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In Lost Eons you will emerge from the darkness into a new light, one

dominated by inscrutable and terrible forces you must seek to


the
CONTENTS
understand. Using these pages create a post-human character, ready to
face the mysteries and dangers of the far future.

4 HOW TO PLAY 18 MAGIC ORACLE

5 SAFETY 20 MUTATIONS

7 PLAYER’S GUIDE 22 TALENTS

9 INTRODUCTION 24 TRAITS

11 ACTION 28 HAVEN CREATOR

13 CREATION 30 ADVENTURE

15 SKILLS 32 ITEMS

16 MAGIC 34 COMBAT

LORE IS NOT CANON


Lore is just a starting point. Your group may have another word for
the Defaul, for the CryOrg, for the Intersection.

Imagine a world after capitalism.


HOW TO PLAY
ROLEPLAY EXAMPLE THE BOOKS SAFETY
BASICS PASSAGE OF PLAY BOOKS LINES AND VEILS
Lost Eons is a collaborative roleplay GM: You follow the path East through Lost Eons is divided into three books. Before play, the group should discuss
game (RPG), played with a group of the deep undergrowth until you come to The Player’s Guide, The GM’s Tools and the general setting of the game and set
people taking on the roles of post- a chasm, stretching out in front of you. The Fens Setting. boundaries within the group about
human characters in the deep future. Over the chasm the path continues subject matter, noting lines (a strict limit,
towards a heap of rusted metal. The only THE PLAYER’S GUIDE something that should not be touched
The Guide and Mentor (GM) sets the way over the 30 meter chasm is an old This book explains how to play the upon at any time) and veils (something
scene and runs the game, using the log. What would you like to do? game, how to create characters and the permitted to be mentioned but not
game rules to help outline how the simple rules that help resolve moments described in detail). For example,
characters interact with each other, the Laurie: Does the log look safe? when there is something at stake or someone might have a line about
flora and fauna they encounter, and the several outcomes are possible. There is violence, not wanting it to play any part
world around them. GM: You think it looks passable but
slippery. Walking could be difficult. a description of magic in the game, and in the game, and a veil over spiders, so
As the game continues, there will be suggestions of mutations that can occur. they can be mentioned but not dwelt on.
moments of difficulty and tension. Kat: I start carefully walking over. The GM should write a table for the
THE GM’S TOOLS group with lines on one side, veils on
When there is something at stake, the GM: Halfway, you stumble. What skill do This book helps the GM as they
GM can ask the players to roll dice to the other, which anyone can add to at
you use to stop yourself falling off? If construct, improvise and describe the any time.
see what happens, to test if their you fail you will fall a very long way. scenarios, locations and creatures of
character is skilful or unlucky. the world. There are several tables that WHY NOT INSTEAD?
Kat: I’m going to use my reflex to steady can be rolled on and picked from to
COLLECTIVE IMAGINATION myself and hold on. I have d8 for reflex. If at any point a player feels unsure or
The game primarily takes place inside assist in building what happens next. uncomfortable about the subjects being
the players’ minds, formed by their GM: OK. Roll your soul die, a d6, and described or discussed, they can inter-
THE FENS rupt play with by simply suggesting
conversation, sometimes with the aid of your reflex skill die, the d8 to see how
you do. Your life is at stake. This book is primarily for the GM, a set “Why not instead…?” to initiate a con-
maps, images, sounds and miniature of locations and peoples to create a
figures, negotiating a world created by versation about how to change the
Zen: I’m going to help by throwing a living imaginary space of a future after game so that it remains fun. If Lines and
their collective imagination. rope over! sea-rise, based on what is now the Veils have been properly discussed this
The players’ characters start their Cambridgeshire Fens. There are maps should be uncommon.
GM: Great. You can add a d6 to that roll and the outlines of the landscape, then a
journey with abilities from the life they for assistance. If you're adding content that's likely to
have they led up to this point, but as series of descriptions of the different be disturbing, pause and ask everyone if
they progress they become more Kat: [rolls a 2d6 and a d8] My highest societies that live within it. This section they're on board with it and look for an
proficient, evolving in unique ways. roll was a 5. is set out to be easily referred to during explicit yes from all involved.
play. For example, the players meet a
Will the characters save the world or GM: A complication. You start to fall, but Calyx. What is their name? Roll from a
forge a new one? Or will they simply grab the rope thrown over by Zen, table here or choose a readymade
spend time together, exploring and crashing into the side of the log and character from the dedicated spread.
talking? Play to find out. cracking your head in the process. You What are they holding? Items are listed,
lose one resilience, but you’re safe… along with factions and aspects of the
society’s structure and history.

4 5
Written by David Blandy and Laurie O'Connel
Edited by Nakade
Primary Illustrator Jacob Barry
Layout by David Blandy

CREDITS INFLUENCES
LOST EONS: PLAYER’S GUIDE BOOKS
Co-written by Andy Prentice, Apollo Left Hand of Darkness by Ursula Le Guin
Uhlenbruck, Pawel Stachyra, Noe Parable of the Sower by Octavia Butler
Rodríguez, Katherine Parkin, Kate Staying with the Trouble by Donna
Brockie, Piotr Czosnyka, Amy Mason, Haraway
Clair Le Couteur, Chris Joynes, Jazmin
Morris, Craig David Parr, Polly Barnes, He, She and It by Marge Piercy
Mansi Shouche and Susuana Amoah Electric Bastionland by Chris McDowall
Blades in the Dark by John Harper
Other illustrations Katherine Parkin,
Polly Barnes, Craig David Parr and David 2400 by Jason Tocci
Blandy The Quiet Year by Avery Alder
Lots of stuff by Grant Howitt
Commissioned by Liberty Property Trust
and Countryside Properties, Cambridge Traveller by Marc W. Miller
Biomedical Campus expansion The Wretched by Chris Bissette
developers That Dragon game by generations of
designers
With thanks to Cambridge Biomedical
Campus Public Art Steering Group & Based on The World After
curators Futurecity. Additional generous by Matt Goulson and
support from Arts Council England David Blandy

Acknowledgements This text would not


exist without Oz Browning, Sean Smith,
Andy Prentice, Matt Goulson and Daniel
Locke. Also thanks to the FKR Collective
Discord for constant inspiration and
support, notably Nakade (@beeptest),
@wendi, @CosmicOrrery, @PanicPillow,
@ContrabandRimer, @Revenant's Quill
Fonts used Proxima Nova, Dicier,
Anaktoria, and Orbitron under the
Creative Commons Attribution 4.0
International License (CC BY 4.0) The

PLAYER’S GUIDE
Lost Eons logo is based on the Urban
Jungle font, licensed from KC Fonts.
Dedicated to Claire, Phoebe & Samson
INTRO
the

LOST EONS PRINCIPLES


THE GAME PLAYER PRINCIPLES
Your people have lived in your Haven Work as a team It is hard to succeed on
for a thousand years. It protected you. your own in the world of Lost Eons. Try
The experience changed you. Now the to think of creative ways you can assist
Haven's doors must open. What will you each other.
find up there on the surface? How has
the damaged world healed? Do you Leap into the unknown The world of
have what it takes to survive? Lost Eons is full of strange unexplored
locations. Pushing the boundaries of
Lost Eons is an RPG for 3-5 Players and your character's knowledge and
a GM, the Guide and Mentor. The role of stepping out of your comfort zone to
the GM is to facilitate the game: creating explore the unknown is encouraged.
problems and opportunities for the
players to explore. The role of the Embrace risk and danger The stakes
players is to make their own way in this are high but if you don’t try, you don’t
post humanity world. get. Take action to change the world.

Lost Eons is designed to make all Help answer the questions The GM is
involved see our climate reality and high not the only one responsible for building
fantasy afresh, experiencing and the world. Try asking yourself questions
describing a new world for the first time. about why the world is this way or how
somebody in your character’s society
GM PRINCIPLES would respond to these situations. Help
Help decide what happens You set the to describe and explain their feelings,
scene, and embody the World of Lost actions and surroundings.
Eons, offering a space for play. DISCUSSION
Fiction first Encourage your players to In Lost Eons, gameplay should be a
describe actions rather than refer to discussion between the players and the
their statistics. They describe, you GM. Where player characters (PCs) are
suggest what they could roll, they trained and competent, the outcome of
decide how to tackle the test. anything the PCs are trying to do can be
decided on without any roll. Where an
Rulings not rules There are rules to outcome is uncertain or a task is more
cover certain situations, but let the difficult than usual, the GM should call
narrative lead the action. for a skill check, where a player rolls
“Yes, and” Encourage the players to dice to determine success or failure.
help form the world around them.
Lost Eons is built to be open, unsettling,
but primarily fun.
8 9
ACTION
1-3 Failure. Things go badly the
4-5 Success with complication or setback
6+ Success. On two dice is Critical

CHECKS ROLLS EXPERIENCE & CLOCKS


SKILL CHECKS DIFFICULTY PUSHING YOUR LUCK Severe consequences could involve:
When making a skill check, the player, If the players and the GM agree that a If you fail a roll, you can push your luck ♦ Choosing one or more conditions
not the GM, should decide which of their challenge is particularly difficult, the GM to re-roll. If you fail a second time, you on your wounded clock
skills best applies to the situation at may remove a die, usually the lowest, expose yourself to a severe
hand. The GM can then advise what from your pool. consequence, so use it wisely! ♦ Serious harm or death of your
consequences might be at stake. When character or an NPC.
making a skill check you always roll two RESOLVING A ROLL RESOLVE
dice. The first is your soul die and the After the dice pool has been built, roll When you fail a roll, mark experience in ♦ Blowing the job a data leak at a
second is your skill die. The situation whatever dice you have and take the the resolve track which relates to the crucial moment, a tunnel collapse,
can add or remove a die from the pool. highest result shown on one die. expertise you rolled; physical, technical or the destruction of whatever you
or mental. Eight marks and you can were sent here to retrieve.
SOUL DIE If you rolled a 6 or above on 2 dice, the upgrade a skill in that expertise.
Your soul die is a d6, which you always result is a critical success. ♦ Permanent loss of trust or
roll when making a check. If you have UPGRADE damaged relationship.
If you rolled 6 or above the result is a
checked off any of your Wounded Clock success, and the action is as intended. When you fill that resolve track, you may ♦ Lethal The situation becomes dire.
you are impaired, and your soul die is upgrade one skill in that track to the
reduced to a d4 until healed. If you rolled a 4 or 5 the result is a next die size. (ie from d6 to d8, d8 to ♦ Chaos The party’s situation goes
success with a consequence. d10, etc.) completely out of control.
SKILL DIE
Your skill die is a marker of training in a If you rolled a 3 or below the result is a SEVERE CONSEQUENCES ♦ Immediately completing a
certain skill. An untrained individual failure with consequence. A severe consequence is usually dangerous event clock.
always rolls a d4 for this. As you train imposed as a result of a failed attempt ADVENTURE CLOCKS
3 or below, with one die showing a 1 is to push your luck. However, serious
skills, you roll the highest die available a failure with two consequences.
to you for your skill, which can be consequences can also be imposed For some effects, the GM can start a
upgraded from a d4 to a d6, to a d8 etc. narratively as a result of significant clock. A clock is generally made up of a
CONSEQUENCES circle divided into multiple segments. It
If a Consequence is rolled, the narrative failure. In this circumstance it is usually
For example, a seer starts with a d8 skill appropriate for the GM to warn the is used to represent progress made
in channel. An uninjured seer rolling to dictates the most likely consequence. If towards a difficult obstacle, or
you are not sure, the default is harm (1 players of increased risk. Your GM could
channel magical energy would roll a d6 warn you that the situation you are in is approaching trouble.
and a d8, using the highest of these two or 2 DMG) or time.
very dangerous and therefore Hacking a complex terminal might be
results to determine success or failure. 1. Take harm consequences for failure are likely to be represented by a clock with four
ASSISTANCE 2. Take time much more severe, or segments, requiring multiple successes
that a mission you to break in.
If another character is assisting you, add 3. Limited effectiveness have undertaken is HACKING
their soul die to the roll. If a character 4. Narrative complication critical and that TERMINAL
While trying to cross a dangerous area,
assists, they expose themselves to the 5. Use up/break an item failing will likely the GM might set a six segment clock
potential consequences of failure. result in serious DEFENCES and add segments when you draw
6. Start/add to a problematic clock COMPLETE
LOWERED
narrative attention to yourself. When completed,
consequences. ALMOST the predator in the wilderness attacks.
THERE

10 11
The World After the Climate Cataclysm

CREATION
The World After Sea Rise the
The World After Humanity

SALVAGER
A resourceful forager and tinkerer. Begin
WHO ARE YOU? with endure (d6), hack (d6), search (d8)
research (d6), analyse (d6), channel (d6) MUTATIONS
Talent: Repair Repair Armour in 2 hours.
CREATING A CHARACTER CHOOSE A SOCIETY Roll hack, Repair 3 (6+)/ 2 (4-5)/1 on fail. Each different archetype has a different
Creating a character in Lost Eons begins For quickplay choose a society from a set of talents (p.22-24), which they can
SEER learn over the course of play through
with a series of steps which will help you Setting (such as the Fens) or create your
determine your origin, stats, and own by combination or invention. There A powerful caster attuned to Essence. mutation. These are special abilities
starting abilities. Begin, however, by are tables on p.28-31 to help with this. Begin with reflex (d6) endure (d6), which your character can use.
thinking of the kind of character you You can roll for up to three minor research (d8), analyse (d6), channel (d8).
Every time you pass a milestone - as
want to play: a reluctant hermit dragged beneficial mutations (see p.20) that can Talent: Attuned, extra Aspect per day. determined by your group and GM - you
along on adventures? A desperate give you traits, minor benefits in play. can mutate with a major beneficial
salvager in the ruins of civilisation? A Examples of traits are listed on p.25. SCRAPPER mutation and choose a new talent,
precocious child channeling legendary A battle-toughened fighter with an eye while rolling on the table on p.20 to see
magical powers? These principles can CHOOSE NAME AND PRONOUNS
for trouble. Begin with muscle (d8), if you gain extra skills or traits. The
inform your choices. Choose your own, or roll on any reflex (d6) endure (d8), persuade (d6)
suggested name table in the societies. talents are organised via a skill tree
CHOOSE AN ARCHETYPE Talent: Initiative Attack and move one which is unique to each archetype- you
In Lost Eons, character creation is based CHOOSE YOUR EQUIPMENT additional time on your first turn. can pick a talent from any level on your
on Archetypes. You should begin by You begin with seven items of skill tree so long as it is connected to a
choosing a playbook (p.38-43), which equipment, roll or choose one from each OUTCAST talent you already have.
functions as a template for your of the item tables on p.34-35. A social reject, thief, or criminal. Begin So, for example, when you have passed
character moving forwards. It with reflex (d8), hack (d6), search (d6), three milestones, you could choose to
determines your starting abilities, analyse (d6), persuade (d8) have a level 1, level 2 and a level 3
starting resilience and stats, and the talent, or you could choose to have one
kinds of abilities you can take as you Talent: Blend with Shadows If you are
in the Shadows, you become invisible. level 1 talent and two level 2 talents. The
progress. You can choose between six
different archetypes. CHECKLIST PSYCH
list of talents can be found from p.22.

PERSONALITY AND EXPERIENCE An insightful investigator and empath.


Choose one personality and
one formative experience for skill
1. Choose an archetype
Begin with search (d8), research (d8),
analyse (d8), persuade (d6)
INVENTORY
2. Choose a personality and an The number of expendable items you
bonuses. experience skill bonus. Talent: Insight You always know when carry doesn’t matter until it matters.
In addition to your archetype’s starting 3. Choose or make a society somebody is lying to you. Each item has a supply die, agreed with
statistics, you may add two more skill 4. Choose your name SHIFTER the GM. Arrows might have d20, a
points anywhere you want (up to a 5. Choose your equipment CryOrg Blaster might have d4. Each time
A sturdy shapeshifter who channels you use that item, roll the Supply Die.
maximum of a d10). Explain these stat
increases by picking a personality trait 6. Choose if you will mutate and gain pure essence to transform their body On a 1, reduce the die by one step, d20
traits, and/or become a spellcaster. into various beasts. Begin with muscle - d12 - d10 - d8 - d6 - d4. Rolling a 1 on a
and a formative experience. For (d8) reflex (d6) endure (d8) channel (d8)
example, a studious character who was See p.18 d4 means the next use is your final use.
raised by wolves might put one point in 7. Discover why you must leave the Talent: Minor Shift Use an Aspect to
research and one point in muscle. Either familiarity of your society p.31-32 Characters can carry one bulky item at
Shift into a Small Creature. a time unhindered. More gets tricky.
choose or roll on the tables on p.14.

12 13
SKILLS
the
The World After the Climate Cataclysm
The World After Sea Rise
The World After Humanity

PERSONALITY SKILLS VITALITY RECOVERY


d10 SKILL GROWING UP YOU WERE Each skill represents an action the At some points, your characters will find Armour and Resilience can be repaired
1 player is more or less good at. These danger and get hurt. Their vitality and restored by any character skilled in
MUSCLE The strong one
skills are flexible and open to determines how much they can get hurt hack with the relevant tools - a Repair
2 REFLEX The fast one interpretation - players should decide before it becomes a serious problem. Kit for Armour or a Healing Kit for
The one who didn’t mind the which skill rating is most applicable to Each archetype begins with different Resilience. To heal or repair, test hack. A
3 ENDURE weather the action they are trying to take when levels of vitality, but items, armour, or successful hack can cure 1 segment of
4 HACK The one who took things apart they are making a skill check. even experiences, if the GM and party Armour or Resilience. A consequence
decide it is appropriate, can boost this. repairs or heals but uses up your
5 SEARCH The curious one The skills are separated into three supplies. A failure uses up your supplies
separate expertise, Physical, Technical VITALITY CLOCKS to no effect - the repair is beyond you in
6 RESEARCH The one who listened and Mental. When you fail a roll, you can Vitality is split up into three distinct this moment. If a character is bleeding
7 ANALYSE The empathic one mark resolve in the track that clocks. These clocks have segments out due to a scar, a hack with a Healing
corresponds to the skill you used to which are filled in whenever damage is kit can staunch the flow and stabilise.
8 PERSUADE The charming one make the roll. Filling a resolve track dealt to a player. When one clock
9 CHANNEL The one who changed things allows you to upgrade your die for one becomes completely filled, move to A successful hack with a Healing Kit can
of the skills within that track’s expertise. filling out the next clock. cure 1 segment of wounded as long as
10 Roll again Dead is not marked. Scars remain even
PHYSICAL EXPERTISE Armour is determined by your current once the condition is unchecked. Being
♦ Muscle: physicality, strength gear or natural protection, and this can
EXPERIENCE ♦ Reflex: agility, poise, evasion
be adjusted by changing out or
Down does not count as a rest.
upgrading equipment. REST
d10 SKILL AS YOU MATURED ♦ Endure: fortitude, grit Resilience is your general fortitude and
A short rest, half an hour sitting down in
a clearing or looking at the landscape,
1 MUSCLE You fought until you were worthy TECHNICAL EXPERTISE sturdiness. Resilience represents your
remaining pool of physical and mental
can restore some Resilience. If the GM
♦ Hack: manual dexterity, nous agrees you’re resting, roll endure.
2 REFLEX Unpredictable surroundings led
you to be nimble energy, so can be lost through harm but Rolling a consequence restores 1
also through stress or anxiety,
3 ENDURE You have been your own keeper ♦ Search: perception, guile segment, success restores 2.
Wounded is a countdown to death. It
4 HACK You became an apprentice and
learned many things
♦ Research: knowledge, facts
has 4 stations on the clock. If you lose
SLEEP
A long rest in a safe place, having a
5 SEARCH You had to always stay alert MENTAL EXPERTISE any Wounded, you choose your
good night’s sleep, restores a segment
♦ Analyse: insight, discern condition, from dazed,
6 RESEARCH You sought knowledge to solve
your problems scarred, down or of Resilience or removes a wounded
condition. Additionally, roll endure.
♦ Persuade: charm, intimidate dead. Once dead is
7 ANALYSE You learned to sense their mood checked, you are DOWN Rolling a consequence restores 1
♦ Channel: magic, spirit additional segment, success restores 2,
8 PERSUADE Your wiles have saved you dead. If scarred,
critical success restores 3.
check the table on DAZED SCARRED
9 CHANNEL Your gift was noticed, and you
were initiated p. 21.
10 Roll again DEAD

14 15
MAGIC ASPECTS DEALING
Magic comes from Essence
Magic is cast as Aspects of Elements
Magic is accessible to Everyone

CHANNELLING
Magic in this game is freeform and Roll channel to see how closely the COMBINATION
1. At the start of a new game day, all effect matches the intention. Success
improvisational, a result of negotiation discarded cards are collected by Aspects can be transferred between
with the GM. Every day, players draw and the Aspect is cast as intended. Roll players when they are at rest, or powers
the GM and returned to the deck. consequence and the Aspect is cast as
cards to receive words known as combined in the moment. Multiple
2. The deck of cards is shuffled. intended but a consequence occurs, Aspects can be combined to enhance
aspects. These determine what magic
they can use for that day. 3. The GM deals one card to each such as harm to the caster or an effect and potency. Royal cards count as
player, then extra cards to those unintended additional effect. Failure two cards for potency.
WHERE DOES MAGIC COME FROM? with relevant Talents. results in mishaps, the caster
Essence is all around you, the life force undergoing an additional minor DAMAGE
that flows through the universe. The detrimental mutation as well as a When harming foes or curing wounds, a
existence of this Essence gives attuned consequence. Once cast, the card is single standard card will produce an
individuals access to the ancient hidden discarded and returns to the GM’s deck. Aspect that deals or heals two
words that define all matter, known as measures of damage.
COSTS
Aspects of the Elements, or Aspects.
Aspects are delivered in dreams, hidden Each time you cast an Aspect, roll for a
words whispered to all beings while minor detrimental mutation unless you
they sleep that give arcane power. have paid the cost to become a
spellcaster. Seers and shifters are
ORACLE OF ASPECTS automatically spellcasters. A spellcaster
Each game day, the GM draws cards has made a sacrifice to be able to cast
from a standard 52 card deck known as successfully without mutation (see p.18),
the Oracle. Each player receives 1 card but will still experience mutations
by default unless a talent specifies that whenever their Channeling fails.
they receive more. The suit and number
of the card combine to give you a word,
or Aspect, based on the table on p.19.
You can discard any unwanted Aspects
from the previous day before this
process begins, and you can only
remember seven Aspects at one time.
SUIT ELEMENT
Hearts Blood & Bone
Diamond Space &Time
Clubs Chaos
Spades Primal

16 17
MAGIC ORACLE
ASPECTS MUTATIONS BLOOD &
BONE
SPACE &
TIME CHAOS PRIMAL

ESSENCE MAGIC’S COST HEARTS DIAMONDS CLUBS SPADES


The surface world of Fain is suffused All characters have access to magic, but
with Essence, in some places diffuse, in
some places in high concentrations that
it comes at a cost. After a spell is cast,
roll for a minor detrimental mutation.
A SAVAGE SPEED SPROUT GROW
can cause bodily mutations. Aligning
with Essence can bring many benefits,
but can also distort the body in
PAIN FOR GAIN
If a character chooses to become a
K BLIND REPEAT SPORE SPARK
spellcaster, they sacrifice a part of
Q SWELL
unforeseen ways.
When instructed by the GM, roll on the
themselves to become permanently
attuned to Essence. In order to do this,
BIND CHEESE GUSH
following tables for your mutation, to
J STINK
they roll for a major detrimental
discover its site, type, visible mutation. After undergoing this process, RUSH EGG SPRAY
appearance and detriment or benefit. they can cast spells without rolling for
Discuss with the GM how this affects
10 SPURT
mutations.
your character. STOP FLY FLOOD
9 CRACK UNRAVEL WEAVE FLASH
8 SEEP REWIND MOLD SCALD
7 FUSE MOVE SLUDGE BURN
6 FLEX SHIFT DECAY SWAMP
5 WITHER SLIP WILD SHAKE
4 CONSUME BORE DISTORT SMOKE
3 CALM VORTEX EVOLVE ENGULF
2 BLEED PULSE FRENZY THUNDER

18 19
MUTATIONSMUTATIONS
d20 APPEARANCE d10 SITE d8 TYPE
DETRIMENTS
d6 MINOR MAJOR d10 SITE APPEARANCE & EFFECT
SCARS

1 Withered 1 Arms 1 Tree 1 -1 Skill -2 Skills 1 Arm Your arm is broken, -1 Muscle Skill

2 Weakened 2 Legs 2 Insect 2 -1 Talent -2 Traits 2 Leg Your leg is broken, -1 Endure Skill

3 Shrunken 3 Body 3 Mammal 3 -1 Trait -1 Skill 3 Body You’re Bleeding out. Start a 3 stage clock. Without healing you die.

4 Rotting 4 Mouth 4 Tentacle 4 Appearance -1 Talent 4 Head You remain Dazed until you receive medical attention.

5 Deformed 5 Eyes 5 Fungus 5 Appearance -1 Trait 5 Eye You’re blinded in one eye. -1 Search Skill

6 Strange 6 Ears 6 Plant 6 Appearance Appearance 6 Ear You’re deafened in one ear. -1 Analysis Skill

7 Fused 7 Hands 7 Reptile 7 Hand Your hand is mangled. -1 Hack Skill

8 Stiffened 8 Feet 8 Bird 8 Feet Your foot is broken. -1 Reflex Skill

9 Sparkling 9 Skin BENEFITS 9 Skin You’re Bleeding out. Start a 6 stage clock. Without healing you die.

10 Swollen 10 Fingers d6 MINOR MAJOR 10 Blood Your blood is poisoned. Start a 4 stage clock. Without healing you die.
11 Larger 1 Appearance Talent
12 Fluffy 2 Appearance Talent
13 Patterned 3 Trait Talent & Trait
14 Vestigial extra 4 Trait Talent & Trait
15 Stronger 5 Skill Talent & Skill
16 Augmented 6 Skill Talent & 2 Skills
17 Enhanced
18 Additional
19 Changeable
20 Tougher

20 21
the

TALENTS
Which path to take?
Which choice to make?
How will you mutate?

SALVAGER SCRAPPER
TIER TALENT DESCRIPTION TIER TALENT DESCRIPTION
You can repair armour if you take a few hours rest to do
0 REPAIR so. Test hack and Repair 3 on full success, 2 on partial, 1 0 INITIATIVE Attack and move one additional time on your first turn.
on failure.
Use an Aspect to craft a potion. (see Crafting Rules) Test 1 UNARMED FIGHTING No penalty for fighting unarmed, strike first
1 CRAFT POTION hack
When you help your party to rest and recuperate, they roll 1 ARMED WARRIOR When attacking with a Weapon, raise your Die 1 step
1 MEDIC an additional d6 on Endure checks to heal Resilience.
Use 2x Aspects to create a useful gadget (agreed by the
2 DEADLY SHOT When firing a ranged attack, Success = Critical
2 CRAFT GADGET GM) test hack
2 BRUTAL CRITICAL Critical hits do 1 extra damage
When a party member is unconscious and wounded, you
2 MEDIC! may spend an Aspect to revive them with 1d4 Resilience. When making a ranged attack, choose to blind, disarm or
3 CALLED SHOT hobble on a critical hit.
3 CREATE TECH Use 3x Aspects to create a Vehicle or Automata. Test hack
3 MINDLESS RAGE Attack or Move twice in a round. (stacks with initiative)
When you spend an Aspect to Craft a potion, you actually
3 RESTORATION craft three. Any damage given replenishes your Resilience. If you
4 CONSUME LIFE have completely full resilience, empower your next attack
4 DEVISE MECH Use 4x Aspects to create a Mech. Test hack to make it a critical hit.

SEER OUTCAST
Gain an additional Aspect whenever you would be dealt So long as you have enough cover, you do not need to make
0 ATTUNED Aspects. Gain one more per Seer Talent that you take. 0 STEALTH EXPERT skill checks to hide or move stealthily.
You can call on Essence to produce minor magical effects When picking a lock, add 1d6 to your dice pool. You can
1 INNATE MAGIC with ease, agreed with the table. You do not need to spend 1 FREE PASSAGE spend an aspect to unlock anything.
an Aspect for these.
You can mimic the voice and speech patterns of anybody you
1 ESSENCE MASTERY You gain extreme Essential focus. When you cast an Aspect, 1 ACTOR have had a conversation with.
gain 1d6 on your channel test.
Use an Aspect to charm somebody for 1 minute. Use 2
Once per day you can spend any Aspect to produce a 2 THE FACE Aspects to charm them for 1 hour.
2 SHIELD shield which acts as 4 segments of armour. You can do this
in response to an instance of damage. Use an Aspect to turn invisible for 10 minutes. Use 2 Aspects
You can spend any Aspect to create a convincing image up 2 INVISIBILITY to turn invisible for one hour.
2 CONJURE MAGIC to 120ft large. Most people will be fooled by the image Spend an Aspect to reroll a skill check for yourself or another
unless they have reason to inspect it very closely. 3 INSPIRATION party member.
You can spend two of any Aspects to turn one material into
3 TRANSMUTE Spend an Aspect to kill a being you can touch. Test
another. 3 ASSASSINATE reflex against their Difficulty. Must be a Critical to Succeed.
You can spend two of any Aspect to teleport with your party
3 TELEPORT to a location you are familiar with. 4 SHADOW WALK Risk an Aspect to turn Ethereal for 5 minutes. Test reflex
Spent 5 Aspects to attempt to bring a soul back from death.
Test channel. On a full success they come back if willing. On
4 RESURRECT
22 a mixed success something comes back. Agree what it is
with the table. 23
TRAITS
the
Things you have learned
Things you can do
Things that are second nature

PSYCH TRAITS

TIER TALENT DESCRIPTION 1. Morph Can change physical 11. Amphibious Can breathe
appearance overnight underwater and swim as fast as
0 INSIGHT You always know when somebody is lying to you 2. Alter Can change biological sex they walk
Use an Aspect to sense the presence, size and form of living every New Moon 12. Connected Can connect to an
1 SENSE LIFE creatures nearby. 3. Natural wisdom Step up one die organic network. Step up one die
when Researching Nature when researching information
1 ELEMENTARY EYE Use an Aspect to discover hidden things in a room or an area.
13. Tinkerer Step up one die when
4. Night vision Can see in the dark
Use an Aspect to ask one question to an NPC or directly to the hacking machinery
2 SEE BEYOND GM, they must answer truthfully.
as well as they can in day
Use an Aspect to become an expert in a skill, trade or topic for 5. Self-Sacrifice Profound empathy, 14. Tough Hide Step up one die
2 TRUE SIGHT one day. can choose to lose resilience when enduring pain or
instead of an ally. environmental effects
3 ARCANE CODE Risk an Aspect to learn any Talent for the day. Test research 15. Courtly Manners Step up one die
6. Wanderer Has knowledge of the
3 TRUE KNOWLEDGE Use an Aspect to turn a failure into a partial success, or a partial surface world- Step up one die when using or understanding
success into a full success. when researching the etiquette.
4 DEEP RESEARCH Use an Aspect to see future/past of a space. Intersection. 16. Vendetta When wronged, step up
7. Brawler No penalty for fighting one die on all actions to right that
unarmed 17. Ancient Knowledge Step up one
die when researching History
SHIFTER 8. Attuned to Essence Every new
day roll a d6. On 6 gain 1 extra 18. Photosynthesis Regain one
Aspect. resilience every hour in sunshine
Use an Aspect to Shift into a Small Creature (Skill Level 5, 2
0 MINOR SHIFT Resilience)
9. Experienced Largely immune to 19. Rooted Receive a day’s nutrition if
intoxicating effects still on soil for an hour
+1 Aspect/day. Use 2 Aspects to Shift into a Medium Beast or
1 BEAST SHIFT Elemental (Skill Level 6, 4 Resilience) 10. Vigour Immune to poison and 20. Grafting Can replace a limb or
disease absorb other plant material
+1 Aspect/day. Additional D6 on rolls to navigate or survive in
1 ONE WITH THE WILDS wild environments SHIFTING
+1 Aspect/day. Use 3 Aspects to Shift into a Large Beast or When you Shift you gain the attributes of
2 DRAKE SHIFT Elemental (Skill Level 7, 5 Resilience) the creature you’re transforming into. SOCIETY TRAITS
2 BEASTSPEECH +1 Aspect/day. You can talk to animals of any kind, they can These are determined by the Skill Level
understand you and respond. of the Shift. A default creature is Generate the Traits you gain from your
+1 Aspect/day. Use 4 Aspects to Shift into a Huge Beast or unskilled in all Attributes. For each Skill Haven Society or mutations by rolling 3
3 DRAGON SHIFT Elemental (Skill Level 8, 6 Resilience) Level, you can step up the die of a Skill, times on this list, or choose. Think which
+1 Aspect/day. Choose one permanent mutation from your balanced in negotiation with the GM. Traits might suit your hybrid or Society.
beast form to carry into your human form. Choose: Functional The Creature also has a Resilience
3 EVOLUTION Wings, Eagle Vision, Amphibious, Thick hide, Extreme Strength determined by the Shift. Once the
and Speed.
Creature’s Resilience is depleted you
+1 Aspect/day. Use 5 Aspects to Shift into a Gargantuan Being return to your normal form.
4 KAIJU SHIFT (Skill Level 10, 8 Resilience)
24 25
the

TALENTS
Blend and mix
Craft and create
Take a new form

CRAFTING & CREATING SHIFTING


CRAFT POTIONS CREATE CONSTRUCTS SHIFTING RETURN
Crafting enables you to transfer a spell Creating enables you to hack together a In order to change into a different The caster remains in this new form until
into a liquid. The spell is negotiated with bunch of collected materials into an item physical form a character with a Shifting they will themselves to return to their
the GM, just like a standard Aspect, but or construct. The size and function is Talent must use the required amount of normal form, or lose all the Shift’s
is tested with hack. It takes an hour with negotiated with the GM, the player Aspects. Once given, the player can Resilience. On losing Resilience, they
the correct kit (Crafting Kit) to prepare a committing materials to the process. The suggest the form, and discuss how skills transform immediately and take any
potion or brew. At the end of the hour, efficacy is tested with hack. It takes 3 might be distributed up to the limit of the additional damage to their normal form.
test your efforts. hours with the correct kit (Mechanic’s specific Talent’s skill level.
Kit) to prepare an item, 2 days to create If they will to return, they must test their
♦ Roll Success, and the potion is a vehicle, 5 days to create a Mech. At The skill level indicates how many dice original form’s endure skill.
exactly as you intended. the end of the time, test your efforts. steps the skills can raise from the base
d4, with a maximum in any one skill of ♦ On success, they return as normal.
♦ Roll Consequence and the potion is ♦ Roll Success, and the item or half the skill level, rounded down. So a
as intended, but your Kit is used up. ♦ On consequence, they return but
construct is exactly as you Skill Level 7 creature, the player are drained by the experience,
♦ Roll Failure and you use up your Kit intended. transforming through a Drake Shift, suffering harm or another
and you have a random liquid. On could choose to create a snarling beast consequence.
♦ Roll Consequence and the and have d10 muscle (raised 3 steps) d8
ingestion, the recipient mutates in a construct is as intended, but you
random manner. reflex (raised 2 steps) and d8 endure, ♦ On failure, they are trapped in their
use up your Kit. with all other skills left at d4. current form until they undertake a
♦ Roll Failure and you use up your Kit Alternatively, they could turn into a Short rest.
and you have a broken item. cunning feline, with d10 reflex, d10
EXAMPLE CONSTRUCTS search and d6 analyse.
♦ Typical Gadget Small, pick 2 flight/ If the item is broken, each time you try
sight/shield/explosive, Physical/ to use it, roll for hack. A player can also suggest special Traits
Technical Skills 2d6, Damage 2, that the creature might have, from flight
Resilience 2 ♦ On Success, it just about works to breathing underwater to breathing
fire. They would then negotiate with the
♦ Typical Tech Large, Pick 3 fast/ ♦ On Consequence, it works this time GM how much of their new form’s Skill
strong/drill/flight/subaqua/ then breaks down irreparably once Level would be used to acquire this
passenger/autonomous/speed/ it’s out of use. Trait.
melee/ranged/sight/shield/ ♦ On Failure, it breaks down
explosive Physical/Technical Skills For example, the player wants to create
irreparably. a silent flying creature for
2d8 Damage 3/ Resilience 5
reconnaissance at night as a Minor Shift.
♦ Typical Mech Gargantuan, Pick 4 The GM suggests that the Flight Trait
fast/strong/drill/flight/subaqua/ would use two parts of the Skill level,
passenger/autonomous/speed/ and night-vision one, so they decide to
melee/ranged/sight/shield/ put the two remaining skill steps into
explosive Physical Skills 2d12 search, making it a d8.
Damage 5/ Resilience 12

26 27
HAVEN CREATOR
SOCIETY DETAIL
1. A massive communal grain silo
TECH LEVEL
1. A lovingly tended watermill provides
UPSIDE
1. Unknown No one has been to the
stands in the centre of this Haven. a small amount of electricity. upside since the Haven was shut.
HISTORIES OF THE HAVENS Everyone shares it, but after a poor 2. Aqueducts bring sweet water to What legends exist?
8000 years ago, during the course of harvest, stocks are running low. Who even the high fields. 2. Mystery The last time people left the
the Climate Cataclysm, hundreds of takes priority? 3. A chance discovery of an unsealed, Haven was 100 years ago, but they
thousands of vast Havens were built, 2. Communal singing is prized in this empty vault gifted this community never returned. What happened?
deep underground, to save a fraction of Haven. All decisions are made only with advanced technology. Some 3. Monitored There are screens
humanity. All have been been affected after mass chanting sessions to devices are so advanced, no one through which you monitor the
by the arcane Essence bubbling up from centre the collective. What is their knows what they do. outside world, but very few ever go
the Earth’s mantle, mutating the people favourite song? 4. Incredibly meticulous record- upside. Why not?
in unique and various ways. 3. To be able to vote in this Haven, you keeping have preserved 4. Discovery You had forgotten that the
CREATE A HAVEN must have retrieved a specific egg technological know-how in this upside world existed until someone
from the Deep Caves. What hatches community. The Library is kept found the door last week. How has
To generate the Haven Society your from this egg? the Haven reacted?
character comes from roll on the these secret from outsiders, it is of
tables or choose. Tables for overtly 4. Ritual combat is used to decide incalculable worth. 5. Taboo You are forbidden to leave
utopian societies are overleaf. differences of opinion. What 5. All knowledge of old traditions were the haven. Doing so will get you cast
happens to the loser? lost in a terrible plague, a generation out from your community. What
5. Strong taboos mean that this Haven ago. The community has not happens to outcasts?
STRUCTURE has beliefs that many outsiders recovered. 6. Breach Your Haven was sealed, and
would think strange, what are they? 6. A visitor taught the members of this no one would have considered
1. This Haven is organised like a 6. Teenagers come of age in this community a forbidden skill, what is leaving it, until the walls were
beehive. Everyone lives in Haven by creating a piece of art in it and who sees its potential? breached and the outside entered
hexagonal cells. the Deep Caves. Why are the caves in. What caused the breach?
2. This Haven has expanded into a so dangerous?
natural cave system. They are still
finding new tunnels. LEADER
3. There are ancient standing stones in 1. Child prophet
the middle of this Haven. At times, if 2. Council of three, but one member
you touch them, you can see what just died.
the Stones are dreaming.
3. Old Seer who knows medicine.
4. This Haven is a garden. Stepped
pyramids of hydroponics rise to the 4. Dictator prone to rage.
ceiling, lit by an orange artificial sun. 5. No leaders, vote of majority, but
5. This Haven is built inside the buried riven by massive factional dispute.
corpse of an enormous titanic 6. Hereditary ruler, but current leader,
machine. much loved, has no children.
6. This community was once nomadic, 7. Elected leader, but the person who
rotating through several Havens was chosen doesn't want the job.
connected by underground tunnels. 8. Charismatic revolutionary who has
All but one of their Havens have now just overturned a hereditary system.
28 been taken over by outsiders.
29
1 Discover your want
YOUR UTOPIAN HAVEN 2 Reveal your need
STRUCTURE LEADER UPSIDE
1. This Haven resides in a 1. Anarchy No government, no 1. The Upside is believed to be
massive cavern, making use laws or law enforcement, a desert wasteland. How
of vertical space with
skyscrapers and buildings
just trust in each other.
2. Regional This Haven is
will the Haven react if they
are proven wrong? QUEST
up the sides of the cave. divided into self-governed 2. This community holds onto
2. This Haven sits on the shore districts, each led by a large the hope of returning to live
of an underground lake. group of elected officials. on the surface. Do they think MOTIVATION GROUP MOTIVATIONS
3. This Haven is designed like 3. Direct democracy Petitions it’s time? Every member of the expedition has Motivations can be made public or kept
an anthill. Miles of tunnels bring forth proposed laws, 3. Nobody thinks about the different motivations for joining. Some secret, revealed to the group at an
weave through the earth, and the entire population Upside much, or talks about are selected, others volunteer. Create opportune time.
connecting spaces that votes to determine which it, as it is seen as irrelevant your own character motivations, or get
inspiration from the tables below. Some There can also be a group motivation to
serve as homes, stores etc. laws go into effect. to everyone’s current lives. tie the group to a shared mission. On
4. This Haven has integrated 4. Contest of wits determines In which ways is this belief characters may wish to keep one or
more of their motivations hidden. Why page 32 you will find reasons why the
with a bioluminescent the new leader every six inaccurate? expedition must leave. Additional
mushroom forest. The years, and the six year term 4. You’ve heard stories from does your character want to join the
mission to the surface, and why do they reasons can be used as plot hooks by
mushrooms provide food is almost finished. other Havens who have the GM throughout your campaign.
and shelter, and the Haven’s explored the Upside, but need to?
5. Trio of the strongest
people tend to the forest. Essence-based healers. nobody here seems keen to ROLL OR CHOOSE YOUR WANT ROLL OR CHOOSE YOUR NEED
5. This Haven sits in the bottom 6. Council of leaders from each do the same. Why not?
of a dead volcano. major religious sect in the 5. Legend says the Upside is 1. Storytelling You hope to find 1. Protection Someone you care about
6. This Haven flooded long Haven. swarming with megafauna inspiration for a novel you’re writing. is going on the expedition- you must
ago, and its inhabitants and -flora. What specific protect them.
7. Constitutional monarchy
rebuilt their city hanging Elected officials have the organisms might exist? 2. Restlessness Living here all your life 2. Trial You must prove yourself in
from the ceiling and real power, but a hereditary 6. A few people went missing is feeling claustrophobic. You dream order to join an exclusive guild.
stalactites above. ruler exists as a symbol of several years ago, and have of the open air, of a world without a
DETAIL unity. now returned with news of ceiling. 3. Ceremony A loved one’s dying wish
1. Stained glass makes up a 8. Advanced AI developed to the surface. What do they 3. Love You want to impress someone. was to have their ashes scattered
large portion of this Haven’s focus on compassion and have to share? on the surface.
architectural style. What fairness in lawmaking. 4. Pride Someone dared you to go on
stories do they tell? TECH LEVEL 4. Self-Discovery You’ve been feeling the expedition, and you were too
2. Everyone wears specific 1. An extensive network of a little lost. You want to figure out proud to say no.
jewellery to represent their high-speed trains provides who you really are.
family. How does this reflect 5. Leadership A person of power in
free public transportation to 5. Duty You feel a sense of duty to the Haven, you’ve been trusted to
the role of family in society? the Haven. serve the people of your Haven. lead this expedition
3. Scientists in this Haven have 2. Geothermal activity powers
bred new and strange 6. Documentation You have been
this Haven’s automated tasked with documenting this
species of animal. What factories. 6. Popularity You hope to gain the
have they come up with? support of peers, perhaps for an journey so that no discoveries are
3. The members of this upcoming election or award. lost.
4. The majority of citizens in community have combined
this Haven worship a 7. Magic You want to expand your 7. Medicine You or a loved one are ill,
tech and Essence, creating a and nothing in the Haven helped.
pantheon of nature gods. highly advanced society. skills in using Essence.
There’s no organised You hope to find a cure on the
4. They like to keep things surface.
religion for the pantheon; simple, going back to pre-
how does everyone worship 8. Scavenging You want to gather 8. Quest You had a dream, maybe a
industrial age technology. parts for an invention you’re vision, sending you on a quest to
in their own way?
5. Greenhouses take up every working on. retrieve something from the surface.
5. Despite its proximity to the inch of spare room in this
Earth’s mantle, this Haven is 9. Curiosity You want to know what’s 9. Search Someone you care about
Haven, providing plentiful up there.
extremely cold. How have its food and a lush went missing long ago. You hope to
residents combated this? environment. find them.
6. This Haven has no concept 6. Medicine and technology 10. Adventure You’re getting bored of 10. Science You’re part of a group of
of gender as a social has advanced to offer a wide Haven life. You want to see some scientists who want to study the
construct. How does this array of cybernetic upgrades action. Upside.
affect relationships and self- to the Haven’s residents.
expression?
What has Changed?
What is wrong with the Haven?
What can you Do?
the
ADVENTURE
WHY MUST YOU LEAVE?
The ruler(s) of your community take your You and your friends snuck into a
A family hostage. Unless you bring them what 8 forbidden chamber in your Haven’s
they want, your family will be exiled. The GM temple. When you stepped inside, you
will tell you what the ruler wants you to find. were all teleported to the upside. You
have no idea where you are, or how to
All of you dreamed the same dream last night.
K You were standing together in the darkness
get home.
The gene stock of your tribe’s main food
and an unseen voice called out your names.
When you woke up, all you knew was that
7 source is severely compromised by
you must leave. The thought torments you. mutation and over-breeding. You need
An itch you must scratch or lose your mind. to find new strains to renew the integrity
You hope things will become clearer on the of your stock.
upside.
A strange message suddenly crackled
A year ago, a tree suddenly sprouted in the
6 out of an ancient transponder that had
Q middle of your haven. It grew quickly, to a sat in a forgotten storeroom for
great height, then flowered and fruited. Your generations. It was a set of coordinates.
leaders have decided that the seeds must be You have been sent to investigate.
planted in the upside. They have given you You have all been accused of a crime
an ancient map and and marked three sites of 5 you didn’t commit. You have escaped
power where the planting will be most your Haven to avoid punishment. What
effective. What kind of tree grew? What is was the crime, and how can you prove
strange and unusual about its fruit? your innocence?
Thieves broke into your Haven and stole your An ancient prophecy famed in your
J people’s greatest treasure. What did they 4 Haven, gave this day as the day the
take? How far will you go to get it back? seals would first be broken. The same
prophet insisted that Great Fortune
A message was sent to your people over the
10 emergency communication system. Someone
would come to your community if a
Golden Bird was found. You have been
has called a Haven Moot to address a great tasked with this Holy Search. There are
threat. It is the first for three hundred years. several more “prophecies” that will help
By ancient custom your tribe must send you. Your GM will tell you what they are.
ambassadors.
Gigantic burrowing moles have
Your Haven has long been protected by the 3 undermined your Haven. Your
9 lake over your heads. But now your water is community now needs you to find a new
turning brackish. Through the thick glass place to live.
ceiling over your heads, you can see huge,
Ancient custom dictates that every
dark shapes moving in the water. Something
is happening to your lake.
2 twenty years a group carries an offering
of cheese to a distant Haven. Although
the custom is observed with complete
devotion, no group has ever returned.

32 33
ITEMS
ARMOUR TRINKETS
1-6. Travelling clothes (light, 1) 1. Jewellery made of trinkets
7-12. Padded clothes, (light, 2) 2. Lucky charm
13. Nest-padded jacket (light, 2) 3. A mysterious scrap of text
14. Resin (light, fragile, 3) 4. USB stick
15. Knotsoil weave (light, sturdy, 4) 5. A love letter
16. Chill-treated bark (heavy, fragile, 4) 6. Ancient plastic toy
17. Woven crustacean (heavy, sturdy, 5) 7. Small ocarina
♦ Starting characters begin with ♦ If rolling for items, rolling a
seven items, one item from each of maximum allows you to take that 18. Chains, scrap metal (Sturdy, loud, 4) 8. Picture in a locket
the following lists. item and gain another roll. If you roll 19. Plate metal (Heavy, Loud, 5) 9. A tiny wooden carving
ammunition, you gain the
associated weapon, and vice versa. 20. Shield, air-dried mucus (armour +1) 10. Something delicious

WEAPONS CONSUMABLES MISCELLANY SURVIVAL


1. Sanded flint knife 1. Bottle of hasenberry wine 1. Shallowreed flute 1. Softset bark-fibre 5 days' rations

2. Gallstone hammer 2. Psychotropic fungi 2. Stringed instrument 2. Laquered eyeball (as flask)
3. Sea-dried grass-fibre travel clothes
3. Oak-core club 3. Intoxicating weed 3. Bone smoking pipe
4. Flint and tinder
4. Flint-filed Sword 4. Neo-hemp 4. Fine ore pigment makeup set
5. Mollusc-blubber torches (12)
5. Cetacean bone-blade 5. Vial of milksop antidote 5. Simple grass-weave clothes
6. Padded leather bedroll
6. Chapped stone axe 6. Vial of amphibian poison 6. Fine double-treated clothes
7. Woven seaweed backpack
7. Bivalve hand-axe 7. Vial of pitcherplant acid 7. Tactical releather clothes (light, 2) 8. Brined puffball pouch
8. Birch-bark staff 8. Vial of alkaline nitrate 8. Unusual Hat 9. Spider rope (20m, light)
9. Living wood staff 9. Vial of vigour 9. Leaf parasol 10. Webbing Bandages
10. Staff with shiny tassel 10. Healing moss kit 10. Soap

11. Vertebrate maul 11. Healing salve kit 11. Plastic bucket ADVENTURE
12. Gut-strung longbow 12. Mechanic’s kit 12. Book 1. Individual leaf-weave tent

13. Fungalcore crossbow 13. Strong clear alcohol 13. Journal 2. Two-person grass-fibre tent
3. Mushroomstalk blanket
14. Ranged weapon 14. Pot of Antibiotic Ooze 14. Paper
4. Boneshard ankle-trap
15. Quiver of arrows 15. Tub of moisturiser 15. Writing supplies
5. Filed-knuckle caltrops
16. Quiver of Bolts 16. Vial, empty 16. Tallowwax candle
6. Neo-hemp rope (15 metres)
17. Paralysing darts 17. Armour repair kit 17. Wooden Whistle
7. Keratin precision tools
18. Shardclip pistol 18. Varnished fungus barrel 18. Hailing Horn 8. Reinforced bone pickaxe
19. Remoulded-enamel rifle 19. Flask made of hasen hide 19. Drum 9. Fur boots
20. Essential bow 20. Salvaging tool kit 20. CryOrg Comlink 10. Antfolk wallwalk boots

34 35
COMBAT
the Combat is Deadly
Combat is Hard
Combat should be avoided if possible

TURNS ACTIONS ROLLS


Combat in Lost Eons is dangerous, and INITIATIVE ATTACK
should be regarded as a last resort. At the start of combat the character A Success roll on Attack does 1 damage.
TURNS closest to the adversary makes a reflex Exceed the Difficulty of the Adversary on
roll against the Adversary’s Difficulty. both dice and the Attack does 2
The players and their adversaries take This reflects the Adversary’s speed and damage (critical). Aspects (Spells in this
turns, one at a time. Player one goes the character’s shock. On Failure, the game) do 2 damage for each level of
first, then an adversary, then player two, Adversary goes first. power used to cast.
then an adversary. This continues until
all players have had a turn and the All rolls are made by the players. They DEFENCE
adversary has had their final response. roll against the Adversary’s Difficulty to A Failed roll on Defence does Damage
This ends the Round. The players Attack, using their relevant skills. When to the character, defined by the
decide which order they go. the Adversary attacks, they roll against Adversary’s Damage rating. Fail while
the Adversary’s Difficulty to Defend. rolling a One and take double damage.
PACKS AND THREATS
Adversaries are either Packs (groups of In general a melee attack will use Damage applies first to Armour, then to
individuals) or Threats (a single hardy muscle/reflex, a ranged attack will use Resilience, then to Wounded. Damage
individual). reflex/hack and a magic attack will use to Wounded induces various effects,
channel. However, it is ultimately the such as injury or being knocked
A Pack is a group of individuals, such as players decision which skill to roll. unconscious. Lose all your Wounded
five Antfolk working together, that Creative play may grant opportunities to and your character is dead.
counts as a single adversary. A Threat is use different skills to attack.
one deadly being, and also counts as a EXAMPLE ADVERSARIES
single adversary. If there are multiple In general, attacks can be defended Ant Folk Pack (5 individuals)
adversaries (many Packs or Packs and against using reflex, endure, or channel DMG 1
Threats), all adversaries take a turn after if defending against a magical attack. DEF 5 [as there are 5. If 3, this is 3]
each player’s turn. However the same qualifiers around DIF 4
p.32-37 creative play apply as above.
Adversaries have 3 stats, Damage, Special Attack- CryOrg Blaster (DMG 4,
Defence and Difficulty, and a special ACTIONS DIF 5)
attack that they can use once per All characters and Adversaries can
Round. Damage is how much damage Move and perform one Action each Giant Hornet
they deal. Defence is how much round. They can choose to use an action DMG 3
damage they can sustain before death. to analyse the opponent, rolling against DEF 7
A Pack will shrink as damage is dealt their Difficulty. On full success, the next DIF 6
until there is one desperate individual. attack against the opponent will do Special Attack- Deadly Stinger (DMG 4,
Difficulty is both how high you have to double damage on Success. DEF 7, paralysis)
roll to evade damage and how high you
have to roll to hit.

36 37
SALVAGER
NAME
Most days you just find enough to exchange
for your food that night, but sometimes there
are some intriguing items, relics from the
Older Time. Every broken thing is just an
SEER
NAME
Since youth, you have found yourself attuned to the
Matrix of Essence, able to create a flame at the tips of
your finger or still the wind for a moment. You can
faintly perceive the Matrix as another layer suffusing
opportunity to test your ingenuity. the fabric of solid matter. This way of understanding
SOCIETY SOCIETY the world has led to a distance from others.

TALENTS REPAIR ARMOUR RESOLVE TALENTS ATTUNED RESOLVE


TEST HACK: REPAIR 3 ON TAKE ONE EXTRA
SUCCESS, 1 ON FAILURE.
PHYSICAL ASPECT CARD PER DAY
PHYSICAL
TIER 1 TIER 1
MUSCLE MUSCLE
REFLEX REFLEX
ENDURE ENDURE
TIER 2 TECHNICAL TIER 2 TECHNICAL
HACK HACK
SEARCH SEARCH
RESEARCH RESEARCH
TIER 3 TIER 3
MENTAL MENTAL
ANALYSE ANALYSE
PERSUADE PERSUADE
TIER 4 TIER 4
CHANNEL CHANNEL
Description Equipment TALENTS Description Equipment TALENTS

TRAITS ARMOUR RESILIENCE WOUNDED TRAITS ARMOUR RESILIENCE WOUNDED

DOWN DOWN

DAZED SCARRED DAZED SCARRED

DEAD DEAD
SCRAPPER
NAME
The only way to get by has been by fending
for yourself, looking after those dear to you
through showing others that you are not a
force to be messed with. Through a mixture of
OUTCAST
NAME
You’ve never felt at home in your society, forging a life
on its margins, living by your wits, through opportun-
ism and petty theft, charming your way into a bed for
the night or the next meal. But somehow you always
guile and brute force, you’ve carved out a knew you were destined for something more.
SOCIETY safe space for yourself. Some fear you. Some SOCIETY
respect you.

TALENTS INITIATIVE
NATURAL FIGHTER RESOLVE TALENTS SHADOWBLEND RESOLVE
ON FIRST TURN
STRIKE ATTACK
FOR ONE AND
PHYSICAL
BECOME INVISIBLE IN
MOVEEXTRA
ONEDAMAGE
EXTRA TIME SHADOWS
PHYSICAL
TIER 1 TIER 1
MUSCLE MUSCLE
REFLEX REFLEX
ENDURE ENDURE
TIER 2 TECHNICAL TIER 2 TECHNICALTIER 3
HACK HACK
SEARCH SEARCH
RESEARCH RESEARCH
TIER 3
MENTAL TIER 3
MENTAL
ANALYSE ANALYSE
PERSUADE PERSUADE
TIER 4
CHANNEL TIER 4
CHANNEL
Description Equipment TALENTS Description Equipment TALENTS

TRAITS ARMOUR RESILIENCE WOUNDED


TRAITS ARMOUR RESILIENCE WOUNDED
DOWN
DOWN
DAZED SCARRED
DAZED SCARRED
DEAD
DEAD
PSYCH
NAME
You have always found yourself able to read people’s
feelings and intentions in an instinctive way,
sometimes using this to engineer favourable
situations for yourself. But this empathy also means
SHIFTER
NAME
You remember the first time it happened that you knew
it was something you had to hide. You thought you
must be the only one that could change their form. It
started with dreams of inhabiting a strange instinctual
that you’ve experienced the shock of sharing mind. Then seeing yourself as a different creature in a
SOCIETY another’s feelings, their pain, and their joy. SOCIETY reflection, staring at your transformed hands.

TALENTS INSIGHT RESOLVE TALENTS MINOR SHIFT RESOLVE


ALWAYS KNOW WHEN USE AN ASPECT TO SHIFT
SOMEONE IS LYING
PHYSICAL INTO A SMALL CREATURE
PHYSICAL
TIER 1 TIER 1
MUSCLE MUSCLE
REFLEX REFLEX
ENDURE ENDURE
TIER 2 TECHNICAL TIER 2 TECHNICAL
HACK HACK
SEARCH SEARCH
RESEARCH RESEARCH
TIER 3 TIER 3
MENTAL MENTAL
ANALYSE ANALYSE
PERSUADE PERSUADE
TIER 4 TIER 4
CHANNEL CHANNEL
Description Equipment TALENTS Description Equipment TALENTS

TRAITS ARMOUR RESILIENCE WOUNDED TRAITS ARMOUR RESILIENCE WOUNDED

DOWN DOWN

DAZED SCARRED DAZED SCARRED

DEAD DEAD

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