Candle Keeper's Guide

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Weapon Type Minimum Damage

Affixes - Determined by Keeper


Regular: Costs +5 A.P.
Simple 1
Legendary: Costs +10 A.P
Unique: Costs +15 A.P.

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

up Disadvantage unless NON-COMBAT GAME MODES


Heavy
proficient in skill. -1 AP. +3

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:

Alchemist Potions / Elixers Sapphires 50 Credits


Weapons: Adds drops Critical by -1
Jewelry: Adds Resistance to Cold
Blacksmith Upgrade items Armor: Adds Damage Reduction While
Fortified

Skulls 100 Credits


Insert Sockets, Buy/Sell Gems Weapons: Adds Life On Kill (-5 Stress on a
Jeweler
Kill)
Jewelry: Adds Regular Armor Affix
Helms and Armor: Increases Stress by +1
(maximum of 25)
Enchant items and craft

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)

Emerald 200 Credits


Weapons: Adds Critical Strike Damage to
Upgrade Adventure Die (+10) Vulnerable Enemies
Buy Skill (+10)
Jewelry: Adds Resistance to Poison
Armor: Adds Thorns (+1 to enemies
striking you at Melee)

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)

Diamond 350 Credits


Weapons: Adds Legendary Affix
Upgrade Attribute (+15) Teamwork Power Attacks (+15) Jewelry: Adds Resistance to All Elements
Helms and Armor: Adds Barrier
Generation (+d8 Defense Roll first,
people strike that Defense first, then
your Stress)

MOUNTS:
Attribute Actions APCost Description VARIABLE COST, D6 STRESS

SPUR: +1 AP

DISMOUNT: JUMP OFF THE MOUNT


Control Perform a Control AND GAIN A FREE ACTION
(Grapple/Trip/Push/Pull)
1 action

- VOLLEY (ROGUE ONLY): LEAP


UPWARDS FROM YOUR MOUNT AND
UNLEASH A VOLLEY OF ARROWS.
Reactive action, REQUIRES A RANGED WEAPON. AOE,
doesn't require AP ENEMIES MUST MAKE A DEFEND
Defend 0 but will be rolled ROLL AGAINST YOUR SHOOTER.
against the M.A.D.

- BOUNDING SLAM (TITAN ONLY):


Die
LEAP FROM YOUR MOUNT AND
PUMMEL THE GROUND TWICE.
REQUIRES A HEAVY WEAPON: AOE,

Perform a Lead ENEMIES MUST MAKE A DEFEND
Lead
(Help)
1 action to assist an ROLL AGAINST YOUR STRIKE. STUNS
ENEMIES FOR THE ROUND IN THAT
ally
ZONE.

- FREEZING WAKE (TALENT ONLY):


CRYSTALLIZE INTO A RUSHING WISP

Perform a Shoot OF ICE, APPLYING COLD (-1 AP) TO
Shoot ENEMIES IN YOUR PATH. ENEMIES
(Attack)
1 action to attack a
MUST MAKE A BODY SAVE AGAINST
target
YOUR SPIRIT DIE OR FREEZE,
CANNOT MOVE.

- PUMMEL (ZEALOT ONLY):


MOMENTARILY SPROUT A VISAGE OF
YOUR DEITY AND INFLICT +2 TRAUMA

Perform a Strike (CHAOS)
Strike
(Attack)
1 action to attack a SHAKEN CONDITION (ORDER)
target STEP-DOWN DISADVANTAGE TO
THEIR DREAD DIE (CREATION)

Wayfarer's start with 5 Action Points that they can use. They can decide to…

1)Move Slowly (+2 AP):


Moving Slowly will place the PC last in Initiative Per Round
or
2)Move Fast (-2 AP )
Moving Fast will place the PC First in Initiative per Round
Standard Actions AP Cost Description

Roll your Strike or Shoot die against the


Attack 1
M.A.D. Die of the zone your target is in

Make two attack actions, but each die is a


Multi-attack 3
step down of the attribute you are using

Cast a Spell 1 Use your action to use one of your spell features or powers

Sustain 1 Sustain an effect on an enemy with another Imagination roll

Move 1 Take a second move with your action

Disengage 2 Allows for movement and performing another action

Parry/Dodge 1 Choose to go after the enemies have taken their turn

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

Increase Action die step by 1 1-2 Weakened


Body         Empowered/ Weakened
Decrease action die step by 1

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

+2 to skill checks (features are


considered this)
Mind Focused / Confused Able to see
-2 to skill checks (features are
considered this) 6+   through the
Obsidian Veil

+2 to skill checks (features are


considered this) Trauma Healing
Control   Focused / Confused
-2 to skill checks (features are
considered this)

healing 1 trauma /day


You have action die advantage
Lead Bolstered / Shaken
you have action die disadvantage

severe trauma (4-6) roll Trauma


V. dread die. success = -1d4 t.p
You have action die advantage
Spirit Bolstered / Shaken
you have action die disadvantage

First aid can heal +1 medicine


+ 2 to rolls to defend yourself
Defend Protected / Vulnerable check can heal 1d4. requires 1h
-2 to rolls to defend yourself

After an Encounter Time to Rest

Eliminate all conditions (not trauma) Eradicate all conditions

halve current stress level reduce stress to Zero

Recover expended Imagination regain all imagination


Combat Environment If you ever end up ADV / DIS Resolution
with 20 Stress you
are dying.
Double your
Regular
Health / Dying Death = Beyond die and take
Advantage
the higher
Shadow Walker
Engaged
hunt to steal IM.
If IM @ Zero =
your die + a
Shadow walker die higher
Step up than yours
Advantage and take
Close Round | Death Die higher
result
1 | d6
Round / Death Die 2 | d8
3 | d10
Nearby your die + a
4 | d12
lower than
Step down yours and
aadvantage take the
higher
allow a single
resullt
player, who is
most skilled in a
Far Away Group Skill Checks particular area,
our die + a
to make a roll on specific die
Dice Specific
behalf of the and you take
Advantage
entire group the higher
result

Non-Combat Roles Ex:

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

Axes / Two Handed Simple, Martial +1, +2

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

Maces/Two Handed Simple, Marial +1, +2

Swords/Two Handed Simple, Heavy +2, +3 Handgun: Light,


+1
Manual Firearms
Shotgun: Spread
(uses 5 Ammo + 10
Scythes/ Two-Handed Martial,Heavy +2, +3 +3
Credit per 20 Ammo)
Sniper Rifle:
Long Range +4
Wands Light +1

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

Spread: Ex: Dread die 3 enemies Cluster d8 – Shooter d6 =


Rapid Fire: (-2 AP to use) When using an automatic weapon, you may
Dread (4) – Shoot (6) exploding die to (13) = 9. 3 to 1 enemy, 3 to
choose to expend extra ammo (-1AP) to perform a "spray" attack,
another, 3 to another. Above divide total subtracted to
hitting multiple enemies in a single Zone.
enemies.

Long Range: This weapon is designed for long-range attacks.


Balanced: There's no advantage or disadvantage to using this
It deals high damage but requires precise aiming (AIM
weapon at any typical combat range.
ACTION to Use) and a steady hand to use effectively.

Light: Light weapons typically deal less damage but are


Heavy: slower to use (-2 AP). It requires both hands to use
quicker to use and easier to conceal.
Armor Affix
Description
Regular

Sharp Mind Increases Mind attribute checks by d4, improving abilities reliant on intelligence.

Enhances Spirit attribute checks by d4, boosting willpower and emotional


Brawler's Spirit
resilience.

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.

Provides elemental resistance, reducing damage from a specific element, but


Robust
creates a vulnerability to an opposing element.

Ignores one vulnerability, improving resistance against a specific type of attack


Indomitable
or effect.
Armor Affix
Description
Legendary

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

"Mirrored Armor": Reflects half of received damage back to the attacker.

"Temporal Shield": Ad12 chance to attack entirely, as if it never happened

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

Keen The weapon is exceptionally sharp or forceful. +1 to damage.

Swift The weapon is balanced for quick action. +1 AP.

Sturdy The weapon is resistant to wear and tear. +1 to mitigate Defend.

Brutal The weapon is made for crushing blows. +2 to damage, -1 AP.

Agile The weapon is light and easy to maneuver. +2 AP, -1 to damage.

Reinforced The weapon is exceptionally durable. +2 to mitigate Defend, -1 to damage.

The weapon strikes with terrifying force. +3 to damage, -2 to AP and


Fierce
Defend.

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.

Accuracy Lowers Critical by 1

Range: Adds +1 Range: Engaged to Close to Near to Far

Stealth adds +d4 to Stealth rolls


Weapon Affixes
Description
Legendary

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

Doombringer The weapon harbors destructive power. +5 to damage.

Griffin Knockback on hit Engaged to Close to Near to Far

Valkyrie Increases Spirit step up die.

Leviathan Increases Body step up die.

Basalik Poison +2 Poison per Round

Djinn Increases Mind step up die.


Weapon Affixes
Description
Unique

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.

Void Banish enemy d4 rounds

Celestial +3 Divine Damage

Abyssal The weapon harbors destructive power. +5 to damage.

primal Knockback on hit Engaged to Close to Near to Far

elemental Increases Spirit step up die.

ancestral Increases Body step up die.


PURCHASABLE ITEMS (IDEAS)

HELM OF THE SHARP MIND Mind attribute checks by d4.

CHESTLPATE OF THE GUARDIAN Defend attribute by +d4.

GLOVES OF QUICKNESS -1 AP for Move actions.


MAGIC ARMOR

elemental resistance, but create


PANTS OF ROBUSTNESS a vulnerability to an opposing
element.

BOOTS OF INDOMITABILITY ignore one vulnerability.

Stress Die by 1, and increases


HELM OF RESILIENT MOUNT Mind attribute checks by d4, and
also ignores one vulnerability

Increases Stress Die from 20 to 21,


provides elemental resistance,
CHESTPLATE OF THE FIRM WILL
and amplifies Defend attribute by
+d4.

Augments Evade, enhances Spirit


RARE ARMOR GLOVES OF THE EVASIVE BRAWLER attribute checks by d4, and
decreases -1 AP for Move actions.

Boosts Body attribute checks by


d4, provides elemental
PANTS OF STURDINESS
resistance, and amplifies Defend
attribute by +d4.

Decreases -1 AP for Move actions,


BOOTS OF THE QUICK-FOOTED GUARDIAN amplifies Defend attribute by +d4,
and ignores one vulnerability.
PURCHASABLE ITEMS

LEGENDARY ARMOR

Increases Strike attribute by 1 step, increases Stress Die to 25, provides


HELM OF THE MIGHTY STRIKER
resistance to all elements, and increases total AP to +6.

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.

Greatly enhances Shoot attribute by 1 step, provides high damage


GLOVES OF THE EAGLE EYE
resistance, increases total AP to +6, and nullifies all vulnerabilities.

PANTS OF THE IMMOVABLE Provides high damage resistance, dramatically increases Evade, increases
PHANTOM Stress Die to 25, and increases total AP to +6.

Nullifies all vulnerabilities, increases Stress Die to 25, increases total AP


HELM OF THE MIGHTY STRIKER
to +6, and increases mount's Stress Die by 2.

UNIQUE ARMOR

Each successful attack restores a portion of your Stress, reflects half of


received damage back to the attacker, allows the user to tap into their
HELM OF THE LIFE DRAINER
deepest reserves, does not deplete Imagination for one round per session,
and nullifies all elemental vulnerabilities.

Increases all attributes for a limited duration, provides resistance to all


elements, increases the Stress Die of all team members by 1, changes your
CHESTPLATE OF THE NEXUS
vulnerabilities and resistances each turn, and nullifies all elemental
vulnerabilities.

Ad12 chance to avoid attack entirely, reflects half of received damage


GLOVES OF THE TEMPORAL back to the attacker, increases the Stress Die of all team members by 1,
AETHER does not deplete Imagination for one round per session, and nullifies all
elemental vulnerabilities.
PURCHASABLE ITEMS

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.

Nullifies all elemental vulnerabilities, provides resistance to all elements,


BOOTS OF THE HARMONIC reflects half of received damage back to the attacker, increases the Stress
ELEMENT Die of all team members by 1, and changes your vulnerabilities and resistances
each turn.

Potions and Elixirs

Temporarily boosts the Body attribute by +1, increasing physical


Elixir of Strength
prowess and durability for a Round

Enhances the Mind attribute +1 for a limited duration (1 Round),


Potion of Clairvoyance
improving intelligence-based checks and abilities

Temporarily increases Spirit attribute by +1 for 1 Round,


Philter of Fortitude
bolstering mental resilience and emotional control

Enhances the Strike attribute +1 for 1 Round, improving speed and


Tonic of Quickness
proficiency in melee combat

Temporarily improves the Shoot attribute +1 for 1 Round,


Vial of Precision
increasing accuracy and effectiveness in ranged combat

Boosts the Control attribute +1 for 1 Round, enhancing ability to


Serum of Command
command and manipulate forces or allies

Temporarily improves the Lead attribute +1 for 1 Round, boosting


Draught of Leadership
leadership and inspiration abilities
PURCHASABLE ITEMS

Enhances the Defend attribute +1 for 1 Round, increasing


Mixture of Deflection
defensive capabilities and resilience

Restores a portion of Imagination +1 for 1 Round, renewing


Elixir of Restoration
creative energies and abilities

Restores a small amount of Stress +1 for 1 Round, rejuvenating the


Balm of Repair
user's physical and mental stamina

Temporarily boosts the Mount's Stress Die, enhancing the mount's


Philter of the Mount
durability and resilience

Decreases AP for Move actions +1 for 1 Round for a limited


Tonic of Rapid Movement
duration, enhancing speed and agility

Vial of Elemental Provides temporary elemental resistance, reducing damage from a


Resistance specific element

Serum of Vulnerability Temporarily ignores one vulnerability, enhancing resistance


Negation against a specific type of attack or effect
Monster Designing

Feature Description Examples

Determines a monster's primary function Artillery, Brute, Controller, Lurker,


Role
and tactics in combat Minion, Skirmisher, Soldier, Boss, Solo

Coward, Evil, Flying,


Invisible/Silent/Stealth, Invulnerable,
Tags Provide additional characteristics
Regeneration/Regrowth, Territorialist,
Magic User, Ferocious, Barriers

Counter Attack, Duelist, Force


Specific strategies that influence combat Concentration, Pack Tactics,
Tactics
dynamics Opportunistic, Hit-and-run Tactics, Smoke
Screening

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)

If this number is rolled or exceeded on a


Death Number successful attack roll, the monster is Half the value of the Damage Die
killed outright

D4 (Low damage), D6 (Medium low damage),


Damage Die Determines the amount of damage a
D8 (Medium damage), D10 (High damage), D12
(Strike/Shooter) monster can inflict
(Very high damage)

Unique abilities that a monster can use


Can be created to suit the monster's theme
Action Features during combat, often costing Action
and role
Points (AP) and causing Stress

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

Role Determines a monster's primary function and tactics in combat

Artillery High damage from range (d12). Low Health (d4).

Brute Medium damage (d6). High health (D10). Takes up space.

High battlefield manipulation and Conditions. Low or Medium


Controller
Health. (d4 or d6)

Very Sneaky/Hard to hit (d10 to Defend). High Damage (d10). Low


Lurker
Health (d4).

Minion One-hit kills. Can be any of the other roles otherwise.

Highly mobile (no AP to Move). Close range Conditions and


Skirmisher
Battlefield. Medium Health (d8).

Highly Durable (Defend D12), decent damage (d8 to Rolls). Medium


Soldier
damage / Medium health (d8).

Variable. Typically very powerful and can take on multiple roles.


Boss
They have attributes and a Dread Die for calculations.

Designed to be the only combatant, extremely strong and


Solo durable. They have attributes and a Dread Die.
Monster Designing

Tactics Effect DD

Counter If they are attacked in melee they get a


-
Attack strike.

If the monster is alone with you it has


Duelist d12
a d12 Dread Die.

Force
All will attack the same target. -
Concentration

Pack When Pack members outnumber you in


Increases by 1 step
Tactics a Zone the Dread Die goes up a step.

When anyone moves to Engage or


Opportunistic -
Disengage from them they attack.

Hit-and-run The monster strikes and then retreats


-
Tactics out of melee range.

The monster uses smoke or some sort


Smoke
of concealment, causing difficulties Increases by 1 step
Screening
to sight.
Monster Designing

Tag Effect DD

Flee when outnumbered or when at


Coward -
half health.

Evil Evil in nature. -

Flying They have the ability of flight. -

Invisible / Silent / Can avoid detection.


-
Stealth

Doesn't take damage against certain


Invulnerable -
weapon/damage types.

Regeneration/Regrowth Gains health back on its turn (d4). -

Attacks anyone who enters its


Territorialist -
territory - Zone.

Magic User Uses magic abilities. (see Talent) -

Ferocious Fights with brutal intensity. Increases by 1 step

Can create physical barriers or


Barriers shields. -

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