DAWN - The RPG β1.91
DAWN - The RPG β1.91
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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
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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
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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
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Introduction
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.
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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.
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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.
8
Worlds of Dawn
The land stretches out before you, one of mystery and wonder, one of your own making.
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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.
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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.
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”.
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.
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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.
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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.
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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.
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.
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.
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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.
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.
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.
Magic
Fairies appear everywhere in the kingdom, with different
subspecies seemingly being gravitated to things that
share their natures.
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.
‣ 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.
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.
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.
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:
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
Here are a few Tier 1 character builds for unstructured play that can be used as an inspiration for your own.
Skills Skills
Talk shit, get hit 2 Defender of the weak 1 Mana sense 2 Fae whisperer 1
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.
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
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
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
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
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.
33
Spirit Primary Characters
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
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
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
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.
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.
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.
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.
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.
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
✢ (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).
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.
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
46
The Outlooks Of Dependence
47
The Outlooks Of Experience
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.
48
The Outlooks Of Fortune
49
The Outlooks Of Image
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.
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.
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’.
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.
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.
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’.
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.
Negative Effects:
Blighted: Lose [Tier] Health when you use an Attack. This is not removed at the end of your Turn.
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.
Slowed: Your Speed is halved. When you move in a way that doesn't rely on speed, you may move half as far.
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.
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.
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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
Finisher
AP Cost: 2
Skirmish
AP Cost: 1
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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
Clash (Reaction)
Focus Cost: 2
Dodge (Reaction)
Focus Cost: 2
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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.
Investigate
AP Cost: 1
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.
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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.
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★ Complexity Techniques
“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.
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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.
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★ ★ Complexity Techniques
“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.
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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.
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★ ★ ★ Complexity Techniques
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
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
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★ ★ Complexity Techniques
“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.
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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.
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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.
74
★ ★ ★ Complexity Techniques
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
“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.
77
★ ★ Complexity Techniques
“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.
79
★ ★ ★ Complexity Techniques
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
82
Surgeon | ★ | Skirmish, Mind, Support
83
★ ★ Complexity Techniques
“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
85
★ ★ ★ Complexity Techniques
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
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
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
94
★ ★ Complexity Techniques
“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.
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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.
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.
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.
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.
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.
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:
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.
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.
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General Enemy Types
A listing of all enemy types categorized based on their role in the average combat.
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.
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.
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Ronin | DPS, Versatile Witch | DPS, Displacement, AOE
E.g. Wandering Duelist, Crazed Killer, Feral Hound. E.g. Dark Sorcerer, Reckless Bomber, Bile Spewer.
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.
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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.
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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.
*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.
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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.
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.
[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.”
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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.
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Healer | Support, Evasive, Slow Shade | Support, Engine, Slow
E.g. Imperial Cleric, Battle Medic, Partner Faerie. E.g. Shield Magi, Mysterious Fey, ER Responder.
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.
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.
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Engine Enemies
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Cultist | Engine, One-Shot Enchanter | Engine, Debuff, Squishy
E.g. Spirit Caller, Assembly Line, Sentai Squad. E.g. Luring Fey, Puppet Master, Neuro Toxician.
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.
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Necromancer | Engine, Support, Slow Rifter | Support, DPS, Squishy
E.g. Lich, Scrap Reassembler, Recovering Cleric. E.g. Spacial Magi, Tunnelling Mole, Explosive Jumper.
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.
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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
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
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.
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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.
Technique Enemy. Attach Instead of Deploying. Technique Enemy. Attach Instead of Deploying.
*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.
*X Health, 0 Speed
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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:
122
Credits
Formatting:
Joel V.
Writing:
Joel V.
Wolfgang Eastman (Technique fluff text)
Moth Mouse (Technique fluff text)
Editing:
Kendall Harper
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123