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Candle Keeper's Guide
Candle Keeper's Guide
Candle Keeper's Guide
Weapon Rarity:
Martial 2
Normal (10-15 Credits):
No Affix
Magic (20-25 Credits):
Exotic 3 2 Affixes (+5 A.P)
Legendary (70-150 Credits):
5 Affixes (+10 A.P)
Unique (200 Credits):
1 Unique, 5 Affixes (+15 A.P)
Weapon Property Effect
Armor Rarity:
Common (10-15 Credits): No Affix
-2 AP on successful Strike, can
Magic (20-25 Credits): 1 Affix
Trip be used to pull someone Rare (50-70 Credits): 3 Affix
in) Legendary (75-150 Credits): 4 Affix
Unique (200-500 Credits): 5 Affix
Step
Damage to Strike/Shoot
Leisure: Easy: narrative description of
the action than potential consequences
or rewards
Role Mode: interactions with NPC and
Step-down disadvantage unless other Wayfarers that may require some
Light
proficient in skill. Can skill checks.
strike twice. +1 Damage to
Action Mode: Intricate plots, intense
Strike/Shoot
confrontations, high-stakes tasks.
NPC Purchase Purchasable Socket Gems:
Occultist
legendaries
Amethyst 150 Credits
Weapons: Adds Damage Over Time (+1 per
Round)
Jewelry: Adds Resistance to Necromancy
Skills
Adventure Point Armor: Adds Damage Over Time Reduction
Purchases -- (-1 per Round)
Refine Skill (+5, +10, +15) Features (+10) Ruby 250 Credits
Weapons: Adds Overpower Damage (+2
Damage)
Jewelry: Adds Resistance to Fire
Armor: Adds to Maximum Life (+2 Stress
ignores Maximum)
MOUNTS:
Attribute Actions APCost Description VARIABLE COST, D6 STRESS
SPUR: +1 AP
Wayfarer's start with 5 Action Points that they can use. They can decide to…
Cast a Spell 1 Use your action to use one of your spell features or powers
Help 1 Help your ally and perform a Lead check against the M.A.D. Die
M.A.D. Change 2 Switch the M.A.D. Die of another zone with your the zone you are in
Aim 1 Choose to attack after the monster's have taken their turn
Grapple/Trip/Push
1 Perform a Control check against the Pressure Die
/Pull
Either you regain d4 Imagination, or you can make a Lead check to grant
Inspire | Recover 1
someone else a d4 Imagination | Reduce your current Stress level by d4
Attribute Conditions Effect Trauma Cnt Condition
3-4 Confused
Increase Action die step by 1
Strike Empowered / Weakened
Decrease action die step by 1
5 Shaken
Increase Action die step by 1
Shoot Empowered / Weakened
Decrease action die step by 1
6 Vulnerable
The focus here is more on the narrative description of the action rather
Leisure Mode
than its potential consequences or rewards.
interactions with NPCs or other Wayfarers that may require some skill
Role Mode
checks but are not necessarily dangerous.
This is the most intense mode, where the player seeks heavy action and
heavy role-playing. This mode might involve intricate plots, intense
Action Mode
confrontations, or high-stakes tasks that require a series of skill checks
and carry significant potential consequences.
Weapon Type Property Minimum Damage Sci-Fi Weapons Reload 1 AP
Submachine:
Bows Simple +1 Rapid fire +2
Automatic Firearms
Assault:
(10 Ammo Cost = +15
Balanced +3
Credit per 10 ammo)
Daggers Light +1 Machine: Heavy
+4
Focuses Light +1
Blasters (uses 20 Pistol: Light +2
Energy - Ammo Costs Rifle: Balanced
Crossbows Heavy +3 + 20 Credit per 100 +2
Energy Capsules) Heavy: Heavy +3
Whip Trip +1
Weapon Properties
Sharp Mind Increases Mind attribute checks by d4, improving abilities reliant on intelligence.
Sturdy Phsique Boosts Body attribute checks by d4, enhancing physical power and endurance.
Defensive Description
Guardian's
Amplifies Defend attribute by +d4, improving defensive maneuvers and resilience.
Armor
Augments Evade, improving the chances of dodging enemy attacks. Step down
Evasive Gear
advantage to Evade.
Utility Description
Mount's
Increases mount's Stress Die by 1, providing additional durability to the mount.
Resilience
Increases Stress Die from 20 to 21, improving the user's capacity to withstand
Firm Will
psychological or physical stress.
Quick Footed Decreases -1 AP for Move actions, enhancing speed and agility.
Mighty Strike Increases Strike attribute by 1 step, improving melee combat prowess.
Greatly enhances Shoot attribute by 1 step, boosting accuracy and damage of ranged
Eagle Eye
attacks.
Masterful Amplifies Control attribute by 1 step, enhancing ability to command and control forces or
Control allies.
Defensive Description
Provides high damage resistance, significantly reducing damage from all sources. (if the
Immovable
damage is half your Stress, decrease that damage by half)
Phantom Dramatically increases Evade, drastically improving the chances of dodging enemy
Movement attacks. D12 when Evading.
Utility Description
Increases Stress Die to 25, substantially improving the user's capacity to withstand
Unyielding Will
psychological or physical stress.
Increases total AP to +6, ignoring Fast or Slow ruling, allowing for additional actions
AP Enhancer
per turn.
Elemental Ward Provides resistance to all elements, reducing damage from any elemental sources.
Resilient Mount Increases mount's Stress Die by 2, providing exceptional durability to the mount.
Nullifies all vulnerabilities, improving overall resistance against all types of attacks or
Void Armor
effects.
Armor Affix
Description
Unique
"One with the Fuses armor and weapon, causing each Strike or Shoot to deal additional damage equal
Weapon": to your Defend attribute.
Each successful attack restores a portion of your Stress, leeching life energy from the
"Life Drainer":
opponent.
"Mind over Each point in Mind enhances Strike or Shoot, demonstrating that intelligence can be a
Matter": weapon too.
Defensive Description
Utility Description
Allows the user to tap into their deepest reserves, once per session, increasing all
"Nexus Armor":
attributes for a limited duration.
"Aetheric
Increases the Stress Die of all team members by 1, due to an aura of resilience.
Infusion":
"Infinite
Imagination does not deplete for one round per session.
Reservoir":
Randomly changes your vulnerabilities and resistances each turn, reflecting the
"Chaos Armor":
unpredictable nature of chaos.
"Harmony of Nullifies all elemental vulnerabilities and provides minor resistance to all elements,
Elements": demonstrating a balance between all elemental forces.
Weapon Affixes
Description
Regular
Nimble The weapon moves with a life of its own. +3 AP, -2 to damage and Defend.
Resilient The weapon can endure any challenge. +3 to Defend, -2 to damage and AP.
Balanced The weapon is perfectly balanced. +1 to damage, AP, and Defend Rolls.
The weapon exhales fiery attacks. Adds fire damage to attacks. +1 Fire
Dragon's Breath
Damage per attack.
The weapon can call upon the fury of the storm. Adds lightning damage
Stormcaller
to attacks. +1 Static Damage per attack
The weapon freezes its foes. Adds cold damage to attacks. +1 Cold
Frostheart
Damage per attack
The weapon leeches the life from its foes. Heals the user when dealing
Lifedrinker
damage. -Variable Stress per Attack
The weapon was forged in the heart of a fallen star. Adds cosmic
Starforge
damage, and applies the Stun Condition on enemies.
The weapon is imbued with the essence of the void. Adds void damage,
Voidtouch
inciting the Shaken Condition on enemies.
The weapon exists across all time and space. Ignores enemy resistances
Eternity's edge
and defenses.
LEGENDARY ARMOR
CHESTPLATE OF THE MASTERFUL Amplifies Control attribute by 1 step, provides high damage resistance,
CONTROLLER dramatically increases Evade, and increases mount's Stress Die by 2.
PANTS OF THE IMMOVABLE Provides high damage resistance, dramatically increases Evade, increases
PHANTOM Stress Die to 25, and increases total AP to +6.
UNIQUE ARMOR
Does not deplete Imagination for one round per session, changes your
PANTS OF THE INFINITE vulnerabilities and resistances each turn, reflects half of received damage
CHAOS back to the attacker, increases the Stress Die of all team members by 1, and
nullifies all elemental vulnerabilities.
Determines a monster's total health, and D4 (Low health), D6 (Medium low health),
Dread Die (Health) also serves as an indicator of the overall D8 (Medium health), D10 (High health), D12
intensity and danger of the encounter (Very high health)
Abilities that are always active, providing Can be created to suit the monster's theme
Passive Features
constant effects and role
Attributes Determine a monster's basic capabilities Defend, Strike, Shoot, Body, Mind, Spirit
Special attacks that target a character's Can be created to suit the monster's theme
Attribute Attack Feature
specific attribute (Body, Mind, or Spirit), and role
Monster Designing
Roles Effect
Tactics Effect DD
Force
All will attack the same target. -
Concentration
Tag Effect DD