but stop it, the beast is going to wake up and attack.]”
they gain 2 Influence.
The text in the [square brackets] is the actual Threat,
*Memento: The opponent presents a reminder related and in this case the exact consequence has been left a
to the acting character’s History. In the next two bit vague, but it’s implied that it won’t be good for the
Intermissions the acting player may choose to go into player in question. For any Threat, it’s important that you
detail on what their opponent was talking about, doing set the Scene beforehand so that the player has enough
so rewards them with 2 Influence. information to think of solutions related to the
environment, and that the Threat is threatening enough
Scene Change: The acting characters are moved to a to make the player want to think of ways to avoid it.
different Scene.

*Trip Up: A problem pops up completely unrelated to


the threat at hand. Any of the other players may
choose to be inconvenienced by this to be rewarded
with 1 Influence.

38
Responding To Threats Tense Resolutions
There are some Threats that a Narrator may want to
Responding With A Challenge Roll resolve with more than just one roll, a dramatic clash
In most cases a player can respond to a Threat by with the Antagonist, impossible feats attempted in a
attempting a Challenge Roll. In that case the Threat time of need. When these happen the Narrator may start
becomes the Risk for their Roll. a Tense Resolution.

Unless explicitly stated otherwise, any character can Tracking Tension


respond to any Threat no matter what their features When a Tense Resolution starts the Narrator must start
may say they can do. Features are meant to enhance tracking the Tension, which starts at 1.
their relevant actions rather than restrict others.
Then, the player most involved in the threat must
Responding With Stress ‘Escalate’ the resolution, doing something to influence
All player characters track their Stress in unstructured the scene and increase its possible risks, the Narrator
play, it serves as a general measure of their mental and then asks every other player if they want to Escalate.
physical stamina.
If a player answers yes they must respond to the Threat
When a player Fails a Roll or would otherwise be with a Roll that has Disadvantage equal to the Tension.
forced to take a Threat, they can choose to receive 1
Stress instead. If this is due to a Failed Roll the result is If a Roll is a Success the Tension increases by 1.
counted as a Success instead.
If a Roll is a Failure the Tension is raised by 2.
If a character ever reaches 3 Stress they're
"Knocked Out”, and are then set to 2 Stress.
Shattering Tension ❂
Once every player who wants to has escalated, the
When a character is Knocked Out via Stress, they
player who rolled the most dice and succeeded must
also gain 1 Influence.
‘Shatter’ the Tension, making a Challenge Roll with
[Tension] Disadvantage.
Story Clocks
When the PCs face a complex obstacle, the Narrator If the Roll is a success the Scene ends in the way the
can choose to draw a Story Clock. When a Clock is player wanted, and all players involved gain [Tension/2]
made, it must be given a defined result for when it is Influence. Successes from using Stress do not give
filled. This result can be good or bad depending on what Influence.
created the Clock.
If the Roll was a failure the Scene ends with the player
Story Clocks are fundamentally fluid and can represent failing and no Influence is awarded.
anything within a Series, but it’s recommended that
when there is more than one Clock active that they are
sorted by if they’re a good Clock that’ll be progressed
through success, or a bad Clock that’ll be progressed
through failure.

In almost all cases the Narrator should have at least one


Clock active in order to forecast what important things
could happen to the players and what they could be
working towards.

39
Ranks Example Skills
The primary three features used in unstructured Skills can be tough to think of, and harder to approve as
play—Skills, Abilities, and Bonds—all have an a Narrator, because of this DAWN provides a set of
associated numeric Rank that represents their ‘Example Skills’ to give you an idea of how Skills are
strength. This number can range from 1 to 3. Skills and formatted and split between the Attributes.
Abilities can be upgraded by spending Character Ranks,
8 of which being given at character creation. Bonds are Body Skills
ranked passively over time.
Intense ______ training.
When a character is created, they are given 8 starting Physical intimidation.
Character Ranks, spending at least 4 on Skills. Poison resistance.
Talk shit, get hit.
Your initial Character Ranks can't be saved for later, but Master of the seventh form of Ken-Ryu.
the two you receive from increasing your Tier can. Defender of the weak.
Chivalrous combat.

Skills
Talent Skills
Skills reflect a character’s capabilities as a result of their
training, lifestyle, and/or upbringing. You may spend
The ______ technique.
one Character Rank to gain a new Skill or Rank up
Whirling Dervish.
an existing Skill, with each Skill increasing up to a
Hide in plain sight.
max Rank of 3. You may gain or upgrade Skills at any
Master Burglar.
point in a Chapter, even in the middle of a roll.
Race the sun.
Straight shooter.
Skills are custom written by their user and should
Rooftop parkourist.
follow the following guidelines:

Spirit Skills
Short And Sweet: The Skill should be 5 words long at
most, and 2 words long at least.
Natural ______ ability.
Not Too General: It should be obvious where a Skill Spiritually enlightened.
can’t be used. The monster within.
Sharpened senses.
Skills, Not Abilities: A Skill should be something Mana sense.
anyone is capable of without the assistance of Fae whisperer.
supernatural elements. Alien physiology.

Mind Skills

A ______’s knowledge.
Pillar of the community.
Master Strategist.
Grease monkey.
Gift of the gab.
Master of disguise.
A surgeon’s hands.

40
Abilities Optional Rule: Tight / Universal Ability Systems
Most player characters are also created with an Ability. This game assumes that Abilities are varied across your
Abilities are things that a character can always do world and that most characters can access them, hence
that are impossible for a “mundane” person. the wide range of possible effects.

Creating your Ability Some settings have a limited pool of effects players can
Abilities follow the format of: use (i.e. the elements in Avatar), in these settings the
“You can [Verb] [Noun], so long as [Condition].” Narrator may limit the Nouns to 1–4 options, reducing
the cost for each by 1.
A character can only ever have one Ability. And unlike
Skills, you can't spend 1 Character Rank to gain any In settings where some Abilities are usable by anyone
Ability. To obtain your Ability you must spend Character willing to put in the effort (i.e. flight in Dragonball) the
Ranks equal to the total cost of the three chosen words Narrator may establish them as Skills that can be picked
(if this would be 0 it is 1 instead). up by anyone.

On the following page, there is a list of terms that can


Creating Unique Words
be used to fill in those bracketed sections, and a cost
Even if you follow these rules, a player who wants to
associated with each.
make custom words for their Abilities must brief their
Narrator and get their approval. However, both to make
Progressing Abilities judging the quality of these words easier for Narrators
Unlike Skills, Abilities have two district measurements of and to make the creation easier for players, these more
strength, that being their Rank, and the words used to concrete guidelines exist.
create it.

Impact And Access


Abilities can be Ranked up by spending 1 Character
Every word in an Ability, no matter if it is a Verb, Noun,
Rank, but they can also be ‘expanded’. When
or Condition, can be judged in one of two distinct
expanding upon your Ability you may add a new Verb,
categories, the word's Impact and its Access.
Noun, and/or Condition, paying the price of the word
you’re adding in Character Ranks (minimum 1).
Verbs: These words are possibly the most important
ones in an Ability, and when creating a new one, a
When using your Ability you may use any combination
player must ask “How Impactful is this word.” A Verb’s
of the words you've added, so long as it still follows the
Impact describes how much it can change in a story
“You can [Verb] [Noun], so long as [Condition].” format
when used at its most extreme. The Verbs “Obliterate”
and keeps one of the words contained in the original.
and “Create” share the highest cost among all Verbs.

Not Always Effortless Nouns: Often the most descriptive and flavorful word
Though it is assumed that an Ability’s user can use it at of an Ability, Nouns are often connected to the user’s
will with no roll, It is important to know that the Narrator Aesthetic and need to be judged based on their
can always oppose actions that would dramatically Access. A Noun’s Access describes how many
change the story or seem far-fetched based on their different and important things are under their umbrella.
understanding of the Ability. This is normally by having
Conditions: The least interesting and most important
a player make a Roll in order to achieve their goal.
part of an Ability, Conditions utilize both Impact and
Access. To further explain, here is an example. “You
This is also why Ability Ranks exist, to show the extent
build it” limits the Impact your other words can have, it
of control a character has over their Ability and how far
has to fit in the limit of “being buildable”. “You touch it”
they can stretch the uses of that Ability.
instead affects how often your character can use that
Ability, with no effect on what it can do.

41
Ability Glossary

You can [Verb] [Noun], so long as [Condition].


Verb Cost Noun Cost Condition Cost
Breathe ✢ 0 Ghosts / Illusions 0 You Win In A Game ✝ -1

Eat ✢ 0 Weather ✢ 0 Your Life Is In Danger -1

See ✢ 0 Food 0 It's A Specific Time -1

Become ✢ 1 Barriers / Traps 0 You’re Wearing X ☾ 0

Enhance 1 Plants ✝ 1 You Sacrifice X ☾ 0

Launch / Attract 1 Melee Weapons ✝ 1 You Build The Target 0

Repair / Heal 1 Sound 1 You’re Carrying It 0

Stop / Immobilize 2 Light / Shadow 1 You Hear / Smell It 1

Duplicate / Recreate 2 Animals / Monsters 1 You Dance 1

Cut / Break / Melt 2 Mana / Electricity 1 You Speak To The Target 1

Damage / Bruise 1 People ✝ 2 You Write On The Target 0

Conceal / Reveal 2 Machines ✝ 2 You Aren’t Seen 0

Control / Puppet 2 The Four Elements ✝ 2 You Touch The Target 0

Enlarge / Shrink 2 Heat ✢ 2 You Understand It 1

Teleport / Swap 2 Meat / Bones / Souls 2 You Draw The Target 1

Locate 2 Ranged Weapons ✝ 2 You Explain It 1

Create ✢ 4 Yourself ✢ 2 You Hold Your Breath 1

Negate / Reverse 4 Gravity 3 It Can Hear You 1

Fuse X and ☾ X Fluids / Solids / Gasses 4 You See The Target 2

Transform X Into ☾ X Distance / Velocity 4 You Remember The Target 3

✢ (If you pick any part that is marked like this your Ability ends after the Noun, not including a Condition)

✝ (These words represent a category, you may reduce its cost by 1 by picking only one thing in that category)

☾ (You must choose another Noun to represent X, if the cost is X the cost becomes the chosen Noun’s Cost)

42
Bonds Quick BOnds
Bonds—like Skills and Abilities—are Ranked features In addition to forming Bonds during Intermissions,
that can be used to gain Advantage in Rolls. However, players can choose to form one Quick Bond at will at
unlike the other features, Bonds can’t be gained with a any point during a Chapter.
resource and are not based on the traits of a
character, they instead represent the relationship Quick Bonds are always Rank 1, cannot be used to gain
they share with another character in the game. Influence, and are removed at the end of a Chapter,
unless the player chooses to use an Influence to sustain
They can represent any sort of connection or it and make it a normal Bond.
relationship, be it compassionate, competitive, or purely
antagonistic. The only consistent element of a Bond’s Ranking Up Bonds
nature is that it’s always a one-way-street, only Bonds can be freely Ranked up during an Intermission
representing the user’s feelings. so long as the user can speak to or have spoken to said
Bond since the last Intermission, AND so long as the
During Intermissions, player characters can choose to Bond was already at its maximum Bond Tags (ie. A
form any number of Rank 1 Bonds with any other Rank one Bond must have one tag in order to be
named characters that they can speak to or have Ranked up to two, and a Rank two Bond must have two
spoken to since the last Intermission. tags to be ranked up to 3).

A Bond cannot be Ranked up if it was created during or


Bond Tags
All Bonds start blank, with no other descriptive features. already ranked up in said Intermission.
But as a player interacts with their Bonded, they may
add ‘Bond Tags’, single word descriptors that the user There are 9 “standard” Bond Tags that will grant you
attributes to their Bond. A Bond can have a number of access to one the 9 matching Bond Actions (listed on
Tags equal to its Rank. the following page), it is recommended that these are
used, but if you choose not to you can freely assign any
Bond Tags can be freely added to a bond whenever the word and gain one additional Advantage when the Bond
user wants, but it’s important to know that Bond Tags is used in a Challenge Roll.
cannot be removed without removing said Bond, and
that Bond Tags greatly affect Bond Actions, and this
should be considered when applying them.

Joel's Notes: Returning Characters


Once a non player character is Bonded with, they
should be considered an important and central element
of the story by the Narrator.

If you are a Narrator, you should always try to make


these characters relevant at multiple points in the game.
After all, if a player has gone so far as to bond with an
NPC, they likely enjoyed your portrayal of them.

For example, If the players leave the city that character


lives in, give that character a reason to travel that they
can explain to the character they’re Bonded with when
they meet again. This can often be a good way of
seeding new story hooks, or feeding the players
interesting lore details.

43
Bond Actions ❂ Learn (Teacher): Taken when a character actively
Bond Actions can be used at any time, each one learns something from their Bond. The user may gain
having an implied narrative effect and a Tag one of the Teacher’s Skills at Rank [Tier/2]. This Skill
associated with it. Bond Actions always target a disappears from the user at the end of the chapter
character the user is Bonded with. If the target is a unless they spend one Influence to keep the skill.
player, a Bond Action can only be taken with said
Protect (Ward): Taken when a character stops their
player’s permission.
Ward from being harmed. The user may take a Threat
targeting their Bond if they’re in the same Scene and
Bond Actions cost one Influence, but the first time a
roll a one dice Roll, with at least 1 Hit they may
character takes each Bond Action with each of their
prevent the Threat without spending Stress.
Bonds, they ignore the Influence cost and must
assign the associated Tag to said Bond. When a Reassure (Confidant): Taken when a character
Bond is at its maximum number of Tags, the user can attempts to help their Confidant after a terrible event.
only use the Bond Actions labeled with its Tags. The Bond ignores all Disadvantage imposed on their
next roll, if they have no Disadvantage they gain [Tier]
Challenge (Rival): Taken when a character starts a Advantage.
contest—implicit or explicit—with their Rival. The user
Examine (Subject): Taken when the user's Subject
gains [Tier × 2] Advantage on their current Roll, [Tier ×
does something that's worth examining. When your
3] if the Bond is also Rolling.
Bond rolls a Critical Hit in a Roll you may ask them for
Divulge (Partner): Taken when a character chooses to an often overlooked detail of their process or action, if
share something embarrassing, personal, or traumatic they do so they can roll one extra dice for each Critical
with their Partner. The user ignores all Disadvantage Hit they rolled before you did this.
imposed on their next roll, if they have no
Shenanigans (Buddy): Taken when a character has a
Disadvantage they gain [Tier] Advantage.
bad plan or running joke with their Buddy. The user
Teach (Student): Taken when a character tries to only gets to roll one die on their current Roll, but
teach something to their Student. The user may create counts all hits rolled as Critical Hits.
a Skill and offer it to their Bond at Rank [Tier/2]. If the
Bond accepts they gain the Skill, if they don’t, you Antagonistic Bond Actions
regain any Influence spent on this. This Skill The following Bond Actions are meant for non-player
disappears from the target at the end of the chapter characters and are not provided as Favored Bond
unless they spend one Influence to keep the skill. Actions with any Outlook. They may be used against a
player with permission from the target and the Narrator,
Exposit (Legend): Taken when the Legend is
but it is not recommended.
introduced into a scene or has something revealed
about them. You may—with the Bond's explicit
Abandon (N/A): Taken when something has changed
permission—tell a story about the Bond, their Bond's
in the perception a character has with their Bond. This
controller may then state that that story is fact, myth,
removes that Bond and gives the user an amount of
or parody. Your bond gains one Influence.
Influence equal to its Rank. Once a PC has
Lead (Teammate): Taken when the user initiates a Abandoned a character, they lose the ability to gain
task with their Teammate behind them. When you take Influence by Abandoning the same character. This
this name a general objective (get to X, find Y, beat Z), Bond Action can be taken with any Bond, even if it’s at
for the rest of the Scene all your Teammates gain [Tier] its max Tags.
Advantage on Rolls related to said goal.
Hate (Enemy): Taken when a character decides they
will no longer stand for their Enemy. The user gains
[Tier] Advantage on their current Roll. When the user
Abandons their Enemy with a Bond Rank of two or
more it provides one additional Influence.

44
Outlooks
Each player character is created with one of the following ‘Outlooks’, the one they choose serving as their
‘Primary Outlook’. As a character increases their Tier, they can advance that Outlook or branch into new ones. Any
Outlooks gained after character creation are considered ‘Secondary Outlooks’. A character can have up to three
total Outlooks, one of them their Primary and two of them their Secondary.

Boons
A character’s Primary Outlook provides them with a variety of ‘Boons’. Boons are features that can be used in
unstructured play to gain an advantage. When creating a character a player can choose two Boons from their Primary
Outlook, and will be given more options as you Tier.

Favored Bond Actions


An Outlook also comes with 2 ‘Favored Bond Actions’. When a character would be asked to spend Influence to use
one of their Favored Bond Actions from any of their Outlooks they can take one Stress instead.

The ten Outlooks are as follows:

The Rebel The Accursed


Those who’ve lost their belief in, and respect for, the Doomed from the beginning, a being of ill fortune,
authority above them. Be it The Rebel’s immediate granted power they never asked for. What is the power?
superiors or those completely out of reach. How can they get rid of it? The Accursed rarely knows.

The Loyal The Blessed


A person dedicated to, and participating in, the systems Living in near-edenic plenty, a person granted fortune
and authority of those in power. The Loyal’s oath to beyond imagination. Some combination of pride and
this cause reaps benefits others could only dream of. ignorance is almost necessary for The Blessed.

The Light The Quiet


A provider, protector, or pacifist, and more importantly One of the little people in someone else’s story, living a
than any of that, a person to be depended upon. The purposeful life with little personal image. Though it’s
Light naturally draws those in their darkest hour. hard to say how many of The Quiet would like a story.

The Wolf The Confident


A person scarred and scared, left behind by or who has A person who must make themselves known, who fears
left behind those who they depended on most. The a decline in image more than their death. Who wouldn’t
Wolf is a loner, though they’re unlikely to stay that way. agree with The Confident when your life has eyes on it.

The Mentor
Wise for your years, no matter how many, a towering
beacon of experience and strength. Though maybe this
isn't The Mentor’s story to use this.

The Apprentice
Bright-eyed greenhorns looking to make up for the
experience they lack and make a name for themselves.
The Apprentice starts small, but holds big ambitions.

45
The Outlooks Of Authority

The Rebel The Loyal


Those who’ve lost their belief in, and respect for, the A person dedicated to, and participating in, the systems
authority above them. Be it The Rebel’s immediate and authority of those in power. The Loyal’s oath to
superiors or those completely out of reach. this cause reaps benefits others could only dream of.

Favored Bond Actions Favored Bond Actions


Challenge (Rival): Taken when a character starts a Exposit (Legend): Taken when the Legend is
contest—implicit or explicit—with their Rival. The user introduced into a scene or has something revealed
gains [Tier × 2] Advantage on their current Roll, [Tier × about them. You may—with the Bond's explicit
3] if the Bond is also Rolling. permission—tell a story about the Bond, their Bond's
controller may then state that that story is fact, myth,
Protect (Ward): Taken when a character stops their
or parody. Your bond gains one Influence.
Ward from being harmed. The user may take a Threat
targeting their Bond if they’re in the same Scene and Learn (Teacher): Taken when a character actively
roll a one dice Roll, with at least 1 Hit they may learns something from their Bond. The user may gain
prevent the Threat without spending Stress. one of the Teacher’s Skills at Rank [Tier/2]. This Skill
disappears from the user at the end of the chapter
Boons unless they spend one Influence to keep the skill.
Until My Last Breath: When at 2 Stress or higher, you
gain 3 advantage on Body and Talent Rolls. (Stress Inherent Boon
does not exist in combat hence this cannot affect it.) The Oath: This must be taken in addition to your two
Insolent Dissonant: When you don’t have a Buddy, starting Boons if you choose “The Loyal” as your
you can freely make a Rank 2 Bond outside Outlook. This Boon can't be taken after Tier one. You
Intermissions, but doing so gives them the Buddy Tag. have an Oath, a single word that you embody, at any
When you take the Shenanigans Bond Action with point the narrator can invoke your Oath to ask you to
someone who is officially your superior you can roll 2 act in a specific way, if you do so you gain 1 Influence.
dice instead of one.
Boons
Supernatural Deafness: You don’t have an Ability and
Fish Out Of Water: When you use Examine while your
can’t use other supernatural equipment. In exchange,
Subject is doing something that would normally be
you gain double the Advantage from Bonds and gain 3
considered mundane or pedestrian you may take one
Character Ranks.
Stress instead of spending Influence as if it was one of
Overpower: When you fully succeed in a Tense Scene your Favored Bond Actions.
related to combat you may disregard your opponent
Durandal: You’ve been entrusted with a massively
entirely and choose not to have the Tension raise due
important weapon or tool. Note what it is and what it
to your success..
excels in as if you were creating a Skill. When your tool
Overexertion: When you make a roll, you may go All is applicable in a Challenge Roll, gain 2 Advantage and
Out by taking a Stress instead of spending an you may go “All Out” by gaining 1 Stress instead of
Influence (this does not give you Influence). using Influence.

“My Master’s Teachings”: Gain a Rank [Tier/2]


"Leave This To Me...": When an ally is forced to take
Teacher Bond with an NPC you’ve met or of your
Stress from another character you may offer to take
creation. You may always use the “Learn” Bond Action
over, letting you Duel that character at no cost if the
with them even if they are not in the Scene.
ally allows it.
Lord’s Rite: You hold information about law and the
State. 1/Chapter, you may choose an unnamed
character in a scene and give them a full name. The
GM must then tell you if they are a criminal, and if so,
the most notable crime they have committed.

46
The Outlooks Of Dependence

The Light The Wolf


A provider, protector, or pacifist, and more importantly A person scarred and scared, left behind by or who has
than any of that, a person to be depended upon. The left behind those who they depended on most. The
Light naturally draws those in their darkest hour. Wolf is a loner, though they’re unlikely to stay that way.

Favored Bond Actions Favored Bond Actions


Protect (Ward): Taken when a character stops their Teach (Student): Taken when a character tries to
Ward from being harmed. The user may take a Threat teach something to their Student. The user may create
targeting their Bond if they’re in the same Scene and a Skill and offer it to their Bond at Rank [Tier/2]. If the
roll a one dice Roll, with at least 1 Hit they may Bond accepts they gain the Skill, if they don’t, you
prevent the Threat without spending Stress. regain any Influence spent on this. This Skill
disappears from the target at the end of the chapter
Reassure (Confidant): Taken when a character
unless they spend one Influence to keep the skill.
attempts to help their Confidant after a terrible event.
The Bond ignores all Disadvantage imposed on their Examine (Subject): Taken when the user's Subject
next roll, if they have no Disadvantage they gain [Tier] does something that's worth examining. When your
Advantage. Bond rolls a Critical Hit in s Roll you may ask them for
an often overlooked detail of their process or action, if
Boons they do so they can roll one extra dice for each Critical
Saint: You have 2 Advantage on Rolls against Hit they rolled before you did this.
characters who have no negative feelings towards
you. Inherent Boon
Friendly And Approachable: Your Quick Bonds with Lone Wolf: This must be taken in addition to your two
non-player characters start at Rank 2. You may also starting Boons if you choose “The Wolf” as your
form more than one Quick Bond in a Chapter by taking Outlook. This Boon can't be taken after Tier one. You
one Stress when doing so. can only have 3 Bonded characters at a time, you
always know where someone you’re Bonded with is.
Performance Artist: Choose one of your Skills, it
gains an additional Rank. When first get a Full Success
Boons
with your chosen Skill in a Scene, anyone Bonded with
The One Thing You Can Rely On: You may form
you can remove 1 Stress.
Bonds with weapons as if they were characters, when
True Hero: When you Awaken you may use the you do so they’re Rank 1 and Partners. Weapons
Protect Bond Action on any named character even if made via an Ability all count as the same weapon.
they were not Bonded with you at no cost, if you’re
Dark Urge: When you attempt to use your Ability in a
protecting them from a character you may also Duel
Challenge Roll you may choose to gain 4 Advantage, if
that character at no cost.
you roll an odd number of Hits your Narrator can have
Books And Their Covers: When you offer to befriend you use a Skills or Ability on a character you weren’t
someone who’s tried to kill you before, you may spend targeting, you can resist this by taking 2 Stress. Gain 4
1 Influence to force the Narrator to either have them Character Ranks that can be spent on your Ability.
accept the offer or give you 3 Influence. If this is
Outgunned: When you’re working against more
attempted on the same character more than once, the
enemies than you have allies, you gain 2 Advantage on
Narrator can deny it without giving you Influence.
all Rolls.

Guard Dog: When you only have 1 Bond, the Rank of


that Bond is treated as being 2 Ranks higher when
used in a Roll and are always Tagged as your Ward
(this can surpass the Rank 3 maximum).

47
The Outlooks Of Experience

The Mentor The Apprentice


Wise for your years, no matter how many, a towering Bright-eyed greenhorns looking to make up for the
beacon of experience and strength. Though maybe this experience they lack and make a name for themselves.
isn't The Mentor’s story to use this. The Apprentice starts small, but holds big ambitions.

Favored Bond Actions Favored Bond Actions


Teach (Student): Taken when a character tries to Learn (Teacher): Taken when a character actively
teach something to their Student. The user may create learns something from their Bond. The user may gain
a Skill and offer it to their Bond at Rank [Tier/2]. If the one of the Teacher’s Skills at Rank [Tier/2]. This Skill
Bond accepts they gain the Skill, if they don’t, you disappears from the user at the end of the chapter
regain any Influence spent on this. This Skill unless they spend one Influence to keep the skill.
disappears from the target at the end of the chapter
Shenanigans (Buddy): Taken when a character has a
unless they spend one Influence to keep the skill.
bad plan or running joke with their Buddy. The user
Exposit (Legend): Taken when the Legend is only gets to roll one die on their current Roll, but
introduced into a scene or has something revealed counts all hits rolled as Critical Hits.
about them. You may—with the Bond's explicit
permission—tell a story about the Bond, their Bond's Boons
controller may then state that that story is fact, myth, "Never Give Up!”: When you fail a Challenge Roll with
or parody. Your bond gains one Influence. 1 or more Stress, you may immediately retry the Roll
with 1 Advantage for every point of Stress you have.
Boons Amazing Potential: You may only choose this when
Old, Calloused Hand: Write two “Calluses”, a negative creating your character. You start with 6 Character
event that you’ve dealt with before, leaving you Ranks for Skills and your Ability rather than 8, but you
stronger. When you’re presented with a Threat related only need to spend 2 on Skills. Gain one extra
to your Callus, you may lose 1 Stress. Character Ranks every Tier.

Past Your Prime: You may only choose this when Land Among The Stars: When an opponent rolls
creating your character. You start with 12 Character more dice than you in an Opposed Roll, you gain 1
Ranks for Skills and your Ability rather than 8, and Influence.
must spend at least 8 on Skills. Gain one less
Plenty To Learn: When you go All Out, you may flash
Character Rank every Tier.
back to a Scene where you were taught something
An Organized Style: When you use your Ability in a relevant to your current Roll. Doing so grants you 4
way you’ve never used it before, you can give that Advantage.
specific usage a name to gain 3 Advantage.
A Step Behind, But Still Running: When you Awaken
A Power That Must Never Be Used Again: Your in an unstructured Scene you gain 3 Advantage on the
Ability can now instantly kill any NPC standing in front next roll you make.
of you regardless of context. If you ever use the effect
of this Boon, you lose two Bond Ranks with a
character of your choice. If you lose all of your Bonds,
you lose control of your character permanently.

Perspective Of A Teacher: Your Bonds with Students


always count as being 2 Ranks Higher when used in a
Roll (this can surpass the Rank 3 maximum). When
you only have one Student and you use Influence with
them present, they gain an Influence.

48
The Outlooks Of Fortune

The Accursed The Blessed


Doomed from the beginning, a being of ill fortune, Living in near-edenic plenty, a person granted fortune
granted power they never asked for. What is the power? beyond imagination. Some combination of pride and
How can they get rid of it? The Accursed rarely knows. ignorance is almost necessary for The Blessed.

Favored Bond Actions Favored Bond Actions


Divulge (Partner): Taken when a character chooses to Exposit (Legend): Taken when the Legend is
share something embarrassing, personal, or traumatic introduced into a scene or has something revealed
with their Partner. The user ignores all Disadvantage about them. You may—with the Bond's explicit
imposed on their next roll, if they have no permission—tell a story about the Bond, their Bond's
Disadvantage they gain [Tier] Advantage. controller may then state that that story is fact, myth,
or parody. Your bond gains one Influence.
Reassure (Confidant): Taken when a character
attempts to help their Confidant after a terrible event. Lead (Teammate): Taken when the user initiates a
The Bond ignores all Disadvantage imposed on their task with their Teammate behind them. When you take
next roll, if they have no Disadvantage they gain [Tier] this name a general objective (get to X, find Y, beat Z),
Advantage. for the rest of the Scene all your Teammates gain [Tier]
Advantage on Rolls related to said goal.
Boons
Volatile Blood: When you use your Ability you may Boons
change all of the words-. A Web Of Connections: When you use Influence, you
can identify an unnamed NPC in the Scene. You gain 2
Uncontrollable Power: Your Ability is now formatted
Advantage on Rolls where that NPC is relevant.
as “You [Verb] [Noun] When You [Condition]”. Meaning,
their effects are always applied when the condition is Trust Fund: You have 10 ‘Funding Tokens’, when you
fulfilled. Gain 4 Character Ranks that can be spent on make a Roll you may spend any number of Funding
your Ability. Tokens to explain how you use your wealth to help you
and gain equal Advantage. Gain 5 more Funding
Sacrifice: You may use this Boon after any Roll to
Tokens when you Tier up.
make it a full success by sacrificing one of the
following (It can't be restored, only replaced). Convenient Transport: You always have access to
‣ Your eye. some sort of all-terrain vehicle or mount that can carry
‣ Your arm. up to 8 people.
‣ Your leg.
‣ Your tongue. Social Setup: Once per Chapter, you can spend 1
‣ Your life. Influence to claim you have connections in the place
you’re in or relating to what you’re doing. When you
Turning Over A New Leaf: When a problem occurs do this, Roll Mind with Advantage equal to your Tier
that could be easily solved using one of your Ability, and set all hits aside. Any time you’re in a Scene with
you may lose 2 Stress and choose not to use your an unnamed character, you may claim that that person
Ability instead. is the one you mentioned with this Boon and gain
Advantage on all rolls relating to them equal to the Hits
Tainted Body: One or more of your limbs or eyes are
you set aside.
wrapped in bandages or otherwise concealed from
other people. Once per Series, when you spend “Do You Know Who I Am?”: When you dramatically
Influence, you may reveal this body part to gain 3 + introduce yourself around unnamed characters, you
your Tier Character Ranks to spend on gaining and/or may use this Boon to prompt them to: gasp, become
Ranking up a new Ability. interested in you, or make fun of you (Narrator’s
choice). When you get a reaction you haven’t before
gain an Influence.

49
The Outlooks Of Image

The Quiet The Confident


One of the little people in someone else’s story, living a A person who must make themselves known, who fears
life with little personal image. Though it’s hard to say a decline in image more than their death. Who wouldn’t
how many of The Quiet would like a story of their own. agree with The Confident when your life has eyes on it.

Favored Bond Actions Favored Bond Actions


Divulge (Partner): Taken when a character chooses to Challenge (Rival): Taken when a character starts a
share something embarrassing, personal, or traumatic contest—implicit or explicit—with their Rival. The user
with their Partner. The user ignores all Disadvantage gains [Tier × 2] Advantage on their current Roll, [Tier ×
imposed on their next roll, if they have no 3] if the Bond is also Rolling.
Disadvantage they gain [Tier] Advantage.
Lead (Teammate): Taken when the user initiates a
Examine (Subject): Taken when the user's Subject task with their Teammate behind them. When you take
does something that's worth examining. When your this name a general objective (get to X, find Y, beat Z),
Bond rolls a Critical Hit in s Roll you may ask them for for the rest of the Scene all your Teammates gain [Tier]
an often overlooked detail of their process or action, if Advantage on Rolls related to said goal.
they do so they can roll one extra dice for each Critical
Hit they rolled before you did this. Boons
Spite: When you lose, either in the narrative or in an
Boons Opposed Roll, to a character you’re Bonded with you
The Talent: When you Awaken a Skill in the middle of may assign them as the target of your Spite. When
a Challenge Roll, you gain 3 Advantage. you use that Bond to gain Advantage in any sort of
competition with the subject of this Bond you may
The Sneaky Superposition: At any time when your also Crit on rolls of 5, if the roll is a full Success that
exact position is unclear, you may gain 1 Stress to character is no longer the target of your Spite.
appear somewhere else within reason.
“And I’ll Only Use One Hand…”: Once per Chapter
Reversal Of Fortune: When you successfully respond when you take an Opposed Roll with someone else,
to a Threat coming from another character with a Roll you may give them a handicap. This gives them 2
and get at least 1 Crit, you may reverse the situation. Advantage and gives you 1 Influence.
When you do so you levy the Threat you were
responding to against them, the narrator must either Chatty: When you perform an Opposed Roll, you can
have them receive its effects or give you 2 Influence. begin talking, be it monologuing, quipping, taunting or
ranting, gaining 2 Advantage plus any Bond ranks you
Gearhead: You can now create ‘Gadgets’ by spending have with your opponent. If you fail this roll, your
Character Ranks. They are treated as Abilities for their character receives 1 Stress.
creation, costing, Ranking, and usage in Rolls. Unlike
Abilities, Gadgets are physical and can be given to, Spotlight: So long as you’re in a Tense Scene your
and used by other characters in Rolls, others gain one allies may treat the Tension as being 2 lower.
less Advantage than what you would gain. Your Perspective Of A Lancer: When you create a Bond or
Gadgets can be permanently destroyed through the Rank Up a Bond, you may assign that character you’re
Risks you receive, but also refunding you any Bonded with as your ‘Lancer’. Your Lancer is always
Character Ranks you spent on them. Gain 3 Character tagged as a Rival, even if they’ve already reached their
Ranks to spend on Gadgets. max Tags, and you gain double the normal Advantage
Knacks And Hobbies: You gain 3 Advantage on all when using their Bond in a Challenge Roll. When you
rolls that don't oppose or relate to another character. don’t have a Lancer, you can make Rank 2 Quick
Bonds outside Intermissions, but doing so makes
Technobabble: You may use Examine with machines them your Lancer.
and supernatural objects as if they were characters,
with you triggering the Crit and gaining the bonus
instead of them.
50
Structured Combat

The tactical layer of DAWN, build up powerful and fun characters to combat the threats of your world.

51
Structured Combat
The tactical element, the most game-like part of DAWN, meant to be used when two evenly, or almost evenly,
matched groups face each other in battle. And though combat’s risks can create some tension, it’s mostly done for
fun and to reinforce the player character’s aesthetics in ways that can only be shown in combat.

In structured combat players are asked to optimize builds, handle threats, and control whatever variables they can to
defeat their enemies as efficiently as possible, the way they use their Actions and choose their Techniques
determines whether they live or die as well as implicitly enforcing their character’s themes and aesthetic.

Turn Order Taking Turns


Structured combat is made up of ‘Actions’, ‘Reactions’, Players and NPCs both treat the Turn order differently.
'Turns’, and ‘Rounds’. A Round consists of the Turns Each method will be described below. When combat
of all involved players and at least one Enemy Turn starts, all players must decide amongst themselves
for each, these Turns contain a player’s Actions. who should take the first Turn. After this is
determined, that player takes their first Turn, taking
Actions until they can’t or don’t want to anymore.
Actions And Action Points
When a Round starts, all player characters receive 3
When a player ends their Turn an enemy of the
‘Action Points’ (AP), losing any they had. These can
Narrator’s choice that has not yet taken their Turn
be spent on a Basic Action (detailed on page X). Each
takes theirs, if all enemies have taken their Turn an
Action has a listed AP Cost (sometimes shortened to
enemy who has already acted can take a Turn instead.
Cost) that must be spent to take said Action.
After this Turn ends the last player who acted can
choose a player who has not yet taken their Turn,
Action Limit and Swift Actions
that player then takes theirs, this repeats until all
A character can't use the same Basic Action more
players have taken their Turns.
than once each Round unless that Action was
‘Swift’, an attribute often granted by the effects of
Techniques. Assisting ❂
There will be times where combat starts and a player is
Reactions present at the table but their character isn’t in the
Reactions can be used outside a Turn when certain Scene. Combat is long, and excluding players from it
conditions are met, and can also cost AP (this is why entirely because their character can't participate is too
AP is gained at the beginning of a Round and not at the punishing, for this reason these players may choose to
start of a Turn). Reactions are still Actions but do not "Assist" their fellow player(s) when combat begins.
abide by the once per Round limitation, all counting as
being Swift by default. While Assisting a player can use Break Out to take
an Action while controlling a consenting ally. They
may also take Break Out at no Influence cost up to three
Break Out ❂
times in each Combat Scene.
In addition to normal Reactions, all non-Attack Actions
can be taken as a Reaction to a character ending
Any stats referenced during an Assisted Break Out are
their Turn by spending 1 Influence to ‘Break Out’.
replaced with the Assistant’s secondary Attribute (This
Actions from Break Out have no AP Cost.
includes replacing Attributes for rolls but also replacing
other passive stats like Speed and Guts).

52
Damage And Health
All interactions in structured combat will be motivated
by damage, whether it’s to avoid it or deal it. Damage is
how this game tracks progress in its fights.

Health
Characters all have a Health value that determines their
durability in combat, with Health resetting at the end of
each Scene. As characters take damage, they lose
their Health. Health can go as low as 0.

A character's maximum Health is equal to:


[Body × 2] + [Tier × 2]

Guts
Your character’s Guts is a statistic equal to 1 plus
[Body] that increases the number of ‘Wounds’ you can
take before being ‘Knocked Out’.

Wounds And Knockouts


A Wound symbolizes a long-lasting injury that weakens
those who have it. When you are reduced 0 Health, you
receive a Wound, and your Health is set to [Guts].

A character is Knocked Out when they reach


Wounds equal to their Guts. A character with 0 Guts
(this includes all Enemies) is Knocked Out as soon as
their Health drops to zero. Characters lose their Wounds
when they take an Intermission.

Earning Influence Through Wounds ❂


When you receive a Wound—from a source other than
yourself—you also receive an Influence.

Armor And Evasion


Though most characters don’t have access to it by
default, some have one of the following defensive stats.

Armor
If a character has an Armor value, damage they take
from Attacks is reduced by its value (minimum of 1).

Evasion
If a character has a Evasion value, damage they take is
redirected to said Evasion, lowering as if it was Health. If
this reduces an Attack’s damage to 0 the defender
also ignores any secondary effects from said Attack.

53
Tension Spaces, Movement, and Targeting
Tension is a resource that starts at 0 at the start of Movement and targeting is the most essential part of
every combat, as it increases, characters become combat, affecting the way every character deals
more powerful and gain new options. It is shared damage, takes damage, and resolves any and all forms
between all characters, players and enemies. Tension of objectives.
increases by one when one of the following happens:
Setting Up
‣ A Round ends. Combat should almost always take place on a 7 × 7
space board, no smaller and no larger. With players
‣ An enemy is Knocked Out.
‘Deploying’ on the edge (outermost spaces) opposite to
‣ A player character is Knocked Out. the enemies.

Optional Rule: Low-Tension Combat Movement and drawing range


If you’re a fan of really long combats you may be put off When moving, characters must measure each space
by the way these Tension rules will accelerate combats orthogonally (Manhattan Distance), can’t move
and increase damage, because of this Narrorators through opponents or ‘Terrain’, and can’t end
should be willing to change these tension rules to make movement in a Space another character occupies.
longer “low-tension” combats.
Adjacency
One of the easiest ways to do this is to remove the The spaces orthogonally closest to a character are
Tension increase from a character being Knocked Out, considered “adjacent”. A character entering these
making it only increase at the end of a Round. spaces enters “adjacency”. You cannot be adjacent to
yourself, even if you take up multiple spaces. You are
always adjacent to enemies in your space.
Focus
Focus is a resource used for powerful Attacks and some
Push and Pull
more specific features. When combat starts, player
When pulling, the puller must move the target
characters have their Focus set to 1 plus half their
directly towards themselves in a Line. When
Spirit, and they can regain more by using specific
pushing, the pusher must move them directly away
Actions, with no upper maximum.
in a Line. If the target is not in a Line relative to the user
, they must use the closest Line.
Alternative Foci:
Though all characters use Focus by default, some—via
Teleporting
the effects of their Techniques—will exchange it for an
When a character Teleports, they move from one
alternate resource under a different name.
space to another without passing through the
spaces between. This still qualifies as movement.
These resources will come with their own unique effects
and conditions, but unless otherwise specified they
Targeting Allies
can all be spent and gained as if they were Focus,
Some Actions will tell you that you must target an “ally”.
but not other Focus alternatives.
These are the characters—player or NPC—that you’re
working with, but notably not yourself.
Speed
All characters have a ‘Speed’ that determines how far
they can move with an Action. Player characters have
Speed equal to 2 plus a half of their Talent.

54
Special Targeting Centered Zones
There are some effects that will have you target Sometimes features that create Zones specify that the
something other than one target in a range. Zone must be “centered” on a specific character or
space. This means that there must be as many
With this targeting, and any other form of spaces of the Zone adjacent to the centered space
multi-character targeting, attacks are rolled once, as possible, and if possible, with said space in the
with that one roll being shared for all targeted dead center of the Zone. If there are multiple valid ways
characters. If a source of Advantage or Disadvantage to do this the creator decides. The following examples
would apply to one of the targets but not all roll the are valid 3×3 and 2×3 Zones centered on the user.
added dice separately for that target and add the Hits to
the Hits that target would take.

Zones
A Zone is a shape listed as “X×Y” (ie. 2×2, 3×3) with X
and Y representing how many spaces it can be wide or
tall (they may be swapped freely). When creating a
Zone in a targeted space, the user can place any
part of said Zone within that space. The following
examples are valid ways to place an adjacent 2×2 Zone.

Lines
A Line expands from any of the orthogonal or diagonal
directions from its user, unlike normal range, Lines
count diagonals as being one space apart. The
following is an example of all possible 3 space long lines
you could make in the center space of the board.

Moving In Straight Lines


As will be described above, straight lines can be
drawn orthogonally or diagonally, counting diagonal
spaces as being one space apart. When a character
has to move in a straight line, they also count diagonal
spaces as being one space apart.

55
Terrain Alternate Mode: Cinematic Combat
Terrain is an object on the battlefield that blocks There exists a second mode of structured combat, and
movement. Terrain can be destroyed, and has a set it’s recommended for fights between smaller groups,
Health based on its size. A piece of Terrain’s Health is 10 or if you would rather not need to spend so long in
times the number of spaces it takes up, unless stated combat scenes. This mode is called ‘Cinematic
otherwise. Combat’.

Difficult Terrain In Cinematic Combat, all characters are placed along


Some spaces are considered Difficult Terrain. When a a 7 space long line, with allies Deploying on the 2
character enters a space of Difficult Terrain, their Speed leftmost spaces, and enemies Deploying on the
is reduced to 0 until the end of the turn. This also opposite 2 spaces.
ends any movement they are currently taking.
Characters who started their turn in Difficult Terrain Unlike in standard structured combat, any number of
become immune to all connected pieces until the end of characters can fit in one of these spaces, and
their turn. Climbing a sheer surface counts as characters can move through their opponents, but
entering Difficult Terrain. moving into an enemy’s space counts as Difficult
Terrain (Unless the movement would normally be able
High/Low Terrain to pass through enemies).
Though there is no codified height in DAWN, areas
can simulate it through special terrain spaces. Standard targeting and Line targeting can only target
Moving from one space high to another stops all one character in the spaces it targets, however actions
movement and reduces speed to 0 until the end of the that target multiple spaces other than Line targeting
user’s turn, and any attacks made from one height must target all characters in the spaces it targets.
level has [Tier] Advantage against targets on a lower
level or [Tier] Disadvantage on targets on a higher
height level.

Walls
Walls are Terrain that don’t exist on spaces, instead
being placed on the borders between spaces, like
terrain it can be targeted and damaged by targeting any
of the spaces on its border. Unlike Terrain, targeting
cannot be drawn over Walls.

56
Effect Listing
Effects represent all sorts of ongoing benefits and status. Characters lose their Effects when they end their turn,
unless it’s stated otherwise. Effects can't be removed in this way on the Turn they’re applied. If an Effect would be
applied to a character who already has it it counts as being applied on that Turn.

Positive Effects:

Banished: You can't target any non-Banished characters, other non-Banished characters can't target you, and you can
take up the same space as another object. Lose this Effect at the beginning of your turn. (When a character applies
Banished, all other characters that have been Banished by them lose it.)

Hastened: Your Speed is doubled. When you move in a way that doesn't rely on speed, you may move twice as far.

Disappeared: You’re removed from the board. You lose this Effect when you take any Action or start your Turn. When
you lose this Effect, reappear on any space that isn’t adjacent to a character. This does not count as movement.

Invisible: You Disappear as a reaction to losing it or for free on your turn, doing so removes this Effect.

Regenerating: Regain [Tier] Health when you end your Turn. This is not removed at the end of your Turn.

Reinforced: You gain [Tier] Armor.

Steady: You cannot be moved unwillingly.

Strengthened: Your Attacks deal [Tier] additional damage.

Negative Effects:

Blighted: Lose [Tier] Health when you use an Attack. This is not removed at the end of your Turn.

Dazed: You start your Turn with 1 less AP.

Feared: Your Attacks that target the character who applied Fear to you have [Tier] Disadvantage. This is removed when
the Fearing Character is Knocked out.

Immobilized: You can’t willingly move. You can't benefit from Evasion.

Launched: You can't take your turn before any non-Launched allies, you can’t willingly move. When someone targets a
Launched character, they may choose to ‘Spike’ them, giving them [Tier] Advantage and removing Launched. This is
removed when you start your Turn.

Marked: Attacks that target you deal [Tier] additional damage.

Slowed: Your Speed is halved. When you move in a way that doesn't rely on speed, you may move half as far.

Shredded: You can't benefit from Armor.

Snared: When a character applies this, you’re pulled adjacent to them. While your ensnarer is on the board, you can’t
willingly move, when they move you are moved adjacent. You can't benefit from Evasion.

Taunted: Your Attacks that don't target a character who applied Taunt to you have [Tier] Disadvantage. This is removed
when the Taunting Character is Knocked out.

Weaken: Your Attacks deal [Tier] less damage.

57
Basic Actions Movement
The following are a set of basic Actions and Reactions Unlike in other tactical systems, the following two
to be used in structured combat. Actions can only be Actions are the only ways a character can move by
used on your turn, but Reactions can be triggered default.
when specified.
Jump
Combos
As a character gains Techniques and progresses, they AP Cost: 1
may gain ’Combos’.
Move [Talent] spaces in a Line. This movement
ignores enemy spaces and Difficult Terrain.
A Combo is a string of two or more Actions
formatted as “[ X → Y ]” that results in some bonus
when performed with no other Actions in-between
Stride
(only one Combo can be executed per Action). If a
Technique Level starts with a Combo, its effects only AP Cost: 1
happen if that Combo is used.
Move [Speed] spaces. This movement can be saved
and used after taking other Actions.
After using a Combo, it goes on ‘Cooldown’ until the
end of your next Turn. Combos cannot be used while
they are on Cooldown.

58
Attacks
The damage dealing Actions, each with slightly different functions and requiring different Attributes. Unlike other Actions,
when targeted by an Attack, a character can respond with a Defensive Reaction.

Cast

AP Cost: 1

Choose an enemy within 5 spaces of you, make a


Spirit Roll with a Challenge of 1.

Reward: Deal [Hits] damage.

Finisher

AP Cost: 2

Choose an enemy adjacent to you. You may spend


Focus up to the current Tension, then make a Roll
using any Attribute with a Challenge of 1. This Roll
gains Advantage equal to the Focus Spent.

Reward: Deal [Hits] + [Tension] damage.

Skirmish

AP Cost: 1

Choose up to 2 enemies adjacent to you, make a


Body or Talent Roll with a Challenge of 1. You may
also perform this action as a Swift Reaction to a
character attempting to leave adjacency with you.
This method of Skirmishing is called a Punish.

Reward: Deal [Hits] damage.

59
Defense
When a player is targeted by an Attack they can respond using one of the following defensive reactions, each
defensive reaction can be taken before or after an attack is rolled against them. All of the following reactions cost no AP
and have a listed Focus cost instead.

Block (Reaction)

Focus Cost: 2

As a reaction to being Attacked, Gain [Body] Armor


for the duration of the Attack and get pushed one
space away from the attacker. If you took more than
1 damage after Armor, your guard is broken,
Shredding you before the damage is dealt.

Clash (Reaction)

Focus Cost: 2

As a reaction to being Attacked, where the attacker


is in range of your Skirmish or Cast, start an
Opposed Roll with both rolling 3 + [Tier]. If the loser
is a player they may take 4 damage to redo the roll.
If the player wins they may Skirmish or Cast at the
attacker at no cost as a Reaction, canceling the
attack that triggered the Clash. If the player loses
and does not reroll they are attacked by the attack
that triggered the Clash.

Dodge (Reaction)

Focus Cost: 2

As a Reaction to being Attacked, Gain [Talent / 2] or


[Mind / 2] evasion, move up to 2 spaces, and
prevent all forced movement from said attack. If you
don’t move at least 1 space, you can't take this
reaction. You will still be the target of said Attack if
you move out of its range using this movement.

60
Utility
Actions that don't directly affect the damage being dealt Interact
or taken. This category of Actions is rarely directly
referenced, with most features referencing specific AP Cost: 1
Actions in the category.
Use an adjacent object or objective.

Breathe
Improvise
AP Cost: 1
AP Cost: 2
Gain one Focus.
Create up to 2 spaces of connected terrain adjacent
to you with 10 Health each or apply a non-Banish
Charge Effect to a character adjacent to you.

AP Cost: 2
Joel's Notes: Blatantly Cheating
Make a Spirit Roll with a Challenge of 0.
Structured combat and its rules are meant to represent
Reward: Gain [Hits] Focus (minimum 2). the “average” combat experience, and let each player
have an equal shot at expressing their character through
it, but obviously not all combat is “average”.
Hide
There may be times where a player wants to do
AP Cost: 1 something that makes sense contextually but is not
permitted in the game’s normal rules, this does not
If you have not Attacked on your Turn and are on
mean it cannot be done. There’s an option that exists to
the board’s edge, you may Disappear.
let people do that, Duel.

Dueling in combat can also be used to cheat, since it


Shove
moves to unstructured play; the game is not restricted
AP Cost: 1 to the rules of structured play, and you may use that to
justify moving past rules you’re restricted by.
Move an adjacent character 1 space.

Investigate

AP Cost: 1

Mark an enemy in [Mind] spaces. You may ask the


Narrator to tell you the value or effects of any or all
of the following:
‣ Health.
‣ Armor and/or Evasion.
‣ Speed.
‣ Passive.
‣ Actions.
‣ Ace.

61
Techniques

A glossary that lists each Technique, separated from the rest of the book for easy access.

62
Techniques Archetypes
In structured combat, player characters are defined by Each player character is created with one of the
their use of ‘Techniques’. Techniques are the main following ‘Archetypes’ to serve as their ‘Primary
combat features for player characters, with each Archetype’. When a character is created or Tiers up
contributing to that character’s overall build. They they can gain Techniques from their Primary Archetype
are mostly passive and serve to add new effects to the or up to two other Archetypes, when you take a
statistics and Actions given to all players by default. Technique from another Archetype it becomes one
of your ‘Secondary Archetypes’.
The following block is an example of a Technique:
A character can have up to 3 total Archetypes, one of
them their Primary and two of them their Secondary.
Berserker | (1) ★ | (1) Revenge, Wounds, Tanking
The six Archetypes are as follows:
(2) “To stagnate is to forget your purpose, to still is to
die. Here you’ll live, each scar a mark of pride, each beat
The Powerhouse
of your heart a melody all your own. When we live slowly
Bacchus weeps.” Techniques effective in sustained fights. Often requires
a high Body Attribute for Attacks, or Talent if you want
(3) 1: Revenge: When you take a Wound, you may
spend 1 Focus to immediately take an Action with a to be a little more frail and fast.
cost of 1 at no cost and with Swift.
(3) 2: Take A Beating: Double your Guts, you now The Vagabond
receive a Wound when you take 2 damage at 0 Health Techniques effective at defeating single targets. Often
rather than when you take 3 damage. requires a high Talent to get into and escape
(3) 3: Cornered Dog: When you receive an effect, you skirmishes.
may choose to ignore it and take a Wound instead.

The Bulwark
1: Complexity Stars And Tags Techniques effective at tanking for a team. Can build
Each Technique has 1-3 complexity stars and some for almost any Attribute, as all provide an option to
tags. Complexity stars represent the number of choices survive longer, but Body is the most common.
that must be made to acquire or use the Technique.
Tags show the most broad effects and synergies the The Altruist
Technique has. These things have no effect on what Techniques that mainly benefit your allies. As many of
the Technique does and are meant to summarize its these Techniques don’t need to deal damage, Mind is
complexity and effects respectively. often your best Attribute.

2: Flavor Text The Disruptor


A short piece of fiction that is in some way related to the Techniques that restrict, metaphorically or literally. As
Technique in question. These blocks of text have no many of these Techniques trigger their controlling
effect on the mechanics of the game and exist only effects when Casting, they value a high Spirit
for fun. Attribute.

3: Technique Levels The Ruiner


Each Technique has three Levels, and when gaining Techniques with high impact and cost. Almost all of
a Technique you only gain one Level at a time, these Techniques give you high damage setups for
starting from 1 and going up to 3. Player characters are Spirit Finishers, Spirit is a must.
given 5 total Technique Levels when they’re created.
This is often spent on the three Levels of one Technique
and first two Levels of another, but it can be spread out
as widely as someone wants, as all Techniques can be
progressed at the same flat rate.

63
Powerhouse

Fiery and violent, dive into battle like a meteor. Techniques effective in sustained Fights.
Often requires a high Body Attribute for Attacks, or Talent if you want to be a little more frail and fast.

64
★ Complexity Techniques

Berserker | ★ | Revenge, Wounds, Tanking Flagellant | ★ | Revenge, Self-Effects, Attacks

“To stagnate is to forget your purpose, to still is to die. “There is no fate that cannot be surmounted by scorn.”
Here you’ll live, each scar a mark of pride, each beat of
1: Thrill: When you receive a Negative Effect, you may
your heart a melody all your own. When we live slowly
also Strengthen yourself.
Bacchus weeps.”
2: Blood Rush: The first time you Skirmish each Turn,
1: Revenge: When you take a Wound, you may spend 1 before targeting, you may Blight yourself to move up to
Focus to immediately take an Action with a cost of 1 at 2 spaces in a Line. If your target is Adjacent, You gain 1
no cost and with Swift. This can only be done [Tension + Advantage for each space moved. When you Blight
Tier] times per Turn. yourself while already Blighted using “Blood Rush” you
2: Take A Beating: Gain [Tier] additional Guts. When Mark yourself and may move one additional space.
you’re reduced to 0 gain [Tier] less health. 3: Bled Dry: You are unaffected by Negative Effects, so
3: Cornered Dog: When you would receive an Effect, long as you have 3 or more Wounds.
you may choose to take a Wound instead.

Gunslinger | ★ | Weapon, AOE, Range


Dragonslayer | ★ | Weapon, Body, Anti-Armor
Alt Resource. Can't take with other alt resources.
“That thing was too large to be called a sword. Too big,
too thick, too heavy, and too rough, it was naught but a “Adept fixers know their guns as well as they know
heaping hunk of iron.” themselves; each part maintained and accounted for.
Famous fixers just need to let shots fly.”
1: Speed Is Weight: Your successful Body Finishers
Shred your target after dealing damage. 1: Big Iron: You now use ‘Bullets’ instead of Focus. You
2: Wide Arc: When you spend 3 or more Focus on a start all Scenes with 6 Bullets. To Skirmish, you must
Body Finisher, you can change its target to a 2x2 Zone spend at least 1 Bullet and target 1 character in 4
placed on yourself, without targeting you. spaces. For every extra Bullet spent, gain 1 Advantage,
3: Titanic Heave [ Breathe → Body Finisher ]: The or choose an additional target.
Finisher counts all dice as Hits, pushes enemies it hits 2 2: Lock And Load: Your Skirmishes gain 1 Advantage.
spaces back, and Weakens you after it resolves. When you end your turn without Attacking, you can set
your Bullets to 6.
3: Bullet Juggle: When you Skirmish one character
while spending 3 or more Bullets, you Launch them.
Duelist | ★ | Skirmishes, Tanking, Effects

“What’s wrong, can't you hit me? You were so adamant


you would only need one strike. So go on. Strike me.”
1: Riposte [ Block → Skirmish ]: The Skirmish lets you
move 3 spaces before targeting and Taunts your target
on a Success.
2: Parry: Using Block against an adjacent character
Dazes your attacker.
3: Deflecting Blow: When you use Block on an Attack
from a range of 2 or more, you may spend 1 Focus to
Skirmish a character within 5 spaces of the attacker.

65
Struggler | ★ | Revenge, Reliability Unbroken | ★ | Revenge, Wounds, Influence

LET IT RUN THROUGH YOUR BLOOD! FEEL YOUR “You must not give in! You cannot! Claw and bite like a
SYSTEM ERUPT! GIVE A FUCK WHAT YOU SAID! cornered rat! It’s the only option you have left.”
WE ALL LIE IN THE MUD! 1: Get Back Up: Once per Scene, you may spend an
1: Effort: When you roll a 1 in any Challenge roll, you Influence to put it On The Line at no cost. Doing this
may reduce your Speed by 1 for the duration of the makes you lose the ability to gain Influence for the
Scene (to a minimum of 1) to treat it as a 6 instead, remainder of the Scene.
converting it to a Critical Hit. If you cannot lower your 2: Furious Revival: When you spend an Influence in a
Speed, you receive [Tier] damage instead. combat Scene, you may take an Action with a cost of 1
2: Adrenaline: When you take a Wound, you may move for no cost with Swift.
up to 3 spaces towards an enemy of your choice. If this 3: Phoenix: When you put it On The Line using “Get
brings you adjacent to the enemy, you may Mark them. Back Up” you may heal all your wounds but 1.
3: Defy Reason: You may use the effect of “Effort” on
any roll that comes from a Finisher, regardless of value.

SpellSword | ★ | Skirmishes, Casts

“Versatility is a power you can’t buy. It must be learned


through a complete mastery of all of its parts.”
1: Spell Blade: Wherever you use a Skirmish or Finisher,
you may spend 1 Focus to have it benefit from your
Techniques that would normally affect Casts, not
including the other levels of “Spellsword”.
2: Twin Suns [ Cast → Skirmish ]: The Skirmish is
Swift, has its cost reduced to 0. When using it, you can
Teleport to a space in 3 range before targeting.
3: Witch Hunter [ Cast → Body/Talent Finisher ]: If
the Finisher targets the same character as the Cast, it
deals [Spirit] additional damage.

Technician | ★ | Combos, Charge

“A fighter is not their body, but a collection of


techniques and experiences.”
1: Stretch: When you Charge, you ‘Stretch’. After
Stretching, until the end of your next Turn, completing a
Combo gives you 1 AP, this cannot trigger on the same
combo more than once per Turn.
2: Perfect Form: When you complete a Combo, you
gain 1 Armor until the start of your next Turn.
3: Final Blow [ Skirmish → Finisher ]: The Finisher
costs 1 AP.

66
★ ★ Complexity Techniques

Braggart | ★ ★ | Delayed, Attacks Dual Wielder | ★ ★ | Weapon, On-Skirmish Triggers

“You weren't even worth cleaning up the stains…” “My lord used to beat me for my left-handedness.
1: Hubris: Begin tracking ‘Pride’, a 6 Segment Clock When I killed him, I used both hands. Out of respect.”
that’s emptied after every Scene. After you do one of 1: Twinned blow: When you Skirmish targeting a single
the following, fill one Segment of this Clock: character, you may give it [Tier] disadvantage. If you do,
‣ Get hit by an enemy's Attack without using a Defensive you may ‘Flurry’ once, Dealing [Body / 2] or [Talent / 2]
Reaction. damage to the same target afterwards. Flurrying counts
‣ Attack rolling one of your two lowest Attributes. as a Swift Skirmish at 0 cost by all other mechanics.
While your Pride Clock is full, you gain 1 Advantage Other techniques cannot change Flurry's targeting.
on all Rolls for the remainder of the Scene. 2: Frenzied Barrage: When you spend 2 or more Focus
2: Prove Yourself: When your Pride Clock fills, you may on a finisher, you may give it [Tier] Disadvantage. If you
‘Hold Back’, emptying the Clock and reducing its total do, you may ‘Flurry’ twice, each of them targeting a
Segments by 2 (to a min of 2). If your Pride Clock has character the Finisher targeted.
less than 6 Segments, “Hubris” grants one additional 3: Varied Blades: Your Skirmishes have an additional
Advantage for every two Segments it is less than 6. two effects that alternate every time you use Skirmish,
3: A Worthy Opponent: When an enemy deals a Wound resetting at the start of your Turn (first Skirmish uses
to you, you may fill a Pride Segment. effect A, second uses effect B, third uses effect A
again). Choose two of the options below as effects:
‣ Astral: Gain [Tier / 2] Focus.
‣ Blazing: Deal [Tier / 2] damage to your target.
Breacher | ★ ★ | Weapon, Body, Displacement
‣ Umbral: Teleport to a space within [Tier] spaces.
‣ Vorpal: Restore [Tier / 2] Health.
“A hundred pellets at 1600 feet per second hurts about
‣ Phasing: This attack ignores its target’s Armor.
as much as you would expect.”
‣ Whirling: Move your target [Tier] spaces.
1: Buck Shot: Your Skirmishes can target a character in
4 spaces instead of its normal targeting. Your
Skirmishes Against targets in 2 spaces push your target
Martial Artist | ★ ★ | Skirmishes, Versatile, Effects
1 space away on a success.
2: Both Barrels: When you Skirmish, so long as you're
not Weakened, you can choose to fire ‘Both Barrels’. “I’m pretty experienced myself y’know, 15 years of Baji
Doing this gives the Attack [Body/2] Advantage, but also Quan, 11 years of Aikido, and a semester of Capoeira.
Weakens you after it resolves. Oh, sorry. We should be dueling about now! I’ve got a
3: Annihilate: Your Body Finisher can now target bad habit of bragging when I don’t think I’ll be seeing
characters up to 3 spaces away and can use the effect someone again.”
of “Both Barrels”. When you use “Both Barrels” with a
1: Art Of The 8 Hammers: When you successfully
Skirmish or Body Finisher, change its target to a 2x2
Skirmish or Body / Talent Finisher without using a
Zone adjacent to you.
Technique with the Weapon Tag, you can do 1 of the
following. Each can be used once per Round.
‣ Quick Step: Move up to 3 spaces.
‣ Binding Blow: Snare your target.
‣ Rising Knee: Launch your target.
‣ Iron Shoulder: Push your target 3 spaces.
2: Flow-State: “Art Of The 8 Hammers” gains the
following option.
‣ Combo: Deal [Body / 2] or [Talent / 2] damage to a
character you’ve attacked this Turn
3: Unlimited Blows: Your Skirmishes gain 1 Advantage.
When you roll at least one Critical Hit on a Skirmish or
Finisher, “Art Of The 8 Hammers” triggers an additional
time.

67
Monastic Sage | ★ ★ | Effects, Tanking, Versatile Predator | ★ ★ | Sustain, Wounds, Movement

Born under the twin stars, Qayid Āl-Rashid existed in a “I see you. I see you. I see you. I see you. I see you. I see
state of extremes; his life oscillating between terrible you. I see you. I see you. I see you. I see you. I see you. I
misfortune and unforgettable luck. It was only after he see you. I see you. I hunger. I see you. I see you. I see
came of age that he learned to balance these chaotic you. I see you. I see you. I see you. I see you.”
forces, and channel them in battle. 1: Yearn: The first time you Investigate each Turn, it
1: Mind Made Manifest: While you have Strengthened, becomes Swift and has its Cost Reduced to 0.
gain 2 Armor. While you have Haste, gain 2 Evasion at However, it can only be used to ask what your target’s
the end of your Turn. current and maximum Health is. When any opponent is
2: Of Two Worlds: When you use an Attack Action or Knocked Out while adjacent to you, you heal a Wound.
Clash, gain 1 ‘Wrath’. When you use Breathe, Charge, or 2: Obsess: When you know an opponent has half their
a Defense Technique (excluding Clash), gain 1 ‘Peace’. If maximum Health remaining, your Speed is increased by
you end your turn with an equal amount of Wrath and 3, and you ignore Difficult Terrain, but you cannot move
Peace (minimum 1 each) you may spend 1 of each to unless you’re moving closer to at least one of said
gain both Strengthened and Haste. opponents.
3: Sublime Equanimity: You may trigger the end of turn 3: Devour: Once per Scene, when you heal a Wound
effect from “Of Two Worlds” even if there is a difference using “Yearn” you may ‘Indulge’, Immobilizing and
of 1 in your Wrath and Peace (this still requires at least 1 Dazing yourself. While you’re under these Effects, the
of each). Focus gained through Breathe and Charge are replaced
with healing an equal number of Wounds.

Lancer | ★ ★ | Weapon, Body, Range

“Mankind is a friend to the spear. We grew in wisdom


and technique alongside our oldest defender. Know this,
vile foe: this thrust carries the weight of all human
history behind it!”
1: Pierce: Your Skirmish and Body Finisher can target
one enemy up to 2 spaces away instead of its normal
targeting. Your Skirmishes gain Advantage equal to your
target’s distance from you (up to a maximum of 3).
2: Phalanx: Your Skirmish and Body Finishers can
target an enemy up to 3 spaces away instead of its
normal targeting. Skirmish targets all enemies between
yourself and your original target(s), dealing half damage
to each.
3: Cannon-Arm [ Breathe → Skirmish ]: The Skirmish
can target a space in 4 spaces and raises the maximum
Advantage from “Pierce” to 4. If the attack had 4 or
more total Advantage, it additionally targets all spaces
adjacent to the original, dealing half its damage to said
targets. Each affected space becomes Difficult Terrain.

68
★ ★ ★ Complexity Techniques

Improvisational Fighter | ★ ★ ★ | Interact, Terrain Optional Rule: Dramatic Ascendants


If the Narrator allows, when Awakening Warring
“I’ll take all you bastards on! I’ll flatten your whole Ascendant, or another “Ascendant” Technique, the user
damned Pavilion! You’ll rue the day you slighted me! may Charge at no cost while gaining no Focus.
And the record of it will be written with your scars!
Well… I would say that if I still had my sword. Until then,
a concussion and some splinters will do.”
1: Everything’s A Tool: You may always Interact to
create a piece of 10 Health Terrain in 5 spaces of you
—identifying some mundane object to do so—or
remove adjacent Terrain you’ve created to make a Swift
Skirmish or Cast action using any Attribute for its Roll.
2: Oh! That One Hurt!: You may Interact at no cost and
with Swift once per Round, so long as it doesn’t result in
an Attack. Attacks from Interact have 3 Advantage.
3: Last Resort: Once per scene, you may attack using
“Everything’s A Tool”, even if there isn’t a piece of terrain
to remove. This use gains [Tension] Advantage.

Warring Ascendant | ★ ★ ★ | Delayed, Versatile


Transformation. Can’t take with other transformations.

“My dearest brother, born on the battlefield. I know you


expect more, but I implore you. Lend me your strength,
and feel the air on your skin. I call upon you in my time
of greatest need, heed, o’ Durandal!”
1: Heavenly Arm: Choose a Technique with the Weapon
Tag. Once per Scene, when you Charge with at least 2
Tension, you may ‘Transform’, pushing all enemies
within 2 spaces of you 3 spaces away. While
Transformed you count as having all three Levels of the
Technique you chose. When you’re reduced to 0 Health
while Transformed, it ends, and you’re Dazed.
2: Esoteric Blades: Choose one other Technique of any
kind, while you are transformed you count as having the
first two Levels of that Technique.
3: Saintly Sword, Durandal: You may choose to lose
your Transformation when you use your Finisher, if you
do so that Finisher can target all enemies along a ∞
space long Line, where at least one targeted space is
adjacent to you, dealing one additional damage for each
character it targeted.

69
Vagabond

Quick and precise, eliminate your targets at breakneck speed. Techniques effective at defeating single targets.
Often requires a high Talent to get into and escape skirmishes, can alternatively use Body for some builds.

70
★ Complexity Techniques

Aerial Master | ★ | Movement, Versatile Skirmisher | ★ | Skirmishes, Movement

Once, the mysteries of green silk were known only to “Float like a butterfly…”
hidden sages, carefully weaving each small patch into 1: Sting: Once per Turn you may ‘Jab’ an adjacent
the wondrous flying carpets of yore. Today, though, it is character at no Cost. A Jab deals [Talent/2] damage to
a foolish clan head who does not keep a few green silk its target and is counted as a Swift Skirmish by all other
coats in their armory, lest their rivals gain uncontested mechanics; features other than this Technique cannot
control of the skies. change a Jab’s damage or targeting.
1: Over And Around: Anytime you are Hastened you 2: Shifting Blows: You may move up to two spaces in a
enter the ‘Flight Stance’, removing any other Stances straight line before or after using a Skirmish.
you had. While in the Flight Stance you force [Tier] 3: Rebound: Your Skirmishes gain 1 Advantage. If
Disadvantage on incoming Attacks, ignoring the effects movement provided by Skirmish makes you leave
of Terrain while moving, and letting you move through adjacency with a character, you may target them with
enemy spaces. said Skirmish in addition to your normal targets. Targets
2: Soar: When you Jump, you may Hasten yourself added via “Rebound” take half damage unless it was
rather than moving. dealt by a Jab.
3: Falling Ax Strike: The Attacks you use while in the
Flight Stance can roll [Speed] rather than an Attribute,
doing so removes Hastened and Launches your target.
Speed Demon | ★ | Movement, AOE

“It was over before it even started. I don’t know who you
Assassin | ★ | Attacks, Avoidance pissed off, but they moved like nothing that I’ve ever
seen.”
“A bloodied coin spends just as well as any other.” 1: Fade: You can move through enemies. You still must
1: Ambush: if the first Action you take after Deploying is end your movement in an empty space.
Hide, it has no Cost and ignores its requirements. 2: Flash Step [ Breathe → Stride ]: The Stride lets you
2: Assassinate: Attacks you make while Disappeared triple the distance you can move.
gain [Tier] Advantage, let you reappear adjacent to 3: Flash Strike: When you move out of a character’s
characters, and the dice rolled Crit on rolls of 5 or 6. space using “Fade” you may deal [Talent / 2] damage to
3: Speed of Dark [ Hide → Stride ]: The Stride has no them (this is not an Attack). You can't use this on the
cost and grants you Invisible when used. same target more than once each Round. When you
trigger this while using “Flash Step” you may Launch
any characters you damage.
Sniper | ★ | Weapon, Talent, Range

“The unseen attack is unrivaled in its lethality.” Untouchable | ★ | Avoidance, Movement


1: Long Shot: Your Talent Finisher can target characters
up to 5 spaces away instead of its normal targeting. “And what's this! It looks like she can’t be hit! They’re
2: Bunker Down: When you end your turn without moving at speeds I can’t even keep up with! Champ
Attacking you may “Bunker Down”, gaining Immobilized. looks like she’s boxing ghosts!”
While you’re Immobilized your Talent Finishers gain 5 1: Duck: The first time you Dodge each Round gain
additional range and Crit on rolls of 5 or 6. [Talent / 2] additional Evasion.
3: Deadeye [ Hide → Talent Finisher ]: The Finisher 2: Weave: Increase the spaces moved when using
deals one additional damage for each Critical Hit, one Dodge to three spaces. When your Evasion reduces a
additional damage for each space between yourself and source of damage to 0 you may move as if you Dodged.
your target target (as per any of the shortest paths), and 3: Fighter's Instinct [ Dodge → Skirmish ]: The
targets all enemies between yourself and your original Skirmish lets you move 3 spaces before targeting and
target (as per any of the shortest paths). lets you Crit on rolls of 5 or 6.

71
★ ★ Complexity Techniques

Acrobat | ★ ★ | Movement, Avoidance Cunning Fighter | ★ ★ | Investigate, Mind, Utility

“Obstacles are found everywhere. In overcoming them, “Heavy Build. Tall. Reach advantage. Confident,
we nourish ourselves.” capable. Trained in the four forms of Cavalcabo.
1: Flying Kick [ Jump → Skirmish ]: If the Skirmish is Their salute will transfer into a sudden flèche. This has
against one adjacent target it gains Advantage equal to served them well against inexperienced opponents. Bind
the number of spaces you moved during your Jump, up the attack, then transfer to a quick glide. During their
to a max of [Talent]. shock, apply knee to groin. Begin gloating.”
2: Wall Jump: When you end a Jump’s movement
1: Plan and Execute: Begin tracking ‘Cunning Plan’ a 4
adjacent to a piece of terrain or board edge, you may
Segment Clock that’s emptied after every Scene. When
move an additional 3 spaces in a straight line and gain 1
you Investigate a character you haven’t Investigated in
Evasion. This additional movement is considered part of
the Scene, fill one Cunning Plan Segment. Once per
the Jump’s total movement. You can only “Wall Jump”
Turn, you may empty a Segment to take any non-Attack
once per Turn.
Action, reducing its cost by 1 and gaining Swift.
3: Weightless Body: You may “Wall Jump” any number
2: Plans Within Plans: “Plan and Execute” is no longer
of times in a Jump. You can't use the effect of “Wall
once per Turn.
Jump” on the same terrain or board edge more than
3: At a Glance: The first time you Investigate each Turn
once per Jump.
you may spend 1 Focus to Investigate all characters in a
2x2 Zone within [Mind] spaces.

Blade Master | ★ ★ | Weapon, Talent, Breathing


Egomaniac | ★ ★ | Attacks, Movement, Avoidance
“A weapon’s strength is secondary to the strength of
those who wield it.”
“Only the most conceited, self-important, piece of
1: Draw Stance: When you Breathe or Charge, you may sho’vah grit could do what you do.”
enter ‘Draw Stance’, removing any other Stances you “No, that’s not a damn compliment!”
had. This effect ends after you Attack, Stride, or Jump.
1: Peak Condition: Begin tracking ‘Style’, a 4 Segment
When you use a Talent Finisher in Draw Stance, you can
Clock that’s emptied after every Scene. Whenever you
Crit on rolls of 5 or 6.
Attack, fill one Style Segment for each of the following
2: Divide In One Motion [ Breathe → Jump ]: The
conditions that it fulfilled. When you’re hit by an Attack,
Jump does not end Draw Stance. After using the Jump,
you empty one. When you fill the Clock, empty it, move
you may use a Talent Finisher at no cost. The Finisher
up to 2 spaces in a straight line, and gain 1 AP.
targets all enemies you moved adjacent to or through
‣ Drama: The Attack rolled 2 or more Critical Hits.
during your Jump.
‣ Dance: The action before the attack moved you
3: Leaping Koi: When you use “Divide In One Motion”
Adjacent to the target.
roll the Finisher before using your Jump’s Movement.
‣ Diversify: You didn’t use the Attack on your last Turn.
For every Critical Hit rolled in the Finisher you may move
‣ Denouement: The Attack brought you to 0 AP.
an additional 3 spaces in a straight line. This additional
2: Taunt, Flaunt, Daunt: When you fill your Style Clock,
movement is considered part of the Jump’s total
you may forgo the AP gained to Taunt or Fear all
movement.
Enemies within 3 spaces of you.
3: Finale: When you Charge, you may fill [Tension × 2]
Segments on your Style Clock, these can carry over
between Clocks. After you do this, you lose the Style
Clock for the remainder of the Scene.

72
Enchained | ★ ★ | Casts, Movement, Skirmishes Malicious Mimic | ★ ★ | Dodge, Attacks

“These scars and bindings are a reminder of what I was. “Impossible… she only saw that technique once!”
And in keeping them, I remind myself of what I can be.” 1: “Anything You Can Do…”: After successfully
1: Hook Shot: When you Cast targeting a non-adjacent avoiding an Enemy's Attack using a Dodge or Clash,
unoccupied space, you may ‘Swing’. When you do, you gain an ‘Impression’ with the same name as the
track your distance from the target, and Teleport to any enemy. As an action with no cost, you may spend any of
space an equal distance away from the target. your Impressions to use the indicated Enemy's Attack
2: Draw In: When you Cast targeting an opponent, you as if you were an enemy. All Impressions are lost at the
may choose not to deal damage. If you do, the Cast has end of a Scene.
its Cost reduced to 0, move one space towards them, 2: Rehearsed Movements: When you attempt to
and pull them one space towards you, repeating until Dodge an enemy while you hold an Impression
you’re both adjacent. matching their name, you gain 2 additional Evasion.
3: Momentum [ Cast → Skirmish ]: If movement 3: “…I Can Do Better”: When using “Anything You Can
provided by your Cast moved you adjacent to the target Do…” you may spend 1 AP to use the enemy's Ace
of your Skirmish, you gain [Tier x 2] Advantage on that rather than their Attack.
Skirmish and you push them 4 spaces on a success.

Knife Juggler | ★ ★ | Weapon, Movement


Alt Resource. Can't take with other alt resources.

“Though it’s fallen slightly out of favor, thrown weapons


have been a part of our culture for hundreds of years,
and it’s time people start respecting that.”
1: Throw: You now use ‘Weapons’ instead of Focus.
You start all Scenes with 4 Weapons. When you
Skirmish, you can choose to ‘Throw’, spending 1
Weapon, reducing its cost to 0, and letting it target one
character up to 4 spaces away instead of its normal
targeting.
2: Resupply: Your Skirmishes gain 1 Advantage. When
you resolve a Skirmish with Throw, place a ‘Weapon
Marker’ in the space you targeted or an unoccupied
space adjacent to it. When you move into a Weapon
Marker’s space, you may remove it to move 1 space in
any direction and gain 1 Weapon.
3: Chaser: When an enemy moves outside a Weapon
Marker, you may Teleport to the marker and use a Swift
Skirmish on them (paying its costs), this Skirmish can't
use Throw.

73
Modified Meister | ★ ★ | Skirmishes, Mind, Wounds Reflector | ★ ★ | Dodge, Attacks
Alt Resource. Can't take with other alt resources.
“Strike me if you dare.”

You feel the vibration of whirring chains, the sound of 1: Catch The Blade: At the beginning of your turn, you
spinning gears, the buckling of mismatched plating and may name any number and note it down until the end of
loose screws, it almost feels like it’s alive. the scene. When you take damage (from a source other
than yourself) equal to a number you’ve noted, you gain
1: Running Hot: You now use ‘Heat’ instead of Focus. [Talent] Evasion before the damage is dealt.
You start all Scenes with 0 Heat, you may substitute any 2: Watch And Wait: Whenever you take damage (from a
focus costs with gaining an equal amount of Heat source other than yourself), you may note another
instead, effects that would normally give Focus reduce number with “Catch The Blade”. Enemies who attack
your heat instead. If your Heat increases to 6 or more it you cannot roll additional dice with their Critical Hits.
is immediately reset to 3, and you explode, dealing 3: To Carry Their Fury: When you reduce an attack’s
[Mind] damage to yourself and all adjacent opponents. damage to 0 with Evasion, you may teleport adjacent to
2: Overload: When you Skirmish or Finisher you may the attacker and Swiftly Skirmish them at no cost. When
“Overload”, gaining [Mind / 2] Advantage and Blighting you make an attack and deal damage equal to a number
the target(s), afterwards you receive 1 Heat for every you noted, you may remove any of your noted numbers
dice that was not a Hit. to deal two additional damage for each removed.
3: Overclock: When you Breathe with at least 2 Tension
you may ‘Overclock’ until the end of your next turn.
While Overclocked dealing or taking any amount of
damage generates 1 Heat and whenever you would
explode you may instead set your Heat to 3 to take
[Mind / 2] damage, move up to 3 spaces, and gain 1 AP.

Opportunist | ★ ★ | Skirmishes, Talent, Support

“You were really expecting a fair fight?”


1: Pack Tactics: Once per Round, when an ally resolves
an Attack on a character within [Talent] spaces, you may
Swiftly Skirmish targeting them at no Cost. If you are
outside the Skirmish’s range, you may Teleport to an
unoccupied space adjacent to the target before
choosing your target(s).
2: Hungry Eyes: When an ally within [Talent] spaces
targets a character with an attack, you may spend 1
Focus to Mark the target.
3: Launcher Combo: Once per Round, when an ally
inflicts an Effect to an enemy within [Talent] spaces, you
may use the effect “Pack Tactics” on the same target.
This level has a separate once per Round limitation from
the one in “Pack Tactics”.

74
★ ★ ★ Complexity Techniques

Dim Mak | ★ ★ ★ | Investigate, Mind, Attacks Master-At-Arms | ★ ★ ★ | Weapon, Movement,


Effects
Topple the Goliath, find the minute weaknesses in
everyone you face, disassemble their idiot stances, fight “You thought that was the last one?”
dirty, and have a plan to kill everyone you meet.
1: Multi-Faceted: The first time you Skirmish under the
1: Study Weakness: When you Investigate a character, following conditions each Turn, you ‘Equip’ a
your next Investigate against them is Swift, the third ‘Armament’ and gain a bonus associated with it,
Investigate each turn is Swift and has its Cost reduced replacing any Armament you had Equipped before it.
to 0. When you Investigate a character, you may place a ‣ Blade: When you Skirmish while exactly 2 spaces
‘Weak Point’ in an unoccupied space adjacent to them. away from an enemy and adjacent to none. This
Weak Points move to match their host’s movement. Skirmish is Swift, before targeting, move one space.
When you attack a character while standing on one of After resolving the Skirmish, Strengthen yourself.
their Weak Points, you may remove that Weak point to ‣ Pole: When you Skirmish 2 adjacent enemies. This
roll using your Mind and make the attack Swift. Skirmish is Swift, and pushes your targets 3 spaces
2: Field Investigation: When an attack fails to hit you, away from you. After resolving the Skirmish, Launch and
you may Swiftly Investigate the attacker at no cost. Slow your targets.
When you remove a Weak Point, you gain 2 Evasion. ‣ Chain: When you Skirmish while exactly 4 spaces from
3: 4-Point Execution: Track the number of times you your intended Target. This Skirmish is Swift and targets
remove a Weak Point on a character in a Turn. When one character 4 spaces away from you. After resolving
you remove a Weak Point 3 times on one target, you the Skirmish, Shred and Blight your target.
may Teleport to any unoccupied space adjacent to them 2: Like Water: The 2nd time you Equip an Armament
and perform a Mind Finisher on them at no cost. each Turn you gain 1 AP and Hasten yourself.
3: Master At Work: When you use a Talent Finisher
while you have an Armament Equipped, you gain a
Drunkard | ★ ★ ★ | Self-Effects, Movement, bonus based on the Armament.
‣ Blade: Move two spaces ignoring characters, if you
Avoidance
passed through the Finisher’s Target Mark and Launch
your target.
“A little something to take the edge off~”
‣ Pole: This Finisher targets a 2 space Line drawn from
1: Down The Hatch: If it is not clear to every player, your space. If this Finisher Spikes a Launched character
establish what direction is “up” after Deploying. When gains an additional [Tier] Advantage and the spaces you
you Breathe you may choose to ‘Drink’ Slowing targeted become Difficult Terrain.
yourself. Once per turn, when you start or end your Turn ‣ Chain: This Finisher targets all enemies in a 1x1 Zone
while Slowed you must roll a d6, and move one space in centered on a space adjacent to you, for each Critical
a line based on the result. If a 1 was rolled move up, if a Hit you roll that Zone expands by 1 space in every
2 was rolled move right, if a 3 was rolled move down, if direction (1x1 > 3x3 > 5x5…) and deals one additional
a 4 was rolled move left, if a 5 or 6 was rolled you may damage.
move in any direction (including diagonally). When
involuntary movement would move you adjacent to, out
of adjacency with, or have your movement prevented by
an enemy you may deal [Tier] damage to them, up to
once per type of trigger per enemy per turn.
2: Fool’s Dance: When you end your Turn while Slowed,
gain Evasion equal to [Tier] + the number of Negative
Effects on you.
3: Chug: The first Breathe on your Turn is Swift. When
you Drink while Slowed you Shred, Weaken, and Blight
yourself. If you have 3 or more Negative Effects at once
you may ignore the effects of each. The movement from
“Down The Hatch” now triggers when you have any
Negative Effect, and when triggered with two or more
Effects has you move at the start and end of your Turn.

75
Bulwark

Stoic and resolute, mitigate incoming damage to defend others. Techniques effective at tanking for a team.
Can build for almost any Attribute, as all provide an option to survive longer, but Body is the most common.

76
★ Complexity Techniques

Crusher | ★ | Weapon, Body, Effects Giant Frame | ★ | Body, Finishers, AOE

“It’s said that in order to effectively counter an oncoming “Woah. You’re bigger in person. Like. Way bigger. Oh
force, one would need 5 times the force to stop it. I right, the armor, right away sir!”
assure you… I have that.” 1: Big Arms: When you use a Body Finisher, you may
1: 30,000 Tons: When you would Skirmish you may spend 1 additional Focus to have it target each
choose to ‘Raise’ instead, Reinforcing yourself and character in a 2x2 Zone adjacent to you so long as at
Taunting all adjacent enemies. When you Skirmish while least one of those spaces are adjacent to you.
Reinforced you must ‘Fall’, dealing double damage and 2: Immense: You may take up a 2x2 section of spaces
losing Reinforced. rather than one space when you Deploy, if you do so
2: Hammerfall: When you Fall after taking at least 5 pre you freely move through 1x1 enemies and Terrain. Gain
mitigation damage since the end of your last Turn you [Tier] Guts. When you choose your size, you must stick
target all spaces adjacent to you instead of your normal with it until your next Tier up.
targeting and Weaken all targets. 3: Shockwave: When you use a Body Finisher, you may
3: You Look Like A Nail: When you Fall after taking at spend 1 Focus to have it target all spaces adjacent to
least 10 pre mitigation damage since the end of your you, deal half damage, and have it Launch its targets.
last Turn you deal triple damage.

Iron Bodied | ★ | Tanking, Body

Mushir Ahmed has a reputation for his displays of


confidence. Most famously is his armor, it covers his
legs and arms but leaves his chest bare. It baffles
advisors and opponents alike..
1: Tough As Stone: You can never take more damage
than 4 + [Tier/2] at once (after damage reduction).
2: Resilience: Gain [Body / 2] Armor.
3: Stainless Stride: You can never have a Speed lower
than 3 and can always move using your own Actions,
ignoring all other rules to the contrary. At the beginning
of your Turn, you may Immobilize yourself. While
Immobilized, the text of “Tough As Stone” reads: “You
can never take more damage than 2 + [Tier/2] in one
instance (after all forms of damage reduction)”.

Vanguard Defender | ★ | Tanking, Body, Support

“If I get hurt, don’t stop running.”


1: White Knight: You may Block Attacks that target
allies within [Body] spaces, when you do so you
Teleport to a space adjacent to the ally being targeted
and become the target instead.
2: Steel Angel: The first Block you use each Round has
no Focus cost and can't Shred you, so long as you’re
Blocking for your allies.
3: Inspire Courage: When you start a source of
movement by moving out of adjacency with an ally, they
may move to a space adjacent to your new location and
Reinforce.

77
★ ★ Complexity Techniques

Absolute Bastard | ★ ★ | Investigate, Tanking Grappler | ★ ★ | Finishers, Body, Restricting

“You’re an expert at making strangers hate you, huh?” “Make way for Pantomime’s blazing star!”
1: Easy To Hate: When you Investigate an enemy, you “The killer king with the inescapable pin!”
may use this Technique to Taunt them. This can only be
used 3 times per Scene. “The one, the only… Raphaël Blasé!”
2: Bully: Once per turn when you Taunt a character you 1: Restrain: When you Successfully Body Finisher,
may move up to 3 spaces towards them, if you move Snare your target, characters you have Snared also
adjacent to them, you may Snare them and gain 1 AP. count as being Taunted by you.
3: Add Injury To Insult: Your Attacks against characters 2: Spine Breaker: Your Skirmishes gain 1 Advantage.
you’ve Taunted gain [Tier] Advantage. When you Spike a Launched character, you may
teleport to an unoccupied space adjacent to your target
and change the attack you are using into a Body
Finisher at no additional cost.
Battle Jockey | ★ ★ | Tanking, Displacement
3 Finishing Move [ Body Finisher → Jump ]: Instead
of moving with this Jump you and a target if the Finisher
One of the most fearsome gangs is Pantomime, the
Disappear, at the start of the next round or when either
infamous “Cavalry”, riding diesel guzzling steeds. These
of you would start a Turn (whatever comes first) you
petty criminals are known across the guild city for their
both return to the board in the same space, Launching
“Night rides”, driving around their turf and encircling
all other enemies in 2 spaces of you, and letting you
anyone who dares standing in their way.
Body Finisher the initial target at no cost.
1: Trusty Steed: After Deploying, you may Summon a
Mount with a Tier equal to your Tier adjacent to you.
This Mount cannot redirect targeting with its Passive.
Juggernaut | ★ ★ | Displacement, Body, Movement
2: Grasping Jaws: When your Mount attacks an enemy,
you may have it Taunt them.
3: Roaring Entry: Once per Scene when your Mount His physique spoke to me.
would take its Turn, you may have it Roar instead. When It said, “Get the fuck out of my way.”
your Mount Roars, it Dazes all enemies in 3 spaces of it, 1: Wild Charge: When you Jump, you may move [Body]
pushing them 3 spaces away. spaces instead of [Talent], deal 30 damage to Terrain
you pass through, and move any number of characters
you passed through or moved adjacent to to a space
adjacent to you.
2: Violence: When you move characters using “Wild
Charge”, you may deal [Body] damage to them and
Launch them.
3: Hard Turn: When you Jump, you may reduce the
number of spaces you move by 2 to make it so you can
move without moving in a Line.

78
Mundane | ★ ★ | Revenge, Body, Tanking Shield Bearer | ★ ★ | Body, Tanking, Movement
Alt Resource. Can't take with other alt resources.
They stood their ground. A breathing, bleeding wall
between the people they had sworn to protect, and the
“No tricks, no frills, no bullshit. coming darkness.
Just sit ups, squats, and plenty of juice”
1: Wall: When you Block, you may spend 2 Focus to
1: For What The Spirit Lacks: You now use ‘Tenacity’ gain [Tier] additional Armor, and retain the Armor until
instead of Focus or AP, gaining and losing it rather than your guard is broken, or you start your Turn.
the former. You start each Round of combat with 1 2: Shield Charge: When you Block, place a ‘Shield
Tenacity + [Body / 2], and you must spend it in place of Marker’ in a space adjacent to you until you stop
Focus and AP. You can't gain Tenacity using Breathe or blocking. The Shield Marker moves to match your
Charge. You can't use Cast or Spirit Finishers. movement. When your movement would move your
2: Dig Deep, Stand Firm: When you are targeted by an Shield Marker into an opponent's space, you may
Attack, you gain 1 Tenacity. remove the Marker to deal [Body / 2] damage to them
3: In The Face Of The Beyond: When you Breathe or and push them 2 spaces.
Charge, you may Taunt a number of characters equal to 3: Focused Defense: While you have a Shield Marker,
the Focus you would have gained within 4 range. When indicate a 3×3 Zone centered on it. If an enemy attacks
rolling for Charge, you may Roll Body instead of Spirit. you while inside that Zone, you count as having [Tier]
additional Armor for the Attack.

Rising Challenger | ★ ★ | Talent, Tanking, Support


Stalwart Sentry | ★ ★ | Skirmishes, Displacement
Two swordsmen lock blades silhouetted by moonlight,
the impact reverberating throughout the streets, blowing “Nothing gets past me, at least not in one piece.”
out a nearby streetlamp.
1: Guardian: So long as you haven’t moved during your
One survivor lives on, regretting every second of it. turn. The spaces diagonally connected to your count as
1: Perfect Deflection: When you perform a successful being adjacent when it would benefit you.
Clash, you gain 1 Focus and can move [Tier] spaces. 2: On Watch: Begin tracking ‘Vigilance’, a 4 Segment
2: “You’ll Have To Get Through Me!”: You may Clash Clock that’s filled at the start of every Scene. You may
with Attacks that target allies within [Talent] spaces. empty one Segment of this Clock when performing a
When you Clash, you may Teleport to a space adjacent Punish to have it not cost AP. When you Charge you
to the character who initiated the attack. refill the Vigilance Clock.
3: Drama And Spite: Gain 3 Advantage in Clashes. 3: Zone Of Influence: When you Investigate you may
place up to 4 ‘Spotlights’ in any unoccupied space on
the board. A Spotlight is a unique piece of Difficult
Terrain that only affects enemies. When a character
Runic Retribution | ★ ★ | Tanking, Mind, Support enters a Spotlight you may teleport to an unoccupied
adjacent space and Punish them as if they left
“To truly love something you must let it kill you.” adjacency with you.
1: Lash: When an ally is hit by an Attack you may
Swiftly Cast the attacker regardless of range at no Cost.
2: Loving Rite: When you would Investigate you may
offer a ‘Deal’ to an ally in its range instead. If they take
this deal they may Swiftly take any 1 Cost Action at the
cost of being Marked. If they don’t take the deal you
restore any AP spent.
3: Devotion: When an ally takes the deal from “Loving
Rite” they may also ‘Double Down’, Marking an enemy
of their choice and making both Marks applied unable
to be removed for the remainder of the Scene. When an
ally you’ve Marked takes any Action they may choose to
move one space towards any Marked enemy.

79
★ ★ ★ Complexity Techniques

Beastial Ascendant | ★ ★ ★ | Delayed, Versatile Servant’s Call | ★ ★ ★ | Casts, Spirit, Expensive


Transformation. Can’t take with other transformations.
Tybalt’s Fairy is a strange thing, it stays hidden whenever
it can. Its ability to shield and mend is invaluable for an
“Don’t worry, this happens to everyone your age.” imperial guard, but he worries something's wrong with
1: Beastly: Choose two non-Modifier Enemy Types. it, with every beast they fend off it stares at the body
Once per Scene, when you Charge with at least 2 longer, and when tensions rise he hears sobbing.
Tension, you may ‘Transform’, pushing all enemies 1: A Subordinate’s Honor: When you Cast targeting an
within 2 spaces of you 3 spaces away and restoring empty space, you may spend 1 Focus for each empty
[Guts x 2] Health. While Transformed you can use your space and create a Tier 1 Guardian, Slime, or Paladin
Enemies' Attacks, said attacks lose any additional Summon there. It can only do 1 damage when it attacks
damage from Tension. When you’re reduced to 0 Health and has half its normal Health. You can only have [Tier]
while Transformed, it ends, and you’re Dazed. Summons from this Technique at a time.
2: Inheritance: Choose one of the two Enemies you 2: Hero’s Hymn: When you Charge you may Teleport
chose when gaining “Beastly”. You gain that enemy’s one of your Summons into a space adjacent to you.
Passive while Transformed. If the Passive triggers when Until the start of your next turn, that Summon must be
the user is Knocked Out, it triggers when you end your targeted instead of you if you’re targeted by an attack.
Transformation instead. 3: Supreme Servant: Once per Scene when you use a
3: Apex: When you’re Transformed you can use one of Spirit Finisher targeting one empty space, you may
your enemies’ Aces by spending 2 AP. Each of your spend 3 Focus and create a Tank Summon of your
Aces can only be used once per Scene. choice with a Tier equal to yours. That enemy is a
named character who has a Rank 3 Bond with you.

Guardian Angel | ★ ★ ★ | Tanking, Spirit


Mecha Pilot | ★ ★ ★ | Tanking, Versatile
“I don’t exactly know where it came from. I just know it
protects me when I need it. It’s given me this one
“Runic alignment complete. Aether levels nominal. We
chance to change things for the better.”
got this partner. For Oberooooon!”
1: Two Bodies: Upon Deployment, your character is
1: Rune Core Engine: You enter all combat Scenes with
split into two separate spaces: the ‘Guardian’ space and
a ‘Suit’ adjacent to you. This is a 2x2 piece of terrain
the ‘Defendant’ space. When you move, you move both
with 15 Health and [Tier] Armor. By Interacting with it,
the Guardian and Defendant separately. When you Cast,
you put the Suit on. This removes the Terrain, grants you
it must draw its range from the Defendant space. When
[Tier] Armor, and makes your character 2x2 in size. You
you Skirmish, it must draw its range from the Guardian
may use Interact again to leave the Suit, losing these
space. When the Defendant receives damage, it is dealt
benefits and placing the terrain adjacent to you in
as a Wound instead, or 2 Wounds if the damage dealt
sufficient empty spaces.
was more than their Guts.
2: Autonomous: The Suit is now a Summoned non-
2: Together In Life: When you successfully Cast, the
Modifier Enemy of your choice with a Tier equal to
target becomes Weak. When you successfully Skirmish
yours, so long as you don’t have it on. It is still 2x2 in
a Weak character, you Launch the target(s).
size and counts as both Terrain and an Enemy,
3: Together In Death: Your Health and Guts now scale
regardless of the enemy chosen (if this summon would
off your Spirit instead of your Body. If an ally is Attacked
have more than 15 health raise it to be equal to the
within 4 spaces of the Guardian, you may spend 1
summon’s health). When your Summon takes its Turn,
Focus to have the Guardian teleport adjacent to them
you may choose to Skirmish a character adjacent to it in
and become the target of the Attack.
place of one of its Attacks.
3: Perfect Sync: You may Interact with the Suit after
Deployment at no Cost. Even when you are in the Suit, it
may still take Turns as a Summon, sharing your space
and moving you when it moves. While you are in the
Suit, the Summon is Dazed.

80
Altruist

Friendly and versatile, enable your allies to overrun the enemy. Techniques that mainly benefit your allies.
As many of these Techniques don’t need to deal damage, Mind is often your best Attribute.

81
★ Complexity Techniques

Battle Instructor | ★ | Breathing, Influence, Support Heavenly Saint | ★ | Casts, Spirit, Support
Alt Resource. Can't take with other alt resources.
“Keep your back straight!”
“Strengthen your footing!”
“Remember the plan!” “When allies falter, your presence is the whispered
“...” promise of safety.”
“That was good, keep at it, kid.” 1: Strength Of Prayer: You now use ‘Faith’ instead of
1: Strike Order: When you Mark a character, you may Focus. You start all Scenes with [Spirit] Faith. You can't
choose an ally, that ally may move up to 3 spaces gain Faith using Breathe or Charge, you gain 1 Faith
towards the character. Your Investigates are Swift. when you target an ally with an action or the effect of a
2: Teaching Moment: When an ally Rolls, you may Technique.
spend 1 Influence to Bond with them or upgrade their 2: Cleansing Light: When targeting an ally with Cast
Bond Rank and let them reroll, taking the highest result. you don't deal damage, cannot deal Negative Effects,
3: Remember Your Training: Once per Scene you may and instead heal [Hits / 2] Health to your target(s) have
use the “Lead” Bond Action in combat at the cost of 3 all Effects of their choice removed from them.
Focus and 1 AP rather than Influence, the objective 3: Grand Restoration: Your Spirit Finisher gains the
must be “Attack X”. effects of “Cleansing Light”. When using a Spirit Finisher
on an ally, they begin Regenerating and lose a Wound
(The Wound healing can only be done once per
character per Scene).
Empath | ★ | Movement, Talent, Support

“Don’t Worry, everything’ll be okay.”


Precognizant | ★ | Expensive, Mind, Support
1: Calming Aura: Allies who start their turn adjacent to
you may choose to lose any one of their Effects and “I already won.”
become Strengthened.
2: Protective Response: When an ally within [Talent] 1: Flash Of Insight: Once per Round, after any Roll
spaces takes a Wound or Effect from a source other from an enemy or willing ally, you may spend 1 Focus to
than themselves you may Break Out at no Influence force its initiator to redo it. This can only be used [Mind]
cost so long as it moves you adjacent to them. times per Scene.
3: “Are You Ok?”: You may use the “Reassure” Bond 2: Take Advantage: When using “Flash Of Insight”
Action in combat at a cost of 3 Focus and 1 AP rather against an enemy’s Attack the attack’s target gains
than Influence. [Mind/2] Evasion.
3: Hurl Into The Infinite: When you hit a character with
your Mind Finisher, you may spend 2 additional Focus
to Daze and Immobilize them.
Gourmand | ★ | Interact, Mind, Support

“Cooking is like painting or writing a song. Just as there


are only so many notes or colors, there are only so many
flavors—it’s how you combine them that sets you apart.”
1: Healthy Meal: You have one ‘Meal’ that you may
refresh at each Intermission, you may always Interact to
hand an adjacent character your Meal. A character
given a Meal can eat it immediately, or save it and eat
their Meal when they Breathe. When a character eats
one of your Meals, they can restore a Wound and gain
[Tier + Mind + 10] Health.
2: Bottomless Pantry: Gain two additional Meals per
Intermission.
3: Shared Experiences: When someone you’re Bonded
with eats one of your Meals you both gain [Mind] Focus.

82
Surgeon | ★ | Skirmish, Mind, Support

”To blessed Hippocrates, I grant an offering. Let my


hands remain steady and true. Let not guide this soul to
Thanatos’ waiting grip. This I swear. This is my Virtue.”
1: Do No Harm: When you Skirmish an ally, you may
choose to ‘Operate’ on them. When you Operate you
must roll Mind instead of Talent or Body, and your target
restores [Hits / 2] Health rather than taking Damage.
2: Operational Procedure: When you take this feature
or when you take an Intermission, lose any stocks of
‘Bandage’ or ‘Disinfectant’, then make a Mind Roll. For
every odd number rolled, gain one Bandage. For every
even number rolled, gain one Disinfectant. When you
Operate you may expend any number of Bandages to
heal an equal number of Wounds, and/or any number of
Disinfectant to remove an equal number of Effects.
3: Miracle Worker: Gain 3 Advantage on your “Do No
Harm” Roll. When you roll two or more 1s or two or
more 6s with “Operational Procedure” you may
replace the resources gained by those dice with a
‘Miracle’. When an ally is Knocked Out, place a marker
where they were. When you Skirmish targeting this
Marker; you may expend a Miracle to bring the Knocked
Out character back to that space or an adjacent one if
it’s occupied with 0 Health and no Wounds.

Talisman Caster | ★ | Casts, Spirit, Versatile

Every surface is covered in small, intricately detailed


papers. This sort of obsessive protection seemed silly to
her, but when removing one of these seals resulted in
voices echoing around the room, she reconsidered.
1: Sacred Seal: When you Breathe, you may place a
‘Talisman’ on an adjacent character or space. Spaces
and characters with these Talismans on them are always
valid targets for your Casts, no matter the distance.
2: Tossed Talisman: When using “Sacred Seal” you
may place Talismans in 3 Range, and when you Charge
you may do this three times in a row.
3: Exorcize: Your Spirit Finisher can target all characters
and spaces with a Talisman on them at once.

83
★ ★ Complexity Techniques

Alchemist | ★ ★ | Breathing, Interact, Effects Dancer | ★ ★ | Movement, Utility, Support

“Eye of newt and toe of frog, Wool of bat and tongue of The intimacy of combat is something that’s difficult to
dog, Adder’s fork and blind-worm’s sting, Lizard’s leg recreate. That intoxicating passion has drawn more
and owlet’s wing, For a charm of powerful trouble, Like a people together than you can possibly know.
hell-broth boil and bubble.” 1: Dance Partner: You may always Interact with a
1: Quick Mix: When you Breathe, you can make one of willing character to set them as your ‘Partner’. You may
the following ‘Potions’. You may always Interact to use only have one Partner and lose them if you end your
one of these potions on yourself or a character within 4 Turn outside of adjacency. When a Partner moves
spaces of you. willingly, their Partner may move to a space adjacent to
1: Pure Water: Remove any Effect(s) from the target. them and gain Haste.
2: Fury Vapors: Strengthen the target. 2: Hearts In Tandem: When a Partner Hides, or gains
3: Growth Serum: Regenerate the target. Focus, their partner gains the benefits in addition.
4: Adrenaline Stim: Hasten the target. 3: The Prestige: When a Partner uses a Finisher, their
5: Stoneskin Balm: Reinforce the target. Partner may Daze themselves to have the Finisher Crit
6: Vilethorn Poison: Blight the target. on rolls of 5. Using this effect makes the user lose their
2: Powerful Mix: When you use a potion on an ally they Partner status.
gain [Mind / 2] Focus. When you use a potion on an
enemy you may deal [Mind] damage to them.
3: High Intensity Mix: You may forgo the Focus gained
Fog Walker | ★ ★ | Avoidance, Breathing, Support
from Breathe to trigger “Quick Mix” two more times,
randomly determining the potions with a D6 roll for each
When the fog rolls off the river Undine, the city streets
rather than choosing.
are empty. For the darkened hunts would find those who
do not flee, meeting those who carry a smile as easily as
a blade.
Chronomancer | ★ ★ | Casts, Support, Effects
1: Blowing Smoke: When you Breathe on your Turn,
you may forgo the Focus gained to create ‘Fog’ in a
Time until death: T- 2 minutes 4 days 10 days 2 weeks space adjacent to you. At the end of your Turn, move
1 month 1.5 months 3 months 5 months 1 year 5 years your Fog up to 2 spaces in any direction. If you or an
6 years 6.5 years 10 years 25 years ally starts their Turn in Fog, they may Disappear. When a
1: Accelerate: When targeting an ally with Cast you character Disappeared through this level reappears,
don't deal damage, cannot deal Negative Effects, they they must do so in Fog, or as close as possible.
may move spaces equal to the damage you would have 2: Mystic Mist: When a character reappears in Fog,
dealt, and then Hasten them. they gain [Mind] Evasion and move up to 3 spaces.
2: Decelerate: Your Casts gain 1 Advantage. As a 0 AP 3: Stinging Steam: Your Breaths are Swift. When you
Cost reaction to an Effect on any character being Stride you may forgo the Focus gained to move your
removed, you may spend 1 Focus to apply the Effect to Fog Clouds up to 2 spaces and deal 2 damage to
them again. enemies every time a Fog Cloud passes through them.
3: Time Stop: Begin tracking ‘Flux’, a 8 Segment Clock
that’s emptied after every Scene. When you apply an
Effect to an ally fill one Flux Segment. Once per Scene,
when you start your Turn with a full Flux Clock you may
spend all your AP to empty it and Cast targeting all
characters in the Scene. If there are two or fewer
enemies you may take a Wound to go All Out and turn
your roll against them into a Finisher.

84
Last Hope | ★ ★ | Avoidance, Spirit, Support Will-O-Wisp | ★ ★ | Casts, Spirit, Versatile

He felt stupid. There it was, his face plastered on the A heretical idea to most, artificial fairies able to be used
gray brick in front of him. A blurry picture of it, but his by the non-keeper guards employed by Eberon. Despite
face nonetheless. the disapproval of most, more and more “royal keepers”
These posters must have been put up by someone he’s have been appearing as of late.
helped, claiming he was some mythic savior. A 1: Spirit Weaving Flame: When you Charge for the first
reputation that would only make his life harder. time in a scene you may create you “Spirit Flame”, a
What annoyed him most, though, was a certain marker that you can move up to 4 spaces when you
someone now knew he wasn't going to stop. Stride and when you end your Turn, it is also pushed
1: Notably Absent: You may Assist at the start of any one space when it’s space is targeted with an attack.
combat Scene regardless of your character’s condition. When a character is standing on or adjacent to your
When you Break Out while Assisting allies, you may give Spirit Flame they count as having an effect. Choose an
them and effect based on the Action taken, the actions option from the list below to determine the effect:
and effects are as follows: ‣ Dreamy Spirit: Enemies are Slowed.
‣ Stride: Hasten. ‣ Angry Spirit: Enemies are Blighted.
‣ Breathe: Reinforce. ‣ Insightful Spirit: Enemies are Marked.
‣ Investigate: Strengthened. ‣ Intense Spirit: Allies are Hasted.
2: Heroic Return: At the start or end of any Turn where ‣ Kind Spirit: Allies are Regenerating.
the Tension is 4 or higher you may return to the board ‣ Violent Spirit: Allies are Strengthened.
from your Assisting on any border space. When you 2: Friendly Spirits: When an ally moves out of your
return to the board, you gain all Positive Effects your Spirit Flame you may have it move to a space adjacent
allies have. These Effects can't be removed until combat to their new position. When an enemy attempts to move
ends. out of your Spirit Flame you may spend 1 Focus to stop
3: Explosive Return: As soon as you return to the their movement after they move out of that space,
board, you may take a Turn, even if it would interrupt the leaving them adjacent to the Spirit Flame.
turn of an Enemy. If this interrupted an ally’s Turn you 3: Twinned Spirits: You may choose an additional
must wait for them to finish. option from “Spirit Weaving Flame”, and when you
create a Spirit Flame you may choose to create two, one
of each type, or create one with the properties of both.
Replicator | ★ ★ | Attacks, Casts, Support

An infinite barrage of bullets and blades. A force that


resembles an army but was born from a single hunter
with a mage at their side.
1: Echo Form: When you Cast targeting only an ally or
yourself, you don’t deal damage. Instead, create an
‘Echo’ adjacent to them. You can only have 3 Echos
using this Technique at a time. Echos are targetable
pieces of Difficult Terrain with 1 Health. A character with
an Echo may draw range from their Echos.
2: Symmetry: When a character with an Echo moves,
they may move their Echo an equal number of spaces.
3: Full Sync: Characters with an Echo start the Round
with 1 additional AP per Echo they have. Characters
benefiting from this give Swift to their Attacks, so long
as each draws its range from a different Echo.

85
★ ★ ★ Complexity Techniques

Artist | ★ ★ ★ | Interact, Versatile, Support Deckbuilder | ★ ★ ★ | Casts, Mind, Versatile

The 7th Battalion has been described as “Avant-garde.” “My father’s deck has no pathetic cards!”
Both meanings are equally accurate. 1: Draw: After deploying, roll one die and set it aside.
1: Stroke Of The Brush: You may always Interact to These dice are your ‘Cards’. When you Breathe with
‘Paint’ on an adjacent space in a ‘Color’ of your choice. three or fewer Cards, roll a new Card. When you Cast
Each Color has a specific effect that triggers when you you may spend any of your Cards to roll [Mind] instead
or an ally enters its space or starts their Turn in it for the of [Spirit] and gain the Card’s assigned bonus. The
first time in a Round. The Colors are as follows. bonuses granted by each Card are as follows:
‣ Red: Strengthen yourself. 1: Illness: Does not deal damage. Blights the Target.
‣ Yellow: Teleport to another Colored space. While the target is Blighted, they are also Slowed.
‣ Blue: Gain 2 Focus. 2: Etteilla: When targeting an enemy, you restore Focus
‣ White: Push any enemies in 3 spaces 3 spaces. equal to the damage dealt.
‣ Black: Pull any enemies in 5 spaces adjacent to you. 3: Night: Does not deal damage. The target Disappears
2: Canvas Of Flesh: When you Interact with an ally, you and becomes Invisible.
may spend 3 Focus to create a ‘Seal’ on them, letting 4: Protection: Does not deal damage. Reinforces the
them gain the effect of one of your Colors every time target, this Effect is not lost at the end of Turn.
they end their Turn. 5: Union: Teleport to an unoccupied space adjacent to
3: Brush-Brand: When you Skirmish a character, you the target and Snare them.
may ‘Brand’ them with a Color of your choice until the 6: Folly: Does not deal damage. Dazes, Immobilizes,
end of your next Turn. When you or an ally successfully Launches, Fears, and Taunts the target.
Attack a Branded character, they gain the effect of the 2: Card Trap: At any time you would gain a new Card,
chosen Color. you may refrain from rolling to place a ‘Trap’ on an
unoccupied space adjacent to you instead. A Trap is a
piece of Difficult Terrain that, when stepped on, forces
you to Swift Cast at no Cost targeting the character on it
Bardic Savant | ★ ★ ★ | Breathing, Mind, Support
while rolling a new Card and immediately spending it to
add its effects. This removes the Trap.
“Doesn’t it all seem to have a rhythm to it? When the
3: Greed: “Draw” has you roll double the Cards in all
bullets are flying and everyone else is in chaos, that
scenarios, and you may gain Cards by Breathing when
rhythm guides me.”
at or below 5 cards instead of 3.
1: Musician: When you Breathe, you gain a ‘Verse’ of
your choice from the list below. You can hold up to 5
Verses at a time (Including repeated verses). When you
use Charge, you may expend all the Verses you are
holding and grant the effects listed on them to
characters in a range of your Mind.
‣ Harsh: Allies Strengthen and may move 1 space.
‣ Soothing: Allies gain [Mind] Health.
‣ Inspiring: Allies gain 1 Focus.
‣ Raucous: Enemies are Shredded and Weakened and
take 1 damage.
‣ Frantic: Affected allies may choose to use any 1 Cost
Utility action at no cost.
2: Quick Composition: Once per Turn, when you
Breathe you may forgo the Focus given to reduce its
cost to 0. Your Breaths are Swift.
3: Encore: When you Charge with 3 or more Verses, you
may forgo the Focus given to reduce its cost to 1.

86
Disruptor

Sadistic and calculated, chain down the enemy’s options. Techniques that restrict, metaphorically or literally.
As many of these Techniques trigger their controlling effects when Casting, they value a high Spirit Attribute.

87
★ Complexity Techniques

Bloodletter | ★ | Weapon, Talent, Effects

“I don’t kill people, doctor. What I do is much worse.”


1: Bleeding Edge: Your successful Skirmishes and
Talent Finishers Blight the target.
2: Bloodhound: Your Skirmishes gain 1 Advantage.
When a non-adjacent enemy takes damage from Blight,
move up to 3 spaces. If it brings you adjacent, you may
remove the Blight to Swift Skirmish them at no cost.
3: Rupture [ Skirmish → Breathe ]: If the Skirmish
targeted a character with Blight, make a Talent Roll and
trigger the effect of Blight [Hits] times.

Chemist | ★ | Terrain, Mind, Effects

“Now there’s a smell you can feel!”


1: Sublimation: When resolving an action targeting a
piece of Terrain, you may destroy it to create a 3×3
Zone of ‘Gas’ centered on its space that disappears at
the start of your next Turn. When an enemy enters Gas
they are Weakened. Allies in the Gas gain 3 Evasion
when they’re targeted by attacks coming from outside
the Gas.
2: Experimental Mixture: When you Weaken a
character you may ask the Narrator what it’s current
Health is, if it’s at or below [Mind] that character is
Knocked Out and you gain 2 Focus.
3: Deposition: When you create a Gas Zone Weaken
and deal [Mind] damage to all enemies in the spaces it
covers. When you defeat an enemy with “Experimental
Mixture” create a 3x3 Gas Zone centered on them.

Constrictor | ★ | Weapon, Body/Talent, Restricting

“Whips, garrotes, nooses, you’d be surprised how many


people are killed with glorified string.”
1: Wrap: Your Successful Skirmishes with 1 target Snare
the target. At the end of your Turn, you can move all
characters you've Snared up to 5 spaces. You do not
need to pull characters you’ve Snared when you move.
2: Choke: Your Body and Talent finishers can always
target characters you've snared. Your Finishers deal
[Tier] additional damage to Snared characters.
3: Twisting Impact: Your Skirmishes gain 1 Advantage.
When “Wrap” moves two or more characters adjacent,
they receive [Talent] damage.

88
Cutpurse | ★ | Movement, Talent, Avoidance Reaper | ★ | Weapon, Effects, Displacement

“It’s an easy job, in-and-out, no need for worries, no The people of the Gardens knew well to put out their
need for anyone to get hurt. Bump into Āl-Amir just after offerings at solstice. For as the days grew long, the
sunset and slip your hand into his pouch. Be sure to Harvesters of Krouses would make pilgrimage, seeking
apologize and offer something, historically he’ll refuse.” homes lacking piety to become their bloody crop.
1: Fast Hands: When you leave adjacency with an 1: Sow: When you successfully Skirmish one Character,
enemy on your Turn (once per character per Turn), you you may Teleport them to another space adjacent to
may end your movement to do one of the following, that you. The first time you use this each Turn, you Mark
you haven’t used on your Turn. your target.
‣ Disarm: Weaken them. 2: Tend: Enemies in 3 spaces of you don't lose Marked
‣ Trip: Immobilize them. when they end their turn.
‣ Steal: Gain 2 Focus. 3: Reap: If you start your turn in 5 spaces of a Marked
2: Snatch: When you inflict certain Negative Effects on enemy, you may spend 3 Focus to Teleport to an
an enemy, you may gain its positive version. The Effects unoccupied space adjacent to them and use a Finisher
this applies to are as follows. on them at no cost. If you are then in 5 spaces of
‣ Blight: Regenerate. another Marked enemy, you may repeat this effect at a
‣ Immobilize / Snare: Hasten. Focus cost of 1 using a Skirmish instead of a Finisher.
‣ Shred: Reinforce. This cannot target the same enemy more than once.
‣ Weaken: Strengthen.
3: Thief In The Night: After you Hide, you can use “Fast
Hands” without ending your movement and lets you use
Tactical Master | ★ | Self-Effect, Mind
options you’ve already used on your Turn. This lasts
until the end of the Turn.
“Your ideas of combat are so limited, here, paint you a
picture of how far this canvas reaches.”
1: Stop And Think: Anytime you are Weakened you
Mind Breaker | ★ | Cast, Mind, Restricting
enter the ‘Tactician Stance’, removing any other Stances
you had. While in the Tactician Stance when your
“Day 4: I still haven’t seen any of my fellow keepers, it non-Attack Actions and Effects you apply deal damage
seems we’ve all fallen to the same curse affecting me, gives you 1 Focus, up to [Mind] times per turn.
this fog seems to go on forever and strange beasts 2: Study: When you Breathe, you may Weaken yourself
accost me at every turn. My energy is running low, and I to gain 2 additional Focus.
can only hope those beasts are edible.” 3: Eureka!: When you start your turn in Tactician Stance
1: “Where Are You?”: While Casting you can choose to you gain 3 additional AP, at the cost of increasing the
have that Cast not deal damage, if you do the Cast Cost of all your attacks by 1.
Banishes its target if it only targets one character.
Characters you’ve Banished can be targeted, but if they
are dealt damage by a non-Banished player character
they lose Banished. You may have any number of
characters Banished at a time.
2: “What Do You Do?”: Enemies you’ve banished are
Marked while they’re Banished, allies you’ve Banished
are Strengthened while they’re banished.
3: “Who Are They?”: Characters you’ve Banished do
not lose Banished at the start of their Turn if they’re the
only banished character. When you have two or more
enemies banished at the end of your Turn, you may
move each of them [Mind] spaces, if two of them move
adjacent you may force one of them to attack the other.

89
★ ★ Complexity Techniques

Autophage | ★ ★ | Attacks, Body/Spirit, Effects Inhuman Strength | ★ ★ | Body, Displacement, Terrain


Alt Resource. Can't take with other alt resources.
“Mom always said the best way to move people is with
words, but picking up that bus seemed much faster.”
“The Students of Mardrus were widely renowned in their
day, creating the doctoring profession as we know it. 1: Strong-Arm: When you Shove you may push your
Shame their achievements are overshadowed by the target up to 5 spaces in a Line, pushing any characters
human cost of their good work.” it moves into to the nearest possible unoccupied space.
If you push them adjacent to an opponent you may
1: Transfusion: You no longer use Focus. When you Launch all characters involved. You may target Terrain
would spend, or lose your Focus, you use 2 Health for with your Shoves.
each point of Focus instead, when you gain Focus gain 2: Piston Fist: When you Successfully Skirmish or Body
an equal amount of Health instead. When you Finisher a character, you may push them [Body -
successfully Attack a character with two or more Target’s Armor] spaces.
different Effects, you begin Regenerating. 3: Smash Through: When you push a character into a
2: Overexert: When you successfully Attack, you may piece of Terrain, both take [Body] damage. If the Terrain
take 5 damage to roll a D6. Apply an Effect to your is destroyed, the character continues moving for
target based on the result of the roll. When you have another 3 spaces. This additional movement can only
[Guts] or less Health, you may use this without taking be triggered once per push.
damage.
1-2: Blight
3-4: Daze.
5-6: Immobilize. Street Fighter | ★ ★ | Skirmishes, Body, Effects
3: Born Of Mutable Flesh: Once per Scene, when you
use a Spirit / Body Finisher you may trigger Overexert “Who’s lookin’ to scrap!”
twice and change its targeting to all enemies with more 1: Bloody Brass: When you Shove a character, you
Health than you. Daze your target.
2: Break And Bruise: When you Skirmish a Dazed
character without using a Technique with the Weapon
Earth Speaker | ★ ★ | Casts, Spirit, Terrain Tag it has Advantage equal to the number of different
Effects on your target.
“You lost the moment you touched the ground.” 3: Brutalize: You may now trigger “Break And Bruise”
when targeting Dazed enemies with Body Finishers. The
1: Tectonic Shift: When you move Terrain you didn’t Finishers turn all Advantage from it into additional
create or another character, you create a piece of Terrain damage on a success, in addition to Immobilizing and
with 10 Health and 0 Armor in the space it left. Snaring their target(s) after damage is dealt.
2: Earthen Shards: When you destroy or move a piece
of terrain, you may deal [Tier] damage to all enemies
adjacent to its new position. Each enemy can only be
damaged by this effect once per Turn.
3: Stone Soldiers: When you Cast or use a Spirit
Finisher you may move a piece of terrain adjacent to
you into a space adjacent to your target, doing so gives
the Attack 3 Advantage and destroys the terrain after
the Attack resolves.

90
Swarm Body | ★ ★ | Restricting, Tanking Wave Rider | ★ ★ | Casts, Displacement, Support

“I could see them wriggling under his coat, and the glare Yvon was never known for much, didn’t make a fuss,
over his glasses didn’t help me feel safer. They tried to didn’t make enemies, and didn't make a name for
explain the mission to me but I could barely pay himself. But there were places where his name was
attention, there were times where… something crawled whispered in reverence. Old knights told tales of the boy
across the ground out of sight and the conversation most free, never chained down, no kings, no clients, no
would suddenly stop. It always seemed like it was masters. Never lingering, he appeared silently and
glaring at me, despite me not being able to see any of its passed through crowds like flowing water. Though
eyes. I’m getting shivers just thinking about it” sometimes this reputation bothered him, he felt his life
1: Fluttering Form: When you end your turn or are could do with a little more attachment.
targeted by an attack you may spend 1 Focus to release 1: Gentle Waves: Your Casts that target one empty
a “Swarm” in the triggering character’s space. Swarms space are always Swift, and the first Cast you use on
are spaces of difficult terrain that only restrict enemies your Turn that fits this condition has no Cost. When you
and deal [Tier] damage to enemies who enter them or target an empty space with a Cast or Spirit Finisher, you
start their turn in them. When you start your turn you may place a ‘Wave Seal’ in that space, up to a
may move each of your Swarms up to 3 spaces. maximum of 4 + your Tier Wave Seals placed at a time.
2: Vanish Into Flies: When you Disappear you may also When an enemy, willing ally, or you start their turn in or
create 3 Swarms within 2 spaces of the space you left. move into a space with a Wave Seal, you may remove it
3: Devour: When an enemy would take damage from a to do one of the following:
Swarm while two or more other Swarms are within 2 ‣ Move them up to 2 spaces in a Line.
spaces of it you may remove those additional Swarms ‣ launch them.
from the board to Blight the enemy who took damage 2: Momentous Waves: When you move yourself or an
and deal [Tier x 2] damage to them. ally with the effect of a Technique, the character who
was moved deals 1 additional damage on their next
Attack on their Turn, up to a max of [Spirit].
3: Aqua Cage: If an enemy has a Wave Seal in each of
Siren | ★ ★ | Investigate, Effects, Avoidance
their adjacent spaces, you may remove those Seals to
Launch, Daze, and Immobilize them. Each enemy can
“Lure and tempt, free them all of their inhibitions, show
only be affected by this once per scene.
them that the world holds better things for you and
them, before you rip it all away.”
1: You wouldn’t hurt ME, would you?: When you
Investigate an enemy, you may use this Technique to
Fear them. This can be used 3 times per Scene.
2: Irresistible: Once per turn when you Fear a character
you may force them to move up to 3 spaces towards
you, if they move adjacent to you, you may Daze them.
3: A little help over here?: When you successfully Spirit
or Mind Finisher a character, you may have all enemies
affected by Fear move their Speed towards your target
and Attack them with Skirmish or their Attack if they are
adjacent.

91
★ ★ ★ Complexity Techniques

Gale Strider | ★ ★ ★ | Casts, Spirit, Displacement Inner World | ★ ★ ★ | Breathing, Spirit, Restricting

“True freedom doesn’t exist in this world. Even the wind “Pfft. My victory is assured”
cannot blow on forever.” 1: Gaze Deeply: When you Charge you may forgo the
1: Growing Winds: When you Cast targeting an Focus you would gain to Immobilize all enemies in a
unoccupied space or Jump, you may place a ‘Typhoon’ range equal to the Focus you would have gained.
in the targeted space / space you left, and all spaces 2: Domain Of Control: Once per scene when you inflict
adjacent to it, replacing all other Typhoons you’ve an Effect to a character you may Teleport them and
created. When a character ends their Turn in a Typhoon yourself to any space in your ‘Inner World’ a separate
you may move all characters in the Typhoon 1 space in 3x3 board that no other characters have access to.
the same direction. Once you K.O. them or they deal a Wound to you, you
2: Updraft: When you end your Turn you may move any Teleport all living characters in your Inner World to a
Typhoons 3 spaces in a Line. Any characters who enter space on the edge of the normal board.
the Typhoon through this movement are pushed 1 3: Home Turf: While in your Inner World, you gain [Tier]
space in the direction it is moving and are Launched if Advantage on all attacks and Duels (this feature carries
they are an enemy. over to the Duel despite it not being combat). “Domain
3: Mountain Carver: “Growing Winds” and “Updraft” Of Control” is now [Spirit] times per Scene instead of
can now move Terrain as well as characters. When you once per Scene.
move a piece of Terrain outside of a Typhoon you may
have it continue its movement until it moves adjacent to
a character, dealing [Tier] damage to that character. If a
Mage’s Array | ★ ★ ★ | Breathing, Spirit, Restricting
piece of Terrain would be moved to the edge of the
board through this feature it is destroyed.
“Look at where you’re standing. Perhaps it’s more
accurate to say you “were” winning. In the afterlife,
practice situational awareness.”
Hunter | ★ ★ ★ | Skirmish, Mind, Displacement
1: Inscribe: When you Breathe, you may place a ‘Rune’
on a space within 4 range. When you Charge you may
“Just… one… more… step…” attempt to connect 3 or more Runes you’ve placed with
1: Steel Jaws: Your Skirmishes that target one empty Lines to form a polygon, and then Spirit or Mind Finisher
space are always Swift. When you target an empty targeting all spaces in this polygon (including its lines) at
space with a Skirmish or Mind Finisher, you may place a no cost, this removes the Runes.
‘Small Trap’ in that space, when an enemy moves over a 2: Readjust: Before connecting the lines when using
Small Trap their movement is stopped and you may “Inscribe” you may Teleport any/all of your Runes up to
swiftly Skirmish them at no cost. 3 spaces in any direction.
2: Far Setting: Your Skirmishes that do not target 3: Prison Of Your Own Design: When you use the
characters have an additional 3 range. Your Skirmishes Charge portion of “Inscribe” you may choose to leave
that come from “Steel Jaws” Immobilize your target. the lines on the board until you next use it. The spaces
3: Pit Trap: When you set a 2 x 2 area of Small Traps these Lines cover are Difficult Terrain for opponents.
you may convert them into a “Pit Trap”, changing the
area into Low Terrain and combining the 4 traps into one
“Giant Trap”. Giant Traps function identically to Small
Traps except they let you use a Mind Finisher on the
target instead of a Skirmish.

92
Ruiner

Ambitious and impactful, build up your ultimate spell and obliterate. Techniques with high impact and cost.
Almost all of these Techniques give you high damage setups for Spirit Finishers, Spirit is a must.

93
★ Complexity Techniques

Bombardier | ★ | Casts, Spirit, AOE, Expensive Spellcrafter | ★ | Casts, Mind, Versatile

“Explosion!” “Everyone thinks an idiot of an innovator.”


1: Explosion!!: Your Spirit Finisher can now target a 1: Experimentation: You start every Scene with [Mind]
space in 4 Range and all spaces adjacent to it instead ‘Innovation’ charges, and may spend one of those
of its normal targeting. charges when you Cast or use a Spirit Finisher to apply
2: Explosion!!!: When you spend 2 or more Focus on a an ‘augment’ listed below chosen when you obtain this
Spirit Finisher, you may change its target to a 3x3 Zone Technique Level. These bonuses are as follows:
centered on a space within 5 spaces of you. ‣ Fierce Augment: Damage dealt by this attack is
3: EXPLOSION!!!!: When you spend 4 or more Focus on increased by [Mind].
a Spirit Finisher, you may change its target to a 5x5 ‣ Focused Augment: Any Zones created by this attack
Zone centered on a space within 6 spaces of you.
are replaced by 7 space Lines with the same effects.
‣ Wild Augment: Any Lines created by this attack are
replaced by 2x2 Zones with the same effects.
Rapid-Fire Sorcery | ★ | Casts, AOE
‣ Salient Augment: The range and the length of lines
created by this attack are increased by [Mind].
“Don’t look away! This is a master at work!”
2: Solidification: You no longer have Innovation charges
1: Proliferate: When you Cast or Spirit Finisher, you and may use Experimentation by spending 1 Focus,
may spend 1 Focus to ‘Rapid Fire’ instead. While Rapid start every Scene with [Mind] additional Focus.
Firing, you roll damage before targeting (meaning you 3: Finalization: You may apply two different Augments
cannot be affected by things that apply advantage / to any Cast or Finisher so long as you pay for both.
disadvantage when targeting) and may divide all
damage dealt between any number of characters within
5 spaces. You don't need to divide this damage equally.
2: Scorched Earth: When you deal damage to an Student Of Stars | ★ | Casts, Spirit, Expensive
empty space, you may turn it into Difficult Terrain. When
enemies move into or start their Turn in Difficult Terrain “Feel the power flow into you, the ears ring with pops
created by you, they receive [Tier] damage. and snaps, the forearms go numb and the feet are
3: Endless Fire [ Charge → Cast ]: The Cast gains rooted, with the earth below being your last resort in
Advantage equal to the number of different enemies you case everything else goes wrong. Remember your
could target + the current Tension. teachings and chants, only when every single one fails
will you really know what you’re capable of.”
1: Power Unleashed [ Charge → Finisher ]: The
Ritualist | ★ | Breathing, Spirit, Casts Finisher has its Cost reduced to 1. When you use this
Finisher, you spend up to triple the Tension in Focus.
“Glyphs intertwine, paths converge—within this 2: Formless Strength: When you use “Power
mesmerizing dance of foci, magic finds purpose.”
Unleashed” you can change its target to a ∞ length Line
1: Ley Lines: When you Charge you may place a ‘Spell or a 2x2 space Zone adjacent to you.
Circle’ in your current space, removing any you’ve 3: Moment Of Truth: If you enter a Duel with 6 or more
already created. When in a Spell Circle space, you can
Focus you may expend all of it to gain Advantage in that
spend up to Tension + 2 Focus on Spirit Finishers.
2: Arcane Artillery: When affected by a Spell Circle, Duel equal to half the Focus you spent.
your first Spirit Finisher each Turn has 3 additional range
and gains [Tension] Advantage.
3: Fractal Etchings: If you Charge while on a Spell
Circle, you may enhance it for the Scene, doubling the
effects of “Arcane Artillery”. A Spell Circle can't be
enhanced multiple times.

94
★ ★ Complexity Techniques

Cryomancer | ★ ★ | Casts, Spirit, Restricting Feral Arcana | ★ ★ | Body, Casts, Finishers

“Each incantation is a flurry of frozen elegance, “Magic isn’t a thing you own, you don’t create it and you
conjuring storms of ice and swirls of snow.” aren't its master. The magi borrow from something
1: Chill: Your successful Casts Slow your target(s). greater than themselves, it's only natural that I return the
2: Icicle Halo: Your Casts gain 1 Advantage. Begin favor once in a while.”
tracking “Icicle”, a 4 Segment Clock that empties after 1: Vorpal Claw: Your Cast can now only target one
each Scene. When you gain Focus, fill one Segment. character within 2 spaces of you and Snares the target
When you Breathe you may forgo the Focus gained to on a Success, this overrides any range or targeting
empty the Icicle Clock and use half damage Swift Casts, modifiers or replacements outside this Technique. You
equal to the Segments emptied. If a Cast from “Icicle may Roll Body instead of Spirit for Cast’s Roll.
Halo” targets a Slow character, Immobilize them. 2: Unchain [ Charge → Interact]: If the Interact has no
3: Shatter: When you target an Immobilized character target, you may forgo the effects of that Interact to
with a Spirit Finisher, the Narrator must tell you their begin tracking ‘Fury’ a 6 Segment Clock, and fill one
Health, if their Health is equal to or lower than [Spirit] Segment for each enemy adjacent to you + [Tension].
you knock them out. When you KO a character using While you have at least one Fury Segment, you can only
“Shatter”, Slow enemies within 3 spaces of the target. spend AP on Jumps or Finishers, your Jumps are Swift,
and when you end a Jump’s movement you must
Swiftly Cast at no Cost targeting all characters adjacent
to you. When you end your Turn empty 1 Fury Segment,
Dramaturge | ★ ★ | Spirit/Mind, Finishers
when Fury empties it disappears, and you are Dazed.
3: Grasp: Your Casts gain 1 Advantage. If you have at
“Why so glum, you’re living in hallowed times! I’ve even
least 1 Fury Segment and you use a Body Finisher, you
graced you with my presence! Enjoy it while you can!”
may spend all your Fury Segments to gain [Tension]
1: All Eyes On Me: Once per Action, when you roll a Advantage and move up to 3 spaces before targeting.
Crit for any reason, you may spend 1 AP or 3 Focus to
‘Elevate’ the roll. When you Elevate describe how your
character adds some dramatic flair or additional detail to Flame Heart | ★ ★ | Spirit, Casts, Effects
the roll they’re taking and increase the Tension by 1.
2: Snatch Their Fire: When you increase Tension, “Brother, trust that this hurts me almost as much as it’s
gonna hurt you.”
create ‘False Tension’ instead. False Tension is counted
separately from normal Tension and is added to Tension 1: Rev Up: When you Breathe you may ‘Ignite’, receiving
on player’s Turns, being turned back into False Tension up to 6 damage and Blighting yourself to receive an
additional Focus for every 2 damage taken. You receive
on enemy Turns.
half the damage from Blight.
3: Power In Presentation: When you Elevate specific 2: Damning Impact: If you Cast or use a Spirit Finisher
actions, they receive a bonus: while Blighted, you gain [Tension] Advantage, and Blight
‣ Finisher: Deal [Tension] additional damage (counting your target. When you would Blight an enemy who’s
the Tension added via Elevate). already Blighted you deal [Tier] damage.
‣ Charge: Gain AP equal to the AP spent on this Action 3: Ashes To Ashes: Your Casts gain 1 Advantage. Your
Spirit Finisher has a range of 5 and removes Blight from
(not including AP spent on Elevate).
its target and yourself after targeting, if it removes any
‣ Interact: You may Mark, Immobilize, Taunt, or Fear your Blight it additionally targets two 5 space diagonal Lines
target, if multiple Crits were rolled choose one additional centered on the targeted space.
option for each Crit.

95
Grim Ascendant | ★ ★ | Delayed, Spirit, Casts Mana Blades | ★ ★ | Casts, Skirmishes
Transformation. Can’t take with other transformations.
“My spirit was focused, ready. I have honed it into a
sharpness few things have ever known. It is almost
It started from the extremities furthest from his heart. disappointing that most will only see it once.”
Beat by beat, Otes lost feeling in his fingers and toes. 1: Call Arms: Wherever you use a Cast or Spirit
After legs came his sight, he must rely on his instinct. Finisher, you may spend 1 Focus to have it benefit from
your Techniques that would normally affect Skirmishes.
And finally it enveloped him, a dark blessing, a grim
perversion of the natural world, an immoral exploitation 2: Tools Of The Fallen: Your Casts gain 1 Advantage.
of his masters, and the only chance he had left. After you successfully Cast using “Call Arms” you may
place a “Fallen Blade” in an unoccupied space adjacent
1: Impermanent Power: Once per Scene, when you
Charge with at least 2 Tension, you may ‘Transform’, to your target. When you enter the space of a Fallen
gaining 2 AP, pushing all enemies within 2 spaces of you Blade, it’s removed, and you Strengthen.
3 spaces away, and losing Health until you reach 1, 3: Saintly Sword, Excalibur: Choose a Weapon
gaining double the Health lost in Focus. While you’re Technique that you don't have, when you Attack while
Transformed the first Cast of your Turn is Swift and
Strengthened you can use all three levels of your
damage / healing you receive affects your Focus rather
than Health. When you are reduced to 0 Focus while chosen Weapon Technique as if you had it.
Transformed, you lose the Transformation and become
Dazed.
2: Drain Life: When you use a Spirit Finisher while Void Soul | ★ ★ | Avoidance, Spirit, Movement
transformed, you may choose to deal half the normal
damage to begin Regenerating on a Success. “You’ve been told you’re hard to notice, easy to ignore.
3: Umbra: When you lose your Transformation, you may If only they knew how right they were.”
Knockout yourself to use a Spirit Finisher targeting a
3x3 Zone centered on yourself. 1: Return To Nothing: When you Teleport you may
Banish yourself, making this feature unusable until the
end of your next Turn.
2: Fade Away: The first time you Dodge or move to the
Long Draw | ★ ★ | Weapon, Talent, Movement edge of the board each round, you can spend 1 Focus
to Teleport to another unoccupied space on the edge of
“Eros, a $20k compound bow custom-made for easy the board.
disassembly and shots from a distance upwards of 2000 3: Hollow Heart: Begin tracking ‘Void’, a 6 Segment
meters. It boasts a draw weight of 200 lbs and the ability Clock that’s emptied after every Scene. When you
to pierce the armor of most vehicles or military grade Teleport or become Banished fill one Segment on your
armor. It’s Mayflower’s calling card, and one of the few Clock, when you use a Spirit Finisher while the Clock is
things that proves they ever existed.” filled you may ‘Blot The Stars’, targeting all enemies in a
1: Nock The Arrow: Gain a new action, ‘Prepare’. 5x5 zone centered on the center of the board, dealing
Prepare costs 1 AP, is always Swift, and when you use it half damage to each.
you gain one stack of ‘Prep’. When you use a Skirmish
or Talent Finisher, spend all your Prep stacks to gain 2
additional range and 2 Advantage for each stack spent.
2: Feather Step: When you Prepare you may move one
space so long as you don't move adjacent to an enemy.
3: Lord Piercer [ Prepare × 3 ]: Gain 1 AP, your next
Skirmish or Finisher this Scene (can’t stack) can target
all characters in a Line with a length equal to its range. If
said Attack targets a character at the attack’s maximum
Range (minimum 2 spaces away, maximum the edge of
the board), the attack deals additional damage equal to
the Prep spent.

96
Thunder Blood | ★ ★ | Breathing, Spirit, Casts Zealot | ★ ★ | Cast, Spirit, Self-Effects

“Plenty of kids in this country have spent sleepless “The brass has sullied all we hold sacred! The machine
nights watching the White Hounds, sparks flying down is in the garden, and nectar coats its teeth!”
mountains and trees, descending from the clouds. 1: Heretical Devotion: Begin tracking ‘Insight’, a 6
Inevitably they’ll be told by those older and wiser that Segment Clock that’s emptied after each Scene. Once
there’s no such thing, and when I was that age I almost per Action, when you roll a 1 for any reason, you may
listened. Thank god I didn’t, the wind against my face is spend 1 Focus to fill an Insight Segment. When you
so exhilarating at this height.” Charge, Cast, or Spirit Finisher, you may empty an
1: Raiden: Begin tracking ‘Static’, a 6 Segment Clock Insight Segment to have your final Hit count treated as
that’s emptied after each Scene. When you Breathe you [Spirit + Tier] x 2 minus the number of Hits rolled.
can fill two Segments. So long as you have one 2: Always Watched, Drowned In Tears: When you start
Segment filled, you are immune to the effects of Daze. your turn with 4 or more Insight Segments filled, you
2: Energized Incantation: When you successfully Cast, may Strengthen yourself and have every character in the
you can empty a Static Segment and then Daze yourself scene inflict Fear on you.
to do one of the following: 3: Never Meant To Be: When you use a Spirit Finisher
‣ Blink: Teleport to a space adjacent to your target with a full Insight Clock, you may empty all the
‣ Shock: Inflict Daze. Segments to have it target two intersecting ∞ length
‣ Chain: Swift Cast on a different enemy in 5 spaces of lines anywhere on the board. All characters targeted are
your initial target at no cost. moved one space off of the line in a direction of your
3: Discharge: Your Casts gain 1 Advantage. Double the choice and the targeted spaces are removed from the
Static Segments filled from “Raiden”. When 3 or more game, destroying any Terrain on them or connected to
Segments are filled on your Static Clock, your Spirit them. If a character would enter one of these spaces,
Finisher targets a 3x3 Zone centered on yourself they are instead Teleported to the closest space on the
(without targeting yourself), and Dazes its targets on a opposite side of the Line.
success. If a target was already dazed they receive [Tier]
additional damage.

97
★ ★ ★ Complexity Techniques

Creation Ascetic | ★ ★ ★ | Breathing, Spirit, Attacks Ego Arm | ★ ★ ★ | Spirit, Finishers, AOE
Alt Resource. Can't take with other alt resources.
Two minds as one, united in a pursuit of glory.

“This city is a heretical idol, incomplete, unstable, and 1: I Am Your Sword: After Deploying or Breathing
fallen to vice. My men and I have tried to negotiate its adjacent to a willing ally you may ‘Transform’, becoming
salvation, but these creatures seem unable to save a weapon they use. So long as you’re Transformed you
themselves. Be thankful we are so graceful.” take up the same space as your user, can't be targeted,
1: Forming Signs: You now use ‘Creation Marks’ and can't willingly move. If your user is Knocked Out
instead of Focus. You start all Scenes with no Creation you are Knocked Out, and either of you can split at the
Marks. You can only gain Creation Marks using Breathe start of your Turns, placing you in an unoccupied
and Charge. When you make an attack with any number
adjacent space. A character can only use one Ego Arm.
of Creation Marks you must spend all of them and gain
an effect based on the number spent and the Attack 2: Show Your Targets: When your user ends their Turn,
used. you may spend 2 AP to place a ‘Damocles Marker’ in
1-2 & Cast: Crossing Nails: Target two adjacent 3 space the space of every enemy they attacked on their turn.
long Lines where at least 1 space overlaps with the When you use a Spirit Finisher, you may have it deal half
other Line. damage to have it target all enemies on spaces with
3+ & Cast: Impossible Mallet: Target every enemy
Damocles Markers.
exactly 1, 2, 3, 4, or 5 spaces away from you, dealing
additional damage equal to this number. 3: And I’ll Become Irreplaceable: When you use a
1-2 & Finisher: Celestial Pile-Arm: Gain 2 Advantage. Spirit Finisher targeting Damocles Markers, you may
Your target is pushed as far as possible, and receives spend an additional 1 AP to remove them and gain 1
one damage for every space pushed Advantage for each Marker removed.
3+ & Finisher: Living Idol Gain 4 Advantage. Target up to
6 spaces adjacent to each other where one is adjacent
to you, these spaces also become high-ground.
2: One True World: Your first Breath you use on your Sellsword’s Call | ★ ★ ★ | Casts, Spirit, Expensive
turn is Swift, your Charge has its cost reduced to 1.
When you deal damage to or destroy terrain you gain a “The Keepers of Lear had some of the strangest
Creation Mark. partners. The Fairies rarely take the shape of elves,
3: Labor Of The Devout [ Cast → Finisher ]: This seeming to prefer hounds and rodents. Their reputation
Finisher counts as having spent an equal amount of for violence is worse than those animals they imitate.”
Creation Marks as the Cast used before it. 1: A Warrior’s Reprise: When you Cast targeting an
empty space, you may spend 1 Focus for each empty
space and create a Tier 1 Ranger, Executioner, or Viper
Joel's Notes: Using Summons Summon there. The Summon has 1 Health and can only
If you’re creating a character who can use Summons or deal half of any damage it would normally deal. You can
enemy actions it’s important to familiarize yourself with only have [Tier] Summons from this Technique at a time.
the gm-side enemy rules on page X. 2: Battle Hymn: When you Charge you may forgo the
Focus gained to have your Summons move or use their
Attack.
3: Supreme Sellsword: Once per Scene when you use
a Spirit Finisher targeting one empty space, or Deploy,
you may spend 3 Focus and create a DPS Summon of
your choice with a Tier equal to yours. That enemy is a
named character who has a Rank 3 Bond with you.

98
Narrator Tools

This section is for those who want to run an Adventure themselves. good luck!

99
Narrator Tools
Unlike many of the sections prior, this section is meant to give suggestions to its reader rather than explaining
hard-and-fast rules. What things CAN you do, what things might be most interesting, and how you could run an
interesting game of DAWN as a Narrator.

Outside of some rules meant to explain how NPCs operate in structured combat, this section contains advice and
optional rules for Narrators to use in their games, and is not necessary to read for most players.

Specific Advice Human Foes


Running a TTRPG is incredibly difficult, and there are This game has multiple mechanics that benefit from
many skills that are shared between games. This antagonists being their own people with their own
section will not be telling you about those skills. motivations and stories behind them.

There are plenty of videos and books that can help with If the ultimate evil of your story, or just the story of a
general tips for Narrators, GMs, or DMs, but I would like specific Chapter, is a nameless monster then some
to take this page to explain some of the things a mechanics, especially those relating to Bonds, are
Narrator will need to know for DAWN that may not apply literally impossible to use, and hence removes
to other games with different mechanics and intentions. interaction from the game.

Even if your villains are simple, you should be sure to


Using Influence As A Narrator
create them with the same amount of care as a player
It’s important to know that—as the Narrator—your
character, give players things to latch onto and a story
judgment has a priority over the actual rules of the
to invest themselves into.
game. Though this book is made to minimize the
number of judgments you need to make, this sentiment
holds especially true for how you use and distribute Breaking The Power Ceiling
Influence to your players. Power is a fundamental part of this game. The choices it
gives to players exist to give that player power over a
Suggest Uses For Influence specific part of the game, in order to provide a matching
Many players — especially new players — will struggle power fantasy.
with using their Influence effectively and end up
hoarding it. Mechanically, this should be disincentivized This is partly to emphasize its inspiration’s obsessions
by the free Influence given to players when they start a with power as an element of storytelling. The powerful
Chapter with none, meaning that players benefit from exploit the weak, and the players need to become
spending all their Influence every Chapter. strong to stop them.

However, this does not mean that players will always Many non player characters will attempt to establish a
remember this or that they will realize it’s most effective “power ceiling”, a limit to how strong someone can be,
to spend, for this reason it’s recommended that and a common way to make the viewer excited
Narrators suggest or remind players about specific about a character is to have them break that ceiling,
uses for Influence when they feel it would help. denying the beliefs of the villains. This can of course
be inverted if the players attempt to set a power ceiling
of their own.

100
Resolving Conflicts Puzzle Fights
Throughout all parts of DAWN, players are likely to get Not all fights can be resolved by punching the hardest.
into fights, whether they started them or not. Depending Some foes host abilities so intricate or plans so
on the style of your game, the attitude of your players, well-thought-out that they can threaten the players
and the weight that conflict has on your story, that without directly entering structured combat. This is not a
conflict should be resolved in different ways. real rule, nor does it need to be used only in
unstructured play, it is more so a set of guidelines for
The ways you can resolve these conflicts largely range using NPCs that would rather not face their opponent’s
from “Short, Simple, and Isolated”, to “Extended, head on.
Complex, and Group-Focused”.
A puzzle fight is defined by the player’s distance from
Though many of the examples that will be shown are far their opponent, either literal or figurative. It’s
from official rules or modes, they should cover most of recommended that a Narrator tracks the players’
the ways you are intended to resolve combats in the progress via a Clock, with successful solutions to the
game’s systems. problem(s) presented by the NPC progressing the Clock
by at least 1 segment.

Unstructured Strikes
Puzzle fights can be used when you want to spring an
Almost all conflicts should be established in
Antagonist on players without them noticing, you want
unstructured play, as it is seen as the game’s default
to establish a character uniquely, or you want to add a
state. Though it might seem natural to transition to
change of pace for your game.
structured combat to resolve this conflict, structured
combat can take upwards of an hour even for
experienced play groups, and many players will rightly Structured/Cinematic Combat
not be ok with doing this multiple times per Chapter. When playing DAWN, you are expected to enjoy tactical
They may feel that by the time they made it partway combat on some level. That’s what structured combat is
through the Scene, the tension was lost. for. It lets you show off an interesting build, or
characterize your creation in ways that may feel
For this reason, it is recommended to resolve some showboat-y or selfish in unstructured play. It should not
conflicts through making the player take a Opposed or be seen as the “real” way to resolve conflict, and should
unopposed Challenge Roll against their opponent, only be used if the Narrator thinks the players would
narratively represented by a single clash between the enjoy it.
participating characters, with the result of this roll
determining how the fight goes. However, there is some granularity in how you choose
to run these structured combat Scenes.
For this reason, when dealing with a conflict that is;
initiated by one player without the support of the others, Structured combat will take longer, with a greater focus
between two characters with a massive disparity in on tactical play. It should be used when all players are
strength, or in another more important conflict. involved, and ideally if no other structured combat has
happened in that Chapter.
(Note that this system is effectively the same function as
a Duel in combat, just without the same rewards.) In cinematic combat, the story is more important than
tactical decision-making, so is usually resolved faster. It
should be used when the whole table is not involved
directly in the combat or players have gone through a
structured combat already.

101
Antagonist Rules Antagonist Actions
Most major conflicts in a Series will be caused by an These points can be spent on one of the following
Antagonist, a non-player character (NPC) opposing the Antagonist Actions, at a cost of 1 point each. The
players. Antagonists can vary widely in scope, as small Actions are as follows.
as the leader of an opposing gang, or as large as a
world-ending threat. One consistent element is that Unstructured play.
an Antagonist is always named. Lethal Blow: The Narrator can present a Threat that
costs 2 Stress to resist rather than 1. The player who
Antagonism rolls against this Threat gains 1 Influence.
When a game starts the Narrator should begin tracking
their Antagonism, effectively their version of Influence. Foil: This Narrator can negate a Reward for a player,
They get an amount equal to the number of players in so long as it directly relates to an Antagonist. Said
their game, and gain one more whenever players spend player gains 2 Influence.
Influence. Bargain: When a player would receive a reward that
would affect an Antagonist the Narrator can present an
additional threat that will be inflicted upon that player if
they receive the reward, the player may choose to give
up their reward and gain 1 Influence or go through
with it anyway and take the threat.

Structured combat.

All Out: The Narrator can reroll a roll made by an


enemy, that roll hits on 3s or higher. The roll’s target(s)
gain 1 Influence.

Break Out: This Narrator can have an enemy move or


attack outside of the normal turn order. If a player is
attacked they gain 1 Influence.

Improvise: Create a lasting effect that benefits the


enemies based on the narrative of the combat. These
should be solvable by interacting with that same thing
outside of the combat using Interact, Improvise, or
Duel. ex. An evil scientist hooks themself up to a giant
machine that gives them Regeneration and Reinforced
until the players do something about the machine.

Any form of play.

Escape: The Narrator has an npc leave the scene with


one of the following: a new plan, a permanent injury,
or a new power.

Awaken: The Narrator reveals some hitherto unknown


plan or element of a character. An Antagonist may only
do this once in a Series, but doing so has them regain
all their Antagonism.

102
Building Structured Combat
Enemy Rules Enemy Tiers
As described in the Turn Order section, enemies All enemies have a Tier, and are generally balanced to
alternate with Players, taking Actions until one side is be about as strong as a player with the same Tier, not
taken out. accounting for Technique synergies, meaning players,
especially those with more game knowledge and
An enemy starts their turn with 2 AP, and they can optimized kits, are .
spend it on any of their actions or to move up to
their speed. Like players, enemies cannot use the same All enemies are listed with their Tier 1 stats, with
action multiple times in the same Round. bonuses listed next to them in brackets. For each Tier
an enemy is above 1, all their stats with an ‘(+X)’ next to
them are increased by X. If a number increases by ‘(+½)’
Enemy Aces And Tension
it effectively means it increases every other Tier, and on
Every enemy has an ‘Ace’, an Action that they can
the even Tiers specifically.
take when Tension reaches a certain value.

An enemy’s Ace is formatted as follows: “[Ace:TX] Fodder Zones


Name: Effect.”. The “X” is the amount of Tension When the narrative calls for a high number of
required for the Ace to be used. Once per Scene, when expendable foes that don’t match up to the players, the
an enemy starts their Turn while Tension is at or above Narrator can set Fodder Zones.
X they may use their Ace at the cost of 2 AP.
Fodder Zones are special pieces of Difficult Terrain
that don’t affect their allies, they can be targeted as
Summons
enemies with 1 Health, they don't take Turns and can
Some enemies will be created as “Summons”. This
overlap with any character.
means that they are created by an allied character.
Summons take their Turn immediately after their
When Enemies end their Turn, the Narrator moves
Summoner ends their Turn, without other characters
each Fodder Zone up to 2 spaces. When the Round
taking turns in between. Summons cannot take Turns in
ends, each Zone may deal 2 damage to a player they’re
any other way, cannot use Aces, and are immediately
within 1 space of.
Knocked Out when their ally is Knocked Out.

Enemy Wounds
Players do not deal direct Wounds to Enemies, because
they don’t take Wounds, but there are some situations
where enemies will take Wounds (mostly via Summons).
When an enemy takes a Wound, they take 3 un-
reducible damage instead.

103
Encounter Design Compound Enemies
There are no hard-and-fast rules when it comes to how Though powerful enemies can be represented by an
you want to create combat encounters for your players, enemy with a high Tier, it will often result in a flat
but there are expectations. and less interesting encounter than intended. For
that reason Narrators have the option to create
Basic Setup ‘Compound Enemies’.
It was implied in the section explaining enemy Tiers, but
an enemy with a Tier equal to a player is what a player A Compound Enemy is a powerful character that is
should be expected to fight. So the easiest way to mechanically represented by a group of Enemies that
create a combat is to Deploy enemies with total Tiers share the same space.
equal to the players. So if there are 4 Tier 1 players their
total Tiers is 4, and you could deploy 4 Tier 1 enemies. When a Compound Enemy is created, the Narrator
must choose two or more Enemy Types to serve as
Turning The Dial its ‘Parts’. Each Part can take its Turn separately and
However, not all characters are made equal, and your functions as if it was an independent character.
table may have players who’re not so accustomed to
tactical games or players with far more mastery over the Perform the following to make a Compound Enemy:
game’s systems.
‣ A Compound Enemy is considered one target and
An easy combat should have: has a single Health total equal to the sum of its Parts’
~Total enemy Tiers = total player Tiers. Health values. Effects applied to it apply to all Parts.

‣ Divide its Health by its number of Parts. The result is


A standard combat should have:
its ‘Health Gate’. When the total damage a Compound
~Total enemy Tiers = 1.5x total player Tiers.
Enemy takes reaches a multiple of its Health Gate, all
other damage it would take past that point is reduced
A hard combat should have:
to 0 and the Tension increases by 1.
~Total enemy Tiers = 2x total player Tiers
‣ A Compound Enemy has a single Speed equal to the
Using Fodder most common Speed of all its Parts (if there is more
Because the effects of Fodder are flat throughout each than one most common value, take the highest).
Tier, the number of Fodder you’d need to Deploy to
have them equal the impact of one l one enemy will ‣ A Compound Enemy inherits the highest Armor or
increase as the Tier increases. Evasion among its Parts (if equal, choose one).

‣ A Compound Enemy inherits each of its Parts’


In general, one enemy is worth about 4 Fodder Zones
Passives. Unless a Passive changes its other stats, it
plus its Tier, so a Tier one enemy is worth 4, and a Tier
only applies to the Part it came from. A Passive cannot
3 enemy is worth 6.
remove it from Deployment.

‣ When any Part of a Compound Enemy moves, all do.


Joel's Notes: Variety’s The Spice Of Life
It’s important to know that every enemy in this game All Parts must always be in the same space.
provides a specific challenge, and threatens specific ‣ Effects that’re cleared at the end of a Compound
kinds of play more than others. When designing a fight, Enemy’s Turn do so at the end of the Round instead.
be sure to make at LEAST half of the enemies threaten
the strengths of your players. If none of the players have
Armor you might not want to use a “Executioner”, an
enemy who specifically deals Shred, an effect that
reduces Armor.

104
Antagonist Edges Cruel-Hearted | Engine, Effects
There are times when Antagonists will be Deployed into
a structured combat as an enemy, sometimes because Body Of Thorns (Defense Reaction): When this would
they are a unique character established before the be Attacked they may gain [Tier × 2] Armor. If the
combat, and sometimes because this combat is their Attack’s damage is reduced to 1 the Attacker is
Blighted.
introduction.
Sadist (Start Of Turn): When this begins its Turn it may
In any case, it is recommended that these enemies are clear Blight from any number of characters in the scene,
given access to one of the following Antagonist Edges. doing this Strengthens this and deals [Tier × 2] damage
to all character’s affected.
An Antagonist Edge is a set of activatable features, that
the enemy using it can activate a number of times per “Breath It In!” (Phase Change): When this would be
Knocked Out or pass a Health Gate you may spend 2
Scene equal to the current Antagonism (activating them
Antagonism and give all players 1 Influence to attach a
does not spend points). Contagion and Isolation enemy with Tiers equal to this
enemy’s and have this restore [Tier x 5] Health.
The Antagonist Edges are as follows:

Joel's Notes: Mutable Edges


Though you may expect Edges to be a consistent
element of an Antagonist’s rap sheet, almost like their
class, this isn’t exactly true. I recommend letting
Antagonists swap between Edges as it suits the story or
gameplay.

An “All-Seeing” enemy may reveal their true face when


exposed to a stressful situation, becoming a
“Wild-Eyed” enemy. You could even try making
antagonists compound enemies with their Edges
attached to their multiple profiles!

All-Seeing | Engine, Control


“Predictable” (Defense Reaction): When this would be
Attacked they may gain [Tier × 2] Evasion. If the Attack
misses, this may move up to 3 spaces in any direction.

Piercing Vision (Misc Reaction): When this is at least 4


spaces away from a player and the player gets
attacked, this may Mark them (before the attack is rolled
or advantage is determined).

“...You’ve Forced My Hand” (Phase Change): When


this would be Knocked Out or pass a Health Gate you
may spend 2 Antagonism and give all players 1
Influence to deploy 2 Artillery enemies with Tiers equal
to this enemy’s and have this restore [Tier x 5] Health.

105
God-Like | DPS, Control Swift-Stepping | DPS, Evasive
“BREAK” (Defense Reaction): When this would be Enter Shadow (Defense Reaction): When this would
Attacked they may gain [Tier × 2] Armor. If the Attack’s be Attacked they may gain [Tier × 2] Evasion. If the
damage is reduced to 1 the Attacker is pushed 3 spaces Attack misses, it teleports to a space on the edge of the
away and slowed. board and Disappears.

“BEHOLD” (Start Of Turn): When this begins its Turn it Dominate (Start Of Turn): When this begins its Turn it
may choose a non-adjacent player and pull them 2 may choose a character that hasn’t been attacked since
spaces towards themself. If the player is brought the start of its last turn, that character becomes
adjacent, Daze them. “Marked For Death”. When this attacks a character
who’s been Marked For Death, they deal [Tier × 2]
“BOW TO ME” (Phase Change): When this would be additional damage and remove the effect.
Knocked Out or pass a Health Gate you may spend 2
Antagonism and give all players 1 Influence to deploy 2 “Go To Sleep…” (Phase Change): When this would be
Paladin enemies with Tiers equal to this enemy’s and Knocked Out or pass a Health Gate you may spend 2
have this restore [Tier x 5] Health. Antagonism & give all players 1 Influence to Disappear
and Strengthen this, have this restore [Tier x 5] Health,
and give this [Tier x 3] Evasion.
Wild-Eyed | Tank, DPS
Vicious Interception (Defense Reaction): When this World-Renowned | Support, DPS
would be attacked, they may force the attacker to Clash
with it instead. Hero’s Interception (Defense Reaction): When any
enemy is attacked, this may teleport adjacent to the
Beastly Roar (Start Of Turn): When this begins its Turn, attacker and force the attacker to Clash with it instead.
it may ‘Roar’. When it Roars it clears all Effects on it,
deals Daze to opponents in 3 spaces of it, and pushes Inspiring Presence (Ally Turn Start): When another
them to the nearest space 4 spaces away from it enemy begins its Turn, this may have it Attack or move
an additional time.
“Crush Them All!” (Phase Change): When this would
be Knocked Out or pass a Health Gate you may spend “Face Me!” (Phase Change): When this would be
2 Antagonism and give all players 1 Influence to attach Knocked Out or pass a Health Gate you may spend 2
a Giant and Thrash enemy with Tiers equal to this and Antagonism and give all players 1 Influence to force a
have this restore [Tier x 5] Health. player into a Duel, have this restore [Tier x 5] Health, and
give this [Tier x 3] Evasion.

Iron-Willed | Tank, Support


Back-Stabbling | Engine, DPS
Guardian (Defense Reaction): When any enemy would
be attacked, this may teleport adjacent to the attacker “Honorable” Sacrifice (Defense Reaction): When any
and gain [Tier × 2] Armor and force the attack to target enemy would be attacked, this may have one of its allies
them. teleport adjacent to it and become the target instead.

Jabbing Insults (Start Of Turn): When this begins its Shirk The Blame (Start Of Turn): When this begins its
Turn adjacent to a player, they may Taunt them. Turn while another enemy is adjacent to a player, they
may have said enemy Taunt them.
“Push The Line!” (Phase Change): When this would be
Knocked Out or pass a Health Gate you may spend 2 “Seize Them!” (Phase Change): When this would be
Antagonism and give all players 1 Influence to deploy 2 Knocked Out or pass a Health Gate you may spend 2
Swarm enemies with a Tier equal to this enemy’s, have Antagonism and give all players 1 Influence to deploy 2
this restore [Tier x 5] Health, and give this [Tier] Armor. Bodyguard enemies with a Tier equal to this enemy’s,
have this gain [Tier x 5] Health, and [Tier x 3] Evasion.

106
Example Deployments
The following pages list a number of different enemy Deployments you could use for combat. They are sorted by the Tier
and number of players they’re expected to be used against, and use the Enemy Types listed in the next section.

Syndicate Squadron (easy) Tier 1 / 3 Players Rogue Dune Runners (easy) Tier 2 / 4 Players

Professional and coordinated warriors, with almost all Gleaming blades seen through the sandstorm, they
supporting their captain in some way. intend to end this battle before it passes.

The Knight Commander should always start on the A simple but effective enemy setup based around one
Mount, and the Squad Fodder Should be spreading thing and one thing alone, damage. The Viper and
out between their allies and the most forward Ronin are powerful enemies on their own, and the
opponents. Privateer along with them create a powerful synergy
that ends with a staggering number of attacks.
‣ Knight Commander (T1 Executioner).
‣ Their Ride (T1 Mount). ‣ The Leader (T2 Viper).
‣ Their Squad (T1 Bodyguards). ‣ The Lancer (T2 Ronin).
‣ The Brains (T2 Privateer).
‣ The Heart (T2 Martyr).
Mayfly Ambush (easy) Tier 1 / 4 Players

An attack in the snowy wastes, faces concealed by Vigilante Virtuous (easy) Tier 3 / 3 Players
sleet, and a toll that needs pay. The archetypal fantasy
bandits and a simple team to run or fight. A hero(?) drops from the sky with a crash, with the
power to fight an army on their own.
Their leader should always be positioned near the
Bruiser and Berserker, so that they can get full value This is a basic idea that can be easily reused for any
out of their Ace when it triggers. Other than that the kind of game. It’s a big compound enemy with parts
positions they need to take are fairly fluid, all enemies that don’t rely on targeting allies, and it’s still as
are more effective in melee range and should be threatening as any normal group of enemies.
moved closer to enemies.
‣ Hercules (Three Part Compound).
‣ Group Leader (T1 Coordinator). [T3 Bruiser, T3 Behemoth, T3 Giant].
‣ Named Goon A (T1 Bruiser).
‣ Named Goon B (T1 Berserker).
‣ 5 Fodder Zones.

The Faceless Horde (easy) Tier 2 / 3 Players

A swarm of bodies flowing into the room like water, all


after the same thing. This setup is meant to make the
idea of fighting a giant horde of enemies mechanically
interesting.

There’s something or someone you have to protect,


and the swarm is here to get it from you, led by a
huge and imposing leading character.

‣ The Horde (T2 Swarm).


‣ The Biggest One (T1 Javelin).
‣ The Light In The Darkness (T2 MVP).

107
General Enemy Types
A listing of all enemy types categorized based on their role in the average combat.

DPS Enemies Behemoth | Modifier, Displacement


E.g. Terra Magi, Gigantic Drake, Wandering Undertaker.
Assassin | DPS, Evasive, Squishy
13(+5) Health, 3 Speed
E.g. Imperial Assassins, Wild Panthers, Lurking Ghosts.
[Action] Leap: This Disappears if it did not attack this
13(+5) Health, 3 Speed
Turn. When it reappears it Launches and all pushes all
Passive: This Disappears after Deploying. characters within 2 spaces of it 2 spaces unless they
choose to Dodge as if this was an attack.
[Action] Neutralize Target: Target any character and
Mark them, this Mark cannot be lost. When this attacks [Attack] Tore From Earth: Target up to two characters
the character it marked it may Slow them. within 6 spaces. Roll 6(+1)D6.
Reward: Deal [Hits] + [Tension × 2] damage and place a
[Attack] Slice: Roll 5(+1)D6 on an adjacent target. If 10(+1) Health 0 Armor Terrain adjacent to them.
this was Disappeared it may reappear in a space
adjacent to the target, and gain 3(+1) Advantage. [Ace:T5] Meteor: This Teleports to the middle of the
Reward: Deal [Hits] + [Tension × 2] damage, if the target board and Steadies itself. At the start of its next Turn it
has no other adjacent characters deal 1 Wound. attacks all characters that do not have a piece of Terrain
between them and this, instantly Knocking them Out.
[Ace:T2] Disappear: This Disappears.

Captor | DPS, Displacement, Ranged


Bruiser | DPS, Displacement, Tank
E.g. Retiarius, Bounty Hunter, Wolf-Hunting Spider.
E.g. Professional Boxer, Dire Gorilla, Police Officer.
13(+5) Health, 3 Speed
15(+5) Health, 3 Speed, 1(+½) Armor
[Action] Watch And Wait: Place a unique piece of
Passive: If this enemy's Attack can't push its target the difficult terrain in an unoccupied space within 4 spaces
full distance, the target is Dazed. of this, if a character enters said space it disappears
[Action] Beatdown: Target a Dazed character, this and this may use “Catch And Release” on them.
deals 2 damage to them 4(+1) times. [Attack] Catch And Release: Target a character within
[Attack] Skulduggery: Target characters in a 2x2 Zone 4 spaces. Roll 6(+1)D6.
placed on this, without targeting itself. Roll 5(+1)D6. Reward: Deal [Hits] + [Tension × 2] damage, and Snare
Reward: Deal [Hits] + [Tension × 2] damage and push the target.
the target 1(+1) space(s). [Ace:T1] Sticky Bomb: Indicate an opponent in 5
[Ace:T1] Decimate: This indicates a 3x3 Zone centered spaces. At the end of the next turn, this uses “Catch
in a space 2 spaces away from it and Steadies itself. At And Release” targeting all characters in 3 spaces of that
the end of the next turn, this uses “Skulduggery” on all character. Characters hit by this are pulled adjacent to
opponents in said Zone with 3(+1) Advantage. the character and are Snared by them instead of this.

108
Executioner | DPS, Debuff, Slow Pugilist | DPS, Debuff, Squishy
E.g. Axe Wielder, Elderly Master, Grim Reaper. E.g. Martial Artist, Varied Arsenal, 4-faced Demon.

15(+5) Health, 3 Speed 15(+5) Health, 4 Speed

Passive: This is unaffected by Effects that lower its Passive: When this successfully Attacks they gain an
speed, or prevents movement. additional effect based on the number of times they’ve
successfully attacked in the scene, resetting when they
[Action] Focus Up: This Strengthens and Reinforces.
reach the final one. The effects are as follows.
[Attack] Cleave: When this attacks without being 1: Push the target 3 spaces, then move to follow.
‘Charged’, they are Charged instead. While Charged, 2: Snare the target.
this has its Speed reduced to 1 and gains 3(+½) Armor. 3: Launch the target.
Target characters in a 2 space Line adjacent to this. Roll 4: If the target is Launched, gain double Advantage from
8(+2)D6, then lose Charged. Spiking them.
Reward: Deal [Hits] + [Tension × 2] damage. Shred the
[Action] Take Stance: This may set it’s passive to any
target.
of its steps.
[Ace:T2] Bifurcate: This indicates an opponent,
[Attack] Flurry Of Strikes: Roll 6(+1)D6 on an adjacent
becomes Charged, and Steadies itself. At the end of the
target.
next turn, this moves adjacent to that opponent (or as
Reward: Deal [Hits] + [Tension × 2] damage.
close as possible), moving through as few spaces as
possible. This then uses “Cleave”, targeting the [Ace:T3] Martial Perfection: For the rest of combat,
opponents it moved through or adjacent to. this triggers their passive twice on each attack. This
immediately takes another Turn.

Javelin | DPS, Slow, AOE


Ranger | DPS, Evasive, Ranged
E.g. Violent Fey, Flame Summoner, Automated Cannon.
E.g. Careful Sniper, Elven Archer, Turret Emplacement.
15(+5) Health, 2 Speed
13(+5) Health, 2 Speed
Passive: When this enemy attacks, it may destroy a
Fodder Zone in its space or adjacent to it to extend the Passive: After this is Attacked it may move one space.
range it can attack to 5 spaces.
[Action] Nest: This Steadies itself and gains 1 “Aim”.
[Action] Call: Create 2(+1) Fodder within 4 spaces. The Aim is lost when this moves and adds 1 damage to all of
amount created decreases by one each time it’s used in it’s successful attacks
the same Round.
[Attack] Take The Shot: This chooses a character in 8
[Attack] Crushing Impact: Target a 2x2 Zone placed spaces. Roll 6(+1)D6. This deals double damage if the
on itself, without targeting itself. Roll 5(+1)D6. target is at least 4 spaces away.
Reward: Deal [Hits] + [Tension × 2] damage and Launch Reward: Deal [Hits] + [Tension] damage. Deal 1 Wound.
if there is only one targeted character.
[Ace:T2] Headshot: Target a character this can see.
[Ace:T1] Shockwave: This indicates a 5x5 Zone The next time they’re hit by this enemy's Attack they
centered on itself, without targeting itself, and Steadies. receive an additional [Hits] damage.
At the end of the next turn, this uses “Crushing Impact”,
targeting opponents in said Zone with (2+1) Advantage.

109
Ronin | DPS, Versatile Witch | DPS, Displacement, AOE
E.g. Wandering Duelist, Crazed Killer, Feral Hound. E.g. Dark Sorcerer, Reckless Bomber, Bile Spewer.

13(+5) Health, 4 Speed 13(+5) Health, 2 Speed

Passive: This starts its turn with 1 additional AP and Passive: This enemy's Attacks target all characters in a
can use its Attack twice per turn. 2x2 or 3x3 Zone containing the space they target.

[Action] Sheath: Until the Turn ends, “Dissect” can [Action] Drawing Runes: This costs 2 AP. This creates
target any character in a range equal to its Speed . a 3×3 Zone centered on it, replacing any others. So long
as it’s in this Zone all dice it rolls are counted as hits.
[Attack] Dissect: Roll 5(+1)D6 on an adjacent target.
Reward: Deal [Hits] + [Tension] damage. If two or more [Attack] Expelling Force: Target a space within 5
Crits were rolled, deal 1 Wound. spaces. Roll 6(+1)D6.
Reward: Deal [Hits] + [Tension × 2] damage and move
[Ace:T1] Thunderclap And Flash: This Steadies itself
all targets to the closest space outside the targeted
and indicates 4 Lines connected at the ends, where one
Zone.
is connected to it. At the end of the next Turn, this
moves across each Line, ignoring characters and [Ace:T1] EXPLOSION: This Indicates a 4x4 Zone
Terrain, until it reaches the end of the final Line. It uses anywhere on the board and Steadies itself. At the end of
“Dissect” targeting each opponent it moves over or the next turn, this may use “Expelling Force” and target
adjacent to, with this Attack Crittiting on 5s. all its opponents in the Zone and gains 2(+1)
Advantage. This removes the Zone.

Viper | DPS, Effects, Quick


E.g. Bandit, Slinking Serpent, Malevolent Spirit.

15(+5) Health, 4 Speed

Passive: When this Attacks, it moves up to 3 spaces,


ignoring opponents. If it passes through an opponent it
hasn’t Attacked this Turn it may “Filet” them.

[Action] Lick The Knife: This deals damage to all


Blighted players equal to the number of Blighted players
× 3(+1).

[Attack] Filet: Target adjacent character. Roll 5(+1)D6.


Reward: Deal [Hits] + [Tension] damage and Blight the
target. If they were already Blighted deal 1 Wound.

[Ace:T2] Knife In The Dark: This is removed from the


board. At the end of the next turn, this uses “Filet” to
teleport adjacent to and Attack all players without an
adjacent ally, reappearing on any space thereafter.

110
Tank Enemies Cocoon | Tank, Engine, Slow
E.g. Slumbering Giant, Patience, Half-Built Machine.
Bodyguards | Tank, Support, Displacement
18(+5) Health, 4 Speed, 1(+½) Armor
E.g. Soldier Squad, Churning Mass, Wolf Pack.
Passive: This starts combat Scenes ‘Docile’. While
1* Health, 0* Speed
Docile, it can't move or attack, and it gains 1 ‘Growth’
*Passive: When this would Deploy, place 6(+2) unique when it ends its Turn. When this starts its Turn with 3 or
Fodder Zones instead. This enemy cannot be Knocked more Growth, it regains 10(+2) Health and loses Docile.
out until all of its Fodder Zones are Knocked Out, and
[Action] Menace: Fear all opponents within 3 spaces of
when they are, this receives 1 damage.
this. If this is docile an ally can move or Attack.
[Action] Brace: If there are 3 or more Fodder Zones in a
[Attack] Rampage: Move up to 3 spaces in a straight
line, they all become impassable until the line’s broken.
line, ignoring any and all forms of restriction. Roll
[Attack] Behind Me: Move all Fodder Zones up to one 5(+1)D6 on an adjacent target.
space. Choose up to 3 characters adjacent to a Fodder Reward: Deal [Hits] + [Tension × 2] damage and use
Zone. If this targets an ally, Reinforce them. If this this attack again, only targeting characters who haven’t
targets an opponent, roll 6(+1)D6. been attacked this turn.
Reward: Deal [Hits] + [Tension] damage.
[Ace:T3] Quick Growth: This gains 1 Growth. This
[Ace:T2] Reinforcements: Create 2(+1) Fodder Zones immediately takes another Turn.
in spaces on the edge of the Board. This immediately
takes another Turn.
Duelist | Tank, DPS, Squishy
E.g. Royal Fencer, Imperial Annoyance, Latching Insect.
Broodmother | Tank, AOE, Debuff
13(+5) Health, 4 Speed
E.g. Scarab Lord, Transport Vehicle, Tough Summoner.
Passive: Characters who Attack or are Attacked by this
15(+5) Health, 3 Speed, 1(+½) Armor
are Taunted by it.
Passive: When this receives damage while there are
[Action] Goad: Taunt a character, if they were already,
5(+2) or less Fodder Zones on the board, it may place a
force them to spend 2 Focus or move 3 spaces directly
Fodder Zone within 2 spaces of it.
towards this, dazing them if they move adjacent.
[Action] Call: Create 2(+1) Fodder within 4 spaces. The
[Attack] Flèche: Target a character within 2 spaces.
amount created decreases by one each time it’s used in
Roll 6(+1)D6. If the target is Taunted, deal [Tier]
the same Round.
Additional damage.
[Attack] Swarming Chase: This moves itself and all Reward: Deal [Hits] + [Tension] damage and move 1
adjacent allies one space, Roll 5(+1)D6 targeting any space.
opponents this moves adjacent to.
[Ace:T2] Disassemble: Place a weak point in an
Reward: Deal [Hits] + [Tension] damage, + 1 for each
unoccupied space adjacent to a character. When this
Fodder Zone adjacent to the Broodmother.
Attacks them while standing in its weak point, this does
[Ace:T2] Roar: This Taunts all opponents in a 5x5 zone [Tension] additional damage and may immediately use
centered on it. This immediately takes another Turn. this Ace again.

111
Glutton | Tank, Displacement, Slow Guardian | Tank, Displacement, Slow
E.g. Ravenous Ogre, Nanobot Swarm, Splitting Slime. E.g. Honor-Bound Knight, Big Body, Stone Golem.

20(+5) Health, 2 Speed 20(+5) Health, 3 Speed, 1(+½) Armor

*Passive: When this Knocks Out a Fodder Zone, it Passive: The spaces adjacent to this are counted as
restores 10(+5) Health. Track how many times this difficult terrain for its opponents.
enemy triggers this healing.
[Action] Guardian Shield: This Immobilizes itself and
[Action] Call: Create 2(+1) Fodder within 4 spaces. The Taunts all its opponent’s within 4.
amount created decreases by one each time it’s used in
[Attack] Shove: Roll 5(+1)D6 on an adjacent target.
the same Round.
Reward: Deal [Hits] + [Tension] damage, push the target
[Attack] Slobber: Choose up to 2 adjacent characters. 2 spaces away, and Launch them.
Roll 6(+1)D6.
[Ace:T3] Imposing Presence: For the rest of the scene
Reward: Deal [Hits] + [Tension] damage and Slow the
characters Taunted by this have the effect of Taunt
target(s).
doubled.
*[Ace:T4] Regurgitate: This places Fodder Zones equal
to the number it destroyed with its passive on spaces of
Mount | Tank, Support, Movement
its choice. If any of these Zones are placed on
characters, those characters are Launched. E.g. Armored Horse, Giant Salamander, Dire Wolf.

15(+5) Health, 4 Speed

Passive: When this is deployed, or as an action, it may


have a willing adjacent character ‘Mount’ it, replacing
any past riders. While a character is Mounted on this,
they combine and move as if they were a Compound
Enemy. If its rider is targeted, this is targeted instead.

[Action] Synergy: This may use its rider’s Action, or any


1 Cost Utility Action if the rider is a player.

[Attack] Thrash: Target up to 2 adjacent characters.


Roll 6(+1)D6.
Reward: Deal [Hits] + [Tension] damage.

[Ace:T2] “CHARGE!”: This moves up to its speed in a


straight line. When this movement ends, its rider may
use its Attack / Skirmish with [Tier] Advantage. This
immediately takes another Turn.

112
Oni | Tank, DPS, Slow Revenant | Tank, Debuff, Slow
E.g. Red & Blue Oni, Stance Dancer, Eclipse Magi. E.g. Chilling Spirit, Reassembling Skeleton, Grey Mage.

15(+5) Health, 3 Speed 10(+4) Health, 3 Speed

Passive: When this deploys, it is Strengthened. When Passive: This enemy does not provide Tension when
this is Attacked it loses all positive Effects it has. When Knocked Out. If this enemy is Knocked Out at the start
this enemy loses Strengthened it becomes Reinforced, of the Round, it returns to the board at full Health in an
when it loses Reinforced it becomes Strengthened. unoccupied space of its choice.

[Action] Stabilize: This loses its Effects and Hastens. [Action] Lurk: All opponents with 1 or less Focus are
Feared by non-Revenant characters within 2 spaces.
[Attack] Polaris: If this is Strengthened it moves up to 2
spaces in a straight line, targeting all characters it [Attack] Tear From The Soul: Target a character within
moved adjacent to. If this is Reinforced it targets all 3 spaces. Roll 6(+1)D6.
characters in a 3x3 Zone centered on itself without Reward: Deal [Hits] + [Tension] damage and the target
targeting itself. Roll 6(+1)D6. loses 2(+1) Focus.
Reward: Deal [Hits] + [Tension] damage and Launch the
[Ace:T2] Hollowed Eyes: This indicates the player with
target(s) if this is Strengthened, or heal [Hits] health and
the least Focus. At the end of the next turn, this uses
Haste the target(s) if this is Reinforced.
“Tear From The Soul” ; they teleport to an unoccupied
[Ace:T4] Vibrant Terror: For the rest of this Scene, this space adjacent to that player and gain 7(+1) Advantage
gains double the benefits from positive Effects. This - the target’s current Focus.
immediately takes another Turn.

Slime | Tank, Debuff, Versatile


Paladin | Tank, Support, Slow
E.g. Splitting Slime, Coordinated Squad, Rat Pack.
E.g. Holy Warrior, Reassuring Comrade, Pack Guardian.
10(+5) Health, 3 Speed, 1(+½) Armor
18(+5) Health, 3 Speed, 1(+½) Armor
Passive: When this is Knocked Out, it creates 3(+1)
Passive: When this attacks their allies, they don't deal Fodder zones in 2 spaces of it.
damage, healing the same amount instead.
[Action] Sludge: All spaces that this leaves this Turn
[Action] Gospel: Reinforce Regenerating characters. become Difficult Terrain.

[Attack] Gift From God: Choose up to 2 adjacent [Attack] Goop: Roll 6(+1)D6 on an adjacent target.
characters. Roll 5(+1)D6. Reward: Deal [Hits] + [Tension] damage and Weaken
Reward: Deal [Hits] + [Tension] damage and Daze the the target.
target if it’s an opponent, or give Regenerate if it’s an
[Ace:T2] Consume: This attacks an adjacent character.
ally.
If it hits the reward is changed to “Consume the target,
[Ace:T1] Weal and Woe: This uses “Gift From God” removing them from the board. Until this character is
against all characters in 2 spaces of it. Knocked Out or the target starts their next turn. When
the character reappears they must do so in a space
adjacent to the slime or as close as possible and are
Slowed and Weakened.”

113
Support Enemies Coordinator | Support, DPS, Squishy
E.g. Squad Captain, Inspiring Bard, Pack Alpha.
Bannerman | Support, Displacement, Versatile
13(+5) Health, 3 Speed
E.g. Battle Commander, Psychic Lord, Hivemind Minion.
Passive: This enemy's allies in 4 spaces count as
18(+5) Health, 3 Speed having Strengthened during this enemy's Turn.
Passive: When this moves any of its allies within a 3x3 [Action] “Neutralize Them”: Target a character within 4
Zone centered on itself may move to a space adjacent spaces, Mark them.
to its new position.
[Attack] Fanaticize: Roll 6(+1)D6 on an adjacent target.
[Action] In Position: Target an ally in 6 spaces and Reward: Deal [Hits] + [Tension] damage and have an
choose a direction. Strengthen them, Reinforce them, ally move their speed or use their primary attack on a
and move them one space in the chosen direction, character who hasn’t been attacked this turn.
pushing any characters who would prevent said
movement. Repeat these effects on adjacent allies [Ace:T2] Coordinated Charge: All other enemies in 5
(including this effect). spaces can move their speed or use “Fanaticize” on a
character who hasn’t been attacked this turn.
[Attack] Swing: Roll 5(+1)D6 on an adjacent target.
Reward: Deal [Hits] + [Tension] damage, and Weaken
them. Doppelgänger | Support, Evasive, Squishy

[Ace:T3] Plant The Flag: Place a 20(+5) Health terrain E.g. Fey Trickster, Mystic Chameleon, Impersonator.
in a space adjacent to this, so long as the terrain exists 15(+5) Health, 5 Speed
it uses “In Position” at the start of the Round, this
enemy attack changes to another enemy’s on the board Passive: If this enemy did not start their turn Imitating
until this terrain is destroyed. another enemy they may attack twice on their turn.

[Action] Imitate: This ‘Imitates’ one of its allies,


Builder | Support, Displacement, Versatile replacing their non-Health stats, Passive, Action, and
Attack with the chosen ally’s. This Imitation lasts until
E.g. Stone Tosser, Lava Elemental, Construction Worker. this receives damage, at which point this can Teleport to
15(+5) Health, 3 Speed, 1(+½) Armor an unoccupied space within 6 spaces of it. A
Doppelgänger cannot Imitate the same enemy two
Passive: This can move through terrain. Turns in a row.
[Action] Landscape: Target up to 3 unoccupied spaces [Ace:T3] Diplopia: This creates two copies of itself in
within 4 spaces, make them High or Low Terrain. unoccupied adjacent spaces with the same Tier and
[Attack] Violent Construction: Target a character in 6 current Health. This immediately takes another Turn.
spaces. Deal 3(+1) Damage to them and place a 10(+1)
Health terrain adjacent to them.

[Ace:T2] Army Of Stone: Turn all pieces of Terrain on


the board into allied Fodder Zones. This immediately
takes another Turn.

114
Healer | Support, Evasive, Slow Shade | Support, Engine, Slow
E.g. Imperial Cleric, Battle Medic, Partner Faerie. E.g. Shield Magi, Mysterious Fey, ER Responder.

13(+5) Health, 2 Speed 15(+5) Health, 2 Speed

Passive: At the beginning of this enemy's Turn it may Passive: At the beginning of each Round this can
choose an ally to be its ‘Guardian’. So long as it’s designate a space, for the remainder of the Round,
adjacent to its Guardian and the Guardian can be non-Shade enemies in that space can't be targeted.
targeted, this cannot be targeted.
[Action] Caress: Target any character, Teleport them to
[Action] Heal: Restore 3(+1) Health to an ally in 3 the designated space, or Teleport a character in the
spaces. This healing is doubled against its Guardian. designated space to another space.

[Attack] Exsanguinate: Target a space within 5 spaces. [Attack] Destroy The Interloper: Target a character in
Roll 6(+1)D6. the designated space. Roll 6(+1)D6.
Reward: Deal [Hits] + [Tension] damage, and Mark Reward: Deal [Hits] + [Tension] damage, Banish them,
them. When a character with this Mark is attacked, said and move them up to 4 spaces.
Mark is removed and the attacker restores 5(+2) Health.
[Ace:T3] Mother Of The Void: For the rest of this Scene
[Ace:T1] Savior: This removes all effects from their this can designate 2 spaces with its passive. This
Guardian, and they begin Regenerating. immediately takes another Turn.

Illusionist | Support, Displacement, Evasive Martyr | Support, Engine, Squishy


E.g. Mirror Magi, Smoke Elemental, Destablizer. E.g. Sacrifice, Shield Generator, Dedicated Leader.

15(+5) Health, 2 Speed 13(+5) Health, 4 Speed

Passive: When this starts their Turn, they may swap any Passive: At the end of each Round, this restores 4(+2)
enemy’s position with another enemy. This counts as Health.
Teleporting for both.
[Action] Gorge On My Flesh: This deals 2(+1) damage
[Action] Spatial Rift: Create 5 Walls with 10(+3) Health to itself. Until the end of this enemy's next Turn all allies
anywhere on the board. within 4 spaces of it gain 3(+1) Armor.

[Attack] Distort Reality: Target any number of adjacent [Attack] Savor My Blood: Target a space within 5
characters. Roll 5(+1)D6. spaces. Roll 6(+1)D6.
Reward: Deal [Hits] + [Tension] damage. The target is in Reward: Deal [Hits] + [Tension] damage, and restore
‘Flux’. When a character in Flux starts their Turn this Health equal to half it’s missing Health.
may use its passive on them as if they were an enemy,
[Ace:T3] Sacrifice: This knocks itself out, restoring
doing so removes Flux.
Health to all allies equal to double the allies’ Armor. This
[Ace:T1] Shattered Skies: This Immobilizes itself. At triggers automatically if this is knocked out while the
the start of its next turn, it uses its Primary Attack on all Tension is at or above 4.
its opponents.

115
Engine Enemies

Baron | Engine, Tank, Slow


E.g. Imperial Justicar, Law Faerie, Syndicate Head.

15(+5) Health, 2 Speed, 1(+½) Armor

Passive: At the start of its turn, this names “Skirmish”,


“Cast”, or “Finisher”. It can't name the same one twice
in a row. When a player takes an action that matches
the last one this named, this can Teleport to an empty
space adjacent to them (If there is one) and use
“Prescript” on it. This can only happen once each
Round.

[Action] Prescript: Target up to 3 opponents, each of


them must indicate a space on the board, if they do not
end their next Turn in that space they receive 2 Wounds.

[Attack] Suppress: Roll 5(+1)D6 on an adjacent target.


Reward: Deal [Hits] + [Tension] damage and Weaken
the target.

[Ace:T3] Absolute Sovereignty: For the rest of this


Scene, this may name two actions when it triggers its
Passive. It gains unlimited uses of its Passive every
Round.

Berserker | Engine, DPS, Slow


E.g. Outland Rager, Aggressive Bouncer, Wounded Rat. Cannoneer | Engine, One-Shot, Slow
18(+5) Health, 3 Speed
E.g. Ship’s Cannon, Dragon’s Maw, Ritual Caster.
Passive: For every 4 damage this takes in one instance, 13(+5) Health, 1 Speed
it can move 1 space in any direction and use “Thrash”
(assuming its attack has a target in range). *Passive: When this is deployed, begin tracking
‘Preparation’, a 4 Segment Clock that’s emptied at the
[Action] Seeth: This gains 4(+2) Health. start of every Scene.
[Attack] Thrash: Roll 6(+1)D6 on an adjacent target. [Action] Aim: This Strengthen and Studies itself.
Reward: Deal [Hits] + [Tension] damage and push them
1 space away. [Attack] Load: Fill the Preparation by 1 Segment, 2 if
this didn’t move this turn.
[Ace:T3] Last Stand: This sets its Health to 10(+3), and
its Passive changes to move it two spaces for the rest of *[Ace:TX] Fire: Use this Ace when this begins their Turn
the Scene. This immediately takes another Turn. with a full Preparation Clock. Empty the Preparation
Clock and target a character in 10 spaces. Roll 6(+1)D6.
Reward: Deal [Hits] + [Tension] damage three times.

116
Cultist | Engine, One-Shot Enchanter | Engine, Debuff, Squishy
E.g. Spirit Caller, Assembly Line, Sentai Squad. E.g. Luring Fey, Puppet Master, Neuro Toxician.

13(+5) Health, 2 Speed 13(+5) Health, 3 Speed

Passive: Whenever this increases Tension in any way, it [Action] Charm: Target a character in 5 spaces. Fear or
adds one ‘Doom’ counter to the Scene. During players’ Taunt them, then move them 3 spaces.
Turns they treat the Tension as being 1 lower than its
[Attack] Heartbreaker: Target a space within 5 spaces.
value for each Doom counter in the scene.
Roll 6(+1)D6.
[Action] Ritual Drawings: Tension increases by 1. Reward: Deal [Hits] + [Tension] damage, if the target
Place a ‘Ritual’ token in three empty spaces. If an was Feared or Taunted Weaken and Slow them.
opponent enters a space containing a Ritual, remove it,
[Ace:T2] By My Command: This chooses a Taunted or
deal [Tension] damage and Daze them.
Feared character, that character gains 2 AP and must
[Attack] Swipe: Roll 5(+1)D6 on an adjacent target. take a Turn where they Attack one of their allies, or they
Reward: Deal [Hits] + [Tension] damage. receive 3 Wounds.

[Ace:T8] Grand Calling: This is Knocked Out and a new


enemy is created in the space it left. This enemy is a Hound Master | Engine, Displacement, Slow
two part Compound where one Part is always a “Giant”
E.g. Dog Tamer, Rocket Platform, Mystic Ranger.
and the other part is any enemy type of the user’s
choice. Both parts have a Tier equal to double the 15(+5) Health, 2 Speed
Cultist’s Tier.
Passive: Fodder Zones can move 4 spaces rather than
2 at the end of this enemy’s Turn.
Daredevil | Engine, DPS, Squishy
[Action] Fire Seeker: Target a character 4 or more
E.g. Local Hero, Chaotic Imp, Sparkling Performer. spaces away and create a ‘Seeker’ in a space adjacent
to this. Seekers are special Fodder Zones. If a Seeker
15(+5) Health, 4 Speed
moves adjacent to the character that was targeted when
Passive: When Tension increases this may move up to 3 it was created, it disappears and deals 7(+1) damage to
spaces in a straight line. If this movement moves them all adjacent characters.
adjacent to a character they may deal 3(+1) damage to
[Attack] Shove: Target a character within 3 spaces. Roll
said character (max 1 character per move).
6(+1)D6.
[Action] Gloat: Increase the Tension by 1. Reward: Deal [Hits] + [Tension] damage and push them
2 spaces away.
[Attack] Dance: Choose up to two adjacent characters.
Roll 5(+1)D6. [Ace:T2] Wild Hunt: This creates 3 Seekers targeting
Reward: Deal [Hits] + [Tension] damage and launch the the same character.
target(s).

[Ace:T4] Adrenaline High: For the rest of the scene this


deals an additional [Tension] damage with their Primary
Attack and can move up to 6 spaces with their Passive
movement. This immediately takes another Turn.

117
Necromancer | Engine, Support, Slow Rifter | Support, DPS, Squishy
E.g. Lich, Scrap Reassembler, Recovering Cleric. E.g. Spacial Magi, Tunnelling Mole, Explosive Jumper.

13(+5) Health, 2 Speed 13(+5) Health, 2 Speed

Passive: Enemies who’re Knocked Out when the Passive: When this initiates any form of movement
Necromancer is Deployed leave a ‘Corpse’ on the space (even involuntary movement) it creates a “Rift” in the
they were Knocked Out on. space it left and the space it moved to. When another
Character moves on to a Rift, they may remove it and
[Action] Rise Again: Create 3 Corpses within 4 spaces
move to another unoccupied Rift.
[Attack] Terrifying Shot: Target a character in 5 spaces.
[Action] Wild Shifting: Teleport to a space within 3
Roll 5(+1)D6.
spaces 3 times.
Reward: Deal [Hits] + [Tension × 2] damage, Fear the
target. [Attack] Emerge: Teleport to a space in 5 spaces, and
target all adjacent characters. Roll 6(+1)D6.
[Ace:T2] The Danse Macabre: This revives 2 Corpses
Reward: Deal [Hits] + [Tension] damage.
as Bruisers, Vipers, or Rangers with Tiers equal to this
enemy's minus 1 (min 1). [Ace:T3] Implode: All Rifts explode, performing the
damaging portion of this enemy's Primary Attack on all
characters adjacent to those Rifts.
Privateer | Engine, DPS, Squishy
E.g. Running Gunman, Bird Of Prey, Mini Turret.
Swarm | Engine, Displacement, Slow
13(+5) Health, 4 Speed
E.g. Insect Swarm, Bandit Squad, Vestigial Limbs.
Passive: Once per Round, when an ally attacks an
1* Health, 0* Speed
opponent in this enemy's range, this can use its Primary
Attack on the same target. *Passive: When this would Deploy 6(+2) unique Fodder
Zones instead. This enemy cannot be Knocked out until
[Action] Escort: Hasten an ally, when that ally moves
all of its Fodder Zones are Knocked Out, and when they
this may move an equal number of spaces so long as it
are, this receives 1 damage.
doesn't end up further away.
[Action] Call: Create 2(+1) Fodder on the edge of the
[Attack] Spray And Pray: Target all characters in a 2
board. The amount created decreases by one each time
space Line adjacent within 3 spaces of this. Roll
it’s used in the same Round.
5(+1)D6.
Reward: Deal [Hits] + [Tension × 2] damage. [Attack] Tear: Move all Fodder Zones up to one space.
Choose up to 3 opponents adjacent to a Fodder Zone,
[Ace:T3] Gear Change: For the rest of this Scene this
Roll 6(+1)D6.
can move 1 space at the end of every character’s turn.
Reward: Deal [Hits] + [Tension] damage and Daze one
This immediately takes another Turn.
of the targets.

[Ace:T2] Reinforcements: Create 5(+2) Fodder Zones


on the edge of the Board. This immediately takes
another Turn.

118
Stakes in Combat Modifier Enemies
Combat is ultimately an abstraction, its details and These Enemies are not meant to serve as normal
mechanics will often not match what is being implied in Enemies. Modifier Enemies are meant to vary the
the plot of your games, and this is ok. Most players can game plan or game state for other Enemies they are
still remain immersed and draw a lot of good narrative Deployed alongside in a more passive way.
moments from combat and those who can’t will often
enjoy the abstraction as a game (since ultimately that is Most are still designed to be as impactful as a normal
what they're doing, playing a game). enemy and can be equated to one when balancing
encounters, but they should never be Deployed without
However it is fair to want the combat in your games to other—more standard—enemy types, and deploying
be more involved with the unstructured play, and if that more than one or two could significantly impact the
is your goal the best way to do so for most games is to encounter’s balance.
introduce Stakes and Modifiers.
It’s recommended that you add stakes to unstructured
Scenes that add or remove Modifiers to a following
Stakes
combat Scene in order to tie the two together.
For some Narrators this might be an assumed part of
running a game, but it’s important to tie an unstructured
play element to the success or failure of a combat Deployables vs Technique Enemies
Scene. The game will not end because players were Some modifier enemies will be marked as “Technique
defeated in combat, and depending on the tone of your Enemies”, these are not enemies in the traditional
game and the difficulty you tune combat to it might be a sense, having passives and attacks that threaten the
relatively common occurrence, so it’s important to know entire board regardless of distance and often represent
what would happen if the players fail. more general threats of an area or attacks for an enemy.
When they would be deployed they are instead
Does the Series have a Antagonist yet? An enemy who attached to an enemy, granting said enemy all of its
defeats the players could easily become one, as they stats, and being automatically KOed when its host is
have something to remember about them for the KOed.
players.
Example Of Play: Adding Combat Stakes
Does an existing Antagonist have some connection to
The players have sneaked into the antagonist’s base of
the combat Scene? Show how their plans have moved
operations, and it seems like the Antagonist has a staff
forward and what kinds of threats they’ll have to face in
of guards protecting them. The players could try to take
the future.
out the guards from stealth, letting them proceed to
fighting the more powerful Antagonist in a structured
Is there a friendly npc who the players were interacting
combat Scene, but if they fail an additional “Legion”
with? Put them in danger in a way that the players will
modifier is added to the combat as guards rally to
have to go out of their way to resolve.
protect their leader.
And no matter the stakes, be sure to indicate to the
players that the stakes will take place before the combat
scene even exists, it should feel like they're fighting FOR
something, and not that they were just punished for
losing A fight.

119
Artillery | Modifier, DPS, AOE Earthquake | Modifier, Displacement

13(+5) Health, 0 Speed Technique Enemy. Attach Instead of Deploying.

Passive: After this Deploys, they choose one of the 15(+5) Evasion
following shapes: two ∞ length Lines so long as they *Passive: When this is Attached, indicate “In” or “Out”.
have no adjacent spaces, a 3x3 Zone, a 2x5 Zone, all At the end of each Round this deals [Tension] damage
the spaces on the board's edges. After this Deploys it to all Opponents further than 2 spaces of the Host if “In”
may indicate its chosen shape anywhere on the board. is indicated or within two spaces of the Host if “Out” is
At the end of each Round this deals [Tension] damage indicated. It then indicates a new word with this enemy’s
to all Opponents within the indicated space. It then passive.
chooses a new area to indicate with this enemy’s
passive.
Gargantuan | Modifier, Tank

Collateral | Modifier, Objective Technique Enemy. Attach Instead of Deploying.

7(+1) Health, 0 Speed 1(+½) Armor, 15(+5) Evasion

Passive: Place a number of these creatures into empty Passive: All Parts connected to this have their Speed
spaces equal to 1.5x the number of PCs. Create a 'Peril' reduced to 0 and cannot move for any reason. When
clock with as many segments as the number of PCs. If this is Attached, indicate a board edge and expand the
this creature is Knocked Out, advance the Peril clock. If board one space in its direction instead (making the
the Peril clock is full, Knock Out all PCs. board 7x8). This takes up every space added by this
expansion of the board.
Enemies may target this Enemy as though it were a
player summon if it is not adjacent to another non-VIP Attack: Target up to two 2x2 Zones anywhere on the
player or player owned summon. Otherwise, they may board, removing any terrain created by this Attack,
not harm it under any circumstances. destroying any Terrain there, pushing all characters out,
and placing terrain in those spaces. When these terrain
Players may remove this character from the scene pieces are targeted the user targets this instead. This
without triggering their Knock Out effect by Interacting and its other Parts can draw its range from the Terrain it
with them and passing a challenge 2(+1) check. has created. Roll 5(+1)D6.
Reward: Deal [Hits] + [Tension] damage to characters
If this enemy is part of a Composite, it does not increase
moved by this Attack.
its health total, nor gain any Health Gates, using the
value used by this creature as its maximum instead.
Additionally, all instances of this creature take one Giant | Modifier, Tank
action as a group, not individually.
Technique Enemy. Attach Instead of Deploying.

1(+½) Armor, 1 Speed


Contagion | Modifier, Displacement
Passive: The Host takes up 2x2 spaces.
Technique Enemy. Attach Instead of Deploying.

15(+5) Evasion Attack: The Host moves up to 4 spaces in a straight


line, ignoring opponents. Any opponents who’re moved
Passive: When this is Attached, indicate a player through are pushed to unoccupied spaces adjacent to
character instead. At the end of each Round this deals the Host's new location and are Launched.
[Tension] damage to all Opponents within 3 spaces of
the indicated player character (not including said
character). It then chooses a new player character to
nominate.

120
Haven | Modifier, Displacement VIP | Modifier, Objective
Technique Enemy. Attach Instead of Deploying. 13(+5) Health, 4 Speed
1(+½) Armor Passive: If this is Knocked Out, all Players are Knocked
Passive: When this is Attached, indicate a 3x3 area Out. Enemies may target this Enemy as though it were a
instead. At the end of each Round this deals [Tension] player summon if it is not adjacent to another non-VIP
damage to all Opponents outside the indicated Zone. It player or player owned summon. Otherwise, they may
then moves the Indicated Zone anywhere on the board. not harm it under any circumstances.

Isolation | Modifier, Displacement Vortex | Modifier, Objective

Technique Enemy. Attach Instead of Deploying. Technique Enemy. Attach Instead of Deploying.

*15(+5) Health, 0 Speed 2(+1) Armor

*Passive: When this is Attached, indicate a player *Passive: When this is Attached, indicate a player
character. At the end of each Round this deals 6(+1) character instead. At the end of each Round this creates
damage multiplied by the number of player characters 4 Fodder Zones spread across the border(s) furthest
to all Opponents within 3 spaces of the indicated player from it. These Fodder Zones can only move if they move
character (not including said character). This damage is closer to the Host. If a Fodder Zone from this attack
divided by the number of characters receiving it. It then touches the Host it is KOed and the Host gains 1 Armor
indicates another player. until the end of the Scene, if its Armor increases to 5
from this it deals 20(+4) damage to all players.

Legion | Modifier, Support

*X Health, 0 Speed

*Passive: This enemy's health is equal to the number of


player characters Deployed × 10. This cannot take
damage from any Feature outside this Passive. Every
time another enemy is defeated, this takes 10 damage
(no damage if it was a Fodder Enemy). When this is
Knocked Out all other enemies are Knocked Out. This
does not need to be Deployed.

Attack: This returns up to [Tension] enemies who have


been Knocked Out to a space on the board’s edge at
half Health. If there are less enemies to return than the
Tension, create Fodder Zones equal to the difference on
the edge of the board.

121
Sample Combat Scenarios Defense
The standard objective in a combat Scene is to There’s some sort of area or device that the player’s
Knockout all Enemies in the Scene before the player success hinges upon. The players succeed by reaching
characters are Knocked Out. However, this is not a hard a specific amount of Tension without an Enemy starting
and fast requirement. Narrators should feel free to their turn in the indicated gold area.
change the victory condition of any individual combat.
This could be because of the game’s narrative, or just Due to the lacking reliance on enemies, an additional
because they feel it would be more fun. “Legion” could be added to any given enemy comp
without significantly turning the numbers in their favor.
The exact nature of these changes are up to the
Narrator in question, but there are common ideas that’ll
end up in more than one game. This page is meant to
show some good examples of it.

Legend
The board setup before Deployment will be shown for
some of these examples. The colors shown in the
diagrams below have the following meanings:

Blue Spaces: Player Deployment zone.

Red Spaces: Enemy Deployment zone.

Grey Spaces: Standard Terrain.

Gold Spaces: Unique Terrain. Will be explained in the Assault


example’s description. The inverse of the previous example. The players
succeed by reaching a specific amount of Tension
The white spaces make up the remainder of the board without an Enemy standing in the indicated gold area
and are treated as standard empty spaces. and with at least one of the player characters in it.

Due to the lacking reliance on enemies, an additional


“Legion” could be added to any given enemy comp
without significantly turning the numbers in their favor.

122
Credits
Formatting:
Joel V.

Writing:
Joel V.
Wolfgang Eastman (Technique fluff text)
Moth Mouse (Technique fluff text)

Editing:
Kendall Harper

Play testers:

(g)Nat Hunter Waveboy24


IGKU (controls food by damaging it) FastcartCorp
1in3 Morg
Gold Ysybusybear
ScoutxD Finaljas90
“C” Lokyos
Cappachronic Oresamalav
Razor Roy VeeEffGee
Scratch GGFreak

Artists:

Comixian: @cosmixian BBUREDO: @bured0


Skycrime: @SkyCrimeDraws Pit: @pitganart
Horology: @horoart Distr: @Distrbeachboy
YoungWeb: @youngweb5 Okaysureyeah: @okisurya70
Francesco Silva: @francescolobo Somerdrop: @smrsltdrpkck
Kyo Yukanna: @Kyo_Yukanna Mag: @maggotmicrowave
Saka: @sakasukiyaki WizardoFrank: @WizardoFrank
Shig: @Shigezie0 Chen: @ghost_in_a_bin
AlezzioArts: @AlezzioArts DrugsAndSocks: @drugsandsocks_

123

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