Professional Documents
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HLD-Playtest 5.0
HLD-Playtest 5.0
HLD-Playtest 5.0
Game Design
Banana Chan,
Metal Weave
Amr Ammourazz,
Games
Kyle Carty
Special Thanks
Layout Alx Preston, Ben McFarland,
Andreas Walters
Megan Tolentino, Mysty Vander
Editors Consultants
Scott Vandervalk
Jacob Wood (Accessibility)
Carol Darnell
Daniel Kwan (Culture)
Nina Sulcova
Leona Maple Consulting (Sensitivity)
Artists
Eka Pramudita Muharram Legal
HYPER LIGHT DRIFTER: TABLETOP ROLE PLAYING GAME and it's content
are ©2019 Metal Weave Games. Artwork in this project is copyright by Metal
Nightmargin Weave Games INC & Heart Machine LLC. ©2013 Heart Machine LLC.,
HYPER LIGHT DRIFTER and it's logo are trademarks of Heart Machine LLC.
Koit Paales
All This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Metal
Weave Games. This product is a work of fiction.
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DISCOVER AND EXPLORE A BROKEN WORLD
8-15 50-55
WHAT IS THIS GAME? CLASSES
New to tabletop roleplaying games or Hyper Light What is your drifter's unique skills and specializa-
Drifter? No sweat, we'll introduce you to the game. tions? Do they revel in combat, or something else?
16-21 56-87
GETTING STARTED TALENTS
What do you need to play, what story do you want What unique abilities can your drifter perform. Try
to tell, and how will jobs at the table be distributed? to be adaptable and be ready for anything.
22-29 88-99
AS A DRIFTER EQUIPMENT
How do you play as drifter in this ruined world and What gear does your drifter carry? Are they utility
what mechanics will you engage with? based? or do they carry a big weapon or shield?
30-37 100-119
AS A NARRATOR ADVENTURING
A role that can be shared by all. You collaborate Contains all the additional mechanics you need to
4.
with your friends, deciding what happens next. know as a player and will interact with frequently.
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120-127 140-145
NARRATOR PHASE:
Everything you need to know, when guiding adven- DOWNTIME
tures in Drifter and putting together a story. Sometimes, you'll need to rest and take a break. Heal
yourself, swap abilities or craft something useful.
128-133 146-155
PHASE: PHASE:
TRAVEL COMBAT
When you set out on an adventure, Travel is how When avoidance is no longer an option, draw your
the group goes from one location to another. blade and your blaster either to defend or to protect.
134-139
PHASE: 156-163
EXPLORATION PHASE:
Once your reach your location, it's time to explore CREATURES/CHARACTERS
and delve into the darkness and unknown. What might you encounter on your travels?
Got Feedback?
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• Changes to Disciplines
• Instead of calling the lower threshold Judgment, we're going to be using Temperance instead.
This is because its easier to describe the mechanism as Meet-or-Beat. With this, you'd need to get
the lower number or above to get a Temperance result, which is functionally the same as we had
it before.
• In addition, when setting your character's Discipline scores (Fortune, and now, Temperance),
you can use your points to change both values. This will allow players to go for a more 'safe' char-
acter style (investing in temperance), or a 'crit' style build, focusing on Fortune results.
• Combat Changes
• Movement in combat is limited to edge travel, however, some dash abilities will be able to ignore
this restriction. (considering making it all dash abilities)
• Altered the consequence system, to provide points to the adversaries, this allows them exchange
them for movement and attacks.
• BIG CHANGE, introducing Phases
• We built out Combat, Travel and Downtime, but never really got to Delve, we're happy to announce
that solution has been fully implemented, and now we've provided.
• Introducing Delve, a dynamic way to generate dungeons, tile designs are still in the works, but I
think you'll have a lot of fun with these.
• Introduced Narrator Section
• Theres a lot to go in with running the game, so we've introduced a narrator section, we know its a
bit rough aruond the edges, and we'll be improving it as we go, esp as we develop out the core book.
Especially as we move towards GMless play.
• Art Incomming
• Now that everyhting is pretty much laid out in a way we're quite happy with, in the coming updates
you'll get to see a lot of art come in, not sure how we'll phase it, but right now the book might
seeem a bit empty or have placeholders, these will all be addressed with updates (then we'll print
this thing)
m ing ing
C oon
o m
C oon
o
S S
Co-Op Guided Single
M u lt i - p l a y e r Adventure Player Mode
Each player will have their own Instead of controlling a character, Play by yourself or on stream,
character and collaborate with one or more players will serve as taking upon the mantle of the
the other players to drive the the narrator, dynamically leading lone drifter. Be sure to record
story and create the challenges the story and bringing the world your story and leave it behind for
you will overcome. to life. other drifters to find.
T GA
O TOKENS AI GAME AIDS
K There are a few things on your character sheet MD To help facilitate and run the game, there are
E ES
that you need to track and we highly recom- a number of game aids that will help bring out
N
S mend having something physical to keep track the best of your Drifter experience. We've done
of them. If you don't have tokens, they can be our best to make them available in a variety of
anything, from pieces of paper, keys, pins, and print and digital mediums so that you can use
even small treats ( just don’t eat them all). them in a way that best suits your group.
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WHERE TO PLAY?
Tabletop games are social games and can take place anywhere,
online or in-person. This f lexibility allows you to gather and
enjoy Drifter anywhere!
ONLINE PLAY
There are many reasons why we might not be able to meet up
with our friends in-person, but that does not stop you from
being able to play with them.
The tabletop industry has f lourished with broad variety of
online tools to help facilitate your game. We've put together
a whole host of resources on our website (www.hld-rpg.com,
coming soon check the metalweave.games/drifter in teh mean-
time) that you can use to get your game up and online.
LIVE PLAY
If your friends and family live nearby, meeting up in person is
fantastic. However, if where you live isn’t a good or safe
place to play you can always meet up at other locations.
Places such as coffee shops, local game stores, the
park, or private rooms in the library are good places
to start, but anywhere where everyone's comfortable
and able to play is a good start, be creative!
from the vicious and warped creatures that will feast on your
f lesh, to the hidden hazards that will crush the frail bodies
of the unwary.
You are a drifter. One who ventures into the ancient ruins
histories.
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The world of Drifter is a broken, post-apocalyptic one.
Composed of people with anthropomorphic or technological
features, including otterfolk, felifolk, frogfolk, and more.
You namely live an uneasy life of subsistence and the
majority of dwellers reside in sanctuaries. These are small
towns and safe-havens dotted across the torn landscape,
mostly isolated from each-other.
Outside of the relative safety of the sanctuaries lies a vast
unknown world, the scars of the past only just beginning to
heal. You are a drifter, one who chooses to leave the rela-
tive safety of the sanctuaries to seek out useful knowledge,
answers, and technologies.
What is known about the past was that nearly 100 years ago,
the last civilization, sometimes referred to as the Librarians,
excelled in numerous advanced technologies. Today, we’d
recognize these as space travel, genetic manipulation, arti-
ficial intelligence and advanced robotics, technologies we
would see in a science-fiction fantasy. For reasons unknown,
a great conf lict took place and nearly brought the entire
world to destruction.
It is up to you what you discover outside the walls of the
sanctuaries. In the Lorebook, we will provide maps and loca-
tions that you can use as you see fit. But these are only ideas
for you to make the world of Drifter your own.
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DISCOVER AND EXPLORE
Features There are many secrets to this realm;
discovering and understanding remnant
Drifter
all the bloodshed and death, there are still nice things
to experience in this world.
X- C A R D T ABLE MANNERS
The X-Card is a special card that should be used When you gather, be it online or in-person, you
whenever any player at the table (narrator or player) should hash out expectations
feels uncomfortable with the situation at hand. It’s but theres a lot to cover, from when and where
a simple index card with an “X” written on one you're meeting, backup locations, playing without
side, placed in the middle of the table. When you a member, paying or bringing food, and food at the
tap or pick up the card, its a signal to everyone that game table, laptop and cellphone use at the table, is
they are uncomfortable with the current state of alcohol or smoking allowed at the table?
events and should skip or move on, immediately and
without question.
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TABLE ROLES
And optionally, there are other roles that can be given to players at the
table. These are non-narrator roles, so they can go to anyone would enjoy
having this role.
• Archivist: You take note of and record the stories as they are
told. You take notes of things to remember, the people you find
interesting and the places you've been. You could even record
a summary of the party's session so everyone knows where to
pick up on.
Spend a resource.
Used to overcome challenges that require effort to achieve but is overall low risk.
Actions could include: forcing open a ruined door, crossing a rushing river.
Resource cost will typically be 1-2 energy, but could also leverage other character resources.
DASHES
A useful piece of technolog y at your disposal,
allowing you to quickly dart around the battlefield.
Your dash module allows you to evade attacks and
make super effective ones. Dashes refresh after
every phase.
Combat Exploration
Fighting and maneuvering. Traversal and movement.
Social Survival
Conversations and connections. Camping and preparation.
Manipulate
Working with technology.
Each discipline has two values, Fortune (higher) and Temperance (lower), these are what we call thresh-
olds and will help you determine the three potential outcomes of your roll. You'll set them when you create
your character.
• Meet or beat your Fortune value, and you will achieve a Fortune result, leading to a success or
exemplary result at no consequence.
• Meet or beat your Temperance value, and you will succeed at your action, with a minor consequence.
• That leaves the third possible outcome, whether you fail to meet or beat your Temperance value.
This is known as a Judgment result, where you will succeed in your action, but a full-consequence
will be administered by the narrator.
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LAST CHANCE
If you don't like your roll or the outcome it will
bring, you have a few more options before you
commit to the consequence.
You can choose to spend an intervention point or,
your can boost your roll.
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SUFFERING
CONSEQUENCES
A consequence can vary based on the context of the
action. Ranging from making enemy moves, dealing
damage, but can also result in unexpected develop-
ments or changes, such as the presence of a puzzle
or trap, an alarm that gets triggers, or a favor owed
to an NPC before they agree to help you.
Consequences don't have to be issued to the player
who triggers them. Rather, the narrator is free to
issue a consequence that best fits the scene and the
events at hand, usually in an effort to deepen the
story or increase dramatic tension.
As a core rule of thumb, each CL is equivalent
1 health damage. So a CL 6, can be equivalent to
6 health damage (which, in this case is about half
your health, which is a dire consequence). Thusly,
any other consequences of that CL would be of an
equivalent severity.
The narrator should always provide you with the
CL of an action before you roll.
ONLY ROLL
For non-abilities, this will be the most common. In
addition, if you don't know which to use, this will
be the safest option.
ONLY PLAYERS ROLL
RESOURCE AND ROLL It's important to note that only the players who
This is common for abilities and montages as their control drifters will make rolls. This is because the
scope and outcomes are defined. Nevertheless, if players have a variety of resources that they can use
a player wants to create an outcome that requires to mitigate the outcome. When it comes to combat,
both effort and can yield an interesting failure/ players will roll for their attacks, and will then roll
consequence. Have the player spend a resource and for their defense, but we'll go over that more in the
make a roll. combat section.
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CONSEQUENCE LEVELS
For any action that the player needs to make a roll, you the narrator, will need to provide the them with the
Consequence Level for that roll. This establishes to the player the worst potential outcome that can happen
(as the Judgment result).
As a baseline, we use 1 health damage per CL (so a CL 5 would be equivalent to 5 health damage), but it's
important to remember that consequences be more than just damage. Other consequences can include every-
thing from bad weather, summoning allies, slip-ups, mistakes, NPCs lying, or even providing bad or leading
information. The consequence should be relevant and related to the action that was rolled.
As a general rule of thumb, Consequence Levels 3-4 will likely be your bread and butter, CL 1-2 will repre-
sent non-dangerous tasks, and CL 4+ will represent grave threats and challenges. As the session and the story
progress, you'll distribute difficulty much like the plot arch of a story of video game. But of course, if the
party dives into something bigger or more dangerous, don't be afraid to introduce those challenges.
EXAMPLE CONSEQUENCE
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PHASE: COMBAT PHASE: DOWNTIME
When the action breaks out and swords cross, we Any time the party rests or goes to a sanctuary the
begin the combat phase. Using the Combat Board, players can engage in downtime activities. You will
players and adversaries will be placed onto the set the number of downtime points the players get to
combat board and take turns attacking. There are spend and they can spend it on anything they like,
two things that make combat quite unique: crafting, self-care, ability swaps, preparing, ect. Its
important to remember that during downtime the
1. Players can perform as many actions they'd players are free to engage in social activities.
like, after the first action each subsequent
action will cost an increasing +1 energy. This
applies to all actions and abilities.
2. A majority of enemy actions will happen
as part of the player's consequences. These
triggered consequences becomes an action
economy for you to use against the players.
This action is used after the effect of the
player's ability.
4 . DI S C I P L I N E T H R E S H O L D S 9. ABILIT Y BAR
Every roll you make will use one of the six disci- You cannot leverage every ability in your arsenal.
plines. Each discipline, has two thresholds which You're constrained to having 6 abilities, and you're
will determine your action's outcome. free to swap them during the downtime phase.
1 2 3 4
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SURE FOOTED IRON STOMACH NATURAL SWIMMER
Benefit: Reduce the Benefit: Reduce the Benefit: Reduce the
Judgment threshold Judgment threshold of Judgment threshold
of [Balance] by 2. [Fortitude] by 2. This of [Swim] by 2.
does not apply to Stay
Conscious rolls.
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CRAFTER HEALER HUNTER
Benefits: When using Benefits: When using the Benefits: Set a trap using
[Craft] to make a [Heal] skill, you can spend utilizing 2 components.
specific object, reduce an ingredient to reduce the For each additional compo-
the number of required both success and judgment nent you spend reduce
components by your 1 thresholds by 1. This can both success and judg-
+ [Grit] (to a minimum be done after you roll, but ment thresholds by 1.
component cost of 1). before you spend energy.
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TROPHIES SCENTED STYLE
Markers of something you want A strong unique scent follows you. Something about your clothing is
to remember. Are they trophies, Could it be from the machines you unique and memorable. is it the
memories, or pride? work on, to mask your own scent, colors, fabric,
or your own creation?
CLASS SPECIAL
Each class gains access to an ability unique to their
class. They provide a significant advantage however,
they require the use of an Intervention Point.
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Specialized
Discipline
Combat
W A R R I O R
H e a lt h Energy
12 10
Grit 2 1 Nerve
Tactician Fighter
The battlef ield is a ll about You are specialized in combat.
pick ing t he r ig ht moment. You can slot as many abilities
Before the start of combat or from the Combat talent list as
the start of a round, you can you see fit.
spend a intervention point as a
reaction. Then, pick two char-
Stronger
acters, and temporarily move
Together
their initiative order to the
top of the list for the round. If an ally is using the C ombat
Players will suffer no conse- D i s c i pl i n e , you can spend
quences from the first action your energy and your boost
they perform. score to help improve your
ally’s roll.
Equipment
BULWARK BRUTE
One light-melee or ranged- Two light or ranged weapons
weapon of your choice, light of your choice, and a heav y
armor, and a light shield. weapon of your choice.
Versifier
Social
Health Energy
9 12
Grit 2 1 Nerve
Storyteller Socialite
You are a collector of lore, legends, You are specialized in social.
and gossip alike. If someone is You can slot as many abilities
looking for information, chances from the Social talent list as
are you have probably a lready you see fit.
heard of it somewhere.
Spend an Intervention Point to
ask the Narrator one question,
and they will answer truthfully. Socialite
Remember that the information
If an ally is using the S oci al
you request should be relevant
to your current situation. After D i s c i pl i n e , you can spend
the narrator answers, you and your energy and your boost
the party can come with how you score to help improve your
obtained that information. ally’s roll.
Equipment
CARETAKER GUARDIAN
One lig ht weapon and t wo O ne l ig ht weapon , a l ig ht
stimpacks. shield, and a stimpack.
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Specialized
Discipline
Manipulate
W i e l d e r
H e a lt h Energy
10 12
Grit 1 2 Nerve
Awaken the
Ancients Technologist
Utilizing your knowledge of past You are specialized in manip-
technolog ies, you bring to life ulate. You can slot as many
an ancient machine. Spend an abilities from the Manipulate
Intervention Point and awaken talent list as you see fit.
a dor ma nt mach i ne t hat w i l l
provide one service for you and
your party. Upon completion of
the service, it will either run out Tech Savant
of energy, deactivate or continuing
I f a n a l l y i s u s i n g t he
to move about the world on its
own, impartial to you and your
M a n ipu l ate Disciplin e,
mission. If used in combat, it has you can spend your energy
10 hp, and can make lance (costing and your boost score to help
1 energy) attacks on your turn. improve your ally’s roll.
Equipment
CAUTION HAVOC
Wield machines, a light shield Wield machines, an explosive,
and two light weapons. and a light weapon.
Wayfinder
Exploration
H e a lt h Energy
1 2
Grit 2 1 Nerve
The
Safer Path Explorer
At any point when traveling You are specialized in explo-
overland or in a montage, you ration. You can slot as many
can spend an Inter vention abilities from the Exploration
Point to g rant ever yone at talent list as you see fit.
the table, the ability to re-roll
one skill check, keeping the
highest result.
Pathfinder
In add it ion, t he Adversit y
L evel for t h is mont age is I f a n a l ly i s u s i n g t he
reduced by 1. Ex plor at ion Dis ci pli n e ,
you can spend your energy
and your boost score to help
improve your ally’s roll.
Equipment
CAUTION CAUTION
Wield machines, a light shield Wield machines, a light shield
and two light weapons. and two light weapons.
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Specialized
Discipline
Survival
D e l v e r
H e a lt h Energy
10 8
Grit x x Nerve
Versatile
explorer Survivalist
There a re bot h clever a nd Yo u a r e s p e c i a l i z e d i n
strong delvers, you can pick sur v iva l. You ca n slot as
which of your boost scores m a ny abi l it ies f rom t he
start at 1 and 2. Survival talent list as you
see fit.
Safe Respite
As long as you are outside of
combat or immediate danger, Naturalist
you can spend an intervention I f a n a l ly i s u s i n g t he
point to provide the party with S u rv i va l D i s c i p l i n e , you
3 downtime slots. can spend your energy and
Th i s c a n b e adde d to a n
you r boost score to help
existing downtime session, or
improve your ally’s roll.
to create one.
Equipment
SURVIVOR GUARDIAN
Two light weapons and your Two light weapons, a light
choice of either a stimpack or shield, and an explosive.
light armor.
GENERAL GENERAL
TALENT 3 TALENT 4
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READING A TALENT
Abilities and talents may take many forms, but their formats will all be reasonably consistent
Name RANGE
RESOURCE COST | SPECIAL | RANGE DISCIPLINE
What can be targeted with this ability. This is
Descriptive Text usually in reference to the combat board.
Effect: The outcome of the action. If a roll is needed, - Close: being in your tile,
then thresholds are provided below. - Ranged: using a weapon's defined range,
Fortune: Fortune effect - Ranged x: the number of tiles from your position,
Temperance: Temperance effect [ ◈- 2] - Versatile: can be either melee or ranged.
Judgment: Judgment effect [ ◈ c o n s e q u e n c e]
EFFECT
DI S C I P L I N E Some actions will just work after you spend the
This is the associated discipline that the talent is resource cost. But in most cases, you' ll need to
utilizing. When rolling, you will use this Discipline's make a roll and compare against your disciplines,
thresholds to determine your roll's outcome. then follow the restulting effect as written. Some
thresholds will trigger a consequences which will
SPECIAL be marked by [ ◈ ] . Depending on the threshold the
This includes special modifers to abilities, most consequnce will be modified as indicated by [ ◈ - X] .
commonly Reaction, which can used on a trigger.
DAMAGE
RESOURCE COST Many abilities that you will hve will deal damage
This will be the resource cost that you will spend based on the weapon you are using, for example
before rolling/activating the effect. These will typi- 2[w]+1. Here the weapon damage is multipled. and
cally be powered by energy, but can also include modifers are added. It's important to note that only
woe or dash charges. the weapon damage is ever multiplied.
GENERAL TALENTS
Talent Name Cost Base Effect
Careful Aim + 1 energy On your next ranged attack, gain a bonus to attack and damage.
Cleave + 2 energy Deal damage to all enemies in your tile.
Gain a passive aura of initiative, and allow
Commander 1 woe
all allies to move allies a tile.
Confidence 1 woe Move a Social skill to your Combat Discipline.
Full Defense + 1 energy Gain a pool of points to negate consequences to yourself or allies.
Impair + 2 energy Deal damage, and reduce the target's Consequence Level.
Multi Shot + 2 energy Distribute damage to multiple enemies with a ranged attack.
Riposte + 1 energy When taking damage, activate to make an attack.
Strategic Positioning + 1 energy Move yourself or an ally, and make an attack.
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PASSIVE TALENTS
Passive Talent Type Base Effect
Brute Force Passive Ignore armor and clear obstacles with ease.
Defender Passive Increase your shield defense.
Lone Wolf Passive Gain a bonus to attack and defense when away from allies.
Opportunity Striker Passive If an adversary is hindered, deal extra damage.
DASH TALENTS
Passive Talent Type Base Effect
Dashing Strike 1 dash Move multiple tiles and deal damage to enemies.
Impale 2 dash Move two tiles and deal lots of damage to a single target.
Breathe, taking a moment to aim and make the next Fighting with great prowess, you make your way across
shot count. the battlefield engaging all enemies around you.
Effect: On your next ranged attack roll add +3 to Effect: Deal damage to all enemies in your tile.
the result. Fortune: Deal 1[w]+1 damage
Temperance: Deal 1[w] damage [ ◈ - 1]
Judgment: Deal 1[w] damage [ ◈+ 1]
Commander Confidence
COMBAT
+ 1 WOE | REACTION | CLOSE COMBAT
+ 1 WOE
With your leadership and prowess, you bring the best You can lead and inf luence social situations leveraging
out your allies around you. your experience as a warrior.
Passive: At the start of combat, grant yourself and all Effect: Move one skill from the social discipline to
allies in your tile +2 to their initiative roll. the combat discipline. This effect lasts until your next
Effect: Take on a point of woe, all allies can move downtime.
one tile.
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Full Defense Impair
COMBAT
+ 1 ENERGY | CLOSE COMBAT
+ 2 ENERGY | CLOSE
Assume a defensive stance to block or parry incoming You find and strike a vulnerable spot, giving your
attacks, shielding you and your allies from harm. allies the opportunity to make their move.
Effect: Gain a pool of points that you can use to negate Effect: Deal damage to target and reduce their adver-
consequences to you and your allies, as long as they are sity level until your next turn.
in your tile. Fortune: 1[w]+1 damage, -3 CL
Fortune: 3+[shield] points. Temperance: 1[w] damage, -2 CL [◈ - 2]
Temperance: 2+[shield] points. [ ◈ - 3] Judgment: 1[w] damage, -2 CL [◈ ]
Judgment: 2+[shield] points. [ ◈ - 1]
Multi-Shot Riposte
COMBAT
+ 2 ENERGY | RANGED COMBAT
+ 1 ENERGY | REACTION | CLOSE
With careful aim and precision, you fire multiple shots at When an enemy makes an attack, you find an opening.
your adversaries. Effect: Once per round, if you take damage from an
Effect: Distribute damage to enemies in range. enemy you can spend 1 energy to make free Strike (see
Fortune: Distribute 1[w]+1 damage page xx) against that target or a target in range. If any
Temperance: Distribute 1[w] damage [ ◈ - 1] consequence is triggered by this attack, reduce the
Judgment: Distribute 1[w] damage [ ◈+ 1] final Adversity Level by 1.
Sometimes the most direct route just needs to be You are skilled at leading a defensive line.
smashed down. Passive: Increase your shield bonus by +1.
Passive: You can easily dismantle obstacles in your way.
Effect: If an enemy has armor, your attacks ignore it.
Some bat t les requ ire t he r ig ht approach to be An unexpected attack is sometimes all you need to gain
victorious. the upper hand.
Passive: When you are in a tile with no allies present, Passive: When an ally uses a CL denial ability (such as
gain +1 to defense rolls and once per round +1 damage taunt or root), any attack you make against them will
to an attack. deal 1[w] extra damage.
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DASH | COMBAT TALENTS
Dashing Strike Impale
COMBAT
2 DASH | VERSATILE COMBAT
1 DASH | FIGHT
Dive into the fray striking numerous adversaries in With great speed you dash, lunging your weapon into
a f lash. the heart of your enemy.
Effect: Move a number of tiles equal to 1 + [Agility], Effect: Move one tile and deal 1[w] to a target. If there
each tile you move onto for this action, deal 1[w] to an are other adversaries in that tile, deal 2 damage to one
enemy in that tile. of them.
Take a Hit
COMBAT
1 DASH | REACTION
You see the action unfold before your eyes, and while
predicting the trajectory, you move to intercept.
Effect: Prior to an ally taking damage, you can move
one tile and take the damage intended for them, reduce
the damage by 3 + [Vigor] + [Shield].
GENERAL TALENTS
Talent Name Cost Base Effect
Coordinate Attack + 2 energy After attacking, an ally gains a bonus against the same target.
Double Up 1 woe Attack an enemy, allowing an ally to deal extra damage.
Relieve 1 woe Resolve or suppress an ally's burden.
Helpful Connection 1 woe You heard-of or know someone in this sanctuary.
Incite Action + 2 energy Present an opportunity for an ally to attack.
Inspire + 2 energy Grant allies free energy and reduce temperance thresholds.
Taunt + 2 energy Gain a pool of points to decide the actions of adversaries.
Useful Advice 1 woe Move a Survival skill to your Social Discipline.
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PASSIVE TALENTS
Passive Talent Type Base Effect
Multicultural Passive Better understand cultures.
Persona Passive Create an alternative name/identity for your group.
Pidgin Passive Communicate ideas with those who don't share your language.
Opportunity Striker Passive If an adversary is hindered, deal extra damage.
DASH TALENTS
Passive Talent Type Base Effect
Armistice 1 dash Have a social interaction, before combat breaks out.
Recall 1 dash Before making a social roll, reduce your thresholds by 2.
You rally your allies with an infallible call, directing With your leadership, you devise a plan to take down
a coordinated charge against the enemy. your enemy.
Effect: Target an enemy, before the start of your next Effect: Deal damage to an enemy, if the next ally
turn, each ally who attacks this target, gains a one attacks the same target they deal extra damage.
time bonus to their attack rolls and damage. Fortune: Deal 1[w] damage, ally +1[w]
Fortune: +2 attack, +2 damage. Temperance: Deal 1[w] damage, ally +1 [◈ - 2]
Temperance: +2 attack, +1 damage. [◈ - 2] Judgment: Deal 1[w] damage, ally +1 [◈ ]
Judgment: +1 attack, +1 damage. [◈ ]
Relieve
+ 1 WOE SOCIAL Helpful Friendly
+ 1 WOE SOCIAL
Sometimes a kind heart and support are needed to
move forward and push through. Whether entering a sanctuary or out in the wilder-
Passive: When using the [Empathy] skill, reduce your ness, you can run upon a friendly face, someone you've
Fortune threshold by 3. know of have heard of, or just a stranger who's more
Activate: If this ability can resolve a burden it does than willing to lend a hand.
so. Otherwise, it will negate the negative effects of Effect: Upon activation, you and the narrator can
that burden until the next scene. collaborate on a helpful NPC that you can run into.
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Incite Action Inspire
+ 2 ENERGY| RANGE 1 SOCIAL + 1 WOE | RANGE 1 SOCIAL
You see an opportunity and call upon your ally to take With a grandiose speech, a short quip, a joke, or even
advantage of it. a small bet, you inspire your allies for greater action.
Effect: An ally in range delivers an attack for you Effect: Each a l ly in ra nge rega ins 2 points of
using their weapon damage. energy and for the rest of this encounter reduce all
Fortune: Deal 1[w]+1 damage Temperance thresholds by 2.
Temperance: Deal 1[w] damage [ ◈ - 2]
Judgment: Deal 1[w] damage [ ◈ - 1]
TAUNT
+2 ENERGY | RANGE 1 SOCIAL
Unlike many, you've spent time w ith numerous Sometimes a slight change in voice, appearance and/or
cultures and people, and can pick up on cultures and name is all thats needed.
Passive: While in a sanctuary you can quickly under- Passive: Create an alternative name/identity for your
stand and identify cultures and traditions. group, you will not be recognized unless you do some-
Passive: When entering a sanctuary, you can pick thing that would otherwise reveal your true selves.
one of the amenities that are available for you and
your allies.
Pidgin
PASSIVE SOCIAL
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DASH | SOCIAL TALENTS
Recall Armistice
1 DASH SOCIAL 2 DASHES SOCIAL
There is important information that would be useful Not all interactions and encounters need to end in
to use. bloodshed.
Effect: Before you make a roll that uses the Social Effect: Before you transition into a combat encounter,
Discipline, you can spend a dash to reduce both thresh- you can spend 2 dashes to try and avoid it. Have
olds by 2. This does not apply to rolls that use a talent. someone roll a Exploration or Social skill, using the
encounter's CL, to roleplay how the encounter was
avoided. If any consequences are triggered, they will
not incite a combat encounter.
This cannot be used on Bosses.
Burnout (1): For the next phase, do not recover dashes.
GENERAL TALENTS
Talent Name Cost Base Effect
Def lective Shield + 2 energy Create a ward that blocks and ref lects consequences.
Hex Burst + 2 energy Create a blast that deals damage to enemies in the tile
Intimidating Power 1 woe Use your knowledge of technology to intimidate your audience.
Lance + 2 energy Deal damage in subsequent tiles
Push + 2 energy Move everyone out of a tile.
Unstable Blade 2 woe Make your weapon deal more damage.
Useful Prototype 1 woe Move a Exploration skill to your Manipulate Discipline.
Vacuum + 2 energy Move adversaries into a tile.
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PASSIVE TALENTS
Passive Talent Type Base Effect
Burning Passive Apply the burning condition and clear obstacles
Teleporter Passive Use and easily find teleporters with ease.
DASH TALENTS
Passive Talent Type Base Effect
Analyscan 1 Dash Pick a target and view their codex entry.
Barrier Projection 1 Dash Block incoming consequences to you and your allies.
Mirror Image 1 Dash Dash a tile and leave a hologram to manipulate enemies.
Create or activate a ward of energy that def lects and Unleash a devastating explosion of Hyper Light.
ref lects damage to your attacker. Effect: Deal damage to everyone in the target tile.
Effect: Gain a pool of points that you can use to negate Fortune: Deal 1[w]+1 damage.
consequences directed at you, in addition you deal that Temperance: Deal 1[w] damage. [ ◈ - 1]
consequence level worth damage back at the target. Judgment: Deal 1[w] damage. [ ◈+ 1]
Fortune: 3+[shield] points.
Temperance: 2+[shield] points [ ◈ - 3]
Judgment: 2+[shield] points [ ◈ - 1]
Lance
Intimidating Power + 2 ENERGY | WIELD | RANGE 1 MANIPULATE
+ 1 WOE MANIPULATE
Shaping a spear of hyper light, you fire it at your
There are many people who do not fully understand adversaries, piercing all in it's path.
the power that the ancients have left behind. Effect: From your tile, fire a lance that travels in a
Passive: Move the intimidate skill to the Manipulate straight line, dealing damage to all enemies in it's path.
Discipline. Note: This deals no damage to enemies in your tile, only
Effect: Make a display of power that intimidates or those who are in consecutive tiles.
strikes fear into your audience. If the adversary has a Fortune: Deal 1[w]+1 damage
social modifier, you must pay additional woe equal to Temperance: Deal 1[w] damage [◈ - 1]
that modifer. Judgment: Deal 1[w] damage [◈ ]
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Push Unstable Blade
+ 2 ENERGY | RANGE 2 MANIPULATE + 2 WOE MANIPULATE
Leveraging your blast, you send a shockwave that You overcharge or increase the output of your weapon.
pushes your adversaries of your space. Effect: For this round and the next, all attacks cost +1
Effect: Push all adversaries out of your tile. energy and deal +1 bonus damage.
Fortune:
◈
Temperance: [ - 2]
Judgment: [ ◈]
Vacuum
+ 2 ENERGY | RANGE 1 MANIPULATE
You seem to have a knack for setting things on fire. You have figured out how to utilizes a series of tech-
Passive: Subsequent attacks against the same target nologies allowing you and your party to travel vast
can set them on fire distances.
Activate: Burning is a viable way of moving things Passive: When coming upon a teleporter, you can use
forward, make a roll against your survival discipline it with ease. Though you still cannot determine your
to determine the outcome. destination.
Fortune: Intended Outcome Active: During a delve, you can take on 3 points of woe
Temperance: Success at Consequence [ ◈- 2] to place a teleporter tile into the delve.
Judgment: Unintended Consequence [ ◈]
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DASH | MANIPULATE TALENTS
Analyscan Barrier Projection
1 DASH MANIPULATE 2 DASH | REACTION | CLOSE MANIPULATE
You glimpse seconds into the future giving you insight With a wave of energy, you raise a great barrier that
on your enemy's next move. blocks and absorbs incoming attacks.
Effect: Pick any target, the narrator will show the Effect: Raise a barrier that can absorb consequences
your target's codex entry. If used in combat, consider triggered by you and your allies, you can absorb up to
this ability to have Range 1. This can only be used on a total number of consequences equal to 4 + [Insight].
characters and creatures.
Mirror Image
1 DASH MANIPULATE
GENERAL TALENTS
Talent Cost Base Effect
Commune 1 woe Discover a pain of this land.
Fall Back + 1 energy Not retreat penalty and allow allies to fall back to your tile.
Light Bridge 2 components Create a bridge of light that allows for traversal.
Night Sight 1 component Use a component to see in the dark
Scout Ahead 1 downtime Scout out difficulty and events in the hexes to come.
Spot Weakness 1 woe Identify a weak point for you and your allies to exploit
Warp Terrain 1 component Make tiles more difficult to move through
Wilderness Warrior 1 woe Move a Combat skill to your Exploration Discipline.
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PASSIVE TALENTS
Passive Talents Cost Base Effect
Defensive Movement Passive When you move a tile, gain a temporary protection pool.
Sneak Attack Passive Deal more damage if your target is rooted or taunted.
The Safer Path Passive In the Overworld, for each hex grant up to two rerolls.
Evasion Passive When you take damage, you can spend energy to move a tile.
DASH TALENTS
Dash Talents Cost Base Effect
Alternate Route 2 dash While exploring, discover a passage linking two areas.
Gale Dash 1 dash Create a blast that pushes everyone to one side of it.
Platformer 2 dash While Traveling, allies can roll twice taking the better result.
Hidden Tile 1 dash Create a new tile on the combat board.
You have a way to connect with the land and get a There are times when retreat is the best option.
sense of events that have passed. Passive: Allies can retreat from any tile.
Effect: Ask the narrator to provide some history that Effect: All allies in range can choose to move into
you can glean from this land, a story, a tragedy, a hint your tile. You and any ally who moves gains +1 to their
at this land's pain. next roll.
Light Bridge
EXPLORATION
2 COMPONENTS
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Scout Ahead Spot Weakness
EXPLORATION
1 DOWNTIME + 1 WOE | RANGE 1 EXPLORATION
While everyone is resting, you get a look at whats to With keen perception, you can spot a weaknesses in
come ahead. your opponent and call it out to your allies.
Passive: Ga i n a +2 bonu s to a l l [Aw a reness] Effect: Identify a weak spot on a target in range. You
skill checks. and your allies can attack or use abilities against this
Effect: When traveling on the overworld, pick three weakness. Doing so increases both thresholds by 2, but
hexes extending out from your position. Uncover an deals +3 damage. This effect lasts until the end of the
[event] for each hex, and it's Adversity Level. encounter.
Warp Terrain
1 COMPONENT | RANGE 1 EXPLORATION
You are adept at movement, footwork, and using the You have become accustomed to getting out of the way
environment to protect yourself when you advance. before it's too late.
Passive: On your turn, for each tile you move gain 1 Passive: If you take damage as a reaction you can
protection (see page 94), this can stack with itself, and spend one point of energy to move a tile.
disappears at the end of your turn, after consequences
are resolved.
Sneak Attack
EXPLORATION
PASSIVE
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DASH | EXPLORATION TALENTS
Alternate Route Gale Dash
SURVIVAL
2 DASH 1 DASH | ACTION EXPLORATION
Instead of engaging directly, you find an alternate path You overclock your dash module to create a powerful
to avoid this fight. wind pushing all adversaries aside.
Effect: While exploring, create a path that connects Effect: From your tile, draw a line across the combat
one card to another nearby. board that pushes everyone to one side of the blast.
This does not affect things or creatures that are
considered anchored down.
Platformer
EXPLORATION
2 DASHES Hidden Tile
EXPLORATION
1 DASH
Each step can be precarious, and so you rely a little
more on your dash module to get you there safely. You spot a clue, and dash off the ledge to find your-
Effect: While in the Travel phase, you can spend a self standing on an invisible tile, shimmering under
dash to grant you and your allies, the ability to roll your feet.
twice and take the higher result on one of their rolls Effect: Use a dash to create a new tile off of the combat
during this phase. board. All allies and adversaries can now use this tile.
GENERAL TALENTS
Talent Cost Base Effect
Adrenaline Rush + 2 energy For a limited time, roll twice and take the higher result.
Alarm 1 component Create a space that will alert you when trespassed
Behind you! 1 woe Reduce the consequence level an ally is about to suffer.
Entanglement + 2 energy Create a trap that roots adversaries.
Healing Remedy 2 ingredients Craft a cure to various ailments.
Resurgence special Exchange health for energy.
Secret Recipe 2 ingredients Your cooking is both delicious and restorative.
Warm Hospitality 1 ingredient Use an ingredient in a social context
Quiet Steps 1 woe While exploring, avoid potential encounters.
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PASSIVE TALENTS
Passive Talents Cost Base Effect
Beast Friend Passive Beasts are friendly to you and you can feed them ingredients.
Hunter's Journal Passive Learn about the creatures you encounter.
Resourceful Passive Spend components instead of energy.
DASH TALENTS
Dash Talents Cost Base Effect
Discover Cache 1 Dash Create a space that will alert you when trespassed
First Strike 1 Dash Start anywhere on the combat board with a damage bonus.
Hyperbolic Time Saver 2 Dashes During Downtime, gain two extra downtime slots.
Signal 2 Dashes Broadcast a simple message to a recipient.
When the action gets chaotic, you take a deep breath Always good to protect your camp from unwanted visi-
and focus. tors and cover your blindspots when exploring.
Effect: For all actions taken on this and the next turn, Passive: While camping you cannot be ambushed.
roll twice and take the higher result. Effect: Set an area with a trigger, when something trig-
gers it you will be notified.
Ambush
SURVIVAL
1 WOE
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Entanglement Healing Remedy
SURVIVAL
+ 2 ENERGY| RANGE 1 SURVIVAL
2 INGREDIENTS
Leveraging the environment, you create, or set up an Your knowledge of herbs and ailments allow you craft
entangling trap for your opponents to fall in to. useful remedies to cure and heal peoples maladies.
Effect: Pick a tile to trap, if an adversary enters this Effect: During a downtime slot, you can spend 2 ingre-
tile, they become rooted and cannot move until they dients to craft an ointment that can cure the following
spend 2 AL to unbind themselves. ailments/status effects: Sickened Diseased, Exhausted,
Fortune: Traps 3 enemies Poisoned.
Temperance: Traps 2 enemies [ ◈ - 2] Note: If the ailment is beyond your skill or requires a
Judgment: Traps 2 enemies [ ◈ - 1] special ingredient, you are aware of it.
Resurgence
MIGHT | FORTITUDE 2 HEALTH SURVIVAL
Creatures find you tr ustwor thy, and sometimes The world is filled with dangerous creatures, and you
likable. do your best to learn everything you can from them.
Passive: You can use your Survival Discipline instead Passive: When you encounter or observe a creature,
of your Social discipline when using [Handle Animal]. pick a category of knowledge and learn it's secrets.
Effect: If you use a ingredient, in conjunction with Categories: Stats (health, disciplines), Attacks (attacks
the [Handle Animal] skill, reduce your Temperance and abilities, inc special), & Lore ( behavior and
threshold by 3. strategy)
Resourceful
SURVIVAL
PASSIVE
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DASH | SURVIVAL TALENTS
Discover Cache First Strike
2 DASH SURVIVAL 1 DASH SURVIVAL
You get to a hard to reach location, and find an unex- Early positioning is sometimes all that's necessary to
pected stash of untouched resources. resolve an encounter quickly.
Effect: During the Exploration phase, discover a small Effect: When combat starts, you can spend a dash
cache of resources that you will find useful on your to start on any tile. Your first attack will also deal
travels. Add a total of four resources (ingredients and/ +1[w] damage.
or components) to your inventory.
You find a quiet place to work undisturbed, and A f lare in the sky, a big explosion, some smoke trail,
quickly, leveraging your dashes to make your work or a moonlit howl. The message is sent, now if they'll
go faster. just make it in time.
Effect: While in downtime, spend two dashes to give Effect: Create a signal which can be seen by your
yourself 2 extra downtime slots. intended recipient, in addition, the recipient will
Bu r nout (2): For t he nex t 2 ph a ses, do not understand the general message of your signal.
recover dashes. Burnout (1): For the next phase, do not recover dashes.
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EQUIPMENT | ASSETS
Item Cost Use Asset Special Effect
Explosive 2 gb 1/Combat Throw Explosive Deal 3 damage to a tile
Stimpack 3 gb 1/Rest Stimpack Boost Heal 2 health or energy
Throw your explosive into the fray, damaging enemies. Apply a stimpack, medication, or consume a restor-
Effect: Pick a tile in range and deal damage to all ative to restore your energy and/or health.
enemies in the tile. Effect: Pick yourself or an ally within range and
Fortune: Deal 3 damage restore 2 health and 2 energy.
Temperance: Deal 2 damage [ ◈ - 2]
Judgment: Deal 2 damage [ ◈]
This cloak f lows naturally allowing you to move This cloak is light, and has convenient pockets and
quickly blending movement and attack into one blur. sections to store equipment.
Effect: Once activated, reduce the total energy cost Effect: Once activated, reduce the total energy cost
of the [strike] attack by 1. This effect lasts until the of your assets by 1. This effect lasts until the end of
end of the phase. the phase.
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Hidden Path Power Surge
YELLOW SPRITE ASSET OCHRE SPRITE ASSET
This sprite provides you with a visual layout of This sprite has the ability to channel generated energy
the land. into its user.
Effect: When in the Travel phase, move through one Effect: Activate to gain 4 temporary energy. This can
hex for free, no montage rounds are necessary for exceed your normal maximum energy and is used first.
this hex.
Discover Secret
SECRET KEY ASSET
Buckler 2 gb Shield +1
Shield 5 gb Protection 1, Shield +2
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EQUIPMENT | WEAPONS
Item Cost Effect Range Weapon Special
Unarmed Strike N/A 1 Damage Close Stunning Strike
Improvised Weapon N/A 1 Damage Close Weapon at Hand
One-Handed Weapon 3 gb 2 Damage Close Swift Strike
Two-Handed Weapon 4 gb 3 Damage Close Mighty Strike
By taking advantage of leverage, you lean into a Tweak the output to deliver a more powerful blast.
heavy attack. Passive: Before making an attack, you can spend 2
Passive: Before making an attack, you can increase components to increase the damage of this attack by 2.
both thresholds by 3, increasing your damage by 2.
Precision Tuning
WEAPON
TUNED WIELD MACHINES
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Stunning Strike Swift Strike
UNARMED WEAPON ONE-HANDED WEAPON WEAPON
You deliver a powerful blow, capable of knocking out With finesse you maneuver your weapon for a quick
your adversary. second attack.
Passive: After getting a Fortune result with an Passive: After making an attack or using a talent with
unarmed attack, you can spend double the target's this weapon, you can make a followup strike attack,
Adversity Level in energy to knockout the target. costing +0 energy.
Weapon at Hand
IMPROVISED WEAPON
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EXPLORATION
Your ability to maneuver and traverse the environment.
AWARENESS LIFT
Noticing unusual things around you. Pushing and lifting heavy objects.
BALANCE REFLEX
Remaining steady and positioned. Reacting to and dodging.
CLIMB SWIM
Scaling and traversing various surfaces. Maneuver in water and bodies of liquid.
JUMP
Propelling yourself over obstacles and chasms.
COOK HEAL
Preparing various ingredients to make a meal. Treating injuries, poison and disease.
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COMBAT SKILLS
Skills that are likely to be used for fighting.
AIM FIGHT
Using ranged and projectile weapons and objects Fig hting in close qua r ters combat, uti lizing
against a target. anything from weapons, fists and claws
DEFEND MANEUVER
Defending yourself from attacks. Moving effetely across the battlefield
EMPAT HY LEAD
Determining the emotional state of the target char- Rallying or encouraging a group of individuals to
acter or creature. take certain actions.
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MANIPULATE SKILLS
Skills that will be used for using remanent technology.
ACCESS S A LV A G E
Activate or deactivate facility functions. Har vest components which can be useful for
crafting or building.
REPURPOSE
Your ability to use Librarian technology in an unin- WIELD
tended way. Utilizing ancient weapons and wield machines to
devastate your enemies.
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CONSEQUENCE BASELINES
It’s important to remember that consequences can be more than just health or energy damage. They can
encompass an entire variety of complications and setbacks. Below you will find a few of our baselines, but
in each phase we'll go more in-depth and provide specific examples that are more related to their contexts.
READING A BOON
A boon has two components:
Effect: Boons have effects that benefit either you
or your allies. This can manifest as you see fit, from
inspiration, grit, determination, or something else.
Duration: How long does the effect last, typi-
cally depending on the scale of the buff they will
either last until the end of the scene, or until your
next rest.
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BOONS LIST
Heightened Senses
Effect: Increase your [Insight] by one.
Duration: Until the end of the Scene
Confident
Effect: Reduce a total of three points of Woe between you
and your allies.
Duration: Immediate
Inspirational
Effect: Reduce the thresholds of all your allies’ next
rolls by 2.
Duration: Immediate
Second Wind
Effect: Regain all your energy and distribute 4 points of
energy between your allies.
Duration: Immediate
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TAKING ON CORRUPTION
There are a few things that players can do to take on
points of corruption.
Not Today
If you are reduced below 0 hit points, you fall unconscious
and take a point of Corruption and Woe.
You can choose to take on two points of corruption if you
want to regain all your energy and continue fighting.
Judgment’s Bargain
If there is an outcome that you really want to achieve,
the narrator (if they so choose) can offer you a bargain.
Typically 1-2 points of corruption for the desired effect.
DRIFTER'S EPILOGUE
When you reach maximum corruption, it is time for
your character to find their final moment(s). Create
an epilogue or decide what you want your drifter's last
moments to be and share it with the narrator/group.
Sometimes you might want to time this moment with
the end of the session, or after this epilogue, allow the
player to pick up a new character (perhaps embody an
NPC) or allow them to help out the role of the narrator.
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GAINING AND USING
INTERVENTION POINTS
U s e - U pg r a d e a R e s u lt Gain - Downgrading a R e s u lt
Likely the most common use of Intervention Points. Players may choose to downgrade the outcome
When you are unhappy with a roll result, you of a roll (Fortune -> Temperance, or Temperance ->
may spend a point to move your roll result up one Judgment) in order to add a point to the Intervention
threshold. Point pool.
U s e - C l ass A b i l i t y G a i n - C r i t i ca l R o l l
Each class has their own unique way to spend If a player rolls a natural 1 or 20 and they keep the
Intervention Points. result, an Intervention Point is added to the pool.
Delvers: Creates a safe space to rest, recov-
ering extra Energy and Health. Gain - Narrator Interventions
Warriors: Allow some characters to gain the When the Narrator raises the stakes during a scene
first strike in combat. or battle, it’s called an Intervention. When an
Wielders: Activate a dormant machine to Intervention is invoked, a point is added to the pool.
provide a simple service.
Versifiers: Recalls useful information about G a i n - C o mm u n i t y R e c o g n i t i o n
an area or person. If a player makes a important decision, memorable
action, or does something of great significance at
the table or in the story. Someone at the table can
nominate that player for community recognition. If
all players at the tablet agree, then add a interven-
tion point to the pool.
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TIERED ADVANCEMENTS GENERAL ADVANCEMENTS
As you advance you will start to build out and Resembling your increased experience, skill and
specialize your drifter's build. These come in the power. For each advancement you can pick one of
form of Tiered Advancements, which will provide the list below. If you want you can take the same
your drifter with new ability options and mechanics advancement multiple times.
to interact with.
• Add a new talent to your talent list.
EXPLORER • Increase both your Health and Energy by 1.
Pick one of the two paths • Reduce two thresholds by 1 (these can from
When you gain the explorer tier, pick one of the any of the disciplines, including your Woe
paths below and gain it’s benefits. threshold).
Adventurer
Benefits: Gain 2 points to distribute into your
aptitudes.
Pathfinder
Benefits: Gain 1 point to put in either of your
boost scores.
OTHER ADVANCEMENTS
We've limited the number of options you can see
for the basic rules, if you're interested check out the
corebook for expanded options.
Tr a v e l
Once dispatched, t hey continue
exploring and heading towards their
Travel target location,
..and the story goes on.
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UNSTRUCTURED ROLEPLAY
Functioning as both a unconventional phase and the
glue that happens during each phase, unstructured
roleplay is what really brings all of the elements and
phases of drifter together.
For instance, when the party travels to a sanc-
tuary, they enter downtime, but at the same time,
they will want to talk to the merchant and the sanc-
tuary leader to get information about the town, the
area and their quest. This movement and conversa-
tion would be covered under unstructured roleplay.
Another example, when the party is delving
into a facility, every tile they interact with as the
describes the room, functions under unstructured
roleplay.
Unstructured roleplay is what allows players
to interact with, converse, and explore the details
of the world. And consequently, somethings they
poke back.
The Travel and Combat phases are the most rigid
of the phases, as Travel is primarily lodged with the
montage, and any social interaction that happens in
combat is typically from an action and a subsequent
roll. Everything else, can leverage this free-from
roleplay opportunity.
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GIVING OUT CORRUPTION
There are multiple ways that you can give out
corruption to your players. It’s important to try
and distance out instances of corruption. Although
many of the examples could be stacked multiple
times in an venture, its not the intent to have them
all applied at once. Pick the one that best fits how
the party
EXPLORAT ION
Corruption gained while exploring will likely not
allow a save.
• Venturing inside a corrupted location.
• Resting inside a corrupted location.
• Reaching a particular depth in a corrupted
location.
COMBAT
• Fighting a corrupted creature (save)
• C o r r u p t e d c r e a t u r e u s e s a s p e c i a l
attack (save)
MANIPULAT E
• Inter facing or manipu lating cor r upted
tech. (save)
CRAFT
Use: While we camp for a night on our journey, I
want to [Craft] some tools to assist us.
Consequence: You build some rough levitators, they
should be able to do the job. But while using
them, one of them malfunctions requiring you S A LV A G E
to make two more to get everyone to safety. Use: I would love to come across some technology
and parts that we could [Salvage] and utilize.
REFLEX Maybe we'll make something with them later.
Use: I want to use [Ref lex] to try and avoid some Consequence: As you travel, you come across what
traps or environmental dangers as we travel seems to be a robotic graveyard of sorts, maybe
Consequence: The party comes across a section of the a great battle happened at one point. As you
crystal forest where shards litter the ground. work to collect components, one of the auto-
You navigate carefully but accidentally get mations awakens and targets you, or perhaps
damaged by the forceful explosion release you get hit with a unstable energy discharge,
of energy. your choice.
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The narrator chimes in, recapping the events that have taken place thus far.
“You all start off on your journey, following a path along a river which Player
1 predicted to be optimal for avoiding a nasty storm. Lo and behold, the unfa-
vorable weather welcomed you with open arms, and you must seek shelter if
you want to wait out the storm. You are lucky to find an old facility along the
river, a structure that seems safe enough to hide in. You make camp, keeping
watch, though you find yourself as trespassers within the home of a group
of ogres. They are drawn up by the smell of your cooking. You fight them off
successfully, but what would you like to do? Kill all of them? Kill just enough
to scare the remaining Ogres back into the depths of the facility?
Player 2 decides on the latter, thinking the group could come back later.
The narrator agrees, informing the players that they slew a couple of mutated
ogres, forcing them into a retreat into the darkness. Then, Player 3 is asked
to continue the story.
This goes on until every player has their turn twice. Then, the group
will arrive at their destination.
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DUNGEON LENGTH CARD TYPES
The length of the delve will be determined by how Now that you have an understanding of how to put
many cards are in the deck. Short dungeons will be together a delve, lets go over the various cards.
4-6 cards, medium 7-12, and longer dungeons (some-
times known as dungeon crawls) can go much longer.
DECK METHODS
Depending on your groups preferences, or if you just
want to change things up. The group or the narrator
have a few options in how they mix-up their delve. PATHS
But first you should determine your dungeon length Every card will be equipped three or more paths,
and curate which cards you want to be part of these are opportunities to connect with other
the delve. card rooms.
• Deck Stacking: If you want a roughly guided
experience, you decide the order of the cards,
determining which the players will interact
🔒 🔑
with in what order, but there is still a slight
variability to when they enter that room.
• Deck Shuff ling: After you've curated deck,
you can shuff le the deck and have the players LOCKS AND KEYS
draw from it. This is the most random and Some cards are equipped with the 🔒 (locks) symbol,
can offer some unique challenges. means that you cannot visit this area until you
• Controlled Deck: The same as Deck Shuff ling, acquire a key from a card with the 🔑 (keys) symbol.
but you take a few key cards, like Boss and Narratively, this means you need to do something
discovery, and place them near the end of the or acquire something from a key room, to be able to
shuff led deck. travel to a lock tile.
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EXAMPLE DELVE
Start
Facility
🔑
Puzzle
Feature
Danger MiniBoss
Puzzle LURKER
🔑 🔒
Q uiet MiniBoss
B
🔒
oss
Place ARTILLERY
BRUTE
Encourage
1 DOWNTIME SLOT
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COMPONENT INGREDIENT
DOWNTIME ACTIVITIES DOWNTIME ACTIVITIES
Through clever, resourceful, or practiced methods, Create 2 consumables that you can distribute
you increase the effectiveness of your or an ally’s between yourself and your allies.
weapon. When consumed, each snack recovers either 2 health
Increase the damage of that weapon by one. or 3 energy.
This effect lasts until your next downtime rest.
A small device that projects energ y, intercepting Take a moment to apply aid to yourself or your allies.
incoming attacks for a brief time. You can activate this You can distribute either 2 points of health or 3 points
device as part of the “Activate Simple Item” action. of energy between yourself and/or one other ally
When activated, the def lector, at the users’ choosing, For every two ingredients you spend, increase the
will intercept one consequence affecting them. amount of health or energy recovered by one.
If the def lector is not destroyed before your next
downtime, it will break down, allowing you to recover
component.
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BASE BUILDING
DOWNTIME ACTIVITIES
Build or establish a place of safety or refuge where When resting at this safe-haven, gain 3 points of
you can rest, gain downtime slots, recover and temporary energy that you can spend when you
prepare for your next venture. embark. This energy is used first.
PHASE (1 BITS + 2 COMPONENTS + 3 DOWNTIME SLOTS) PHASE (1 BIT + 2 COMPONENTS + 3 DOWNTIME SLOTS)
Trading Center
4 DEVELOPMENT PHASES
PHASE (1 BITS + 2 COMPONENTS + 3 DOWNTIME SLOTS)
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FREE ACTIONS RETREAT
It’s important to note that during your turn, you Sometimes you w ill find the encounter over-
can take free actions as you see fit, as so long as they whelming, or personally dangerous and you may
are not extensive enough to warrant a action during opt to make a hasty retreat.
your turn. This can include: switching weapons, In order to retreat from an encounter, you must
talking to allies or enemies (without rolling a skill be on a border tile and use the retreat action. This
check), casually observing the environment, or removes you from the encounter, until everyone has
pulling an object out of storage to name a few. If retreated or the encounter is over.
you’re unsure, just ask the narrator if a particular From there, its really up to the narrator in to how
idea would count as an action or not. It never hurts to continue the following events. We would recom-
to ask and clarify. mend re-introducing the threat in other ways, such
as having the party sneak around them. But we
IMPROVISING ACTIONS recommend talking with the party, and seeing what
It's important to remember that everyone is envi- their plan/strategy is so that you can work with that
sioning the game and the world in their own heads. in mind.
As you share details and ideas, they collaboratively
add to everyone's perception of the environment. ENDING AN ENCOUNTER
If there is something you think should be there, In the traditional sense, a combat encounter would
feel free to narrate it. For instance, the narrator end when there are no more combatants on the
doesn't have to tell you there’s a glass container in field. But this doesn't always have to be the case.
the lab for you to pick it up and throw at a dirk as Adversary's can f lee, the party could convince the
an improvised weapon. adversity to stand down, or even the party could just
end combat if both sides come to a ceasefire/truce.
REACTION ACTIONS
Instead of using it on an ability, you can expend a
dash charge to evade damage. Remember that you
only recover 1 dash charge when you change phase.
Last Second
DASH | REACTION
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MOVEMENT ACTIONS
These are actions which allow you to reposition yourself or gain the upper hand. Its important to remember
that you can only move into tiles along their edge, unless via a dash.
Reposition
+1 ENERGY
Quick Dash
1 DASH
Retreat
+2 ENERGY
Strike
+1 ENERGY| COMBAT | CLOSE
Blast
+1 ENERGY| COMBAT | RANGED
Energy Burst
+1 ENERGY| MANIPULATE | RANGED
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RECOVERY ACTIONS
Shake off the last attack and recover some energy, you'll need it.
You create distance between yourself and your adver- There are few advantages from being on the ground in
sar ies, prov iding yourself enoug h time to catch a fight.
your breath. Effect: Remove negative effect on your character. The
Effect: Recover energy, this can only be used once energy cost will depend on the adversity level of the
per turn. effect. Knock Down (1), taunt (2), dazed (1), rooted (2).
Fortune: Recover 6 energy
Temperance: Recover 4 energy [ ◈ - 2]
Judgment: Recover 4 energy. [ ◈ - 1]
Heal
2 INGREDIENTS | SURVIVAL | CLOSE
Long battles
Effect: Split a number of points between health and Use Restorative
+0 ENERGY
energy to yourself or an ally in your tile.
Fortune: Restore 6 points A quick moment of relief...albeit short.
Temperance: Restore 4 points [ ◈ - 2] Effect: Use a stimpack, eat a treat, or other consum-
Judgment: Restore 4 points [ ◈ - 1] able to recover health, energy, or woe.
Attack Name
(RANGE | SKILL) COST
Description.
Swipe
(RANGE 0 | DEFEND)
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BLADEBOT (4)+2
Health: 12 Crystal Slash
(RANGE 0 | DEFEND OR REFLEX)
Initiative: 12
Behavior: Robotic in instinct, scanning areas and Target one enemy in your tile.
attacking any enemies in sight.
Strategy: Bladebots are quite slow and will resort Experimental Beam
(RANGE 1 | REFLEX)
to ranged attacks when necessary, otherwise
targeting the biggest or highest power enemy Target one enemy in range.
in sight.
Goal: To defend or eliminate threats.
Variants:
• Reinforced: Give the bladebot 1 damage
reduc t ion , reduc i ng d a mage t a ken by
attack by one.
• Self Destruct: Upon the bladebots death, all
characters in the tile need to make a [ref lex]
save or take damage from the blast.
• Energy Shield: Give the bladebot a 10 point
shield that only blocks ranged attacks.
Variants:
• Negate: A warlock can negate a single attack,
reducing damage in half. This action can
only be performed once.
• Summon Minions: On the warlock’s action
they can summon three lesser minions (4hp;
adversity level 2)
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DRIFTER (4)S Grenade (Range 2 | Reflex)
Health: 25 All enemies in the tile make a [Ref lex] save.
Disciplines: Combat +2 ◈
Temperance [ - 1] : Take 2 damage.
Initiative: 14 Judgment [ ◈+ 1] : Take 4 damage.
Behav ior: Usua lly a lone or in sma ll g roups
commonly found near ruins. Variants:
Strategy: Varies depending on their preference. • Wielder: gain the Lance ability.
Goal: Varies, though they are usually seeking or
searching for something. Lance
RANGE 2 | REFLEX
Blade Slash Pick two targets, within two tiles, they both must make
(RANGE 0 | DEFENSE)
a [Ref lex] save or take damage.
Target one enemy in your tile. Temperance [ - 1] ◈
Judgment [ ◈+ 1]
Blaster Fire • Delver: Any health damage dealt by the delver
(RANGE 1 | REFLEX OR DEFENSE)
also deals 1 point of energy damage.
Target one enemy in range. • Tank: This drifter can 'chal-
lenge' an enemy the same tile.
Special Actions:
• Dash: If a drifter takes more than 6 damage,
the drifter will use their dash module to evade
as much of the attack as they can. The drifter
moves one tile and takes half the total damage.
This ability can only be used once.
• Grenadier: On the drifter’s turn, they can make
an attack with a grenade.