Professional Documents
Culture Documents
2017 June Player Playtest Packet 005
2017 June Player Playtest Packet 005
Changelog
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Let Thrones Beware: Player's Guide
Changelog
Revision History
Date Revision
Mar 6, 2017 001 - Preliminary player playtest document
Mar 13, 2017 002 – GM content added
Mar 20, 2017 003 – Non-Combat and Combat material added
Apr 18, 2017 004 – Alternative class builds and step by step character generation
guide, character advancement
Jun 12, 2017 005 - Clarified advantage/disadvantage & edge system
Eliminated ability scores
Updated character sheet
Added Desperation mechanic
Revised adversaries
Example class power selections
To Come
Anticipated Changes
Revision
Rev 006 Sample adventure, additional adversaries, enhanced species and
background content, preliminary mass combat rules
Playtest Documents
Document URL
Character Sheet http://www.letthronesbeware.com/download/character-sheet/
Player Packet http://www.letthronesbeware.com/player-packet/
GM Packet http://www.letthronesbeware.com/gm-packet/
Changelog
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Let Thrones Beware: Player's Guide
Ceyenus
The idyllic tranquility of Ceyenus (sigh-en-us) was shattered with a single word. Man. Appearing
long after the gods forged the world, Man's coming was as unexpected as it was cataclysmic.
Approached with open arms and promises of friendship, Man proved a terrible scourge.
Bending reality to his whim through a powerful force known as magic, Man wrenched the Fey
from their trees and set the forests aflame, severing their connection to the Fey Queen. Just as
easily, Man broke the great hiveminds of Xzzryxy, afflicting the Insectoid people with horrifying
curse of individual consciousness. Forming an empire on the ruins of its conquests, the Kingdom
of Man expanded, relentlessly pursuing domination over the earth.
Man next set his sights on the Formians, the architects of rock and stone, and they were quick
to fall, their castles reduced to rubble. Only the Ipotane, fierce, horse-headed warriors of the
plains remained unconquered. Yet Man's thirst was not slaked. Wave after wave broke over the
sword and shield of the brave defenders as the tide of Man swept over the world. For the
briefest of moments, it seemed as though Man's ambition was thwarted, but false hopes
birthed by respite were dashed by the full revelation of Man's malevolence.
Man's awful magics enslaved the very shadows, bringing form, intellect, and hate to what was
once only the absence of light. This new species, the Echthroi, was the culmination of Man's
horrific acts, and they cast down the last of the free species of Ceyenus in a fortnight. Thus
triumphant, the unassailable Kingdom of Man stretched through centuries, obliterating the
cultures and histories of its conquered peoples. Countless generations were born, toiled, and
perished under the yoke of Man.
But even the darkest of nightmares must end. It has been 300 years since the end of the
Kingdom. Stories, passed from parent to child, tell of an awesome noise, as though reality itself
had been torn asunder, and a brilliant flash of crimson, which echoed across continents. The
great capitol of Man, in all its ivory and marble, was laid waste, an island of fire and anguish,
surrounded by a great sea of roiling water, which consumed the rest of Man's Kingdom.
Those that had been enslaved, Fey, Formian, Insectoid, and Ipotane, those who were not
consumed in the sudden and unexpected downfall of Man fled. Even the Echthroi, freed from
Man's shackles, fled to the corners of the Earth. Your ancestors, amongst countless others,
retreated to the Deep Wood, a dark and foreboding forest that even Man had not conquered.
There, amidst the shadows of the trees, they found sanctuary for a time.
Ceyenus
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Let Thrones Beware: Player's Guide
Alas, such peace was not to last. Just as Man's touch had changed the peoples of Ceyenus, so
too had it corrupted the very world in which they lived. Horrid beasts and unknowable terrors
drove the refugees deeper into the Wood, shattering families and splintering communities.
Some struck out for safer lands, and some simply disappeared, never to be heard from again.
Those who stayed congregated in Refuge Villages, isolated encampments whose natural
features made them defensible.
It is into this world that you have been born. Three centuries of eking out an existence in the
Deep Wood has led to an understand the natural rhythm of the forest; the terrors of the Wood
recede with the changing of the season, giving rise to the Passage, and two-week period in
which it is possible to move from village to village. As the Passage ends, the horrors of the
Wood return, and not even stout steel is enough to protect a traveler lost in the Wood.
With the end of Summer, one such Passage has just begun, and unbeknownst to you, your
destiny awaits.
Ceyenus
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Let Thrones Beware: Player's Guide
• There are no attributes: your character can be as strong or weak, beautiful or horrifying,
cunning or imbecilic as you like. All characters, using a Roll Bonus in place of a stat
modifier, are equally capable of exerting influence on the world.
Initiating a Challenge
When you undertake a challenge, you will take turns using powers with your target. There are
three categories of power in Let Thrones Beware, Attacks, Counters, and Interrupts, and each
can only be used at specific points in a challenge.
1. If the GM doesn’t beat your Force Score of 11, then you have won the challenge.
2. If the GM plays a Skill Counter with a Force Score that is higher than 11, then you have
the opportunity to play a Skill Interrupt (replacing your original Skill Attack) that will
beat the GM’s Force Score. If you cannot, the GM wins the challenge.
3. If the GM plays a Skill Interrupt with a higher Force Score, then you have been defeated:
there is no power type that can supersede an Interrupt.
Guiding Principles
Always Round Up Numbers
Always round numbers up (e.g. 1.6 becomes 2, and 5.1 becomes 6).
Tier Dice
When you begin play, your Tier Dice will be 2d6 (two six-sided dice).
All heroes begin in the Adventurer Tier. Over time, and after a succession of quests, you will
graduate to the Champion Tier, and will roll 2d8. Ultimately, in the Legend Tier, you will roll
2d10.
2d6 2d8
2d10 Legend
Adventurer Champion
Desperation
Desperation is a measure of how terrified and Frantic a challenge has become. Desperation has
a significant impact on the behaviour of the adversaries and the nature of the challenges you
will face.
Every challenge, combat or non-combat, starts with Desperation at Composed. With the
beginning of each new round, Desperation grows, reaching Frantic in the fourth round. Once
Desperation has reached Frantic, it will not continue to grow.
Adventurer Tier). You can only have one Advantage or Disadvantage at a time. If you have both
Advantage and Disadvantage, they cancel each other out and you roll normally.
Advantage and Disadvantage are primarily gained through the use of powers during a
challenge, and will only ever apply to subsequent rounds; you cannot gain and apply Advantage
or Disadvantage in a current round.
Edge
Edge is a temporary modifier to your rolls that only applies to a specific circumstance (such as
surrounding an adversary). In just that one particular case, Edge provides you with a bonus.
If you gain an Edge, you add the Desperation number to your Force Score. If you lose an Edge,
you subtract the Desperation number from your Force Score. You can only have one Edge or
lose one Edge at a time. If you have both lost an Edge and gained an Edge, they cancel each
other out and roll normally.
Edge can be gained and applied in both the current and future rounds.
Power Notation
Your hero interacts with the world by using combat and non-combat powers to win challenges.
Combat powers will always be orange, and non-combat powers will always be green.
Force Score
Preparation Pays indicates a Force Score of “+ 2”. This means that you add two additional
points to your Tier Die roll and the Roll Bonus. Using Slice the Tendon, with a Force Score of “+
3,” you would add three points.
Range
This indicates up to how many squares away from your character the power may be used. If the
indicated Range is melee, then the target must be adjacent to you in order for the power to be
usable. Skill powers do not have a range.
Damage
The combat power, Slice the Tendon, indicates that it does 1W worth of Damage, and the non-
combat power, Preparation Pays, indicates that it has a Skill Potency of 1S. In each case, this
means that you apply the damage or potency of the equipment you are using one time. If the
power said 2W or 2S, you would double the damage of your selected weapon or double the skill
potency of your selected equipment.
Effects
Powers usually have additional effects that override the basic rules of the game. An effect is
only applied if your Force Score ties or exceeds that of your adversary. Only the effect from the
power that won the contest is applied (or both, in the event of a tie).
Tags
Powers will often have tags, keywords that let you know the power behaves in a special way. A
list of all tags and their impacts is found in Appendix E, on page 90.
Tags
Tags Renew
Renew
For an example, consider Tenacious Heroism power, the default combat and skill power to
which every character has access. It has the Renew tag. Normally, a power is exhausted after it
has been used, and you cannot employ it again until it has been refreshed. The Renew tag
means that the power automatically refreshes at the beginning of your turn.
Creating a Character
Your character in Let Thrones Beware is composed of ability scores, a species, a background,
and a class.
Creating a Character
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Overview
Species
Species Description
Echthroi Beings of shadow, created by the Kingdom of Man to be
(Eck-throy) enforcers of their terrible rule.
Formian Stout and sturdy, with an affinity for the very earth of
Ceyenus.
Insectoid The remnants of a great insect civilization, struggling with
their mortality and individuality after the destruction of their
hivemind.
Background
Background Description
Determined Peddler
Pitiless Criminal
Stalwart Guard
Tattered Aristocrat
Class
Class Description
Rogue A hard-hitting striker that bypasses enemy armour to inflict massive
damage.
Hedge Wizard A mysterious eccentric who controls with battlefield through
dabbling in the forbidden magics of Man.
Knight A mighty defender whose heroism and strength of arms shields
comrades from the blades of adversaries.
Oracle A brave and inspiring leader who exhorts allies to shrug off wounds
and realize their greatness in combat.
Creating a Character
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A Note on Inclusivity
Creating a Character
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Creating a Character
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Creating a Character
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Let Thrones Beware: Player's Guide
Species
Echthroi
Unlike the other denizens of Ceyenus, the Echthroi are not natural inhabitants. Instead, Man
gave them life, wrenching them from the very shadows to rend the last defenses of Ipotane in
its conquest of Ceyenus. The Man’s creation was terrible in its victory and the Ipotane tribes
were utterly broken.
Echthroi avoid congregating in large numbers lest the corruption imbued by Man’s vile
sorceries begins to take hold. Should this transpire, the Echthroi begin to lose their
individuality, growing violent and becoming susceptible to outside influence.
Motivation
Echthroi can be motivated by a sense of guilt for the actions of their forbearers; more
frequently, they are driven to demonstrate that they have moved beyond the enslavement of
Man and are not just mindless automatons.
Species
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Let Thrones Beware: Player's Guide
Physical traits
Echthroi are typically 4’6” - 5’6” tall and weigh between 170 and 220 lbs.
Echthroi have emerald skin, black hair, and are wreathed in soft shadows.
Species
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Ipotane
Powerfully built, with the head of a horse, Ipotane are cousins to the savage minotaur, and
were last to fall to the onslaught of Man. Ipotane are most comfortable on the great plains, and
those that dwell near the Deep Wood tend to have an uncertain and nervous character.
Motivation
Ipotane can be motivated by a need to roam free; the tight confines of the refuge villages and
the isolation of the Passages mean that travel is exceedingly dangerous. Consequently, your
Ipotane may seek to alleviate the danger of the Deep Wood so that it is safe to move freely
throughout the forest.
Species
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CHARGING HOOF
Adventurer Tier Combat
Free Action
Range -
Force Score -
Damage 0
Effect
If you move more than three
squares before making an attack,
you may move both the target and
yourself one additional square
before engaging. This additional
move does not trigger a Reprisal
from your target.
Tags
Physical traits
Ipotane are typically 5’8” - 6’9” tall and weigh between 200 and 250 lbs.
Species
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Fey
Relatively uncommon, legend tells that the Fey of Ceyenus were once immortal, but today
wither away to ash before their 30th birthday. Their short lifespans mean that Fey live in the
moment, prioritizing new experiences. As a result, many see them as flighty and untrustworthy.
“As unreliable as the Fey Queen” is a commonly heard expression.
Fey form strong and intense bonds with those whose company they enjoy and disregard those
individuals they deem unimportant. Fey frequently fixate intensely on things that catch their
interest, but these flights of fancy rarely last long. Invariably, the exception is the Deep Wood;
Fey are drawn to the massive trees, perhaps in a vain attempt to rekindle the connection to the
primeval forests from which they were torn.
Within the Deep Wood, Fey often settle into patterns of behaviour that offer excitement and
variety; they are much more likely to be traveling merchants, caravan guards, and roaming
bandits than they are to be farmers bound to a single field. This tendency to wander means that
Fey are usually not found in large groups, though it is common for small groups to congregate
on the trails during their travels. Fey families are small and transitory, remaining together for
only as long as it takes for the children to become independent.
Motivation
There are many reasons that an adventurous Fey might strike out from the safety of the refuge
villages. Revenge, wanderlust, and boredom are all reasons that a Fey might set out to explore
the world. Especially driven Fey might even seek to uncover the truth behind the curse of ash.
Species
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LEAF’S WHISPER
Adventurer Tier Combat
Free Action
Range 5
Force Score -
Damage 0
Effect
At the beginning of an encounter,
impose the Surprised condition on
one adversary.
Tags
Physical Traits
The Fey are generally between 5’7” and 6’6” tall, and weigh between 110lbs and 180lbs.
Barring an unnatural end, each Fey life lasts exactly 30 years. At the end of the first day of the
30th year the Fey expires, body solidifying into a fine grey ash that crumbles at the touch. There
is no known Fey who has avoided this fate, and the inevitability of sudden death has
significantly impacted the Fey outlook on mortality and life.
Species
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Formian
It is said that the Formians sprang from the very cradle of Ceyenus itself, earth given breath to
defend the planet from the those set upon its surface by the gods. To be sure, were that the
case, not only would it explain the brilliant metallic colour of their hair, the mottled, stone-like
appearance of their skin and features, and their affinity for rock and earth. Formians tend to be
deliberate and considered in their dealings and have been described as “slow as the mountains
themselves.”
Most Formians place great emphasis on familial ties, and Formian families, when unchecked,
grow to be quite large in comparison to those of other species. These linkages, as well as the
connection they feel to the land, may be why the Formians are generally reluctant to escape
the Deep Wood.
Within refuge villages, Formians are typically farmers, using their connection with Ceyenus to
nurture crops in the less than ideal environment. In some exceptional cases, the link to the
earth is so strong that they are able to manipulate the very rock itself. The fortunate villages
which possess such extraordinary Formians are encircled by sturdy stone walls, deterring many
of the dangers of the Deep Wood.
Motivation
While they are not the most adventurous of the peoples of Ceyenus, Formians are fierce
protectors of their homes and family; many a Formian adventurer has ventured out to right a
perceived wrong or defend their loved ones from danger.
Species
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Let Thrones Beware: Player's Guide
STONE SONG
Adventurer Tier Combat
Free Action
Range Gout 2
Force Score -
Damage 0
Effect
You (and only you) may treat
difficult terrain in the area of effect
as normal for this turn.
Tags
Physical traits
Formians are typically 4’6” - 5’6” tall and weigh between 170 and 220 lbs.
Formians live an average of 90-100 years, are usually quite averse to adventuring, preferring instead to
stay with their kin. In those cases where a Formian does take up heroics as a career, the Formian
generally departs in their 40s, after they have raised their children. It is unusual for one to set out
before founding a family, and rare for a Formian adventurer to be absent for extended periods; most
will find excuses to return home on a regular basis.
Formian skin tones resemble rock and mineral. They are hairless, and have prominent veins of
metallic in colour lacing their skin, which range from copper and bronze to shining gold and
brilliant platinum.
Unlike most, Formians do not require food or drink; however, they must remain stationary with
their feet touching fresh earth or rock for several hours a day as they replenish nutrients from
Ceyenus itself.
Species
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Insectoid
Before the coming of Man, the Insectoids were as one, unified under the great hiveminds of
Xzzryxy. Thinking as one, acting as one, existing as one, Insectoids spread across the whole of
Ceyenus. The vastness of their civilization made its shattering all the more tragic. Where there
had only been one voice, suddenly a cacophony. The shock of sudden individuality was too
much for most, killing many and driving others mad. Those who survived did not fare better,
being immediately enslaved by Man.
The descendants of those survivors have made a life for themselves within the Deep Wood.
Insectoids do not have family units, preferring instead individual lives lived in close proximity to
others of their kind. Despite this preference, Insectoids lack the territoriality that one might
expect from such a large species, and it is commonplace for a group of Insectoids to live
amongst others.
The shattering of the Hivemind bestowed the curse of individual consciousness upon the
Insectoids, and the sudden realization of Man's infliction of mortality means that few Insectoids
intentionally seek out adventure and glory.
Motivation
Reluctant heroes, those Insectoids found adventuring are driven by a force which outweighs
their tendency toward self-preservation. This motivation might be personal in nature, such as a
friend in need, or it might be larger than life, like seeking to reforge the hivemind.
Species
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QUEEN’S LEAP
Adventurer Tier Combat
Move Action
Range -
Force Score -
Damage 0
Effect
Move up to your speed. At any
point during the move, you may
leap up to three squares, bypassing
terrain (and adversaries)
underfoot. This does not extend
your movement range.
Tags
Physical traits
Insectoids are typically 6’1” - 7’10” tall and weigh between 170 and 220 lbs. They have six legs,
four lower legs which they use for locomotion, and two upper appendages with complex claws
for grasping and manipulation.
Their large mandibles mean that Insectoids lack the physiological means to speak. Instead, they
communicate by broadcasting their thoughts into nearby minds. Though it is unsettling to those
unaccustomed to it, this is not a subtle act; much like spoken word, everyone within range will
receive the transmission.
Backgrounds
Determined Peddler
Merchants are the lifeblood of the Deep Wood, the sole way in which goods vital to the survival
of the denizens of the forest circulate between the fortified hamlets. It is a hard life, full of
danger and risk, but for those who undertake the perilous journeys every Passage, it is one that
surpasses all other professions.
More than just purveyors of goods, traveling Peddlers are held in high regard for their
knowledge of the goings-on of the Deep Wood. Their travel from settlement to settlement
provides them with unique insight into the forest, and can often be found serving as guides and
navigators when they are not leading caravans themselves.
Peddlers are among the rare few from the forest who have ever visited the Gate of Thorns, a
fortified redoubt built upon ancient ruins which guards the solitary mountain pass connecting
the Deep Wood to the wide-open plains of the east.
Motivation
Adventurers with this background are often motivated by a desire to find wealth beyond what
they were able to obtain as peddlers. Peddlers may also be inspired to take up a life of heroics
by the banditry and violence that plague the winding trails connecting the refuge villages. A
Peddler adventurer may also be driven to take up adventuring to supplement a flagging
business.
Influences
Your starting Influences are as follows:
Inventory 3, Research 0, Contact 1
Powers
Peddlers also have the following non-combat and combat powers:
Backgrounds
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DEFT NEGOTIATION
Adventurer Tier Combat Counter
Range Melee
Force Score +3
Damage 1W
Effect
You may move one square after
this engagement. This movement is
not subject to Reprisal.
Tags
Repertoire
The Peddler begins with the following repertoire:
PRODIGIOUS RESEARCH
Type Knowledge
Circumstance The Deep Wood
Skill Potency 1
Backgrounds
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Pitiless Criminal
Characters with this background are smugglers, poachers, thieves, and burglars. They have
expert knowledge in coded signs, possess shady connections, and have a skill set perfect for
exploring dangerous areas.
Motivation
Adventurers with the Criminal background are often motivated by a desire for wealth; missing
caravans and whispers of long-forgotten ruins buried deep within the forest provide tantalizing
promises of treasure. Criminals may also be fleeing from ambitious, heavy-handed militia.
Influences
Your starting Influences are as follows:
Inventory 2, Research 1, Contact 1
Backgrounds
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Powers
Criminals also have the following non-combat and combat powers:
WHEN A PLAN COMES TOGETHER PREPARATION PAYS
Adventurer Tier Skill Attack Adventurer Tier Skill Counter
Force Score +0 Force Score +2
Skill Potency 1S Skill Potency 1S
Effect Effect
If the total Force Score of this Skill You may spend the Research and
Contest is even, do not discard Inventory Influences of one ally as
Research or Inventory spent to if they were your own. Used
boost your total. Influences are deducted from your
Tags ally's totals.
Tags
FALSE STEP
Adventurer Tier Combat Attack
Range Melee
Force Score +2
Damage 1W
Effect
Immediate: Move an enemy one
square before attacking. Does not
trigger a Reprisal.
Tags
Backgrounds
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Repertoire
The Criminal starts with the following repertoire:
GRIT AND TOUGHNESS
Type Physical
Circumstance Slums
Skill Potency 1
Backgrounds
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Let Thrones Beware: Player's Guide
Stalwart Guard
The Stalwart Guard is a familiar sight to all who dwell in the Deep Wood. Whether escorting
merchant convoys during the Passage, keeping a watchful eye on the forest from atop a
fortified village tower, or holding the Gate of Thorns against terrors that seek the verdant
greens beyond the mountains, guards are essential to continued existence within the Deep
Wood.
The training and experience of guards is varied; those who enlist at the Gate of Thorns benefit
from a rich and storied martial tradition, while those born deep within the forest who volunteer
to protect their home are considerably less well off. Competent guards, no matter where they
served, are not only formidable in battle, but also observant and quick to bring down the might
of their comrades in order to confront an obstacle.
Motivation
Adventurers with the Guard background are often motivated by a desire to bring order to the
wild and dangerous Deep Wood. They might also be looking to escape the regimented, routine
life and find some adventure.
Influences
Your starting Influences are as follows:
Inventory 1, Research 1, Contact 2
Backgrounds
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Powers
Guards also have the following non-combat and combat powers:
A RIGHT CUDGELLING
Adventurer Tier Combat Attack
Range Melee
Force Score +1
Damage 1W
Effect
Target is stunned until the end of
its next turn.
Tags
Repertoire
The Guard begins with the following repertoire:
REPUTATION PRECEDES ME
Type Social
Circumstance Refuge Villages
Skill Potency 1
Backgrounds
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Tattered Aristocrat
Nobility is a rare sight in the Deep Wood; the tall spires and robust stone walls of their
fortresses reside firmly outside the densely-forested territory. Few inhabitants of the refuge
villages have ever seen a Baronet, and the dangerous, dreary Wood holds little appeal for the
landed class.
To be sure, there are traces of a new nobility in the Wood. Some Burgomeisters in the more
prominent refuge villages have begun to amass power, consolidating their influence and
assessing how best to expand beyond the walls of their settlements into the Deep Wood itself.
Motivation
Adventurers with this background are often motivated by a desire to enhance their prestige
amongst the aristocracy by proving their mettle undertaking dangerous quests. Aristocrats may
have rejected the stuffy traditions of their family legacy, or may be so low in the line of
inheritance that setting off to make their own fortune is a more prudent course of action.
Influences
Your starting Influences are as follows:
Inventory 0, Knowledge 1, Contact 3
Backgrounds
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Powers
Aristocrats also have the following non-combat and combat powers:
ARROGANT STRIKE
Adventurer Tier Combat Attack
Range Melee
Force Score +1
Damage 1W
Effect
Your target becomes surprised.
Tags
Repertoire
The Aristocrat begins play with the following repertoire:
FANCY ADORNMENT
Type Social
Circumstance Nobility
Skill Potency 1
Backgrounds
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Classes
Rogue
The Rogue is a speedy, nimble class that focuses on dealing massive amounts of damage to
your adversaries by bypassing armour and ganging up to overwhelm foes. Their class feature
allows the Rogue to quickly inflict guaranteed damage against their enemies.
Rogues are at their most effective on the battlefield when they seek out powerful foes,
leveraging the confusion of combat to exploit weaknesses that allow them to deal devastating
damage to their victims.
Rogues do not have a high degree of health, and so a wise rogue always fights unfairly, utilising
terrain and nearby allies to ensure that there is always an advantage over the opponent.
Vitals
Rogues have 8 HP.
Class Feature
A Rogue who has an Edge while engaging an opponent can exhaust a power to use an Interrupt
power in place of an attack power (requiring two powers in total, this means that your Interrupt
cannot be prevented). When wielding a light weapon, you may exhaust a third combat power
of any type to inflict its damage (but not effect) on top of the Interrupt.
Archetype
The Rogue has two archetypes, Feinter and Trapper. The Feinter specializes in goading
adversaries into attacking, then capitalizing on their mistakes. The Trapper deploys special trap
attacks that lie in wait for adversaries to draw near.
Classes
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When beginning play, select either the Feinter or Trapper archetype, and add the
corresponding default combat power to your character sheet. When you reach the third
milestone of the Adventurer Tier, you will gain the Signature power of your archetype.
Classes
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Powers
As a Rogue, your class has access to the following powers. When creating a character, select
three combat powers (from either archetype) from the following list. You also automatically
gain the non-combat power.
Classes
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Classes
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Classes
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Let Thrones Beware: Player's Guide
Competencies
As a Rogue, you begin play with one of the following competencies.
Equipment
Rogues begin the game with the following equipment.
LIGHT ARMOUR
Initiative 0
Resistance 1
Classes
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Classes
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Hedge Wizard
Man’s incursion introduced magic to Ceyenus; and though its greatest secrets died with the
Kingdom of Man, some enterprising individuals have eked out a modicum of success. Due to
their harnessing the remnants of Man’s magic, Hedge Wizards are regarded with a great deal of
suspicion.
The Hedge Wizard is a lightly armoured, fragile offensive controller class that focuses on dealing
damage to multiple opponents at the same time.
The Hedge Wizard relies on straightforward attack powers, but unlike the Rogue, who has the
tools to get up close and personal, Hedge Wizards are at their most potent when they are out
of immediate danger, contributing to the fight from the safety of the sidelines. Their attacks can
scatter foes about the battlefield, creating opportunities for allies and forcing adversaries to
choose between melee combat and avoiding the Hedge Wizard’s incantations.
Vitals
Hedge Wizards have 6 HP.
Class Feature
When using a Hedge Wizard power, create an area of difficult terrain (Zone 1) at Range 5,
lasting until the end of your next turn.
Archetype
The Hedge Wizard has two archetypes, Element and Shadow. The Element harnesses the
elements, Mountain, Plains, Forest, and Ocean to harm a specific foe while applying effects to a
group of adversaries. The Shadow harnesses the remnants of Man’s twisted dark energies to
indiscriminately damage combatants.
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When beginning play, select either the Elements or Shadow archetype, and add the
corresponding default combat power to your character sheet. When you reach the third
milestone of the Adventurer Tier, you will gain the Signature power of your archetype.
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Powers
As a Hedge Wizard, your class has access to the following powers. When creating a character,
select three combat powers (from either archetype) from the following list. You also
automatically gain the non-combat power.
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Competencies
As a Hedge Wizard, you begin play with one of the following competencies.
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Equipment
Hedge Wizards begin the game with the following equipment:
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Knight
The Knight is a heavily armoured defender class that focuses on protecting allies from harm; in
fact, through its Bodyguard class ability, Knights are the only ones who are able to interject
themselves into engagements between other combatants. Knight powers are oriented toward
counterattacks and interrupts.
Knights are at their most effective on the battlefield when they protect their more fragile allies,
so be on the lookout for companions who need a helping hand and adversaries that are capable
of inflicting powerful blows.
To ensure that they’re able to withstand such extensive punishment in combat, Knights have a
very high base health.
Vitals
Knights have 12 HP.
Class Feature
All actions taken by the Knight have the Bodyguard property.
Archetype
The Knight has two archetypes, Shielder and Blocker. The Shielder specializes in protecting
allies from the attacks of adversaries. The Blocker locks down foes, preventing them from
moving to engage weaker allies.
When beginning play, select either the Shielder or Blocker archetype, and add the
corresponding default combat power to your character sheet. When you reach the third
milestone of the Adventurer Tier, you will gain the Signature power of your archetype.
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Powers
As a Knight, your class has access to the following powers. When creating a character, select
three combat powers (from either archetype) from the following list. You also automatically
gain the non-combat power.
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KNIGHT’S PRIDE
Adventurer Tier Skill Attack
Force Score +1
Skill Potency 1S
Effect
If this skill contest is Physical, you
have an Edge.
Tags
Competencies
As a Knight, you begin play with one of the following competencies:
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Equipment
Knights begin the game with the one suit of armour and one two-handed weapon or a one-
handed weapon and a shield.
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POLEARM SHIELD
Type Two-Handed Type One-Handed
Melee Melee
Reach 2 Initiative 0
Range 0 Resistance 1
Damage 1
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Oracle
Oracles are leaders, natural champions who exhort their comrades to greatness. Oracles are
capable of wearing the same heavy armour as Knights, and their skill in light weapons is
legendary. Beyond her considerable fighting prowess, this leader has many actions that can
heal comrades or otherwise assist them in battle.
The Oracle is a fierce, inspiring leader who motivates, exhorts, and pushes companions to
greatness. The Oracle’s class feature allows companions to heal with every power she uses, and
her attacks convey additional means of bolstering allies.
Oracles are at their most effective when they are fighting in close proximity to allies, where
their powers can boost their comrade’s effectiveness.
Vitals
Oracles have 10 HP.
Class feature
When using an Oracle Power, one adjacent ally may increase his or her Resistance by 1 per
Oracle tier, up to their armour’s maximum.
Archetype
The Oracle has two archetypes, Healer and Inspiration. The Healer specializes in restoring the
health and fighting spirit of companions. The Inspiration focuses on motivating allies to
perform great deeds on the battlefield.
When beginning play, select either the Inspiration or Healer archetype, and add the
corresponding default combat power to your character sheet. When you reach the third
milestone of the Adventurer Tier, you will gain the Signature power of your archetype.
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Powers
As an Oracle, your class has access to the following powers. When creating a character, select
three combat powers (from either archetype) from the following list. You also automatically
gain the non-combat power.
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Competencies
Oracles begin play with one of the following competencies:
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Equipment
Oracles begin the game with a light melee weapon, shield, and either light or heavy armour.
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Finishing Touches
With the mechanical choices that make up your character selected, it’s time to apply the
finishing touches!
Roll Bonus
When you begin play, you have a Roll Bonus of +2. Add this bonus to every roll of the Tier Dice you
make, unless instructed otherwise by the Game Master.
Initiative
Your initiative modifier is the same as your Roll Bonus, plus any modifier provided by your class,
background, and equipment (heavier armour will slow you down). When you begin combat, you
will roll your Tier Dice and add your initiative modifier. The combatant with the highest
initiative acts first in each combat round, and the order of play continues from there in
descending order.
Influences
You possess Influences, which can be used to help you succeed in non-combat challenges.
Influences represent the people that you know, the knowledge that you've acquired, and the
possessions you own that can help with a challenge. Unlike the powers your character has,
when you use an Influence, it is expended rather than exhausted; you will not regain it. Through
the course of your travels, you will be rewarded with additional Influences.
Calculate Reserve
Now that you’ve added your chosen HP to your character, don’t forget to calculate your reserve
health (which is your character’s health multiplied by 0.75).
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roleplaying that aspect of your character, you will add to either the Virtue Track or Flaw Track,
as appropriate. When both tracks are full, clear them and add one to your Refresh Pool.
Refresh Pool
Every character has a Refresh pool; it begins at 0. At the beginning of each combat round, you
may spend an available point from the Refresh Pool to refresh an additional specific power in
addition to the randomly refreshed power you receive automatically.
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Equipment
Armour
Initiative Penalty
All armour slows you down, imposing a penalty to your whatever powers you exhaust for your
initiative stack while it is equipped.
Resistance
Resistance indicates the number of points of damage that your equipped armour can prevent
over the course of a combat. Each time you cancel a point of damage, your armour’s resistance
is decreased by one.
At the end of a fight, your armour’s resistance is reset to its original value.
SHIELD
Type One-Handed
Melee
Initiative 0
Resistance 1
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Repertoire
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Weapons
HEAVY MELEE WEAPON HEAVY MISSILE WEAPON
Type Two-Handed Type Two-Handed
Melee Ranged
Reach 1 Reach -
Range 0 Range 10
Damage 1 Damage 2
TALISMAN
Type One-Handed
Ranged
Reach -
Range 10
Damage 1
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Competencies
Adventurer Tier
SHIELDWALL STEADFAST
Basic Competency – Shield Basic Competency – Heavy Armour
Roll a second Tier Dice. You may use this All forced movement effects imposed on
result when employing a Counter or you are reduced to 0 unless you choose
Interrupt power with a shield, but if you otherwise.
do, your action deals 0 damage.
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Advancement
The GM will let you know when you’ve reached a milestone, an important step in the
progression of any hero. When you reach a milestone, your character gains additional features,
as detailed in the following charts. Note that you gain from both charts, so a hero reaching
Milestone 2 gains both an additional competency and an additional class combat power.
You may choose any competency you wish, whether or not it appears in the list of
competencies for your class.
Adventurer Tier
Powers
Class Non-
Background Non- Background Combat Class Combat
Tier Combat Powers Combat Powers Powers Powers
Default +3
2 1
Adventurer 1 Additional
Milestone 1 +1
Milestone 2 +1
Milestone 3 +Signature
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Non-Combat Challenges
Order of Play
1. GM determines challenge type
2. Initial Phase
a. If challenge duration is exceeded, player loses
b. If in the second round or later, refresh one power per tier
3. All sides roll Tier Dice
4. Non-combat exchange
a. Side One initiates the challenge with an Obstacle of Skill Power
b. Side Two selects, exhausts power in response
c. Side One responds & exhausts counter, if desired
5. If player has highest Force Score, the challenge suffers damage equal to the Skill Potency
of the last power used
6. If the challenge’s health is reduced to zero, player wins
7. Consolidation Phase
a. Increment round
b. Return to Step two, reversing order so Side Two initiates
Influences
Influences are used to modify outcomes in a non-combat challenge. There are three different
types, each representing a different resource to which the hero has access. When an influence
is used in a non-combat challenge, it is expended. Their use is optional; you’re never required
to use an influence, but you can use one whenever you need a boost in a non-combat
challenge.
Inventory
Inventory influences represent the possessions and equipment that a hero can use to assist in
accomplishing a task.
Whenever an inventory influence is used, the Obstacle Score is reduced by 1.
Research
Research influences represent the specialized knowledge a hero possesses that can overcome
an obstacle.
Whenever a research influence is used, the player may swap one die of the Tier Dice for one of
the GM’s dice.
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Contact
Contact influences represent the people your hero knows who are able to help in a situation.
Whenever a contact influence is used, the GM plays a new Obstacle power.
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Combat Challenges
Order of Play
Combat Challenge
1. Determine surprise
2. Determine initiative
3. Set Desperation
4. Combat rounds:
a. Adversary morale test
b. Resolve saving throws
c. Roll Tier Dice to determine modifier
d. Combatants refresh combat powers
e. In initiative order, combatants may take up to two standard actions.
f. Grow Desperation
Engagement
An engagement occurs when a combat power is used.
Determine Initiative
Each adversary the players face has an initiative modifier: arranging these from lowest (typically minion
opponents) to highest (fast, mobile enemies) before the fight provides you with the Initiative Stack.
To determine when they go in each combat round, the heroes first decide amongst themselves the
order in which they would like to act. Once they have determined their order, the heroes as a group
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exhaust as many combat powers as they want, totalling the Force Score of the powers they have bid to
form an Initiative Stack of their own.
The order in combat is determined by comparing the values of the competing stacks. The side with the
highest-valued stack goes first, the largest value is removed from the stack, and then another
comparison is made, and so on. Once determined, initiative order does not shift for the remainder of
the combat.
In the event of a tie, place the player in the initiative order ahead of the adversary, and remove the
rightmost value from each stack.
Players begin the first round of combat with all powers chosen for the purposes of determining initiative
order exhausted.
Example
Heroes
1. Sue the Rogue
2. Bill the Knight
3. Martin the Hedge Wizard
4. Pam the Oracle
Adversaries
1. Sargent
2. Knife
3. Marauder
4. Hatchet
5. Hatchet
In the above Stack, the heroes have committed to winning the initiative, and have exhausted five
powers to try and make sure they go first. In the first comparison, their stack has highest total value (9
vs. 8), and Sue acts first. The heroes remove the rightmost value from their stack, and another
comparison is made. This time, the adversary stack is largest (6 vs. 8), and so the Sargent is placed next
in initiative order. The adversary stack is reduced, and another comparison is made, identifying Bill as
the next to go (6 vs. 4). The comparisons continue in this manner until the order of one side is full
determined. At that point, the remainder of the other side is appended to the initiative order.
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Set Desperation
Desperation begins every combat at Composed (+1). At the end of each combat round, Desperation
climbs one rank, until it reaches Frantic (+4).
Add Desperation to your rolls whenever you have Edge, and subtract Desperation from your rolls
whenever you lose Edge. Your Adversaries don’t follow the same rules: Desperation will modify their
combat powers, adding damage and changing effects.
You can track Desperation with counters, chips, or a die. Make sure it’s somewhere everyone can see it.
Adversaries make their morale check as they would an easy save (which will be noted in their stat block),
unless otherwise noted (they must roll higher than 10 to remain fighting). Subtract the current
Desperation from the morale roll. When conducting a morale check, it’s okay to group adversaries by
type and do one test per group.
A morale test should be made when the total number of adversaries drops below 50% (note that
calculation this does not include minions: a combat against four minions and four standard adversaries
only calls for a morale check when two of the standard foes have been defeated: it doesn’t matter how
many of the minions are alive).
Following the first morale test, additional tests should occur in every round that follows the elimination
of another adversary, and don’t occur in combat rounds where a new adversary is not defeated.
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When a new round begins, all Tier Dice – regular, as well as those with Advantage and Disadvantage, are
discarded.
Players may spend points from their Refresh Pool to refresh specific powers in addition to their
randomly selected power. This occurs after the random refresh.
GM-controlled adversaries automatically refresh all of their powers, unless a power explicitly notes
otherwise (yes, this means that all the baddies begin each round fully combat capable).
Taking Actions
Actions are the units of time that each player has to act within a combat round; each player and each
adversary receives two standard actions. These standard actions cannot be saved between rounds.
While a combatant doesn’t need to take both actions, any action not used is wasted.
Free actions exist in addition to standard actions; free actions are quick, easy things that require minimal
effort.
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Grow Desperation
Desperation climbs after every combatant has taken their turn. Increment it by one, up to a maximum of
Frantic (+4).
Engagements
Engagements are the mechanism through which combatants are able to damage each other. To initiate
an engagement, a combatant uses an attack power against a valid target. The attacker combines this
round’s Tier Dice roll, the power’s Score, and their Roll Bonus to determine their total Force Score.
The target of their aggression may then respond by making use of a counter or an interrupt, so long as
their Force Score meets or exceeds the initial attack. If the defender employs a counter power, the
attacker may react using an interrupt, following the same rules as before. If the defender makes use of
an interrupt, the engagement ends after that power.
When the last power in an engagement is used, the final Force Scores are compared. The combatant
with the highest Force Score inflicts both its damage and effect on the loser. In the event of a tie, both
combatants apply their powers respective damages and effects simultaneously.
Miscellaneous
Area of Effect
Some powers and other combat effects apply to an entire area rather than an individual combatant.
When this happens, the initiator proceeds as if there was only one engagement taking place, employing
the attack with the area of effect. All applicable combatants may then respond, playing a counter or
interrupt. When they completed their response, the initiator may then respond in turn.
Unlike regular engagements, where the combatant must exceed the defender’s Force Score, in this case,
the initiator may elect to use a counter or interrupt that meets or exceeds only a portion of the targets
in the area. If this occurs, the adversaries that have won inflict damage as per the rules for ranged
engagement, and the adversaries who did not beat the initiator suffer damage and effects as normal.
There are two shapes that an area of effect can take: a gout, and a zone. Area of effect powers may also
have a range. How these two properties interact is shown below.
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Gout
Zone
Cover
At its most basic, cover provides protection from the attacks of adversaries, preventing ranged foes from
engaging. To determine whether a target is in cover from a particular attacker, trace a line from any
corner of the square in which the attacker resides to the centre of the target’s square. If the path is
uninterrupted, the attack can be made, otherwise the target is protected any may not be attacked.
Attackers employing powers with an area of effect may still attack combatants behind cover so long as
there is a square outside of cover that will still include the targets inside the area of effect. Cover will
protect combatants if the originating square occurs on the opposite side.
Cover also protects against weapons with reach in the same manner.
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Determining Cover
Difficult Terrain
Most terrain in combat consumes one point of speed for every square traversed; a Speed of six means
that a hero may move six squares.
Difficult terrain, which can range from marshy ground to knee deep water to ground strewn with rubble
requires two points of Speed per square crossed.
Some difficult terrain will permit movement at full speed at a cost. Sharp caltrops may permit moving at
full speed at the price of suffering some damage.
Flanking
If the angle of two combatants who are adjacent to the same adversary is more than 90 degrees, the
combatants are flanking the adversary, and both gain an Edge. If three or more combatants flank the
same adversary, all gain an Edge.
Fury
In the event that a player’s Tier Dice roll is maximum possible (e.g. 12 on 2d6), the player enters a Fury.
If the player wins an engagement using the aforementioned Tier Dice, he or she may exhaust an
additional combat power, adding its damage (but not effect). Fury persists for as long as the maximum is
rolled on a Tier Dice. A maximum achieved through Edge will still result in the character entering Fury.
Ranged Combat
If one combatant engages another at range, the engagement unfolds as normal, with the following
caveats:
• The attacker must use ranged powers throughout the whole engagement; and
• The defender can use ranged or melee powers in response, but if a melee power is used, the
defender cannot do damage or apply any effects that target an adversary.
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Examples
Combat Adversary Non-Combat
Brigand
Obstacle
Tier 2d6 Force Score: 0
Skill Health: 1
HP Initiative Resistance No effect
2 +1 1
Wrinkle
Hard Save Easy Save Force Score 1
+0 +3 No effect
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1. Pick Species
a. Add species power
2. Choose Background
a. Add background non-combat powers
b. Add background combat power
c. Add background repertoire
d. Add background influences
3. Choose Class
a. Add class default combat power
b. Select three additional combat powers (not including default powers or
adventurer signature powers)
c. Add class non-combat power
d. Select competency
e. Add class weapons and armour
4. Finishing Touches
a. Pick a name for your character
b. Calculate HP, Hard and Easy Save, Initiative modifier and Roll Bonus
c. Choose three virtues and three flaws to round out your character’s
personality
d. Draw a picture of your character
Appendix B: Conditions
Blinded
The character is blinded and cannot see. Imposes disadvantage on all die checks.
Enraged
The character is furious and can only use attack actions.
Fearful
The character cannot utilize actions with forward momentum.
Prone
Cannot move, cannot use Heavy Missile Weapons. Must expend a Major Action to stand up. Melee
attackers gain Advantage against you, ranged attackers gain Disadvantage.
Staggered
The character is staggered; all damage dealt by this character is 0 until the condition clears.
Surprised
The character is surprised. Any Tier Dice has an automatic result of 0 until surprise clears (which occurs
at the end of the round). The character cannot utilize actions with a Force Score of less than 3/6/9,
representing the great effort required to overcome their shock. Surprised characters cannot use their
resistance to reduce damage.
Enfeebled
The character’s Roll Bonus is halved. An adversary who is enfeebled has disadvantage on all checks.
Weakened
The character’s Roll Bonus is halved. An adversary who is weakened has disadvantage on all checks.
Muted
The character’s Roll Bonus is halved. An adversary who is muted has disadvantage on all checks.
Dulled
The character’s Roll Bonus is halved. An adversary who is dulled has disadvantage on all checks.
Stunned
The character’s Roll Bonus is halved. An adversary who is stunned has disadvantage on all checks.
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Appendix B: Conditions
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Knockback
Knockback is involuntary movement; a combatant subject to knockback is immediately moved the
specified number of spaces away from the effect’s instigator. The instigator chooses the direction of
movement.
Leap
While leaping, a character is in the air, and avoids terrain and objects in the squares he or she is
traveling over (including enemies, traps, and difficult terrain).
Characters cannot leap in tightly constrained quarters, but this should not be a regular occurrence. (e.g.
leaping is generally possible indoors and inside dungeons).
Standard
A combatant may move a number of spaces up to its Speed value. The combatant enters and exits each
space on its path in order, and is subject to any effects that may exist or be triggered in that space. A
character may move in any direction (including diagonally), but may not move through solid objects.
Appendix D: Glossary
Advantage
When rolling with advantage, increase the size of the die by one (i.e. d4 becomes d6, d10 becomes d12).
Adversary
An adversary is an opponent in combat; the adversaries of characters are typically the foes controlled by
the GM, the adversaries of the GM are typically players.
Armour Piercing
Attacks with this keyword bypass an armour’s Resistance, inflicting damage directly to hit points.
Combatant
Anyone engaged in a combat, friend, foe, or third party, is considered a combatant. Neutral observers
are not considered combatants.
Dead
A dead character cannot be healed or revived, may take no actions, and has no impact on the game.
Difficult Terrain
Moving through a square of difficult terrain requires two points of speed, reducing total movement for
the action by one point.
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Disadvantage
When rolling with disadvantage, decrease the size of the die by one (i.e. d6 becomes d4, d12 becomes
d10).
Downed
An adversary that is downed is no longer in the fight, and is not capable of taking actions unilaterally.
Dying
A character who is dying is helpless. A dying character does not expire immediately, and may be revived
by another member of the party who is not helpless during a brief or long rest. A character who does
not receive attention at the first available opportunity will die.
Engaged
Two or more characters in a combat are considered to be engaged if they are within weapon reach of
each other, or are attacking each other with ranged weapons.
Exhausted
A power that has been exhausted cannot be used.
Free Action
A free action is an action in a combat or non-combat challenge that does not consume one of the
player’s two standard actions. Free actions are typically short and contained such as yelling to a
comrade or pushing open an unlocked door.
Helpless
The character cannot perform any actions.
Hit Points
A pool representing an individual’s ability to carry on. When a player’s character is reduced to zero hit
points or below, the character is dying. When a non-player character is reduced to zero hit points, it is
downed and out of the fight. At the end of combat, players may decide whether downed enemies are
dead or merely unconscious.
Hit points may be restored during rest or with actions, spells, or items.
Bodyguard
Powers with this tag can be used to respond to attacks made against other characters. To use this
feature, a character must be adjacent to the target of the attack.
Non-player character
Any entity in the game that is not controlled by a player.
Particular
Particular effects only affect one target of in the area of effect.
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Reach
The maximum distance at which a melee weapon can hit a target. When not specified, reach is a value
of one (adjacent squares only).
Reprisal
Combatants inflict an automatic [1W] of damage when an adversary they are engaged with uses a move
action that causes them to no longer be adjacent. Only one reprisal may be made per adversary per
round.
Reserve
A pool of reserve hit points that a character possesses. The reserve may be transferred to the
character’s hit points on a one for one basis during a brief rest.
The reserve is replenished during a long rest, and the size of the reserve is based on the character’s
maximum hit points and tier of the character.
Rest, Brief
At the end of a combat, the party make take a brief rest; this serves to refresh all of a character’s
actions, and is an opportunity to spend some of the reserve to heal.
A party that is not able to take a brief rest after combat will find their next encounter to be particularly
difficult; this is a challenge that should be used sparingly, if at all.
A brief rest is typically no more than 3-5 minutes. A party may take a brief rest in almost any
environment, so long as they are not threatened or otherwise in danger.
Rest, Long
A long rest is a significant affair, requiring that the party retire to the comfort of a safe locale and
recover from their encounters.
A long rest is typically 1-2 days long, and mandates a level exertion that is less than that required to
adventure.
Upon completing a long rest, the party will be fully healed, and their reserves will be replenished.
The party should brave a reasonable number of combat encounters before being able to enjoy a long
rest.
A reasonable default is four encounters; if the party insists on taking a long rest before they have dealt
with all four, they suffer a negative consequence, and should the successfully triumph over five or more
encounters before halting, they earn a benefit.
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Feint
If the target of this attack does not respond with a counter or interrupt, you may inflict 1HP. If the target
does respond with an attack, this power is not exhausted.
Immediate
The power effect is triggered immediately upon power use, whether or not it is the last power played in
an engagement and whether or not the combatant using the power has the highest Force Score.
Indiscriminate
An indiscriminate power affects all combatants in its area of effect, whether they are allies or
adversaries.
Inexhaustible
An inexhaustible power is not considered to be exhausted at the end of a combat action, and can be
played in the next action without needing to refresh it.
Particular
Particular effects only affect one target of in the area of effect.
Refresh
A power that is exhausted is no longer exhausted.
Renew
A renewed power is not considered to be exhausted at the end of a combat round, and can be played in
the next round without needing to refresh it.
Selective
Selective effects affect only those in the area of effect that the combatant who employed the power
wishes to affect.
Stackable
A stackable power’s effect is applied when the combatant that used it wins the engagement, whether or
not it was the power that won the engagement.
Trap
When used, this power is not resolved until an adversary moves through the area of effect specified by
its user. When that occurs, pause the adversary’s movement and resolve the ensuing engagement
immediately. When the engagement is resolved, the target may continue its move. Once a trap power is
resolved, it is exhausted and cannot affect another adversary.
Versatile
A versatile power is one that can be used as an attack, a counter, or an interrupt in either combat or
non-combat challenges, according to its type. When used, they count as the lowest-possible power (i.e.
a versatile power played in response to an Attack is considered to be a Counter).
Credits
Credits